Just got the game, and I love it. (Hopefully that will divert the newbie comments. I know it, you know it, and we all have to start somewhere, right?) But I can't seem to build a research facility in Campaign mode... And everything I read says there aren't any prereqs, and the tutorial sure made it look easy...
Thanks in advance
Star Wars Empire at War
Moderator: Thanas
Re: Star Wars Empire at War
Rebels don't build research facilities. They use R2-D2 and C3-P0 to steal tech from Imperial worlds. Consortium doesn't use a tech tree.
Also, I suggest using a mod-
http://empireatwar.filefront.com/file/A ... _mod;97499
http://empireatwar.filefront.com/file/z ... ddon;77903
The unmoded version of the game is... less than stellar. Mostly because it becomes a bit repetative.
Also, I suggest using a mod-
http://empireatwar.filefront.com/file/A ... _mod;97499
http://empireatwar.filefront.com/file/z ... ddon;77903
The unmoded version of the game is... less than stellar. Mostly because it becomes a bit repetative.
Re: Star Wars Empire at War
If you're in the campaign of the original game, the Empire gains tech levels and unlocks units via events. The Rebels have C3P0 and R2 steel technology that's unlocked during, you guessed it, events. In the Forces of Corruption campaign, the units are unlocked via events.
In addition to the above, a mod you might try if you have a high-end system (Quad core, good graphics card), is Phoenix Rising. It's ludicrously immersive if you can run the damn thing. Fun too.
Let me preface my following remarks by saying that z3r0x's mod is pretty damn fun. It just needs a couple tweaks to make it more so.
My first one was making the unit limits all 50. Bigger fleet battles are incredible. Further play revealed a couple other problems, but I've made some suggestions to help with that.
z3r0x's mod, as is, is broken in terms of unit balance. I suggest modding it so Venators (Empire) can be made on any planet. Otherwise, the Empire has no decent medium sized vessel. Seriously, it doesn't. The Strike Cruiser blows, the Victory is at best underpowered, and the Legacy is a POS. Since medium sized vessels are the backbone of any good fleet, well, you can guess what happens.
In contrast, the Rebels are massively overpowered. The Nebulon B-2 outclasses anything in its size/cost frame, and 8-9 of them can take on entire fleets nearly unsupported; their power adds up in a weird exponential curve. I took out their shield regeneration ability to make things fairer. Don't even get me started on the Liberator carrier. 3 A-Wing squadrons + 3 B-Wing squadrons and unlimited respawns is just...too damn much. Two Liberators with minimal support can turn dozens of ships to scrap. I've never found a way to win against four of them at once, since those are always found with an escort fleet. I suggest changing it so the Liberators only carry a single additional squadron of each. That way they can at least be worn down by a long action.
The Zahn Consortium has always been almost a non-entity in my games. I'm unsure what to do about it. Aside from spamming Trade Federation core ships, which suck and simply take time to kill, they've never presented a notable fight with me. One thing: Delete the Recusant's (Consortium) ability to concentrate fire. The AI typically has 6 or 7 of those using that ability all at once, which slows battles to a crawl. I'm not sure how to compensate for that yet, but it's a real performance issue.
True, that.The unmoded version of the game is... less than stellar. Mostly because it becomes a bit repetative.
In addition to the above, a mod you might try if you have a high-end system (Quad core, good graphics card), is Phoenix Rising. It's ludicrously immersive if you can run the damn thing. Fun too.
Let me preface my following remarks by saying that z3r0x's mod is pretty damn fun. It just needs a couple tweaks to make it more so.
My first one was making the unit limits all 50. Bigger fleet battles are incredible. Further play revealed a couple other problems, but I've made some suggestions to help with that.
z3r0x's mod, as is, is broken in terms of unit balance. I suggest modding it so Venators (Empire) can be made on any planet. Otherwise, the Empire has no decent medium sized vessel. Seriously, it doesn't. The Strike Cruiser blows, the Victory is at best underpowered, and the Legacy is a POS. Since medium sized vessels are the backbone of any good fleet, well, you can guess what happens.
