Ah, empire at war... I had quite abit of fun with this one, mostly the star destroyer spam.
I wonder, is this let's play going to include forces of corruption? Sure, the Consortium is stupidly OP but I had quite abit of fun playing through the campaigns... of course, I also remember finding the space combat much more fun than the ground combat overall.
Seems I missed this. If all goes well, this'll include Forces of Corruption. It's a long way off, though. I've only done the prologue of the Imperial campaign so far, after all.
"Captain, there's something coming out of hyperspace. It appears to be an update".
When we left off, we'd just won the prologue mission, which was an assault on Thyferra in order to find information on the traitor in our midst. Instead, we found out that that the Rebels were trading information for weapons with pirates.
After the battle on Thyferra, we find out that rebel forces have taken the Imperial world Fondor with the help of locals, and our mission is to recapture Fondor.
Crush. Kill. Destroy. Swag.
There's several things to do before that, though. First of all, let me show you the galactic map.
The galactic map is made up of planets, about 40 or so. Currently, I have Coruscant, Annaxes, Abregado Rae, and Thyferra. Planets do several things. First off, you can station armies on the planets, and fleets in orbit.
You can also build structures on planets. Structures can have three basic purposes. Producing units, defending the planet during ground invasions, and giving you money. You can also build space stations in orbit around planets.
Space stations produce starships, and also help to defend the planet during space battles.
Planets can be Empire-controlled, Rebel-controlled, pirate-controlled, or neutral. To capture a planet, you have to defeat the current owner in a ground battle. However, planets usually have some manner of space defences that prevent you from just up and landing your troops, so first you must engage in a space battle.
Each planet also produces a certain amount of credits (money) per galactic day (don't ask me how a galactic day is measured, I have no idea). How many credits a planet gives depends on its base income, trade routes, and how many mining facilities you have on it. All of the money from each planet you have contributes to your total daily income.
Now, to manage our Empire.
I start off by moving all space fleets I have into orbit around Fondor. Normally I couldn't do this since it's enemy-controlled, but Fondor has no fleets defending it.
First off, I start by building or upgrading the space stations in orbit of each of my planets. My current tech level allows me to build level 2 space stations, while the best is level 5. However, you can't build a level 5 space station above every planet. Thyferra, for example can only go up to level 4.
On Thyferra I build 3 Barracks and three Officer Academies. Barracks let me train stormtroopers and scout troopers, while Officer Academies let me train Fleet and Field Commanders, which give bonuses to my units in space and on land, respectively. Having multiple of the same type of production facility on a single planet makes your units take less time to build, by the way.
I also build a bunch of Mining Facilities on Coruscant, due to its bonus to credit production.
I hope the Emperor doesn't mind.
On Annaxes I build some Light Vehicle Factories, which allow me to produce AT-STs and Tie Maulers.
I train some stormtroopers, build some AT-STs and Maulers, some Tartan Patrol Cruisers and some Acclamator-class Cruisers and send them all over to wait above Fonder with everyone else.
Now, Abregado Rae is special, since it allows me to build Cantinas. Cantinas let you recruit Smugglers, who you can send to hostile planets in order to steal some of their money.
A unit that's unique to the Empire is the probe droid. Probe droids can spy on enemy planets. They'll give you a rough idea of what the enemy has, including their strongest land and space units, any buildings they might have, and the size of their armies and fleets.
One thing I forgot to explain earlier was population. Basically, you can only have so many units at a time. Your population limit is determined by how many planets you control and your space stations. Each planet increases your max population by 5, while a level 1 space station increases it by 10, and each upgrade increases that by a little bit too.
Anyways, before I do the story mission I'm going to take the only other planet besides Fondor that I don't have and do currently have access to, which is Taris. Taris is pirate controlled.
I send a probe droid to Taris to spy, so I can get an idea of what I'm up against.
There's nothing major, so it should be pretty easy.
