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/sw/ - Star Wars

The Empire did nothing wrong.
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 No.13443 [Last50 Posts]

TODAY IS EMPIRE DAY

http://www.moddb.com/mods/thrawns-revenge/downloads/imperial-civil-war-22-the-warlords

That aside, what are mods do you favor, /sw/

____________________________
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 No.13452

YouTube embed. Click thumbnail to play.

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 No.13486

Time to buy EAW. that mod looks like fucking sex.

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 No.13538

>>13486

>buying sw games

>CY+3

anon, pirate that shit, don't give disney your shekels.

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 No.13541

>>13538

Recommend using the Steam version of the mod, unless you know how to (and want to) manually apply the patches.

…Wait a minute, does any of that money go to Petroglyph, the makers of EAW?

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 No.13542

>>13541

I don't know. They're still around so I guess it's possible.

Does the GoG version not come patched?

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 No.13572

>>13541

>>13542

Well I installed Forces of Corruption with Empire At War gold 2.0.0.3 GOG ver. (plus this mod) and everything works okay.

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 No.13595

>>13541

Petroglyph were paid by Disney/Lucasfilm last year to bring the multiplayer servers back online and the developer still has people working on bug fixes for the game so they must be getting revenue from sales.

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 No.13622

>>13542

disney owns star wars, need i say more? even if the developers are around, the mouse still takes their cut.

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 No.13637

Having played with the Eridau Authority, I honestly feel like they're kid of a disappointment. Their unique units aren't that useful or relevant, the Torpedo Sphere in particular feels kind of useless, and TIE Hunters still are inferior to most NR fighters to the point where you're just going to want to stick with Tartans as anti-fighter defenses. While Maldrood has a bunch of useful but generally redundant units, Eridau doesn't seem to have anything particularly special. Only real benefit is that it seems that the ship that spawns TIE Hunters is bugged and doesn't count towards the popcap in space missions. So if you wanted, you could spam the enemy to death with a bunch of slightly weaker Carracks.

Anyway, what are some other people's experience with TR 2.2?

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 No.13641

File: 5465850623f7136⋯.jpg (461.63 KB,1920x1080,16:9,Secutor.jpg)

>>13637

Greater Maldrood has been quite fun so far. The Secutor is a work of art and the ARC-170s seem fairly useful despite their small numbers. I'm looking forward to seeing how useful the Bellator is compared to other SSDs.

Some of the heroes apart from Boba Fett seem like dark side wackos. They're from part of the EU I've never really engaged with before.

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 No.13651

>>13637

Well, I've had a blast playing the Eriadu Authority and Imperial Remnant.

>calling the Death Egg useless

I use it like its description says it should be: steadily and unceasingly tearing down station and capital ship shields, then applying that stream of torps to its hardpoints until done. Mind you, it's pretty silly that it has a self-destruct button instead of "Bombard Area."

>TIE Hunters

I find that they're most useful against other Imperial factions and even NR frigates, being budget X-Wings. They work well alongside the Vindicator Heavy Cruisers even when fighting off Hand forces. Speaking of the latter, they're best used in numbers. Even Stent couldn't hack it against a bunch of them with the Escort Carriers supporting. Eriadu may not have a great variety of units, but their financial bonii and capabilities definitely lends to seeing a lot more wedges in your fleets. Still, wish they had a more unique Star Dreadnought or Battlecruiser to use. Maybe that'll be the Assertor in the next update. I know they're getting the Vigil.

Oh, and have you had the opportunity to see the Validusia-type stations in action? I put them above Sullust and Eriadu, only for the NR invasion to fizzle out. It's a game to see whether the Hand attacks the station I put above Bakura, or if I attack them first. The Imperial Remnant, meanwhile, has turned into a hectic slow crumble as so many attack me at once. Honestly, the NR are the least of my troubles with Zsinj and the Hand coming down on me.

