The Lucrehulk advice is on point, the amount of Rep fleets ive melted with Lhulk Battleships placed in the middle of an enemy formation is just staggering lol
I didn’t used to have much of an opinion either way about Munificent frigates. Then I quickly started to appreciate them immensely early in a small CIS conquest I had. Really a fair amount of firepower packed into a smaller package
Now that we have range figures on ship details, ive about completely fazed out my use of recusants, Munificent all the way, that Ultra Heavy and Heavy Ion do so much have lifting.
I think in general we tend to have the opinion that an ISD is the most basic ship around, that everything should be judged in comparison to an ISD, and everything below that in size is seen as weak and auxiliary in purpose, but that's a misconception. I think it's best to think of Acclamator-sized ships as your main ships, that can do enough on their own, ships below that size tend to be weaker but they do have other trade-offs like being harder to hit, having long ranged weapons and various other perks, and ships bigger than Acclamators (or Venators or Victories) are basicaly oversized super weapons, that are mighty on their own, but shouldn't be seen as the ultimate solution to space battles (which would be a very Imperial mindset, and we know well how that turned out for them).
As a republic player, munificents are scary and a primary target for me. They may be fragile but that long range main gun has some real damage and it lets them sit off the sides and rake up numbers if you don't watch them. Absolutely top target for bombers.
I love the GAT and Protodeka on the ground, gets me all nostalgic over that Attack of the Clones game back in the day. The mix of ships, vehicles, and other units from throughout the canon and expanded universe is so great to see, for every faction in these mods.
You mentioned letting the other factions take the flak for you, but at least in my playthrough, the Republic has been targeting my worlds and leaving the other factions alone. Very stressful, since they start with three times the resources uou do, and your allies don't do anything.
A minor criticism: When you showed the stats for their space units, it looks like you took screenshots of the stat pages from Instant Action, which means it doesn't show their pop costs and the normal credit costs.
I love how Corey called me out because I must have watched the Republic faction breakdown video over a dozen times as I did my dishes the past few weeks~ *tbf I don't have as much time as I'd like to play fall of the republic, so understanding the make up for both factions will help me when I do get time to play the game
The canon design for the Bulwark looks pretty dumb, yeah, but the reimagined ones they have in FOTR are great and fit in perfectly with other CIS ships.
@@aarontoles5988 I mean, theyre more weapons of a different Era than anything, true ISD tiered power, the Republic can make Tectors, Secutors, and ISDs (i think) endgame with the Order 66 research, and they also have Praetors and the Mandator II, things the CIS only partly have matches for
I just started playing this mod after playing TR for a while. These guides are great. One weird thing I've noticed, is ever since I upgraded Grevious to the Malevolence, he acts really buggy. I've noticed ships start to just drift away and turn for no reason, but Grevious constantly does this and wont stop cruising forward either. Even if I spam Stop, he keep going forward no matter what.
I think the CIS should have tactical droids as expendable heroes. They are not as good as organic heroes in their army bonus but the advantage is that you can readily build them and you can throw them nearer to the frontline than you will with organic heroes and not to worry about losing them.
Have you considered adding units from the Sabaoth Squadron in CIS's side? I think many have official images on how they would look. Or something like a Battlesphere instead of a Lucrehulk vessel. Finally, I think there is this C3 variant for the Munificent that carries fighters and is a comm vessel, could make for a nice ping ability vessel. I just love your game guys and I love the CIS navy so much I'd want every possible Canon ship included! (Yes, Legends is Canon in this instance 😌).
here's a tip they didn't mention the video you could use Droidekas cheese landing pads just have them be the first unit you place and just throw them at the nearest landing pad
I haven't watched the full video yet, but I just want to check something. Has anyone else experienced a glitch while playing as the CIS (or the Republic) where the crews and other resources don't show up on the Galaxy map, and nothing shows up on the ship, space station and research tabs? It happened in my campaign a few weeks before Week 40.