The stack size shows relatively how many units are in a fleet/army. As you can see, I can't tell the specifics. Onwards, to victory!
Time for the first space battle! But before we can begin, we get to look at a nice loading screen, which tells us about the planet and what bonuses it gives.
Now we actually start. When the battle begins, my fleet exits hyperspace. Unfortunately, due to population limits I'm limited to only Vader's squad, 2 Acclamators, and 6 Tartan Cruisers.
One advantage that the Empire has over the Rebels is that pretty much all of their ships that are frigate-size or above will spawn Tie Fighters and Tie Bombers, while the Rebels have to build their fighters and bombers independently of their bigger ships.
Some Pirate fighters drew closer to the top of the map, so I sent some ships to scare them off while the rest of the fleet advanced on the Pirate space station. Also, notice that the fleet commander gives a pretty nice bonus to health and sight range.
First thing I wanna do is take out the space station's hanger. Hangers will continuously spawn reinforcements, so they should be top priority.
See all those green dots? Those are hardpoints. They're subsections of space stations and larger ships that serve specific purposes, i.e. turbolasers, missiles, torpedoes, shield generators, etc. You can specifically target a hard point in order to destroy it and prevent it from working.
I send Vader, the Tie Fighters and some Tartans closer to the space station in order to distract the enemy while the Tie Bombers target the hanger. The Acclamators target the torpedo launcher on a pirate frigate, since torpedoes can bypass shields.
When a unit starts to get low on shields or health or both, I'll send it away from the battle for a bit in order to regenerate its shields. If it's too damaged, depending on the situation it can be best to either send it off into a corner or just let it be destroyed to that you can bring in fresh reinforcements.
With the hanger gone, I can start to focus more on the space station, since Pirate forces are dwindling. The shield generator should be your second target on space stations, as with it gone the station is practically defenseless.
The rest of the battle goes well. There's a close call with two other Tartan cruisers, but they manage to make it to safety.
Fly, you fools!
With all enemy ships gone, the battle might as well be over. I'll show off the cinematic view a bit, which gives a nice view of the battle that's reminiscent of the movies.
I also show off the Tartan and Acclamators' ability Boost Weapon Power. What it does is that it massively increases firepower at the cost of slower movement and drained shields.
It's a laser light show.
And we're done. That battle went swimmingly, with no real problems on my side. Next time will be the land battle on Taris.
This doesn't come as a huge surprise the pirates in the original game are only a speed-bump.
If you have enough patience you can solo this map just with Darth Vader (though I can't remember on which difficulty I did that) from his other special ability that he has in space.
This doesn't come as a huge surprise the pirates in the original game are only a speed-bump.
If you have enough patience you can solo this map just with Darth Vader (though I can't remember on which difficulty I did that) from his other special ability that he has in space.
Ah, yes. Call for Wingmen, or something along those lines. Basically, Vader's fighter can't be damaged until all the other fighters in his squadron are dead, and his ability lets him spawn a fresh group. Highly useful.
No notes today, Carry on.EDIT: That IS My first EAW mod in the last Post is Meant to Be WAS. Made my self look like a jackass!
Edit:Music to write updates to.
Episode Two:Sand Sand And FUUUUUUUUUUUUUUUUUUUUUUCKIN DRAGONS.
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Confederacy Intelligence Report: Tatooine.
Okay men, We will be inserting Near the Cliffs South west of Mos Eisley, In exchange for Spare parts from our B1 Droids The Local Jawa Caravans have Provided some of their people to Scout out the local area.
Priority Is to Move North to the Secondary Drop point and Eliminate the Republic base located there. Avoid the City at all costs,Anyone and everyone there will fire upon your units, As the City is protected by the Hutts. Do avoid Killing Civilian Speeders that get in your way, It costs quite a few credits to Hide our involvement, And it's bad for our reputation.
