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Empire at War Remake Mod - Helpful Tips and Strange Mechanics 

TheXPGamers
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The Remake Mod for Empire at War is officially out! Its a total change to the base game from custom ground combat. Its got some odd mechanics. Lets discuss!
Remake Mod Steam Workshop Page.
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4 мар 2022

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Комментарии : 271   
@starmana5362
@starmana5362 2 года назад
It's great to see that EAW has such a dedicated and hardworking modding community, even more than a decade after the game released.
@HinokasArabfan1
@HinokasArabfan1 2 года назад
Honestly I think I'm addicted to awakening of the rebellion lol
@starmana5362
@starmana5362 2 года назад
Thrawn's revenge and Fall of the Republic is the most fun i've had in a mod for any game
@RabbyBabu
@RabbyBabu 2 года назад
This game is the best 5$ I've spent on steam, period. No other 5$ purchase gave me this much content and this much fun. A close second would be red dead online standalone, but this is definitely first.
@nou8257
@nou8257 2 года назад
I think EaW sins of a solar empire and The X series of games like X3 Albion prelude have some really awesome modding communities
@marco8414
@marco8414 2 года назад
"It looks too much like World War II" *Stormtroopers literally walk around with lightly modified Sterling SMGs, MG-34s, and Lewis guns*
@billylee322
@billylee322 2 года назад
That's how George intended it
@Kasderan
@Kasderan 2 года назад
Another argument I don't understand at all - SW literally IS WW2. Combat IS WW2 combat. The AT-DT for example is a Flak 88 on legs. Thats why we embrace this aspect and incorperate many WW2 designs into ground/space. I personally think it fits perfectly
@LordVader1094
@LordVader1094 9 месяцев назад
@@Kasderan Yeah idk why people don't realize Star Wars is a mix of WW2 in space, and Napoleonic warfare and WW2 on the ground, with a sprinkling of Vietnam for spice.
@romanwagner8709
@romanwagner8709 2 года назад
There is a fix to bombing runs and bombardments that keeps them in the fight and keeps the spectacle while giving them limitations: make them have friendly fire.
@JakeBaldwin1
@JakeBaldwin1 2 года назад
I believe the term your looking for is "ACCEPTABLE LOSSES."
@JayTheGam3r
@JayTheGam3r 2 года назад
Theres already a new update coming to address bombardment usage and bombing runs, this video kinda covers things that have already been publicly announced to change in the remake discord
@HinokasArabfan1
@HinokasArabfan1 2 года назад
For me as an imperial, it's called "acceptable losses" lol
@CaptainShack
@CaptainShack 2 года назад
Very true. The mod also just released with 4.0 So you talk about whats public and what people are playing. Not whats waiting in the wings. :D
@JayTheGam3r
@JayTheGam3r 2 года назад
@@CaptainShack yep. It’s just to calm any concerns regarding old things that are already in the works to be fixed. Not meant to be a dig at the video, truly lol
@Kishanth.J
@Kishanth.J 2 года назад
I feel like if a drop ship can make it through the shield generator a bomber should too.
@kevinnoonan5534
@kevinnoonan5534 2 года назад
Agreed. Shield generators stop bombardment but not bombing runs, both have friendly fire too. Bah, balanced.
@ScientistMan96
@ScientistMan96 2 года назад
@@kevinnoonan5534 See, I could argue either way. Hate the mechanic as soon as I heard it, but the movies do show than when attacking Starkiller base, Han had to hyperjump into atmosphere, as the planetary shield did stop ships. but as mentioned, we can land dropships which means there is at least some route that ships can get through. Personally I'd have just said greatly nerf the bombardment, and leave t at that. I have no use for a giant flashy orbital strike when I can't even use it until after I win. and even then I can't use it because they made the energy generator such a tank that it's almost pointless to target. So unless the shield gen happens to be in my way, why bother trying to find it when that time is better spent just rushing down the main base and winning the fight?
@wepntech
@wepntech 2 года назад
@@ScientistMan96 fast scouts bombing runs and rapid assault airborne style on some maps at least should be doable still.
@maxdoom3521
@maxdoom3521 2 года назад
I think this would work much better if the shield gen just wasn’t on every damn planet. Maybe have it spawn only on the capital worlds at start, but afterwards you have to build a fairy expensive building to get it on others, along with a nerf for bombardment of some form. Then it leads to different and interesting forms of gameplay.
@Dumbrarere
@Dumbrarere 2 года назад
@@ScientistMan96 Star Wars lore has always been self-contradictory, and it's starting to creep into the Disney canon. Keep this in mind.
@darisamu5048
@darisamu5048 2 года назад
I love the graphics in this mod. That being said, a few of the new mechanics seem to be really...cheesy...the fighters lost in battles causing costs and upkeep being the two main ones. It took like 5 minutes to figure out that you basically always want ur big fleets moving or parked above a not owned planet to avoid upkeep costs at the end of a month (Which i guess is unavoidably going to be true given how this game works), and always starting battles when you have 0 credits to basically ignore the fighter upkeep. From the pov of someone who loves learning the optimal startegy in games, especially how economies work, it feels icky optimizing gameplay around something like that. And again, I get why it is like this, because there's a lot of limitations in this game's architecture. Personally, I'd say that the fighter cost on death should be halved or the upkeep on galactic map should just not be a thing for bigger ships... All that taken into account, I love the new map, the new factions, the graphics as always have been amazing in Remake with all the care and work in the models. There's a ton of potential and i was happy to try out 4.0 and will go through multiple campaigns to see the different dynamics. After a while of 3.5 it was extremely fun learning all the new mechanics and units added.
@turkepic3637
@turkepic3637 2 года назад
Same problem with Thrawn's Revenge. I try to keep my ships not moving on the monthly tick because I don't want to cheese. Though i can see why people would.
@BobMcBobJr
@BobMcBobJr 2 года назад
I wish there was a way to "load' the fighters into ships. That way you could choose the fighter compliment you want to bring and you actually have to build the fighters so loosing them costs money. Loosing money for fighters I may or may not have even wanted to bring feels bad.
@portman8909
@portman8909 2 года назад
I just go in and edit the Planet XML file to give me more credits per month.
