You guys are so fukin cool. This was my favorite game when I was young and you guys have kept it alive so well. I won't say keep up the hard work, you guys be sure to take breaks when you need them. You've all more than earned it!
One thing I hope the hutts help with is blunt the CIS snowball. that was my biggest gripe with your mod is how easy the CIS snowballs sicne it absotbs the other seperatist factions quickly
This update does come with a few new ways to get them. One of the Republic Squadron heroes has them, if you use Padme in space battles some of your ships will change complements to them, and space battles over Naboo will always involves some (although who they fight for varies)
N1 and a bunch of non standard republic fighters are on skirmish in the space station that can be captured Maybe some day with influence stuff Naboo stuff will come but hey we finally got thr cis organic troops now after years of waitong
Imagine planning for decades to gain ultimate power, create an army to kill the Jedi, turn the "Chosen One" to the Dark Side, and play both sides of a war from the shadows, and you ultimately lose to a bunch of overweight slugs.
I quite like the little tweaks you guys did to make some of the hutt unit voices happen more easily, pitching some of the Zann unit dialogues around and tweaking the timing, a very well done piece of craft!
This update is amazing! Haven't played EaWX, or EaW at all in months, but the amount of content added with the Hutts has gotten me back into the game. The ability to play tall unlike other factions also fits my preferred playstyle more as well.
they should have much expensive ships or army upkeep in order to keep them under control. they cant just sit there and stack money and fleets and ruin the clone war . they need to be self limiting themselves with high upkeep or something
Hey Corey, first off big fan of all your mods for EAW. please keep up the good work and best wishes to ya and your future. Just a quick question, will there ever be heroes in “from the ground up” campaigns? im a huge fan of that game mode and to my understanding its very difficult to get the heroes incorporated with that game mode. Keep up the great work!!!
Hondo should be a hireable 4th faction that you pay for, and then for the next 2-5 cycles, his units will randomly enforce your fleets and ground forces without counting toward your normal unit cap. After the time is up, everyone gets to bid for Hondo's aid, and he joins the highest bidder. Lather, rinse, repeat
1. During the construction of space bases, the icon of bases disappears in the squares on the left. It turns out, for example, that it was built in formation, but it is not displayed. 2. When you move the mouse to the units, a hint appears. But it freezes, how can I remove it? She doesn't clean up.
Hello Corey! Thank you for the video - on the topic of the Bootana Hutt forces you can call in during a battle, could this be added to most factions? I think this mechanic is an awesome addition to EaWX, and I would love to be able to have local "defense fleets" lying in wait to be able to rapidly deploy to planets under heavy siege. Perhaps it could be a cap of one capital, three frigates? Just spitballing - anyway, super excited to try out the mechanic myself and see how it feels!
I think it was said that something _like_ this may be used for some upcoming factions, but this specific implementation is meant to be the Hutt's own unique thing, just like the CIS have their whole "alliance of different corporations" thing, and the Republics have the command staff options. It's theirs alone.
Tjere are in-game guides at the left of the screen in thr galactic map For units theres too many but the gist is on the tool tips aka info card aka the thing that pops up when you hover over a unit It has the health and shields, speed, if it carries something it will say x/z fighter numbers so what's out at a time and in reserve, and the gun number, type of gun and how many shots with the reload in seconds and usually if it has some perks it'll be at the bottom Really just play it and pay attention with some reading it looks much more intimidating than it really is
The model/unit picture of the tri-fighter droid needs to be updated it doesn’t really look like a tri-fighter…. Maybe add mor coloration, some of the transparent texturing for the sphere bit as well as adding the glowing red eyes to the unit would be a huge improvement
Also man great work. Im sure yall hear it alot but you guys put out bigger more content filled updates than most major releases this year alone. The work and passion you guys have really makes this community. Looking forwards to more updates!
i'm still trying to figure out if super-dreadnaughts can be repaired or if you have to live with damage permanently. I don't mind maintaining them between battles, and it costing a lot, but if you just gotta live with the damage until it inevitably falls then it's just a token hero unit for temporary use.
What maps have both new planets of Alion and Thyrus? I have been only able to find Alion on the Durges lance map, and I am curious if there are any other Maps where one or both planets appears
Very excited for this, looks like you guys have knocked it out of the park again, will the two scores for hutts be mutually exclusive or can you get full score with both mobilisation and smuggler?
I would definitely agree on any basic or pirate ships, but any ship with the honor of transporting or being under the direct command of a Hutt should be held to the highest standards. They're the best ships credits can buy, and the hutts have very deep pockets.