You might want to make sure you get the latest patch, as it readds some heroes and fixes a critical bug in the late game. Try unsubscribing then resubscribing on Steam if it hasn't applied yet. You'll know if it has by whether Eriadu has Veers and if Maldrood has more than just Treuten.

>>13622

Well dubsman, it comes down to this: do you want to help Petroglyph? You can get their other games, but this is one of theirs, and they seem to be polishing it up for the playerbase. Besides, isn't it cheap nowadays?

>>13641

You should see the Hand fleets. Corey designed them all himself. Beautifully alien, and yet familiar.

>dark side wackos

There are even more of those in the Pentastar Alignment with Jerec's crew. I suspect Era IV or V Remnant might get Desann and company in a later update. If you want a roster of nothing but normal people, Eriadu and the Hand are for you. Insofar as you can call Thrawn "normal."

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 No.13654

>>13651

>Besides, isn't it cheap nowadays?

it's $20, dunno how much of that goes towards the devs.

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 No.13672

YouTube embed. Click thumbnail to play.

For anyone interested in the Sins of a Solar Empire mod also made by Corey.

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 No.13681

what did Corey said about the naming scheme used for the Eoth ships/structures?

Corey - Today at 9:35 PM

Greek words

evilbobthebob [Moderator] - Today at 9:35 PM

It's all Greek to me

Huh. As opposed to the Galactic Empire and Republic's Latin?

Corey

Yes

Well that's a fun little parallel.

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 No.13682

>>13641

Secutor is a GOAT support ship, with a few destroyers keeping similar capital ships off of it, its fighter complement can really give you the edge in Imp vs. Imp fights, or can make things hell for a super-ship.

>>13651

I stand corrected, and yeah, I'll get the patch.

>>13681

Corey seems like a legitimately cool guy, he deserves more love.

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 No.13691

File: a0feb652bf871a4⋯.jpg (1011.22 KB,2272x1264,142:79,Star Wars - The Assertor-c….jpg)

File: d60335853f83de5⋯.jpg (399.55 KB,1024x768,4:3,Star Wars - Vigil-class_co….jpg)

>>13651

Hahaaaa, called it!

Gensei kakka - Today at 10:16 AM

EA will get assertor in 2.3

>>13682

That he is. Guy needs a bit of a break, though.

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 No.13701

>>13538

Better than some neet botnetting you though

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 No.13709

These late game NR capital ships, man. I'm currently playing IR and simply cannot not get assraped everytime one of my ISD-II engages a single majestic-class cruiser, heck, they always seem to rip through the destroyer's shields and armour with ease. What are some of the strategies you use to counter these bastards? How do I eliminate rebel scum properly?

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 No.13713

>>13709

Here's some responses.

Poorlord Zsinj - Today at 10:41 PM

ssd?

Anything else?

Poorlord Zsinj - Today at 10:42 PM

um, probably fighters, im not too sure

Senior Commander Stephen - Today at 10:42 PM

Carrack spam

NEW MESSAGES

Poorlord Zsinj - Today at 10:42 PM

'rrack it to oblivion

Senior Commander Stephen - Today at 10:42 PM

You can do almost anything with a carrack spam

Or my favorite

evilbobthebob [Moderator] - Today at 10:42 PM

ISD I can use its ion cannons, then follow up with an ISD II or Tector to destroy the hull

Senior Commander Stephen - Today at 10:42 PM

Arquitens or IPV

Honestly my favorite noncap is the arquitens

Senior Commander Stephen - Today at 10:46 PM

But in all seriousness, use a mixed group of victory ones and twos

Ones can easily rip into its shields while the twos can follow up with a large barrage

Remember to have a hero in there for combat and health bonuses

Meanwhile, the Authority Express came to Oristrom, and is soon going to turn the Unknown Regions white and green.

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 No.13751

>>13709

Did that help?

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 No.13775

>>13713

>>13751

I didn't get the chance to play it again but yes, I believe it will help, thanks anon. Sorry for the delayed response, work kept me busy.