@drlca6601
@drlca6601 5 месяцев назад
I'm trying to figure out upkeep in GC right now and how to remove/edit the xml associated with garrison costs, but I don't know which file/lines govern this mechanic. Other than that the only issue I have with this mod is the fatal GC error, likely due to too much minor faction AI running into each other at the same time (threeway calculation bug.) I really wish there were comprehensive submods for this game that address this issue, but they seem outdated or too personalized. It's sad to see this beautiful mod buried under developer tunnel vision and instability. Would love to see it fixed and reaching its full potential. If anyone know garrison xmls please let me know! I've already disabled fighter costs, just need the extra oomph.
@HeadCannonPrime
@HeadCannonPrime 2 года назад
If feels like the creators of this mod were heavily influenced by tabletop war games like Warhammer 40k. Especially for the ground battles. It feels very rock, paper, scissors. Its an interesting way to go about it.
@eridor
@eridor 2 года назад
A dev on the other video said the R
@netoarriola7251
@netoarriola7251 2 года назад
Yeah! In the steam workshop page for the mod it says " we aim to get closer to a Total War style empire management"
@HinokasArabfan1
@HinokasArabfan1 2 года назад
If awakening of the rebellion taught me anything, be aggressive as soon as possible.
@HinokasArabfan1
@HinokasArabfan1 2 года назад
I tried turtling as the empire, got my ass handed to me. Now that I pushed south west of the galaxy, I have the executor with 2 bellators on the way.
@stormwolf8770
@stormwolf8770 Год назад
@@HinokasArabfan1 hmmm thanks for the tips. Just starting an empire AotR game
@basedsneedclave175
@basedsneedclave175 2 года назад
One tip, If you don’t want to pay ship upkeep have your ships stationed over an enemy world.
@wolfsigma
@wolfsigma 2 года назад
With the fighter cost thing I would think implementing the salvage mechanic from AoTR might be a big help. At least the Rebs and the Criminals should be able to earn back some money from killing such that using bombers to "earn" a couple hundred credits on a cap kill offsets the cost of losing them. For the Empire... their fighter replacement should either be free or cost VERY little.
@BobMcBobJr
@BobMcBobJr 2 года назад
Lost 500 tie fighters? Darn that's 50 credits I have to spend. - That would be funny.
@seabasswallyworld
@seabasswallyworld 2 года назад
I love how ground units move slower in this mod. A huge problem, in my opinion, with ground battles in many other mods and vanilla FOC was different ground units would speed around the maps and combat would happen so fast you'd have to pause the game just to get a handle of what's happening, and by that time half your units could be dead.
@herec0mestheCh33f
@herec0mestheCh33f Год назад
My favorite thing in vanilla FoC was getting ground invaded and then winning a fraction of a second later because I set up consortium missile turrets right outside the spawn point when i invaded and they stick around throughout subsequent invasions, so the starting units for the enemy died instantly and it didn't reinforce yet so it counted as a loss for them
@joshs7276
@joshs7276 2 года назад
Pretty sure the fighter swarm thing is mostly performance based by creating a bigger unit you reduce the amount of separate AI running. As for fighting the swarm counting is pretty useful 176 ships is over 14 of your average x-wing squadrons of 12 ships pretty sure if you sent 14-15 x-wing squadrons for every fighter swarm you would do just fine also means lucerhulk can put out a lore accurate amount of fighters without over cluttering the battlefield.
@bioboy1819
@bioboy1819 2 года назад
Yeah, I don't understand why he is so annoyed about it... its no different to sending all you fighters to attack one target. I think its a brilliant mechanic for space combat, I haven't had any issue taking out Droid Swarms, you just need to be prepared and pay attention to what you're fighting and counter with the right fleet. It's the same with ground, you just need to have the right composition.
@warman48
@warman48 11 месяцев назад
You would think. But no. Every rebellion play through I dread having to fight the lukerhulk and it’s swarms. I lost my level 2 station with 30 ark fighter squadrons and lots of x wings, a wings, and y wings. Was only able to get it down to 3/4 health. Just now in my game I pulled back those forces and abandoned my base. I just launched an assault with 50 ark squadrons and 15 z wings. I still lost… I had just one system to Destroy. Now I’m currently building 70 ark squadrons and hopping it’s enough
@RabbyBabu
@RabbyBabu 2 года назад
A really interesting take and I'm liking the mod a lot from what I've seen. But I got a few issues as well. So the Devs messed up the orbital bombardment and instead of nerfing that, they nerfed the whole orbital mechanic? Kinda weird. Also, all units same speed doesn't make sense and weird choice as well. If I have to pay 1:1 for all fighters lost, then what's the point of making carriers, which is kinda the strength of the rebel alliance? They're saying they tried to reduce micro, but if I have to babysit my fighters in every battle because I'm scared of losing them, that kinda defeats the whole purpose of having fighter screens. Maybe they should have made it a time thing instead of money, and if I wanted instant replenishment, I can go back to a friendly port that can produce fighters? Another weird choice tbh
@eridor
@eridor 2 года назад
The point of carriers is point advantage. It's more efficient to bring in carriers than to bring in individual fighter squadrons.
@RevanInHeaven
@RevanInHeaven 2 года назад
The bombardment mechanic and bombing runs have both been increased in radius, and are more powerful against units. However they have in exchange been weakend against buildings so people don't just sit in the back and spam them against buildings to cheese the ground battle. The same goes for the planetary shield as it's meant to stop players from doing that against units aswell after some time has passed. And if they have destroyed the shield then they should be at a point where they should be able to win the battle without bombing runs or orbital bombardments. The ground units have the same speed to make the formations possible. This is the only method which has allowed it to work this well, and if you want speed then use the speed ability most units have. One of the reasons why starfighters have a cost now is so players don't just spam carriers and put them in the back while sending swarms of starfighters in without any cost. Now you have to use them more wisely. Also they never said they are trying to reduce micro, infact I would say it's more the opposite. More attention on the battle and moving your units around to make sure they can be used against what they are effective against.
@eridor
@eridor 2 года назад
@@RevanInHeaven Agreed. They only reduced micro in the sense most units will now autofire abilities in a smart and logical way.
