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They barely survive long enough (ai wise) to do anything -the Criminal Underworld just eats them- and its honestly a load of crap, that the Empire ai just spams Super ships, allegiances, torpedo spheres and Admiral Zarrin (or whatever that dude's name is) every few moments.
They literally do nothing else. Rebels are unplayable.
Will this fix that?
But i will say that this mod is 10/10 Tactic and Strategy is needed in this mod. Keep up the grand work.
Imagine being unable to read the description.
Your XML files, naming conventions, and file structure are SOOOO much easier to tweak than the main mod's. What a breath of fresh air. I'm kicking myself that I have to remake all of my changes (thank goodness I kept a spreadsheet), but at least it is much quicker to do now that your XML files seem to be so much easier to parse through.
Pop Cap.
I find i'm almost ALWAYS at my pop cap ceiling.. and making it so that defensive stations take pop cap just compounded the problem. Additionally, while entire "purchasable" battle-groups/fleets sounds really cool on paper.. in practice, it seems only to result in giant AI fleets that they employ the same way they would a single ship. I'd suspect that's because the AI was never meant to buy "whole fleets" at once, and use them in that same contextual role.
In the end, I found that it just didn't have the changes and upgrades for Remake mod that I was looking for.
I shall, perhaps, give this mod another go... It seems to have had a handful of updates since I last partook, and I'm interested to see if any of the above aforementioned issues have changed or improved upon. :)
On one play through as the consortium I had a Lucrehulk and two cruisers, I was able to destroy the rebel fleet with only the loss of my cruisers and all they had left was four x-wing squads....those four x-wings went on to destroy two waves of fighters by themselves without a scratch. On another play through as the empire I was defending a rank three station against the rebellion my fleet was destroyed but so was theirs I had a completely untouched rank three station (with all upgrades) and all they had left was three x-wings and two a-wings...guess who won. I don't know if its only the x-wings that have this sudo-invincibility but like I said even on recruit difficulty the rebellion just completely dominates the galaxy. Bottom line if you want to give this mod a try just play as the rebellion because until they get re-balanced they are just going to slaughter you.
I really love the primary mod and when I saw this sub-mod and read what it was I was very exited to give it a try, unfortunately after several hours of attempting to play it I can only say it is in desperate need of re-balancing and have no idea why this isn't being talked about more as its absolutely game breaking. I don't know why this is as the main mod doesn't have this problem and nowhere in the change-log does it mention changing unit stats but regardless the rebellion is entirely to OP. I always play full galaxy total war and I have tried surviving as both the Empire and the consortium and have lost to the rebellion badly, by week eleven they begin their major offensive and less than fifteen weeks later they control the majority of the galaxy with no sign of slowing down with the popups declaring nonstop victory after victory for the rebellion.
If you are playing consortium you cant make MC cruisers even if u have the planet. This bug has existed for like two years and has never been fixed.
- their icon
- the engines
- shots being fired from it
while dark ships are cool it makes for an empty looking battle field.
it looks like the lighting is on the side instead of above, not sure if it is just me with this issue
EDIT : Okay I just saw your submods about the Tech passive system. The IA will have a chance now, but now its still boring for the player to wait some times to progress in Tech level. (My point of view ofc). Still a great Overhaul for the Remake mod. Great job.
when i try to start the game it gets past the opening then crashes