One thing I did notice however is that the TIE Defender got nerfed, hard, they're still a good choice against fighters and such but don't fare that well against bigger ships anymore, so it would be safe to assume the carrack is the new top dog, when it comes to light cruisers or smallers ships, for the Empire/IR, how long until they change that?

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 No.13800

File: b068f4664872ed8⋯.png (193.76 KB,778x960,389:480,Star Wars Vidya - Thrawn's….png)

>>13775

They're saying that this was intended, as Defenders aren't meant to be frigate-killers.

My Authority Expeditionary Army is conquering the Unknown Regions. Niruan itself has fallen…it's kinda disappointing that the AI can't handle an about-face like that. But it seems the devs have an answer to why this is happening:

My Authority forces have been tearing through the Hand rapidly, after they reduced the PA to a rump state and pretty much conquered the northern part of the Galaxy. IR, ZE, and GM forces have gone against them, and I think are still fighting them.

evilbobthebob [Moderator] - Today at 10:18 PM

Okay. So how it works is that the AI has a few different ways it can attack. One of the ways, the standard way for it to attack other AIs, requires that the attack can take at maximum 2/3 of its total forces.

Attacking the player it can use as much as it thinks it needs

All of these forces are taken from the "freestore", the pool of units the AI moves around to guard its borders

It's quite possible for the AI to have multiple attacks taking units from the freestore and staging in particular locations, such that it has effectively nothing on the borders

It's only sent frigates and some cruisers at me, and never on the offense.

I've taken Niruan and still nothing.

evilbobthebob [Moderator] - Today at 10:21 PM

If you have sufficient forces at a location, the AI can't attack it until it has enough to meet the attack requirement (usually ~20% more total forces by power)

If the AI has units tied up in plans elsewhere, or has been ground down by attrition, it may simply not have enough units to combat you

It won't just throw stuff into the grinder

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 No.13801

YouTube embed. Click thumbnail to play.

Was initially unhappy he wanted to change the Eclipse design, but the final result makes me okay with it.

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 No.13852

>>13801

wow, your song actually ruined that game more than rian

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 No.13855

File: a101005928d3849⋯.jpg (42.79 KB,400x400,1:1,C-3PX.jpg)

>>13852

>my song

You are one dumb sack of shit.

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 No.13887

>>13855

Who is the greater fool, dubsman, the fool or the fool who posts in response to him?

http://thrawnsrevenge.com/forums/index.php?topic=7471.0

Major Changes:

- Disabled Yevetha (and therefore Empires at War and BFC) due to causing crashes on initiating tactical battles until we can find the cause.

- Added Reinforcement prevention radii to Starbases and mines in skirmish

- Altered stats for power to shields/weapons in skirmish

- Removed power to weapons from larger ships in skirmish (Praetor, Nebula, Allegiance)

- Removed 3 mines on Core Conflict

- Removed Bright Jewel, Mantell Massacre, Corellian Conflict and Dark Fury skirmish maps (redundant or unfinished)

- EotH starts with Krsiss instead of Nsiss in Skirmish

- Added merchant dock units for all factions

- Fixed several skirmish ships removing all FoW, some may still remain.

- Empress station damage nerfed (6 protons per hardpoint -> 2)

- Moff Resuun Tractor Beam enabled

- Enforcer pop cap 2 -> 3

- Fixed [MISSING] Ion cannons on Oto, added Quad Ion projectile

- Fixed an issue where boarded or retreated units would sometimes spawn at dummy planets and be inaccessible.

- Fixed Eriadu Lancet availability

- Fixed duplicated Hailfire company

- Strang and Weir added to Eriadu for era progressives

- World Devastator and Praetor should unlock in era 3 and 4 respectively for Remnant, with WD relocking in Jax era.

Bear in mind that the WDs lack abilities until the devs can figure out how to fix them. So no turning the rebel scum into an all-you-can-eat buffet yet.

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 No.13901

YouTube embed. Click thumbnail to play.

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 No.14013

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So You Want To Make A Mod, a primer.It's even more difficult than you think.