@TheDownrankTrain
@TheDownrankTrain 2 года назад
I kinda like that offensive ground battles are more involved than "Spam bombing runs to win"
@jeffjensen8
@jeffjensen8 2 года назад
The unit speed makes perfect sense. Your units are organized into regiments, not individual units. A regiment needs to move at the same speed to maintain cohesion and formation. I'm not sure why so many people want this mod to operate like every other mod out there, and find that any thing that's different than EaWX / AoTR is some inherent issue or is "weird". In most mods, the AI / player utilize bombing runs and orbital bombardments to win most ground conflicts (except for maybe the very short ones). Frankly. I'm beyond tired of fighting amazing defensive battles only to lose because the enemy has an infinite supply of bombing runs that my AA guns can never fully stop
@porkers7792
@porkers7792 2 года назад
Jabba laughs as you point your blaster at him. He speaks in his incomprehensible language, but you know what he says. It reverberates in your head. "You cannot kill me in a way that matters." Tears fall down your face as you press your E-11 to his head. "I am not afraid of you!" You fire. His corpse falls. You stare at it for 10 minutes, unsure if this time was the last. Then, as the corpse dematerializes, you hear his laughter in the void. It will never stop. Never.
@Freezezonian
@Freezezonian 2 года назад
This seems like a really cool mod and I'm gonna have to jump in and try it out. But I have one issue and I'm sure most people would disagree with me on this. But I prefer how in the base game the fighters are scaled up to be more visible unlike how in most mods they scale the fighters down to more more realistic in scale. So usually I don't see big swarms of Vulture droids or ties baring down on the enemy. I just see big wings of space sand fleas.
@AuthorityCat
@AuthorityCat 2 года назад
I actually like that about his mod. The realistic proportions help in understanding the scale of the ships.
@thegamefur7330
@thegamefur7330 2 года назад
Also when it comes to the droid attack wings whiel they seem daunting they get coubtered hard by a few things, like as the ciminal underworld you get the trieme class corvette which MELTS and kind of fighter craft, you have to have certain tools for certain jobs which is what i love in this mod, nothing is an anwser to everything and you have to keep a wide variery of ships in each fleet, and while in early fame the credit drain of fighter losses does sucm once you start getting good economy on certain planets you never have to worry about it again, its a mod that the beginning is rough and you have to choose your battles, but the midgame and endgame is increadibly fun and it feels earned
@JeffAM1986
@JeffAM1986 Год назад
Great and very needed video. Your take on a Empire Guide would be helpful.
@justinball2879
@justinball2879 2 года назад
With heroes I think it would make sense if when they respawn they would be at their beginning of tier 1. Then you would have send vader to a planet capable for building the ship and purchase the star destroyer that he is commanding. Otherwise Vader would only have his fighter. Just a thought.
@billygrantham5380
@billygrantham5380 2 года назад
Yeah I can't really say I like the style of the Remake mod, especially the ground combat. There's some cool ideas but I don't think it works as is. The fighter combat in space is just a quick way to lose thousands of credits, yeah it may be a bit more realistic and lore friendly but in EVERY battle you lose more than you'll gain. Not very satisfying for a game. The bombing runs and orbital strikes are practically useless with the shield generator mechanic. Perhaps that feature could be only for certain planets or from a certain high level base instead of just a level two base. Then there's the whole regiment unit system, it's interesting but it restricts the player. In short the devs have removed more player choice than they've added and that's not a good thing for a game. Then there's the whole fighting criminal factions more than the Empire or rebels, plus the fact that the sub factions often turn into powerhouses that can sweep everyone. This last one is just my opinion, but with all these sub factions and the unit roster you have being more clone wars era or even old republic than galactic civil war, it just kills the mood of fighting against the Empire or rebels and that is a big disappointment for me.
@maxdoom3521
@maxdoom3521 2 года назад
I like the regiments idea, I’m not a fan of the fact you can only bring in like, 2 at the start. More important planets should have a higher base unit count. Also I haven’t played it yet, but I do think they’re condensing things to the point that choices overall are being stripped, like with base building.
@billygrantham5380
@billygrantham5380 2 года назад
@@maxdoom3521 I assume the 2 to 3 limit is so the game runs smoothly by not having too many units. Perhaps a better way to implement regiments would be like it was in Republic at war I believe. Where you have your typical individual units but you can build a regiment unit that takes up more population during battles, like the super star destoryer in space. That way you can support it with whatever the situation calls for, air support, artillery ECT.
@KaiserMattTygore927
@KaiserMattTygore927 2 года назад
Eh I 1000% disagree with that last bit, I really hope they don't remove the sub-factions. having different enemies to fight is largely what makes these mods so interesting to me personally.
@maxdoom3521
@maxdoom3521 2 года назад
@@KaiserMattTygore927 I agree I don’t mind the other factions too much (republic loyalists having access to clones is a bit weird but whatever) however I HATE how they just start with comparatively massive fleets with multiple capital ships where as the empire starts with I think 1 star destroyer, if even that. I don’t mind being on the back foot but that is ridiculous especially since it takes a while to get the economy needed to build capitals that the ai just starts with.
@disillusioned8686
@disillusioned8686 2 года назад
@@KaiserMattTygore927 Maybe they can have different era’s since they’ve made so many amazing models (and it seems even faster than the Thrawns Revenge team, for instance for Old Republic ship models). They could really benefit from some different starts. But maybe they have that. Idk, I haven’t played it yet because a lot of these issues seem annoying in the 4.0 update. Like the lucrehulk swarms that only have one counter 🤷‍♂️
@chh2010
@chh2010 2 года назад
I think the droid swarm lucerhulk can be a pretty sweet one of boss much like the hardliner AT TE Mobile base unit,this has to be done after a few balance tweaks ofcourse ofcourse
@JettQuasar
@JettQuasar 2 года назад
Changing how the game plays, whether you think it's good or not, is always interesting to discover and figure out.
@CaptainShack
@CaptainShack 2 года назад
Can't agree more.
@anthonyklanke1397
@anthonyklanke1397 2 года назад
I kinda like the assault wing idea for the CIS. I would like to see it implemented for the other factions as well. Rather than micro managing 15+ different squads, it would be very cinematic and emmersive to controle 2-3 assault wings that manage their own squads. Kinda like how the fleet commander wouldn't have time to order around each and every squad. I would especially love if they did this with infantry 👍massive battalions with 100+ troopers that can stay alive for the whole battle! Also, are you doing another campaign play through? I loved the AOR play through with the intro scenes! Especially the rebellion one, it was like watching a TV series! Keep up the awesome work!