That unfortunately means the scripts have crashed, you'll need to reload a save from before it happened. If the game started after March 14th, there's a Debug log ingame which can be used to tell us what the script was doing at the time of the crash.
That happened to me when I played the large progressive map. I went for bulwark mark 1 research at foroest and techno union loyalty at empress teta, either could have done it. I waited to see if the bulwark research completion would re-enable the ship building options, but the research ended with a sellable bulwark research icon in space
Hi Corey, I’ve noticed when playing as the republic I never seem to get a mission that offers an A6 as a reward but I always get the mission that gives a protodeka as the CIS. Just wondering is this a glitch or bad luck. Thanks
Your Auxilia class Frigate is mistakenly listed as the Auxilia class where you have its 3D model and classification and even wespons loadout and item card descriptor as actually being from the Munifex Class Light Frigate , the only thing youd have to change would be the name and some weapons ,that being removal of the torpedos and probably increasing of the others seeing as in canon Munifex was a 300 Meter ship with 580 crew 80 gunner 200 marine capacity 500 tons cargo and 28 medium Turbolaser and 12 Medium Ion cannon batteries . The Imperial version dropped some cargo and marines for 12 TIE/LN fighter capacityq
I never used the Munificent and Recusant class cause i didnt knew how to use them if they instantly die. Do you mean that i should first play the Lucrehulk and when the republic ships are focussed on it then place the frigates behind the Lucrehulk?
I actually do use Gozanti! I begun appreciating them when playing the Republic and have used them in several fleets to either skirmish with incoming bombers or EVISCERATE most fighters.
@@90skidcultist they're pretty cheap, I generally bring in at least 2 squads. But since they're only 1 toward fleet cap you can always jump them in when you have gaps in fleet cap that larger ships can't fill. Let me know how you like them, I always thought they were fun
Anyone else have a bug where if you purchase influence with one of the companies you can then sell the influence 'unit' but keep the influence, and repeat as needed?
A strategy i use when abandoning the core planets at first is i use my fleet to attack Kuat, All though so far there was always a Predator Mk1 there i have managed to destroy the shipyards every time so far. That will limit the Republic when it comes to Battlecruisers and Dreadnoughts
Hi, buddy. I think there's a small problem with skirmish. The DSD1 Dwarf Spider Droid does not appear for Normal Skirmish. It wasn't at launch of 1.2, but then it was available from March 13th to March 20th (yesterday). Through that time were patches. They added the Dwarf Spider Droid onto the Skirmish roster for the barracks, but then yesterday, another patch removed it. Is there a chance you can re add it back into normal skirmish? It doesn't fell right to leave units out from skirmish and only on Galactic Conquest for me....
They weren't on the launch of 1.2 the on a patch note they were added along side other fixes. Unfortunately the hot fix broke something so they reverted the changes
I tried changing the language to English on the game’s properties, but still the same thing. Is there anywhere else that I would need to change the language settings?
For some reason the newest update broke turrets for me, they still target enemies but none of them fire, not even the anti air. Also none of the new units work either, they move and all but they dont use their guns at all, not even the enemy vehicles. They just sit there and take shots. I dont know why its like this, i havent found a solution for it so far
That would be one which modifies hardpoint files, meaning you're basically using .1 weapon setups in .2. Dont run any suods until they're updated for .2.
@@CoreyLoses yeah, i got it to work after disabling the submod, ill have to wait for it to update to the newer versions then. Again, thank you very much for the help, not many channels actually respond and help
Hey Corey can you tell me why it takes me soo long to load in the mod and sometimes crashing? It used to only take 3seconds but now it takes 30-90 secs
I'm at the point where I'm starting to lose fights against the cis because they're dropping like 30-50 kolivex at once and I just don't have the turbolasers to deal with them
@@CoreyLoses ok thanks so much. If/When i do get it, Fall of the Republic with prob be the first mod i play :) Though Thrawn's Revenge might be the first too.
