You can play multiplayer skirmish, however no Galactic Conquest
You can play multiplayer skirmish, however no Galactic Conquest
It's not the mod, it's the base game. Empire at War is a pretty old game and even when it came out it was running on outdated technology and had severe limitations. This generally manifests itself in the unit cap, with most mods out their they double, triple or whatever to the nth degree the unit cap, which while it does make the game slightly more enjoyable and epic it makes it far more unstable.
all ships have a limited number of fighter units and can only launch a certain number of them at a time. Most of the republic ships except for the Acclamator usually have enough extra units to launch 2 - 2.5 "waves" of ships (acclamator only 1 wave). while the CIS ships tend to be able to launch more fighters at once and have enough extra for 3 or more waves. I dont remember the exact numbers in the original mod since I have personally edited some of the configs (gave republic ships more reserve units and reduced the number of waves on CIS ships but increased the amount that they send in one wave)
Everythingeaw.com
here you go, enjoy, and make sure to thank TheBlackout
Some other mods of the mod that have been modded have been posted here so that others can mod their mod.
Everythingeaw.com
Droid gunship is best tank in game
What GreatRiceGod said, and the AI tech up independently of the player, they can be ahead or behind you in tech level on a semi random basis combined with how quickly you tech u yourself
As cool as it looks and what not, it's actually a fanon ship made for that mod and not tied to any canonical references
oooh, oooh, I think got it, the garrison units get added to your reinforcements box thingy so that you can jump them in anywhere you want rather than them just coming in near the station
The spider droids are very strong units and have a very big auto-resolve weight.
ANd really, you should never auto resolve unless your forces outnumber the enemies 10-to-1 or if you know you are going to lose
Top Right corner
Reinforcements upgrade now has tiers
your right, it's been forever since I actually played skirmish.
there should be an option already to turn of "superweapon" or something of that sort that should disable those ships
download the current 1.1.5 version, 1.2 probably won't come out until your great grandchildren' great grandchildren meet their first great grandchild
the authors of the mod will have a little redbox that says Author or Creator underneath their profile pic.
@Flashy_3
a while ago I edited the 2 super ships xml files to make production of them unlimited and it really kinda broke the balance of the game, a fleet of even just 3 of these ships would just roflstomp anything in it's path that wasn't another super ship. and the AI would build fleets of dozens of them and just annihilated me about 1 galactic week after they hit tech 5
Very nice, any other pics coming "soon?"
The plot and story of the Prequels is amazing, following the road of a young innocent slave boy to become a renowned warrior to one of the greatest evils to set foot in the galaxy as well as the dismantling of a great galactic republic and replaced it with an evil and corrupt dictatorship. It was just the poor delivery of the plot with slow dialogue and lack luster acting performance of otherwise great actors that enraged the fans.
You missed out,It was available on February 30th, but then the mod team retracted it to fixx some bugs. It's so much fun
You didn't see it pop up on February 30th? That's strange
yes but you can download a program called GameRanger that allows you to still play online. I have used it for regular EaW and FoC as well as several other older games but have yet to try it for RaW though
I've known that since the base game, very useful tactic in multiplayer when the enemy team rushes their tech and gets capital ships before you.
This mod is a force ghost, it's not dead, but it's not really alive either
any and all updates are always awesome to see
They don't need to be nerfed, the republic just needs a decent counterunit, similar to the imperial AT-AA in the base game. Because as of now the only viable weapon the republic has is Turbolaser towers that you have to manually tell to target the gunships.
1.3 coming in February 30th, 8571
in GC the enemy AI will eventually reach a point where it has so many units moving from planet to planet that it just breaks the game. The only thing you can do is start a new GC.
Everythingeaw.com
1 planet start GC among several others, enjoy
question to the mod devs
If/when 1.2 is finished and released (hopefully before my great great grandchildren get old) will it automatically restore any self modified files that I and other users have made or will it be likely that we have to reinstall the game.
KriegsMeister27
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