@EmperorNiko
@EmperorNiko 2 года назад
The Empire also has a TIE Assault Wing in SSDs and the Torpedo Sphere. The idea is exactly that. Too many squadrons to micro at once and these Assault Wings are filled with nearly all trash fighters like basic Vultures or TIE/Ln Fighters. Of the 176 models in there 140 is Vultures or TIE/Ln.
@dysenteryking9034
@dysenteryking9034 2 года назад
minor factions are fucking psychos in this mod, in my current campaign the mandalorians went nuts and destroyed the actual factions and have half the galaxy
@neofulcrum5013
@neofulcrum5013 2 года назад
That actually sounds about right
@bioboy1819
@bioboy1819 2 года назад
EDIT: 30:17 The reason you're mostly fighting the criminal factions is because you're focusing on the southern rebels... if you had built up in the north or east you'd be fighting more imperial factions. This is my favourite SW:EAW mod, by far, everything they have done so far I've loved and enjoyed, although for this update the only thing I like is space... the ground overhaul seems rather poorly thought out and quickly implemented. Also the contrast between the incredible space assets and models with the lower detailed, odd looking ground assets and models is painful. Whilst it's nice to finally have the mod complete, I hope they re-overhaul ground, I don't like the rebels having tanks that look like they're from earth... Whilst its nice that AoTR gave them assets for ground, I don't like the AoTR ground look... I understand that Star Wars takes inspiration from WWI and WWII, however none of the units nor spaceships look like they're from WWI and WWII.
@marrioman13
@marrioman13 2 года назад
My issue with the tanks is just that they're far too wide
@romanwagner8709
@romanwagner8709 2 года назад
This mod should be the sequel to the Fall of the Republic campaign you are finishing. If you want the order 66 option to happen sooner, be sure to go and finish all the mission you have for more senate approval.
@CaptainShack
@CaptainShack 2 года назад
Remake needs a few more updates before I sit down for a full campaign on the channel. Getting close!
@RabbyBabu
@RabbyBabu 2 года назад
@@CaptainShack I can't wait till you start a proper campaign in this mod, looking forward to it captain!!
@AlyssMa7rin
@AlyssMa7rin 2 года назад
I haven’t tried the ground combat yet, but I wish that the mod was still a space only modification. It had the most picturesque space combat, and the best variety overall in possible playstyles which scratches that itch I needed.
@RevanInHeaven
@RevanInHeaven 2 года назад
The 3.5 files are available on Moddb if you wish to play that version.
@bencurran3204
@bencurran3204 2 года назад
Tbh, I do get put off some mods because of the meat grinder ground battles but I cant wait to try out the regiment system they've implemented
@KaiserMattTygore927
@KaiserMattTygore927 2 года назад
"but I wish that the mod was still a space only modification. " Nah
@laisphinto6372
@laisphinto6372 2 года назад
at least have the Option
@bencurran3204
@bencurran3204 2 года назад
I can't wait for the campaign you're gonna do
@BigBewm
@BigBewm 2 года назад
I posted this on your other video about the same mod, but I haven’t really seen this issue brought up by anyone else. The new regiment system has removed the ability to deploy hero’s for ground combat, meaning they are only usable for space battles. Not only do I feel this is restrictive but it also just feels silly as hero’s who are known for ground combat, not space combat, are only usable in space. This just makes them feel like a wasted hero slot as their space unit usually feels kinda useless.
@masonworker2670
@masonworker2670 2 года назад
I knew i should've waited to tech up, a few months after i did the Black Sun has most of the southern half of the galaxy, and launched a surprise attack on the Endor sector while i was rebuilding. The Empire is pretty damn hard, and personally I do not like fighting the criminal factions that much when they start rolling over the competition
@adopotato8820
@adopotato8820 2 года назад
learnt the lucre hulk fighter mechanic the HARD WAY... rocking a 150 pop stack of fighters and bombers for the rebel alliance, they got smushed. Struggling to get very far with the rebels so far, currently doing a fast tech up run now and got my hands on some tasty frigates, heres hoping they perform!
@thegamefur7330
@thegamefur7330 2 года назад
In my current game as the criminal underworld the empire has all but fallen and now the galactic superpower is currently the CSA, i love the new factions even if they can be a bit bs at times due to how much it changes each playthrough
@CptMisadventure
@CptMisadventure 2 года назад
That orbital bombardment needs some 1812 overture
@Wedgekree
@Wedgekree 9 месяцев назад
Also what I've found is that it's really hard when playing defense just as you can only have three regiments on the ground (presuming you've maxed out your forces). So you can get whittled down by attrition. Again, realistic - but it means you can't expect to hold out under heavy seiges nor have defense in depth as just having more enemy regiments thrown into you means that you can lose to overwhelming firepower.
@vasileiosmela309
@vasileiosmela309 2 года назад
I did notice that some heroes, like Luke, do not respawn after being defeated. So I guess it wouldn't hurt to try making a list of which ones to be careful with.
@lanteanboy
@lanteanboy 2 года назад
I feel like the Bombing Runs should work, but Orbital Strike be locked by the Shield going up.... BUT I'm guessing both of those systems use some of the same mechanisms which is why they both get cancelled together. After all, if the shield prevents all orbital entry, then you shouldn't be able to reinforce either and thats a mandatory mechanic
@martinwessely3000
@martinwessely3000 2 года назад
you can get 3 regements on bespin you just need all three reinforcement points (in your first video you end up capturing the thrid point and get another unit cap but dont notice it.)
@jacobwarkentin2156
@jacobwarkentin2156 2 года назад
I liked this one better before ground battles, now it’s just: equip 3 tank squadrons and right click the enemy base. It’s just a chore to deal with before moving onto the next planet. I asked if we could disable the ground combat system somehow, like in the old variant. but we’ll see if they respond to me.
@stickybonez
@stickybonez 2 года назад
Seeing the devs and other yes men from the dev's Discord rushing to white knight this update and being completely intolerant to criticism is pretty hilarious to watch.
