also, I may be wrong but I notice a lot of the vehicles and infantry do not fire while moving.
also, I may be wrong but I notice a lot of the vehicles and infantry do not fire while moving.
Will ground transports have weapons on them when the mod releases? I think it is a very important change that AOTR has proved to give ground battles more depth so that the strategy is not to rush the landing zones
finally someone agrees! I also find bf2015 to be much better than bf2 2017
visuals and sound effects are on point. I am excited for this mod. the artstyle, new sound effects and particles, and changed interface sound effects are a nice fresh new take on empire at war. Also that aggressor at 10:32 looks AMAZING.
I actually like this a lot. It gives a fresh new look to the gc map
I honestly don't know if it's possible to make the Liberator look good
the release date says Q4 2019 instead of 2018.... has the release been delayed by a year? (meaning the release is now like in the last few months of 2019)
7. skirmish is not supported in this mod if I remember correctly
ThatOneBullet
Have you or any of the devs considered adding some variants of infantry that repair vehicles to infantry squads? I think that would encourage the use of vehicles and infantry together, where the preferable strategy seems to be to only use one infantry squad to capture things and use vehicles otherwise
the units and particles look amazing. Can't wait for the gc release of this mod, although I feel like we're gonna have to wait a few years for that
that base shield looks NICE
RayRodry those weird rectangular muzzle flashes on the turbolasers mean you are missing some particles. I know because I have imported those laser particles into a mod several times
these new voice lines are brilliant!
the torpedo sphere isn't well designed for ship-to-ship combat anyway. It was used much more often to crack planetary shields, and that's why it had a small number of turbolasers(to fire at the shield generator once the torpedoes had opened a hole in the shield large enough to fire through)
Would you guys possibly rebalance ground starfighters in a future patch, such as making them smaller squadrons but maintaining the same total strength?
you can either turn on the "press both mouse buttons to rotate camera" option in the game settings or you can hold control and middle mouse button and move the mouse to rotate the camera view. if you screw up you can press "home" to restore the default view
What is that ship? Is it a bulwark?
Harrow sounds more badass
"Most Importantly, we have added a Tector Star Destroyer." Lol
Much prefer yours to the vanilla hardpoint icons. But many times yours are more difficult to see
That was me just not logged in
I saw in the description of Kota's venator(liberator) that it was upgraded to outgun ISDs. Does it actually have more firewpower than ISDs?
ok thanks just read installation guide
good to hear bombers will be nerfed. It is absolutely ridiculous that you only need 2-3 bomber squadrons in base RAW to take out entire hardpoints in a single bombing run
Does this submod contain all of RAW's files, or when I download this do I have to extract the files into the data folder of RAW 1.2?
Kind of random, but will you guys consider at any point adding some wookie ground units like flutter craft and flying catamarans? It would be really interesting to see those
Approximately how long does it take for eras to advance automatically without intervention? I am playing as the NR on art of war, and it has been over 60 weeks and sate pestage is still in control
They are only buildable In certain Campaigns
yeah I did, just looking through the mod files. good to know that they were removed, because tie fighters were incredibly overpowered
CrimsonTrooper64
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