These are Indigenous Units! On Some planet's The Locals Will auto join One Side of the Battle and provide free cannon fodder for your army! Good for securing Turret Panels And Capturing Command Posts, And No Scout Units(Speeders Staps ETC) Cannot Capture Command Posts, SO you Cannot rush through like that.
The down side on this map is the aforementioned Mos Eisley Killing them Before the Get to the Northern CP, Or the Defenders Killing them when they arrive.
I Just thought this was funny.
On Maps The Unit Amount Differs, Here Its 5 Per CP, SO with a Maxed unit cap we head north!
Easy way north on this map is to Push through East, Wiping out the Tuskon Raiders for a neat Credit Bonus. Also the RAW team Has Roaming Banths and they are Aderpable.
First Blood on the End if the Clones.
RAW is a Mod For Forces Of Corruption so I get to Tease some Features Apotheosis Will Eventually get to, For Know Know hat The Right Ability is the Stimpack The Left Fortify, Bonus Damage at the cost of health and bonus Defense at the cost of speed respectively.
Doku Shows off some UNIMITED POWWWWWWWWWWWWWAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA............AAAAAAAAAAAAAAAAAA.........Aaaaaa.
Killing the enemy.
After Slaughtering an entire people we make our way noth when we get ganked by...
A. FUCKING. KYRAT. DRAGON. THESE THING ARE UNKILLABLE. IT LITERALLY TAKE AN ORBITAL BOMBARDMENT TO KILL AND I ONLY PULLED THAT OFF ONCE!
And its Following me! Thankfully it's slow as a Quadriplegic Snail High as a kite Bathed in Glue and Cement, But it,s sill a pain because....
You need to be stationary Infantry to capture a CP.
Thankfully I can just feed it the Jawas and it will go away, I hope.
We send out scouts and find the Republic has a light factory, Spawning them an extra Four AT RT's For the land Battle.
Also Big Bertha(Yes that is now the Cannon Name) Is sated by those munchy Little...Whatever the fuck a jawa looks like under the hood and stomps off.
We attack only to get fucking destroyed, Killing Doku.
After Spawing in an Orbital Bombardment and not killing them, I rage quit auto resolving, Which is pretty shitty.
So, I've been thinking a bit. What would you guys think if I started leaving the latest series of updates unspoilered, but put spoilers on as soon as a new one was out?
Also, since my exams are over (this week, at least) you can expect at least one update per day over the weekend, starting today.
So, I've been thinking a bit. What would you guys think if I started leaving the latest series of updates unspoilered, but put spoilers on as soon as a new one was out?
Also, since my exams are over (this week, at least) you can expect at least one update per day over the weekend, starting today.
Now that I've cleared the space above it, it's time for the land battle on Taris.
Land battles are quite different from space battles. As you may remember, I started the space battle over Taris with as many reinforcemnts as could spawn. However, in land battles you spawn with a single unit and have to manually bring in more. As far as I can tell, the unit you start with is the "strongest" unit in the fleet you're attacking with. However, since I started with AT-STs and not Darth Vader, I'm probably wrong.
Reinforcements can only be brought in at reinforcement points. For each planet, the amount of reinforcement points and how many reinforcements they add to your maximum capacity varies. On Taris, I start with a maximum of four, so I bring in Vader, a squad of Stormtroopers, and another AT-ST group.
Another thing that's unique about land battles compared to space battles is that in land battles, there are sometimes indigenous units that will either side with you or the enemy, and on rare occasions act as a third party. What exactly the indigenous units are and who they side with depends on the planet. For example, on Kashyyyk the Rebels will get Wookie allies, and on Coruscant the Empire will have some of the Imperial Guard. Here on Taris, I get civilian reinforcements that spawn from buildings in the western portion of the map.
Now that explanations are out of the way, I start by sending my main force slightly north-east of the reinforcement point in order to capture two build pads. Now that I'm out of the prologue, I can actually build more that healing stations and AI turrets. I build a bacta and a repair station for any healing that might be required.