@drlca6601
@drlca6601 5 месяцев назад
it can be fatal for a mod sometimes, I didn't read review before playing 4.0 and now I'm beset by terrible economy mechanics (whiteknighted to all hell prolly) and the fatal GC error, which I feel the remake team has failed to properly address through AI mitigation and proper management of minor faction strategies. IK it's an error associated with the vanilla engine and three factions, but I've only had this issue with Remake in years of playing. Lost a whole mid-campaign GC on ~150 planets due to this. When you see the devs being uppity while ure seeking help, it just deflates your confidence in such a mod. Remake is beautiful and deserves better vision so it can reach its true potential. For now I may just try TR again.
@JohnSmith-dd1bl
@JohnSmith-dd1bl 2 года назад
11:47 big parts of A New Hope are nearly a 1 for 1 copy of Dam Busters.
@Starkiller-sr6tw
@Starkiller-sr6tw 2 года назад
I don’t get why the fighter squadron replacements are so expensive when you can build the unit itself for far cheaper
@bioboy1819
@bioboy1819 2 года назад
Replacements are half the price of buying the squadron from the shipyard I'm pretty sure
@warlord8525
@warlord8525 2 года назад
Would love to see a place through with this mod
@lt_rainbowslash58
@lt_rainbowslash58 2 года назад
As a game designer, this needs a rework and a lot of thought. A lot of mechanics are underutilized to the point that removing them wouldn't make a difference to the current gameplay, certain units have *only* hard counters and are otherwise extremely overpowered, and the economy is just outright broken.
@lukealtorfer3917
@lukealtorfer3917 2 года назад
Lol don’t tell the devs that on steam. They’ll just gas light you and tell you that you “don’t understand the hardcore gameplay they’re trying to make”. They don’t take criticism very well without just calling you a “casual”
@vlacke82
@vlacke82 2 года назад
Great video Shack, and yup, I really don't like the way they've handled bombing runs. Also the economy is not in a good place, some structures like the Golem 1 platform cost a fortune. It takes forever to build a good fleet while even the "Independent" factions have powerhouse fleets from the get go. Also loosing so much money because of fighters after each battle, even the planet defensive ones is insane, you're always gimped for credits.
@RevanInHeaven
@RevanInHeaven 2 года назад
Golans cost a fortune due to how powerful they are. Also once you get a level 1 Golan the upgrades will be less expensive as you are basically building ontop of the Golan 1 station already there. It does take a bit of time to make a fleet to take over surrounding territory, but you should have enough to defend yourself. Minor factions are meant to be a strong in the early game, but once you get closer to the mid game or have built up enough you should be able to handle them. Also the Empire has it the most difficult against minor factions as they have the best start in terms of planet, fleets and economy. Rebels have the least difficult against minor factions. Criminal Underworld has about inbetween. Lastly, as for the economy it is getting a buff in the next update and some structures which aren't giving the correct amount of income should be fixed by then.
@veagtable1589
@veagtable1589 2 года назад
The mechanics do tend to get a bit quirky at night
@Freelancer4tehwin
@Freelancer4tehwin 2 года назад
I feel like the regiments need the same kind of supply limit as orbital. You might have 20 build cap, but any given regiment might average out to ~6 build points. I have no idea if the engine can cope with that, I'll admit, and modeling sub-unit losses would be hard. Although, I would like to see the regiments idea applied to space battle. While no individual capital ship should sport a full support fleet, having support units rolled into it (say a couple of anti-fighter/bomber screening frigates) so that you spend less time on building those small, low health ships, but get them as a bit of a gimme, and fleshing out a fleet requires building groups of ships: two quasars as a fleet air arm, with the quasars and a logistics ship; anti capital groups with ships consisting of a small number of long-range, hard hitting vessels; a patrol group made of of light fighters who can't do much damage, but are fast and provide visibility. When I watch EAW playthroughs, that's the one constant I see: the player can't afford to take the time out to build support vessels one at a time because they're too fragile and slow down production of survivable ships, Applying the idea that any given group lives or dies by how much of its strategic core survives, but that individual ships are a little expendable ties into the nature of the war: you always have losses, but your strategic command ability and plan are what win the day.
@wepntech
@wepntech 2 года назад
hmm, seems that u still had some fighting to do after the orbital bombardment.
@kyle_mk17
@kyle_mk17 Год назад
The Hutt empire is taking over in me campaign. their carriers are op
@leobezard5998
@leobezard5998 2 года назад
I think that not all maps should be conductive to line battles, the lack of speed variation also makes certain units basically useless, why use a transport to go faster, why use gunships to move around a position with infantry on board to flank. Why have tank destroyers when the very situations they are best at: ambush are basically impossible to pull off, as soon as you see the enemy you are seen, and since the TDs can't kill the enemy in one shot, they are easy prey for the return fire. The amount of effort the mod team put into this is amazing, you need to have at least one of every tool in the arsenal to be able to attack any world at a time, but you just don't have the credits for that (initially at least), so it would be nice to improve reconnaissance, you get a map for example that roughly gives you an idea of what you will be facing, shield location for example, terrain, and rough layout of the geography. Since the shield needs power, then unless the enemy has built turbolaser defenses, you can land relatively close to unlock airstrikes and tactical orbital bombardment once the generator is gone, or at least will unlock one of them. Thanks to the mod devs again for this experience.
@Kasderan
@Kasderan 2 года назад
This is just wrong. Standardazied speed does NOT make units useless. All hovercraft have a speed boost ability, all TDs have a cloak ability allowing for ambushes. If you really think different speed levels are a good idea then sorry, you don't remember how dreadful it was in vanilla and you have no idea how ground in RE is even designed. Different speed levels will result in utter chaos, destroy any chance of having formations. Your tanks will run into the enemy while your infantry, the MOST vital part to protect your armour is falling behind. I really don't understand how anyone could want this.
@leobezard5998
@leobezard5998 2 года назад
@@Kasderan for one, yes, I did play vanilla, but my reasons for not liking how slow the armor was is that I generally only use infantry as distractions or chaff in my playthroughs, letting the enemy break upon the infantry line while fast tanks move behind to destroy their base or cut them off from their LZ. The loss of fast vehicles just makes my more blitz oriented strategy (especially as the rebellion) far less effective and just makes the vehicles easy targets for turbolasers and the entrenched enemy. It also makes the lack of airstrikes or orbital bombardments even worse and transforms every battle into an expensive grinding match which costs me more units than I would want to spend.