There is, it's the Hutts with Dart Maul or the CIS after conquering Mandalore. You can literally get access to everything the Death Watch has. Death Watch never really had any ships besides Gauntlet fighters, so they aren't and can't be represented by a whole full fledged faction, but they are represented as best as they can be represented.
I don’t know about you guys, but for my strategy I just get a massive fleet of venators and just throw venators at my enemies. I start with a huge fleet of venators at the beginning of the battle, and use the fighters to destroy the most dangerous targets from afar, then move in my venators to attack, and if one is destroyed, I bring in another venator from the fleet of sixteen thst I have. If one is destroyed I build more, and I always have enough to fight. Although I do usually mix in a few arquitens and sometimes victories
Question about the fighter squadron heroes thing: will you also still be able to launch squads on their own? Will carrier-based squads have the same mechanic as the previous versions where they don't permanently die if they're killed? I'm mostly asking for when Thrawn's Revenge gets updated, as I'm a big Rogue Squadron fan.
No, fighter heroes will not be deployed on their own- this mechanic is partially meant to get around several of the issues with those. If the fighters die, they will come back.
1. Will the Republic allow you to recruit the units of certain planets, e.g. Flash/Gian Speeders and Naboo Starfighters, Corellian corvettes and Onderon militia? 2. Is there a special mission for if you choose to dethrone Palpatine and you get to kill him or capture him or something? 3. Is there a capture mechanic for engaging enemy heroes?
they already get corellian corvettes, the CR90 is one of the republic's main anti-fighter corvettes. as for palpatine, once you hit 100% senate approval both palpatine and mon mothma will approach you, giving you the option to do order 66(kill all jedi heroes except for anakin, get access to imperial ships through KDY) or order 65(keep the jedi, get some new heroes).
@@justanerdiguess4910 I remember that mechanic from playing the Republic, I just hoped it would be turned into a story mission, either siege the Jedi temple or siege the Imperial palace and kill Palpy or something.
I'm liking the hutts in space, but their ground units feel bad. Overall just way too fragile; even a single platoon of P1 clones can quickly delete a sail barge in spite of the barge's heavy anti-infantry armament. The proton skiffs aren't very good, and pongeeta speeders only work well on defensive battles behind a base shield and nowhere else. Their artillery unit is also not even worth building since it's too easy to LoS the very slow missiles, making them only useful on maybe 2 or 3 maps with flat, unobstructed terrain. Only way for a clean ground assault is just to spam VAAT/e's, which is disappointing since their other units are conceptually exciting, but don't work well in practice. The concept of many fast and fragile units just doesn't play well in the current sandbox, especially on maps where landing zones only add 1 or 2 to the tactical population headroom. Also, I still think interdiction mines are WAY too common. They really ought to be limited to certain larger vessels, never corvettes. Tactical retreats for the player don't exist in FotR lmao.
I can’t cntrl mass select units anymore in space on conquest, haven’t tried land yet. Is there a new way to do this or is my game just bugging. I also can’t use shift to select multiple different types of units anymore
Question for everyone. does the venator seem weak compared to vanilla or other mods cause in my campaigns they struggle with maintaining shields ( they collapse super fast compared to equivalent CIS and Hutt ships) and they often come away moderately or heavily damaged in one-on-ones with with light-medium ships and have almost no chance against heavy fleet assets without 3:1 advantage.
Nah venators are in Line with all of it's peers in it's weight class People just assume it should be stronger because it's a popular ship and a fan favorite It has its guns and guntype balances as much as the providence both are each other rival with the victories ans bulwarks as same weight but more brawler friends Turns out without plot armour the venator can't just pop in and save the day
Read the tooltip of the unit you are tying to board most are but really small or large stuff won't It works like pokemon damage it but not kill it get shuttle close and attempt capture It isn't guaranteed even with multiple attempts ans at red health but it works most of the time
So with the Maul approaching the Hutts it sounds like that is a for sure thing? Is there any plans to have it be a leadership choice similar to order 66 vs 65 or the Empire leadership branches in TR?
Is the 64-bit version fixed yet. When they first released it, and I haven't checked it since, using the 64-bit version caused it to lag to the point where it will be unoperable
They don't affect you in the current implementation. In the future the smugglers will steal credits from the other factions, yes, and there will be ways for those factions to detect smuggling and remove it, but for now the smugglers just hang out at your planets and magically make money for the Hutts without this affecting you at all.
I know I'm 3 months late, but for some reason, I can't pass through the Republic aligned sectors. Also, is it possible for the team to upload a manual pdf?
Intended only thr cis can with irs sub factions It uses the unmolded games corruption mechanics ans only one faction can have it in a mod You integrate Ra worlds by doing the Senate missions