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 No.14323

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 No.14328

>>14323

A little bit annoyed that they don't release the patch on ModDB until 2.2.5, but oh well.

Is there a way to tell my ships to "generically" attack a vessel, or do they have to go hardpoint by hardpoint, wasting tons of firepower every time?

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 No.14358

>>14328

Unfortunately not. They say that ships ordered to attack the whole vessel will still choose a hardpoint to fire on.

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 No.14360

>>14358

Okay, thanks for answering.

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 No.14413

After playing a nice game, the one thing I've consistently noticed is that space units seem to spawn right off the map when invading with a large fleet. The AI also seems to be all-knowing but that was pretty much the case in vanilla too.

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 No.14457

>>14413

Par for course. Although…

>a nice game

Any way that we can meme this mod into being seen as a "new game," or would that be dangerous?

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 No.14472

>>14457

It sort of is seen as such and it is fairly well know for those that have played Star Wars games in the past. There was even a remake mod for Empire at War recently which got some popularity. Since neither EA or Disney have shut it down yet, it wouldn't hurt to recommend them especially with the abundance of information they contain about post-Jedi EU.

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 No.14543

>>14472

True. Shall we simply spread this meme through word of mouth? Maybe get that dudebro Act Man to give it a signal boost? He did, after all, do such for the Eldewrito Halo Online mod, and seems to like Star Wars games. Yeah yeah, e-celebs, but the "Loyalist" side of the fandom seems to be working good things through those as of late.

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 No.14692

https://docs.google.com/spreadsheets/d/1Whmch49bj3qvBMeiscSiWvSISRR87-75dCNNUeXSwg4/edit#gid=0 This is a list of worlds to be found in Fall of the Republic, Corey's own upcoming Clone Wars mod. Guess right, and he'll confirm that said world will be in the game. Most have been filled in, but there are enough left to have stumped his horde of monkeys club. Have at it.

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 No.15255

YouTube embed. Click thumbnail to play.

There's another mod, Awakening of the Rebellion, which covers the Galactic Civil War up to Endor. It seems to take characters, tech, and worlds from both continuities, and possesses some unique mechanics. May or may not let you choose whether to go the old path or the First Order in later updates.

https://www.moddb.com/mods/awakening-of-the-rebellion-2/downloads Give it a shot, see what you think of it.

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 No.16011

Imperial Civil War 2.2.4 Patch Notes (Steam Workshop Update)

This patch primarily focuses on attempting to fix or reduce the freeze issues which sometimes occur when battles end. So far, we've had few to no reports of it since certain fixes were applied, but we can't be 100% sure without more testing. There's a potential for some transaction-relient abilities to still cause it (boarding, Single-unit retreat) so we're keeping an eye on those specifically. We've also applied several AI upgrades, along with other smaller bug fixes and changes. This patch will not be compatible with saves from 2.2.3.

2.2.4 Change Log:

- Several map updates (Phindar, Serenno maps added)

- Re-added map preview images (on invasion/base layout screens)

- AI Improvements:

– Improved the way defending ground forces interact with landing zones (defenders shouldn't care about enemy reinforcements, they can go take landing zones)

– Certain defensive plans made more accessible to AI

– Fixed EotH building names in AI plans

– Improved AI handling of planetary weapons (factions using PA HVGun should fire it now)

– SSD asteroid collision removed to help with pathfinding

– AI now takes reinforcements into account before deciding to retreat

– Increased desire to upgrade starbase levels

– Added Interdictor as independent category type for AI use

– Other minor adjustments

- Validusia made available to all Imperial factions

- Validusia range increased, should now outrange most ships and actually be somewhat useful (2100 -> 3100)

- Nerfed Ewok hunter damage

- Various text fixes (including Trier, Okins and Kosh ship command text, boarding use depletion tooltip)

- Lag experiements: restored AI for inactive factions, incraesed galactic movespeed (may be reverted)

- Fixed Megamaser graphical effects (singles should no longer render as duals)