@SuperExtremeTNT
@SuperExtremeTNT 2 года назад
E-webs don't go in transports, and you can have bombers as a unit i think that go in the shield, I am not sure about the factions as when playing as the empire you are against what should be friendlies. There should be multiple simple campaigns like EMP vs REB only etc.
@Littlelostdragon
@Littlelostdragon 2 года назад
Graphics look nice, the hard counters though, huge turn off its one thing for stuff like A-wings to counter other snub fighters, Ties countering y-wings ect, this is good. Only answer to fighter swarms being one kind of tool though? Cost credits mid battle.... Why would you want ships with hangers now if you want your funds not to evaporate? Seems like a fun police mechanic. Never mind making a doom stack that wins once, the side struck has nothing to recover with beyond what they got laying around already.
@Ghrathryn
@Ghrathryn 2 года назад
Regarding the R>P>S on the fighters, that's pretty much air combat IRL, at least WWII-era. These days missiles are near enough king so most planes are a bit less defined role. A-Wings are interceptors, their job is to get in, scout, kill bombers and mess with formations. X-Wings/TIE Fighters are superiority meaning Aerospace control, still bomber killers, but also escort, attack and clearing interceptor threats. Y-Wings/TIE Bombers are tactical bombers, their job is to kill capital ships and ground targets, maybe support ground forces if there's no close air support type. I'll agree on the fighter kills drain funds though. Yeah, okay maybe take a hit when we're resupplying (not that the game engine lets you load up specific wings for carriers) but especially with the 'loose' fighters, if you've paid 500+ for them already, losing another 250+ for losing them is just throwing good money after bad and will result in players leaving the mod or stopping using the unit. I'll also agree on the massive mixed wing for a single faction requiring a specific hard counter from a single unit being bad. I mean hey, if the CIS can mix up some 12-15 squadrons of snubs and throw them at things at once, why can't anyone else? Plus if it's a known thing, why aren't there more true flack, VT or HE/shrapnel weapons around? Star Wars, if you're pulling full lore including games and EU, has anti-fighter missiles (concussion in X-W/TF games), anti-light/anti-medium ship torps (protons), heavy rockets from X-W/TIE Fighter for anti-heavy and bombs for anti-structure. Surely blast weapons could be developed and issued out.
@mortyjhones4068
@mortyjhones4068 2 года назад
Intresting that they have modeled how the lucker hulk has so many drones in support. has he also modeled lackluster the 5 min' flght time of the droids?
@Chrjo12
@Chrjo12 2 года назад
Wow, I disagree with almost all of those design decisions shown. Very pretty though.
@kinggrim2376
@kinggrim2376 2 года назад
there something like that in the base game if you select a team and a tank the faster unit will stay with the slower unit until you tell them to move up on there own
@MeMaex
@MeMaex Год назад
I killed my first Lucrehulk over Mustafar with a shitton of Y Wings, retreated and took the planet. It "only" costed me like 10 Squadrons. If you take Mustafar you can build recusant cruiser wich seem to shred the mixed droid units with Flaks
@wepntech
@wepntech 2 года назад
all in all I see tactics and strategy actually being necessary in this. no just throwing stuff at the wall to see what sticks without paying attention.
@jeffjensen8
@jeffjensen8 2 года назад
And I think that's what some people don't like. They want units that can do everything, orbital strikes and bombing runs that can just wipe the enemy off the map, etc. To put it simply, they want this to be like most other mods that already exist, for some reason.
@Kasderan
@Kasderan 2 года назад
@@jeffjensen8 This exactly. People complain about unbalanced units, difficulty and what not, but fail to deplay basic tactics or even try to use the tools provided accordingly. They want a cheap power fantasy like 3.5. It is really sad that a lot seem to be unwiling to put some actual thought in their gameplay
@jeffjensen8
@jeffjensen8 2 года назад
@@Kasderan Hopefully we can show them that different can be great as long as they give it an honest try! I'm actually really excited for this / to see more variety in the EaW mod scene!
@AuthorityCat
@AuthorityCat 2 года назад
Bombing runs should be available since drop ships can still land. I'm OK with only having 3 minutes to get an orbital bombardment off though. Also maybe not all planets should have a shield generator? Hopefully a patch comes soon.
@itsgrego5186
@itsgrego5186 Год назад
Imperial tartan cruisers can take out Droid fighter swarms. 10 tartan cruisers are usually enough.
@lightrunner8169
@lightrunner8169 2 года назад
Total honesty, a lot of these mechanics seem like they're pulled from other mods and then placed into this one to make it "more fun" but only leads to it being half-baked or too difficult to maintain. Fighter upkeep is a pain, costs don't seem to effect the enemy AI, it feels kind of like the mod developer was trying to combine elements from Thrawn's Revenge and Awakening of the Rebellion and it just didn't mesh well. I like the models, I like the battles that we see, but gameplay wise I'd prefer playing skirmishes to campaigns as it stands because of how strange the economy is and all the compounding mechanics.
@justinlast2lastharder749
@justinlast2lastharder749 2 года назад
Iv noticed that the Criminal Empire is takes over the most often if you are Empire or Rebellion. My Empire Campaign I have a Fortress World at Tanaab they keep trying to take.
@maxrander0101
@maxrander0101 2 года назад
the speed thing they did does make my imperial invasion tactic not work any more which is rush them with stormtroopers or army troopers then have at-st rush in from the flanks and then have a group of at-at's form a back line of attack as they all move at the same speed the frontal with a rear line of late battle rush units means all the units enter combat at the same time
@patricklenigan4309
@patricklenigan4309 Год назад
you should do a Remake campaign sometime!
@starwarsfan117
@starwarsfan117 2 года назад
This mod sounds like it must REALLY favor the empire, Big powerful ships you don't have to spend thousands of credits replacing expensive af fighters after every fight; I'll be honest between how fighters work and how they treat orbital bombardment; I don't think I will be trying this anytime soon.