@@gift4698 for me the first mod was a remaster of some kind, i didnt like it at all and thought all mods were as bad. After trying thrawns revenge that changed, i have played it and the fall of the republic for over 1000 hours combined, in the base game i have 100 hours but its still fun to revisit every now and then. Hopefully you get it soon!
And then there's me. Build up *_200 Gozanti_* Get them all destroyed Build *_more_* Do what Ender did Repeat until the AI *_hates_* you You'd be surprised how effective *_200 cruisers can be_*
CIS in space is way overpowered, you can spank any Republic's fleet with a fleet of Munificients, yes they are good. Just add some Trade Federation Battleship for fun and some ships with more fighters. At the end it is not funny at all, With a good economy you can put more than two big fleets against the Republic and always have a front were they didn't have anything to stop you and conquer rapidly planets. That killed the mod for me. I also have the feeling that Venator's are not well represented in the game and they are the total and absolute core of any Republic's fleet so that's a big problem. Because like in the movies and cartoons using then as you basic big boys in an fleet do not work at all in this mod.
Cost for power is identical for all units in the mod. The amount of bombers, dps, health you're getting for one pop or one credit is the same, it's just different means if distributing it for units. Munificents have good damage, but they're also incredibly fragile, for example.
Tbh I think playing this mod is too hard for me. That’s why I stick with RaW or that other Clone Wars mod even though I’ll miss out on the badass vehicles and heroes
I have a question im on the campaign right now on the smallest galaxy and started on stage 2. Is it natural for me to turtle around the commerce guild planets and let the others fall one buy one while I build up my forces and push out to choke points to isolate planets and pick them off one by one? This is my first time playing the game ever so I need the advice. Thank you.
Really viable tactic turtling is mostly for inexperienced players and that's fine Just put it on easy or medium because turtling gives the ai tome to build a big economy and a strong navy
While I do love turtling, making moves in the early game is quiet important. As you said, secure chokepoints and reinforce them, but there are a few strategies that even make turtling easier. You can place heroes with skywatch (I think thats the name) ability on your chokepoints and see where the bulk of the enemy forces are. Than you can either raid enemy space stations, destroy their shipyards and retreat if necessary, or you can raid the ground with stealth heroes. both approaches knock out the enemies capability to produce capital ships and bigger fleets
Yeah I know thats why I try to build a strong economy and try to pump out as many capital ships as I can because as corey said the core of a cis fleet is the capital ships.
@@Alex-xd7fr well depending on user experience you can fully win with just cis corvettes and small frigates I recently did a FTGU cruel ai admiral run era one and I mostly did c9979 and munifexs with hardcells nothing larger and won. The gist of it is to also make smaller ships that are usually damage dealers and play smart while you save up for tanky battle cruisers since just sitting there waiting for having money for the biggest ships takes time and money that could be spend in early expansion
@@CoreyLoses its when i play Cis, and did 0 damges to an jedi with an full army. i understand that their meant to be power fuld but do they need to regianatation health. (also sorry for samme commet 3 times xD)
Jedi are good against infantry and vehicles/anti infantry stuff will destroy them pretty easily. If you attack them with infantry you're basically just helping them.
@@CoreyLoses the only problem i have with the mod is that they regianation health. it just feels like i do 0 damges even with Vehicels/anti infantry >.< u woud not care if they were just strong beace they dont respawn, but with the regianation on top off being tanky just make me wish i coud make a no hero game mode :/ or opstion to turn off the regianation. (but in skimiss mode i for some reastion can kill them easy with Vehicels/anti infantry but not in campang)
@@CoreyLoses You know Computer stuff,also this is the first time you have ever messaged me omg I've watched your vids for year's Hi I'm Shade how are u.
Hit that bitch with acc carriers or venators from range using the vast bombers Subjugators are tricky since they have a flood of light turbos so they can fight smaller ship swarms but it's still doable :P