- MMT AoE damage removed. strong single-target damage, shouldn't wipe infantry squads- Gamescoring script restored, should track end-game stats more accurately now)

- Documentation updates: EotH only for now, added more stats to tooltips

- Potential fix for crash opn completion of Katana Fleet mission (needs more testing)

- Elrood income 220 -> 120

- Oto, Empress, Validusia prices adjusted

- Empress Proton Torpedo launch count 2 -> 1 for all HPs

- Raid fleets temporarily disabled in era-progressive GCs

- Harrsk combat bonus to own star destroyer now applies properly (Whirlwind)

- Performance improvements to structure display

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 No.17397

YouTube embed. Click thumbnail to play.

Coming Soon, This Clone War Is

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 No.19877

Jesus fucking christ the Venetor is OP in RAW.

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 No.19936

>>19877

You want OP? Build a republic ground-to-space canon, one shots everything and recharges at a disgusting rate. And Lucerhulks are far more OP

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 No.19988

>>13443

Thrawn team still hasn't fixed the broken ISDs and it makes it borderline unplayable. Take an ISD-II and it loses horribly to an MC80 at close range, and two Nebs can blow it up.

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 No.20144

>>19988

If you can find the XML file for it you can modify its base values and even its special abilities.

>>19936

I'm playing as the CIS, lost a providence to the ground canon and realizing what happened had to retreat. Tried again with the Malevolence and it nearly got one shotted. Decided to bite the bullet and come back with a fleet of 40 munificents plus a gaggle of other ships and lost 90% of them taking the planet including 2 Lucrehulks, 6 Providences, 1 supply ship, at least a dozen corvettes, and pretty much nearly every one of my 50 frigates.

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 No.20145

File: d88c9b25b512d0f⋯.png (47 KB,280x491,280:491,cc4f43afad05bdbf4217010884….png)

>>20144

>losing all that shit for one planet

>not just sending in commando droids to raid and destroy the canon

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 No.20147

>>20145

Yeah that's glitched to shit. Can't do commando raids at all, that's exactly what I tried.

Regardless the cannon only got a few frigates.

What did me in was that it was Mon Calamari and the AI had built up a massive fleet of 50 frigates with about a dozen Venetors with Yularen at it. Tried to cheese it by setting up a bunch of droid carriers and having fighters and bombers go in but they had so many god damned corvettes I couldn't even get close to the space station. Not joking they probably had around 100 ships there in total not counting the space station's garrison.

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 No.20164

>>20147

Shit, been a while since I played RAW, Commando Raids are bugged? That used to be my main strategy for conquering worlds as the Republic during the early game.

>Yuralen

Is this the main version or the submod? I heard it added a few units but I haven't tried it yet.

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 No.20168

>>20164

>Commando Raids are bugged?

As far as I can tell, whenever I try to move units to the slot I get the confirmation soundbite but they stay where they are.

>>20164

>Is this the main version or the submod?

Its the main version 1.2.0.2

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 No.20169

>>20168

>>20164

Okay just tested with some hero units, apparently they work.

For commandos the prompt is there it just doesn't do anything.

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 No.20177

>>20169

Huh, maybe try a group of commandos lead by heroes?

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 No.20268

HookTube embed. Click on thumbnail to play.

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 No.20269

Anyone have that kotor 3 mod from Kotor 2?

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 No.20275

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 No.20309

>>20275

Thanks. Was it still on their site?

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 No.20310

>>20269

>>20275

>>20309

What's the premise for this?

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 No.20311

>>20309

I have no idea, I had it saved from the last time I tried playing it.

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 No.20385

>>20310

Memes

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 No.20407

File: 4cc0b05a3479a3b⋯.jpg (118.34 KB,1024x768,4:3,2014-01-29_00048.jpg)

File: a883c2501417630⋯.jpg (104.85 KB,1024x768,4:3,2014-01-28_00270.jpg)

File: 120c9a39c9180a2⋯.jpg (121.75 KB,1024x768,4:3,2014-01-29_00106.jpg)

File: 8b1c6e8924a3a86⋯.jpg (74.97 KB,1024x768,4:3,died during childbirth or ….jpg)

>>20310

Some evil guys are doing evil shit, you meet Freedon Nadd's ghost and Canderous, run into tons of deadly frag mines, and some other shit happens.