@seabasswallyworld
@seabasswallyworld 2 года назад
I think the bombing/orbital strike mechanic could be made better if the planetary shield generator is placed outside the main base. First, it's pointless to have it inside the main base, since if you've made it that far already then the fight is over. Second, to better incentivize defenders to move forward and protect the generator and push the invaders back to the landing zone instead of just turtling up and waiting.
@MrSHADOWANGEL999
@MrSHADOWANGEL999 2 года назад
The captain acting as pathfinder for the rest of us
@Dumbrarere
@Dumbrarere 2 года назад
Truth be told, I was exceptionally hyped for Remake 4.0, and the wealth of strategy options I thought it was going to bring. Then your videos dropped, including this one, and suddenly I have lost all interest. I'll be sticking with Remake 3.5, until they can tweak or do away with some of the mechanics and development choices that were made.
@IHIavok96
@IHIavok96 2 года назад
Love the ground units all having same speed. But it isn't for everyone.
@AzuraFurheroftheIRI
@AzuraFurheroftheIRI 2 года назад
I have to ask how did you get your EAW to run as well as it does, you use any special in game settings/external programs?
@thelictorshand
@thelictorshand 2 года назад
Did this get an update recently?!?! Love this mod
@wepntech
@wepntech 2 года назад
hmm I kind of like that there are random rogue troops that run out chasing the enemy too much from time to time. Maybe there's a comms issue or something for them.
@dakotaneese8663
@dakotaneese8663 2 года назад
Losing the ability to use the orbital attacks seems pointless to me. Seems more like it forces gameplay to a certain play style that allowing freedom choice to how you want to play. Same with the forced unit speed. Sadly I will not be getting downloading this mod.
@Partyboy200
@Partyboy200 2 года назад
Starting the game as the empire, Vader does NOT get an ISD. Tarkin gets the "Modular Taskforce Cruiser" to my knowledge. I only say to my knowledge because if you hover over Tarkin, it literally just gives a description of him instead of telling you what his loadout is. Maybe I'm blind, but I couldn't find it and the only way I know of that ship name is from going back to 16:00 and looking at yours. I'm guessing the Vader ISD is from a war escalation? In either Tarkin or Vader's description, I believe it said you can upgrade what they are kitted with if you meet certain requirements. (Not sure what those are right now).
@PointyHairedJedi
@PointyHairedJedi 2 года назад
I always enjoy your videos, but... somehow the voice track sound levels are always just that bit too quiet.
@julianjones1130
@julianjones1130 2 года назад
The battlefront 2 campaign would imply that orbital bombardment wouldn't be an extreme measure for the empire regardless of the situation
@CaptainShack
@CaptainShack 2 года назад
The battlefront 2 campaign (EA) made the orbital bombardment and extreme case. Operation cinder was literally only put into place if the emperor was killed. I'd call that a very extreme measure.
@julianjones1130
@julianjones1130 2 года назад
@@CaptainShack I suppose that is a fair point considering it was following the emperors demise
@Dumbrarere
@Dumbrarere 2 года назад
@@CaptainShack If you've heard about the Tarkin Doctrine, the cessation of all life on a planet through strategic orbital bombardment over one or two rebel cells isn't even close to extreme when it comes to the Empire.
@harmich6981
@harmich6981 2 года назад
This kind of looks like a broken mod, seems that a lot of things have been implemented that will a really make this a frustrating game to play... don't mind things being made more challenging, but I would hate that after a space battle, I have no credits left...
@Kirkmaximus
@Kirkmaximus 2 года назад
Nah, the Dark Sun faction get so many credits that you never get frustrated with the game. 100% chill mode. Om the other hand it's a bit annoying as the Rebels. Finally, it's bash your head into the screen and shouting until your lungs stressful with the Empire. XD
@chh2010
@chh2010 2 года назад
So far playing as the rebellion i have not once gone broke due to fighters even when using a fighter heavy fleet,hell i had to face a CSA fleet of like 14 cr 90 and lost like only 3 x wing(tips:u wing is a must to keep your fighers alive, using payed fighters is better then making a carriar in a lot of instances,most fighters cost around only 200 and it only takes about 6 seconds for a figher squadron to be made, make sure to read what a fighter is good at and use them accordingly eg arcs are excellent at killing gunships and corvetts,and last but not least make sure to use hero bonuses The rebel fighters already have 20 percent buff but using luke and rogue squadron it can become 45 and then there is dordana's buff for A wings and republic era fighters make the arc 170 perform on per with modern fighters)
@otavio8566
@otavio8566 2 года назад
Why does it have to be so dark? I can barely see a thing in this mod
@aaronpaul5990
@aaronpaul5990 2 года назад
Because the lukerhaul wasnt evil enough ^^
@yoloyolo3003
@yoloyolo3003 Год назад
Btw where do I find your campaign for remake? I don't see them on RU-vid
@specrtre
@specrtre Год назад
I feel like the movement speed is ok, but doesn't make sense to have troop transports be slow. Why use transports if they're slow. They're not necessarily tougher either.
@spartan078ben
@spartan078ben 2 года назад
I'd love to see the Regiment system expanded to space. Maybe a task force system? Perhaps a starfighter/bomber 'wing' unit to counter the 'droid assault wing', a Corvette group, a frigate group, a cruiser group, carrier group, battleship group, and dreadnought group.
@darrengarret7796
@darrengarret7796 2 года назад
That tank look like the halo tank
@lcdcstudios
@lcdcstudios Год назад
you sound like the star wars version of operatordrewski
@steamtruck6961
@steamtruck6961 11 месяцев назад
Is that Robert Baratheon up in the left corner at 33:23?
@ExhaustedPatriot
@ExhaustedPatriot Год назад
Doing a Consortium campaign run, focused on the Mandalorians and the Republic Hardliners so i could get their ships and stuff, next thing I know I have the god damn CIS knocking on my door step as they have taken out not only the entire rebellion in the south, but also took over both the CSA AND the Hapes Consortium in the north, the fucking Empire is getting its ass handed to them, I wish it was possible to play as the Minor factions because DAMN can they wipe.
