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Mods are not compatible with one another. You simply just cannot merge them that simply.
Nice to know you found the issue.
Have fun playing!
So you saved while in battle? That often leads to save corruption.
The only safe way to save is on the GC map.
Hi,
Thyferra has already been reported to have some issue with invading troops disapearing. Tarkin picture is a new info though, that might be helpful...
Thank you for reporting!
So I've only played Empire GC so far (twice - the first time I took too long to do anything useful so I restarted). I'm aware that in the base game the Rebels can send rading parties (maximum of 3 land units specially sent to raid planets) past the "front lines" as it were, as part of their gimmick. However, I'm being constantly harrassed like every 2 or 3 in game weeks by massive Rebel battlegroups with 50 ships on the lower end - not at the front lines, but 4 or 5 planets deep into my territory.
I get no special "enemy fleet approaching" notification unless they target a planet on the front line, almost as if these battle fleets are just materialising out of thin air (thin space?). So far I've been very good at repelling these attacks, since at least as early as I am into the campaign they're only bringing Nebulon-B frigates as their largest warship and bring in like 40 X- and Y-wings. I'm worried that at some point they'll tech up enough to start bringing in things that eat Acclamators and Victories for breakfast, because most of my heavy fleets are on the front line, defeating the multiple Level 3+ space stations they build in rapid succession.
Thanks in advance,
Lt. Voss
Hi, there are multiple elements to take into account for the thing you are experiencing :
Hope this helps! If I wasn't clear enough, do not hesitate to ask anything else. You can also join the Discord server[discord.gg] if you want to have a more direct link with me and the community!
Thank you for playing :-)
Okay, so this helps quite a bit, actually. I wasn't aware of the cool stuff you were doing under the hood. That's genuinely pretty interesting. I would never have though there was a value for that kind of thing. I'd always assumed planets were more or less hard-coded for adjacent planets in terms of travel.
However, this raises one other question, I think, at least: when you were talking about areas and access through hyperspace routes, do hyperspace routes increase the distance you can travel unmolested to other planets? I ask because it seems like when I try to plot a course from the afflicted planets to known enemy planets the routes they would take all show up as roundabout and going through several others rather than a direct line. In addition, the planets that are currently hotbeds for the surprise attacks are surrounded by friendly planets 3, sometimes 4 deep. So I was wondering if, since they all happen to be ones connected with hyperspace routes, would that play a part in how often they get jumped?
And I would play on higher difficulties if I were both more confident in my skill and also not as likely to rage quit when a bunch of MC80s showed up at my doorstep. I had to scramble to Kuat just to get a planet capable of producing capital ships, so being incapable of mass producing them to match the cheating computer would be disheartening. I guess I could of course go with playing Zann, since they are so ridiculously overpowered (unless you tweaked their units too) to the point where by mid game in vanilla FOC I never lost a ship even with auto-resolve.
Also I would like to say thanks for the quick response! I quite like this mod for giving me more options and more planets to eventually turn to space dust (probably shouldn't have said that out loud). I initially thought this would be less fun than, say, Thrawn's Revenge, but then I saw an ISD with like 80 hardpoints that all needed to be destroyed to take down the ship and thought "nope, let's go play that other mod" and it turned out to be a great choice! So, thanks again!
Not sure I understand your first question correctly, but as long as a traderoute connects two planets, you can travel between them. Between planets with a traderoute and planets with no traderoutes, the set value for hyperspace travel range applies. If to go to planet A to planet B without any traderoutes in between them and the game makes you go via planet C, it means A and B and too far to be linked by one jump. If planet C is hostile while you pass through you will have a battle starting.
The traderoute makes the planet having that traderoute a little bit more valuable for the AI to attack (because if you have both planets of a route, you get a credit bonus), so they are technically more likely to be attacked, though other criterias apply so the AI might attack somewhere else if it can.
As for the difficulty, as I said, the Hard AI in UGC is not really hard, it's closer to normal. It does not cheat, so you won't see any ♥♥♥♥♥♥♥♥ happening. It will build MC80s only if it can and based on the starting layout, you have the advantage as the Empire to build cruisers before them, you just have to spot where you can build them quickly.
The hard AI in UGC CE has the following advantage :