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 No.20459

File: b55193357209c95⋯.jpg (111.62 KB,957x231,29:7,PR2.0.jpg)

When it comes to SW Empire at War mods. Phoenix Rising 2.0 Beta is the best of the bunch, subjectively better than Corey's ICW mod-I say this even as a beta tester for ICW.

Main highlight is its tech system that let's you pick and choose what you want to research/upgrade.

There are also 80 hero units scattered throughout the various GC's for the Empire, and 75 for the Rebellion-most of which can be upgraded themselves with different bonuses.

You can also play as the Corporate Sector Authority, though they're still a work in progress.

There are also a bunch of GC's to choose from: Inner-rim, mid-rim, core worlds, outer-rim north, outer-rim south, hutt space etc…

you can get it on steam workshop or moddb. Be warned though, like with ICW, you run the risk of getting a corrupted save after awhile if you use the retail/gog version of EAW/FOC.

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 No.20460

YouTube embed. Click thumbnail to play.

>>20459

Got any anecdotes from the experience, testerfag? Or a tech tree?

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 No.20468

File: 2aa59271795b18f⋯.jpg (283.8 KB,1600x900,16:9,land Empire.jpg)

File: 07e34c75d650816⋯.jpg (304.81 KB,1600x900,16:9,space empire.jpg)

>>20460

>Got any anecdotes from the experience, testerfag? Or a tech tree?

Got the tech tree for the Empire in Phoenix Rising

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 No.20484

>>20459

As a fan of Phoenix Rising for more than a decade, ICW is a lot easier for someone to get into and play, but it's no where near as nuanced as PR - most if not all mods are. PR is very polished and deep.

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 No.20507

File: a97e8f119b3ce64⋯.png (668.34 KB,3575x2289,3575:2289,fmp_tech_tree_v1.7.1a.png)

>>20459

>>20468

>>20484

Can you sell me on why I should play it? it seems, based on what I've seen, very ambitious, and substantially deeper than a lot of other mods almost to a somewhat autistic level, pic somewhat related

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 No.20514

After playing SMGEmu for a bit and realizing how horribly lacking in content pre JTLS was, started playing SWG Legends. Wouldn't have been so horrid if 1: They just make combat work like that and left non-combat skills alone instead of shunting them into now uselss classes 2: Jedi was still a prestige class thingy.

Space combat is very fun though. Is there an easy way to get money to afford a Z-95 Heavy? I've just been running duty missions to farm upgrades, and managed to get a weapon upgrade that doubles my damage off the initial equip while still being light enough to equip, but I still 200 levels worth of drops to get the cheapest one I can find.

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 No.20563

>>20514

Got it by a combonation of legacy quest (mostly the bunkers where you're forced to kill a lot of humanoids that drop triple digits of credits each), an easily completed pair of space missions in the Yavin system with huge reward and a pre-NGE quest line that gave several thousand credits as a reward.

Now how do I get starship XP easily so I can use level 5 competents?

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 No.20574

>>20507

From one of the guys who works on it (who I can't get to post on here):

>If they ever played SW rebellion, its the closest that they're going to get to the best parts of that experience, without the questionable unit balance and lack of ground.

>Sadly it does lack the political aspects, but doing so in EaW takes a stupid amount of effort.

>Overall, its complex in what it contains, but information is well presented so that you can see the difference between units, or what the research tech tree is.

>The tips explain the extra features, and the next-ish patch will likely add a "here's what changed, and how to use it" section in addition.

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 No.20851

File: a9a592fbe693c97⋯.jpg (3.41 MB,3072x3560,384:445,starwarsgames.jpg)

Any recomendations for Star Wars modes for non-Star Wars games?