@jeremyayers5353
@jeremyayers5353 2 года назад
Don’t bring the censorship! Oh you said sensor ship, whew 😅 you had me worried for a moment there…
@mitchellpalacio5069
@mitchellpalacio5069 Год назад
😂😂😂😂
@zenbass5449
@zenbass5449 6 месяцев назад
This comment's a little late but I was just wondering, I remember seeing in like 3.5 or whatever that sith cultists were a playable faction. Did they just straight up remove that ability to play as them factions? I only say this because I really love one of the designs for a specific ship :( I just want to be able to make a whole fleet of them and destroy everything so yehhhh.
@Reeal15
@Reeal15 2 года назад
To be fair, I felt bombing runs a orbital bombardments we're pretty useless in the base game, too. More of a convince - "oh shit there's a bunker over there with one infantry squad in it and I don't feel like watching my tanks go over there. Just blow it up."
@perrymcallister5801
@perrymcallister5801 2 года назад
Loving the 4.0 update but every time I load a ground battle the game crashes and returns back the steam screen! How can I fix this?
@Hrolfgord
@Hrolfgord 2 года назад
Vader starts the game as his Tie squadron, I haven't gotten too far but the Empire is a very hard start and I've lost vader a few times and he disappears from the heroes symbols up top
@darisamu5048
@darisamu5048 2 года назад
it takes time but it seems like he does end up coming back, something about him appearing twice and thn both portraits disappearing after death seems to be the issue (but yeah whenever it happened he did seem to come back, you just dont see the timer/blue progress circle)
@colbycoolby1592
@colbycoolby1592 2 года назад
I don't know Shack. I've gotten into space engagements and never fell to zero credits. I don't know what I'm doing different but, I think it's because I keep my fighters back. I wait till my opponent's fighter screen is thinned then, I keep them off and send in bombers.
@RevanInHeaven
@RevanInHeaven 2 года назад
Then you are doing the right thing. Sending the fighters and bombers in first when you know the enemy has anti-fighter ships is something to avoid. Always a advantage to get the enemy starfighters to engage your starfighters within range of your own fleet.
@outerexodus
@outerexodus 2 года назад
@@RevanInHeaven that's very anti-Rebellion, though... Rebellion's whole fleet mechanic is fighters first, sometimes ONLY fighters fighters and more fighters...
@CaptainShack
@CaptainShack 2 года назад
1. I'm playing the Rebellion. Whos strength is fighters. Not babysitting the fleet. 2. Early game has been constant fighting against invasions every 5 minutes or so. Meaning those fighters need to be on the front. 3. Not every campaign is the same. You could be only engaging different enemies, playing a different faction or your A.I has decided to attack the other factions and not you as constantly. That or your just not a main target yet. Holding fighters back isn't always the best case. Particularly when they will make or break a battle for you. 4. Fleet makeup can effect this greatly. My battles against the Empire honestly have been far easier than the criminal organizations.
@darkflame9410
@darkflame9410 2 года назад
@@outerexodus So after chatting with some of the devs in Shack's stream, I think its important to recognize that while they still have a heavy fighter focus as the rebels, they're doing it somewhat differently. For Remake, Rebel fighters are stronger then other factions fighters (even when its cross faction, like a Rebel V-Wing squadron will always out-tank and out-damage an Imperial V-Wing Squadron), and many rebel fighters have self healing etc.... So the strategy of rebel fighter spam does not work in this mod like it does in others. You have to micro them still, and heavily, but if you do you'll be rewarded because in a straight fighter vs fighter faceoff, rebels will generally come out on top with fewer losses. And carriers function less as "bring ALL the fighters" as much as essentially a quick deployment unit so you don't have to drag 4-5 squadrons in one at a time (with an armored ship backing them up).
@outerexodus
@outerexodus 2 года назад
@@darkflame9410 none of which is new info for me, but thanks. As I've said in other comments, balancing and improving can always happen, and dev plans don't always match up with every player, which is perfectly fine, but both devs and players should never stop offering constructive criticism and ideas, even if they differ. 👍👍👍
@admiralhalo7293
@admiralhalo7293 2 года назад
There one thing I have problems is my friend and I could not play multiplayer every time we tryed loading up a map the we just get stuck in a black loading screen
@ArexanderClevor
@ArexanderClevor 2 года назад
From what I've understood, the ungarrisonable infantry is a technical limitation, so a fix is unlikely
@RevanInHeaven
@RevanInHeaven 2 года назад
Indeed. some things just can't be fixed or changed due to how outdated the engine is.
@lamNoJedi
@lamNoJedi Год назад
Are you doing a playthrough on this?
@luizviniciusvieiraalexandr4979
Question: how do I get Marine units or elite infantry?
@RZONE2000
@RZONE2000 2 года назад
tbh i watched it all but the bombingrun and the orbital really bumed me out..... i liked those features i rather have a normal orbital than this feature.. feels like an element that already worked well was now disturped or even sabotaged
@ayoitsyayo
@ayoitsyayo 2 года назад
Don’t get me wrong the game looks amazing and all the new assets are gorgeous and I appreciate their work but the balancing needs work, feels like all the difficulties moved up a couple notches and they have it set so you’re always grinding to get a huge fleet going (which I assume is the thing they don’t want you to have) feels like they are forcing a particular play style
@samplepastbeatz7499
@samplepastbeatz7499 Год назад
How i can Upgrade thrawn from his victory star destroyer to the grey wolf? On Kuat, but how?
@af0ulwind115
@af0ulwind115 2 года назад
When's the next group stream in SE?
@thrawn2034
@thrawn2034 2 года назад
I love the mod, but it is crashing a lot when I get into ground battles.
@austinkingofgame7674
@austinkingofgame7674 2 года назад
He xpgames see you texting the game I wonder if you can ask the people who made the game if they can make the sub faction be play as people might want to try them in campaign against the empire instead of a match’s like for me I want play the cis against the empire when I get the game
@arfbark3924
@arfbark3924 2 года назад
I guess my download is corrupted, I don't have access to ground warfare or even military unit production in GC.
@JeffAM1986
@JeffAM1986 Год назад
How do you move the camera angle? I forgot and can’t figure it out
@turkepic3637
@turkepic3637 Год назад
There's an option in the game to "click on both mouse buttons to rotate" or something alike. Search for it. After that , as it says , click on both buttons on the mouse and rotate away. Though sometimes camera can get stuck on rotation mode , a few left clicks fixes it.
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