In contrast, the Rebels are massively overpowered. The Nebulon B-2 outclasses anything in its size/cost frame, and 8-9 of them can take on entire fleets nearly unsupported; their power adds up in a weird exponential curve. I took out their shield regeneration ability to make things fairer. Don't even get me started on the Liberator carrier. 3 A-Wing squadrons + 3 B-Wing squadrons and unlimited respawns is just...too damn much. Two Liberators with minimal support can turn dozens of ships to scrap. I've never found a way to win against four of them at once, since those are always found with an escort fleet. I suggest changing it so the Liberators only carry a single additional squadron of each. That way they can at least be worn down by a long action.
The Zahn Consortium has always been almost a non-entity in my games. I'm unsure what to do about it. Aside from spamming Trade Federation core ships, which suck and simply take time to kill, they've never presented a notable fight with me. One thing: Delete the Recusant's (Consortium) ability to concentrate fire. The AI typically has 6 or 7 of those using that ability all at once, which slows battles to a crawl. I'm not sure how to compensate for that yet, but it's a real performance issue.
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Re: Star Wars Empire at War
Does anyone know if there's a mod for this game with repair ships or something? It's always a pain in the ass when I can't repair my ships hull damage in skirmish modes.
And this is why you don't watch anything produced by Ronald D. Moore after he had his brain surgically removed and replaced with a bag of elephant semen.-Gramzamber, on why Caprica sucks
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Re: Star Wars Empire at War
You mean completely destroyed hull areas? Because if I remember correctly, the original version* had a repair station that could be built in place of the laser/missile stations. It would slowly repair damaged sections, but couldn't bring back compeltely destroyed areas. It's repair area wasn't that big though, which pretty much made it worthless.Darksider wrote:Does anyone know if there's a mod for this game with repair ships or something? It's always a pain in the ass when I can't repair my ships hull damage in skirmish modes.
*I know this station is available in Forces of Corruption, but they should be in the original game too.
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Re: Star Wars Empire at War
Zerox's mod (sp?) adds a repair ship to the rebels (IIRC), and if you know how to mod the XML files you should be able to add the ship to everyone else as well.
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Re: Star Wars Empire at War
If you know what your doing with XML files you could always make all the hard points on ships non targetable and ships would become hit point based, rather than hard point so systems can not be destroyed until the entire ship is. I'd imagine you could write a find and replace script to do it as otherwise it seems a lengthy task.Does anyone know if there's a mod for this game with repair ships or something? It's always a pain in the ass when I can't repair my ships hull damage in skirmish modes.
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Re: Star Wars Empire at War
sorry to bug everyone again, but does anyone have a copy of the z3r0x's FoC Addon (V3.5) mod that Samuel posted a link to? For some reason the fileplanet download cuts out when it's a quarter of the way finished, and the file gets corrupted.
And this is why you don't watch anything produced by Ronald D. Moore after he had his brain surgically removed and replaced with a bag of elephant semen.-Gramzamber, on why Caprica sucks
Re: Star Wars Empire at War
Despite how dated it is, I still love this game. I never liked the land battles, and the capaigns feel like too much effort for not enough payoff, but the space battle skirmishes are a lot of fun, simply for how big it feels... launching a dozen Star Destroyers against a vast consortium fleet while a SSD slowly crumbles and explodes behind them.
I like to set two medium opponents as Consortium vs me and a Hard AI as Empire for a relaxing hour long space battle that I'm most likely going to win. I've notived that the Rebel AI is pretty poor compared to Consortium and AI, presumably because LucasArts thinks people will want to play as the rebels (I don't).
I usually play Ultimate Empire At War mod.
http://www.ultimate-empire-at-war.com/
Apologies for the thread necromancy.
I like to set two medium opponents as Consortium vs me and a Hard AI as Empire for a relaxing hour long space battle that I'm most likely going to win. I've notived that the Rebel AI is pretty poor compared to Consortium and AI, presumably because LucasArts thinks people will want to play as the rebels (I don't).
I usually play Ultimate Empire At War mod.
http://www.ultimate-empire-at-war.com/
Apologies for the thread necromancy.
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