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 No.20863

>>20851

mods for

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 No.20870

>>20863

Should've said so sooner. You already listed the best ones in that picture though. Only other thing I know are some games that only add SW skins, aliens or ships to games. The Fallout games have a few of those as does the shitpit of Skyrim. However Mass Effect has an Empire at War mod if you're interested.

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 No.20873

>>20851

Men of War, Galaxy at War mod

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 No.20896

Is the Star Wars mod for X3 any good?

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 No.22977

Invidious embed. Click thumbnail to play.

Anyone know any other modding sites for old Star Wars games?

So far I've got

>massassi.net (Dark Forces 2: Jedi Knight/Mysteries of the Sith and Jedi Knight 2: Jedi Outcast)

>df-21.net (Dark Forces 1)

>jkhub.org (Jedi Academy and Jedi Outcast)

>swgb.heavengames.com (Galactic Battlegrounds

>eaw.heavengames.com (Empire at War)

I'm planning on adding it to a list on the Holonet wiki, or potentially making one of those charts of recommended mods that you sometimes see on /v/. Embed related is something I found while trying to get to some of these sites.

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 No.22979

>>20870

is that the german one? is it in English? I am interested in this am I the only one who liked the ground battles in EaW? sometimes I feel like it

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 No.22983

>>20851

wooow dishonest list, swtor definitely belongs in vader or dooku-tier

both psp battlefront games belong in the trash

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 No.22986

YouTube embed. Click thumbnail to play.

>>20873

This, fucking this right here.

>implying an AT-ST won't be taken down by tank rounds, despite tree trunks wrecking them

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 No.22987

>>22986

*taken down quickly, anyway, because it eventually is taken down

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 No.22988

>>22977

>https://deadlystream.com/files/

Hosts KoTOR and KoTOR 2 mods, including the restored content mods for both games.

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 No.22989

>>22986

Always found it funny that the AT-ST is just a scout, but people seem to treat it like it was the Empire's main battle tank.

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 No.22990

>>22989

Just like Storm troopers are in reality the elite troops of the entire Imperial Army, while having normal troops. But of course, Stormtrooper must always be the basic troop of the Empire in any media because it was shown into the movies & it have merchandise value…..

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 No.23003

>>22990

As much as I hate Solo, that movie somehow managed to get that fact right at least. But then again, there was that entire scene with the space hurricane and the space squid.

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 No.23004

>>13443

Does the Empire actually have a day or did you mean that because of the mod?

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 No.23005

>>23003

What did they look like before the film?

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 No.23007

File: 46065c911e7221b⋯.jpg (359.17 KB,928x1800,116:225,Maximilian_Veers_NEGTC.jpg)

File: bd2e49031790207⋯.jpg (145.29 KB,704x944,44:59,Imperial_Trooper_Deploymen….jpg)

>>23004

Empire Day is something they do have in Disneyverse and the EU. Apparently they even had special cookies to celebrate Jedi genocide.

>>23005

It looks like they used the same outfit as General Veers. I'm assuming their dress uniforms were the same as the rest of the Imperial officers we've seen on screen. Comparing the EU design to that in Solo, it looks like Disney decided to keep the overall design.

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 No.23115

anyone try battlefront commander, is it any good?

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 No.23142

File: aec37618ea09359⋯.jpg (82.97 KB,412x441,412:441,aec37618ea0935920d4c87e542….jpg)

Galaxy at War, the mod for Men of War AS2, just updated

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 No.23143

File: 4106774309338b2⋯.jpg (106.93 KB,600x638,300:319,Smug Jaxxon.jpg)

>>23142

AKA the only reason I still bother to get up in the morning.

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 No.23171

>>22986

An AT-ST wouldn't stand a Panzerschreck let alone a fucking 88mm round, but that aside once I learn to play this game I need to get this mod.

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 No.23172

>>20851

I played force commander as a kid, I got it at a garage sale I thought it was pretty good at the time. Also SWTOR isn't that bad but it's unplayable without friends. It's just the stories relating to Revan that are trash

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 No.23180

>>23172

>Also SWTOR isn't that bad but it's unplayable without friends

I disagree. If you just stick to the story content it does surprisingly well as a singleplayer RPG.

