The great rice god giveth, and the great rice god taketh.
For galactic view, use the pause button whenever you can--it'll make reacting to things and queueing up builds much easier. As for the unit movement speed, Tattooine is one of those annoying maps where you need high-speed units like AT-RTs or HMPs to effectively contest because the map is just so big, but in space combat, as far as I'm aware the unit movement speed of most non-capital ships is roughly equivalent to EAW speeds (Venators and Providences are faster than ISDs, I believe). You might want to consider hyperspacing in ships where you want them by having a leading ship, since that'll allow you to bring in ships closer to the objective.
They tend to favor supply ships in later eras now, at least in Hard difficulty, which makes it a little less frustrating to defend against bc supply ships aren't great at targeting corvettes, but at the same time the hyena bombers that those ships carry are much better than the droid bombers, so it kind of balances out.
I believe the default is the alt key, but you'd have to check in your key bindings.
In the late game, the AI seems to love sending fleets with 10-12 supply ships, which are pretty easily defeated since their only real ship-to-ship combat weapon is their concussion missile launchers, so once you target those and take them out, they're sitting ducks. I haven't played with them as the CIS but I imagine their primary role would be as fleet support to protect the carriers since they've got so many anti-fighter emplacements.
Once you move all the mods to a different folder, completely uninstsall RaW using the launcher and do a clean install. If that still doesn't work, you may have to use the advanced minimal version.
Conflicts with another mod seems likely to be a problem here. Are you on Steam? It might be a configs issue. Try moving the other mod files to a different place and launch RaW with a clean EAW.
Haven't played RaW in a while now... time to get back into it in celebration of the new TCW season!!
You can download the RaW manual, which has a full and detailed list of all units, heroes, planets, and everything else you could need to dominate the galaxy.
I like using an infantry fast enough to avoid their fire and just walk in circles while my AT-AP sit in the back. Either that, or I use artillery to hammer them down. As long as you give the flak guns something to focus on, they're pretty easy to take out on their own. If you don't have AT-APs, three of four TX-130 repulsor tanks will also fire enough missiles to take them down as long as you rush in, have them fire missiles, and immediately turn around and rush out before they get targeted. Do that once or twice and they die easily.
That's left over from the EaW button to fire the Death Star lasers. On the Republic's side it's used to fire the Venator's ventral beam. On the ground it's used for orbital bombardments.
Building additional research facilities don't impact research time, but if your research planet is near the front lines, it could be good to have a back-up in case something unexpected happens and you lose your only research facility due to an invasion
I believe that's a result of the new game update via Steam, not specific to RaW as a mod.
The Republic's fighter disadvantage only lasts until tech 5. When they get ARC-170s and v-wings, it's not even a fair fight. Early Republic fighters are kind of a match for CIS vulture droids, but their main problem is bombers until the ARCs come out. The CIS though never get to upgrade their bombers, which are ridiculously slow and easy to shoot down.
You might have to take out all the planets where the AI can build those bounty hunter palaces. That's the building that gives access to Sabaoths, I think.
Check your graphics settings in-game. It's usually an issue that can be solved by just bumping up the graphics setting to the highest level
The AI cheats. A lot. If you take out Tatooine they shouldn't have access to Sabaoth destroyers though.
Yes, only a limited amount of planets can build research stations. The planets are as follows: Alderaan, Anaxes, Bothawui, Cato Neimoidia, Corulag, Corusant, Ithor, Muunilinst, and Naboo
Are you serious? They just released 1.2 with a ton of updates...
They can only build it on Muunilinst, I believe, so make sure you haven't captured that planet if you want a fight with the Malevolence.
RaW is a game that requires a lot of micro-management, and if you do it well, the CIS's air superiority is significantly less of a problem. Any time I see HMP units on the minimap, I immediately pause the game and direct all my turbolasers to manually target them, and then unpause. Because the AI is still pretty stupid, they're going to wander close to a turoblaser very quickly and just get one-shotted.
As for offense, where you don't have turbolasers, heavy weapons squads and ARC troopers are still the way to go. It's rare for the CIS to have more than 3-4 units of HMPs, and you can just wait at the spawn and whittle them down as they come. With the Juggernauts providing cover, it's doable to take them all down before advancing the rest of your forces.
I do recognize your point that the CIS has an air superiority over the Republic due to their stronger AA-capable units, but it's not something that can't be overcome. Basically what I'm saying is that while it would be nice for the Republic to get an AA unit, the current situation is not as unbalanced as you claim it is. It's doable. It just requires more micro-management, which is a big part of RaW anyway.
There are tons of broken strategies. You can bring Yoda in and orbital bombard the enemy until nothing remains. LAATs used to be almost invincible. Lucrehulk spam with fighters can overwhelm almost any Republic fleet. The fun of it is that you get to re-create iconic battles with massive fleets.
Besides, Jedi used to be almost unplayable because of how weak they were, especially on the ground. Lore-wise, Jedi were supposed to be this powerful force capable of storming planets alone.
You should be able to adjust your graphics settings in the Options menu in-game.
HMP air wings can be fairly easily countered by turbolaser defenses while on the defensive, and can be beaten by ARC trooper and heavy weapons squads if on the offensive. They're tough enemies but not OP, especially against infantry units that are fast and can avoid their missiles.
As for the CIS, their Lucrehulks are actually quite weak late-game, compared to the Republic's Venators. Venator spam remains a very popular strategy among Republic players because almost nothing stands against Venators and their ARC-170 bomber/fighters.
The best way to avoid this issue is to assign a lead ship in your fleet so that only one ship hyperspaces in to battle. You can then advance and hyperspace in other, heavier warships as you get closer to the enemy.
You can put the unit you want to land first as the unit in the "lead" position of your ground fleet. Either that, or manually drag the unit you want to land first from orbit to the planet surface.
Yep, that's been changed, which unfortunately means we can't solo a planet with just Delta squad anymore :(
This is really only a problem during an attack on an enemy planet though. On defense, if you have turbolasers, they will one-shot HMPs. You have to manually tell them to target them, but they work very well. On offense, I find that hunkering down near the drop point and building AA turrets on buildpads tends to solve the problem well. ARC trooper squads and heavy weapons squads are also pretty effective against them.
That's a problem caused by your graphics settings. Set them to the highest setting in the options menu and it should fix the colors.
The mod is meant to be that way though, since they designed it based off of canon. In the beginning of the Clone Wars, the Republic was woefully unprepared and was largely using weak transports like the Acclamators or peace-keeping Judicial forces like the carracks and Arquitans. In comparison, the CIS had been preparing for the war and had full-on warships like the Munificents and Techno Union frigates already distributed among their fleets. It's not until tech 3 or 4 when the Republic war economy starts pumping out dreadnoughts and venators. As a Republic player, you're supposed to defend until then, because venators are still pretty OP and a fleet of venators can clear almost any Separatist fleet, especially since the Republic also gets fighter superiority in techs 4 and 5. Once you get venators, the Separatists start having trouble catching up.
Use the launcher's check tab and its Fix AI function. That should bring your AI back to normal.