In a time where the Empire's grip on the galaxy is still tenuous, take command of early Rebel luminaries or the Emperor's closest advisors in an epic struggle to define a galaxy still smoldering from the Clone Wars. Assemble your faction's war machine from dozens of asynchronous lines, then augment it with hundreds of potential upgrades. Transform aspiring heroes into legends to provide intangible leadership to your military and government. Leverage entire planets and civilizations to their greatest potential through base building. Then, when everything is in place, plot your conquest vector. This is a four-decade strategic simulation of warfare across 120,000 light-years.
While i looked realy forward to this mod, i was left dissapointed.
- gc lags to much for me, even though i can play raw with ease
- the balance between hull strength, shields and damage seems completely off. battles can last for ages, especially against the space stations
- particles could be way WAY better than this. it's also hard to distuinguish missiles and torpedo's
- unit description gives you info on the shields strenght, speed, hyperdrive rating and tons of other info that we don't need
- to much hero's
- land battles unplayable
please fix this mod!
The graphics are awesome, albiet laggy, the unit cap is awesome. the AI cheats. alot. skirmish matches are horrible, and the build times are horrible for everything. its really realistic though. but no, i dont recommend this now that ive actually played it. if you engoy a REALLY long GC, then this is for you. the land battles suck, just like in the original EaW
EDIT: I have now played this mod for about a week, and i generally enjoy the space battles now, although i cant wait for the skirmish AI to be fixxed. Be prepared to have a lot of AI ships in your base within 10 minutes, but once you finish them off, your only facing fighters. thats how broken the skirmish AI is in 1.1
Hopefully the 1.2 will be fixxed eh? solid 9/10
This mod has it all from an expanded Galactic Conquest mode to greatly expanded unit lists, and even a removal of hardpoints so a bomber squadron worth a fraction of the cost of your Star Destroyer can no longer remove its most powerful defense system by destroying its shield generator hardpoint in a single pass.
The battle duration is longer and more strategic, especially between capital ships which are renowned for being able to get into brutal slugging matches where any lesser ship would be obliterated, and fighter screens are still necessary lest a single squadron of X-Wings nibble your Star Destroyer to death with proton torpedoes while easily dodging its turbolasers. Of course, Star Destroyers do come with a hefty complement of various models of TIE strikecraft, so only Rogue Squadron could stand a chance against an ISD with those odds! One can also expect ships with a more diverse weapons array than in vanilla FoC, as it is a rare vessel that doesn't possess both turbolaser cannons and some sort of fighter defense, so your fleet is never totally at the mercy of bomber squadrons.
This mod aims for a more authentic and fun Star Wars experience with ships existing as sturdy multi-role units part of a coordinated fleet rather than a mix of whatever fragile glass cannons your enemy forgot to include a hard counter for, and it delivers aside from some bugs, but those minimally impact gameplay and can be ignored.
this team has done a marvelous job for not getting access to the original gaming code for the AI. Yes it has bugs, but what things dont have bugs in them. This mod has so many different features in it, it's awesome. No other FOC mod has this amount of upgrades for units in it as this mod does.
As already mentioned, this team is after the lore of star wars, not getting their mod to balance perfectly with the vanilla game. That will come in time.
Of course, it does help if your trying to play this mod with a computer that is 2-3 years old or newer.