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 No.23189

>>23172

>>23180

I think you're both right in some way. It becomes really fun with a group, because of the way the dialogue system works and the fact that it has a system to reward playing as sa group.

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 No.23194

>>23180

Well yeah I guess for single player only it’s better on your own. He was a bounty hunter and I was an Agent and it got somewhat confusing going back and forth between our stories in each area. While I hardly remember the Agent story line any more I’m sure I’ve got parts of the BH story in my memory because of it.

>>23189

Yeah PvP (if it’s even still active) was pretty boring without a friend and flashpoints with randoms meantshit healers so one of us always went healer. I actually really enjoyed healing it was challenging and I was pretty good at it.

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 No.24628

YouTube embed. Click thumbnail to play.

Well well, more stuff in the UR after all.

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 No.24803

I've been playing Force Unleashed and I've been having fun throwing people around. If Jedi Knight was a lightsaber simulator, TFU is a throw people into atomizing shield simulator.

Though Rahm Kota's backstory bothers me a lot, the Jedi had a huge tism fit when a 9 year old slave was presented to them for joining because he was too old, but with Kota they accepted the 18 year old child soldier? Makes no sense.

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 No.24987

Question, can these mods be used in multiplayer with other users of the mod?

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 No.25016

>>24987

Yes, though you might have to ask Corey or his staff for any further details.

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 No.25018

>>24987

One of the devs says this:

>Both people need the same mods installed, usually in the same manner.

>Also need same default game level folders

>If theres issues, I'd suggest taking a look at all parties corruption folders.

>See if any mods modified the constants or AI scripts.

>If you cannot find anything but issues persist, try a vanilla folder and install together.

>It should be okay for people with just workshop mods.

>Though keep in mind some mods modify values that can cause desyncs and whatnot when actually ingame.

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 No.25112

>>24987

The Sins of a Solar Empire mod can be for sure.

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 No.25386

YouTube embed. Click thumbnail to play.

Corey tackles the Awakening of the Rebellion with Sith Lords.

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 No.25388

>>25018

Thanks for the info, Sith anon.

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 No.25407

File: 55801c85047cf26⋯.jpg (90.74 KB,821x768,821:768,1.jpg)

File: 3caf1f8fe0bcaad⋯.jpg (88.16 KB,821x616,821:616,2.jpg)

File: 936a70c125b7c9b⋯.jpg (118.48 KB,1024x768,4:3,23-4-1408665271.jpg)

File: 72d5b3cfc0c104f⋯.jpg (78.07 KB,800x600,4:3,23-5-1408665354.jpg)

Know it's a small thing but Ultimate Saber Mod is something I'd recommend for KOTOR 2, is compatible with the restoration patch.

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 No.25456

>>20851

That list always bugged me, TOR should be way higher. I'd put it in Vader or at least Dooku-Tier.

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 No.25459

So I've taken the Corey pill. Got Thrawn's Revenge II for SoaSE, it's been great fun. How does the Sins mod compare to the Empire at War mods? How is the gameplay different, is balance better/worse, etc.

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 No.25461

>>25456

>TOR should be equal to Galaxies or higher

Nah, fuck you.

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 No.25529

File: 7eeed7da5f790cc⋯.gif (288.05 KB,485x481,485:481,f9401f33fa6e057c685ae59b46….gif)

>tfw the Malachor VI ending mod was cancelled

>will never ever be completed and KOTOR 2 will never be finally finished

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 No.25535

>>25459

Wanna be more specific about what you wanna know?

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 No.25536

>>25535

What's the size of the average engagement, compared to Sins? How much micromanaging is there? Do you need to spam a lot/is the game fast-paced, requiring aggressive expansion?

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 No.35086

YouTube embed. Click thumbnail to play.

So, we have a new stage for BFII (original). Definitely has that "sense of war" down.

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