I send the civilians north and slightly east in order to capture some other build pads. On them I build two AI turrets, which will protect the way to the civilian buildings, allowing me to safely keep an unlimited supply of canon-fodder.
After that, I advance towards the second reinforcement point with my main force. There's some resistance from the pirates, including some skiffs, swamp speeders, and missile troopers. When it's all said and done, I've gained control of the reinforcement point with no casualties. I construct some turrets in order to protect me while I heal some AT-STs that were damaged by missile troopers. Reinforcements are brought in, including some more troopers, a field commander, and some AT-STs and Maulers.
I also send the civilians south to some more build pads, where they build turrets in order to protect my main force from the north.
I though this was supposed to be hard mode.
After they've done that, I send the civilians back north and then east, around to the corner where the pirate base is. What I plan to do is get line-of-sight on the pirate base and then destroy it with a bombing run.
Whenever the Empire has a frigate in orbit or the Rebellion have bombers in orbit, they can call down a bombing run during land battles. Basically, some bombers will appear on the far side of the map of where you want them to drop the bombs. They'll fly in a straight line towards it, and when they reach it let the payloads loose. A bombing run will destroy pretty much anything in its path, including buildings. However, bombers can be destroyed by anti-aircraft turrets, so you need to be careful to clear a line to your target first.
We have the target in our sights. Hasta la vista, baby.
While all this has been going on, my main force has been holding off pirates trying with little success to retake the reinforcement point. With the pirate command center blown to pieces, the entire map is revealed. This happens whenever the enemy has no more buildings, and is pretty much just to make it easier to mop up the leftovers. Victory comes swiftly.
Woo, no losses!
Now I've taken control of Taris, so I proceed to build a space station and a bunch of mining facilities for more cash-money. Then I send my fleets to orbit Fondor, so that the actual campaign mission can actually begin.
Join me next time, when we'll wipe out the rebel scum!
Ugh. Fondor. Rocket troops which murder your vehicles distressingly quickly? Fine. You brought Stormtroopers and Vader for a reason. Speeders with no counter besides AV turrets? Also fine. They aren't particularly good at killing anything either. Cockroaches which swarm you from 2-3 directions at once? Why! Why would you give them 5-6 spawning buildings spread out over half the map?
What I'd give for artillery on Fondor. Artillery burns cockroaches and their wretched hives!
Plan on using the bombing run button a lot in this mission. Sending your speeder bikes into the enemy base at the start of the mission is a perfectly legitimate strategy. Consider killing the barracks first. Tie Maulers and AT-STs are much more effective when the enemy doesn't have infinite rocket troops.
I've found the key to hilarity, trolling, and victory as the CIS in RAW. Commando Droids.
Seriously, you can run around the map, cloaked, with death squads of these things and take out a force 20 times your size. I once held off over 100 units of clones, tanks, local cockroaches, aircraft, and walkers with 3 squads.
Ugh. Fondor. Rocket troops which murder your vehicles distressingly quickly? Fine. You brought Stormtroopers and Vader for a reason. Speeders with no counter besides AV turrets? Also fine. They aren't particularly good at killing anything either. Cockroaches which swarm you from 2-3 directions at once? Why! Why would you give them 5-6 spawning buildings spread out over half the map?
What I'd give for artillery on Fondor. Artillery burns cockroaches and their wretched hives!
Plan on using the bombing run button a lot in this mission. Sending your speeder bikes into the enemy base at the start of the mission is a perfectly legitimate strategy. Consider killing the barracks first. Tie Maulers and AT-STs are much more effective when the enemy doesn't have infinite rocket troops.
Yeah. I find that the hardest mission in the camapign as far as I have progressed is Fondor. The combination of Limited abilities and the stuff the rebels get is annoying.
One time, I decided to take nearly every force I had. It was a large force...
Fondor is a bit tricky because of the limitations. But with a healthy force (which is there) and some patience it can be done.
Personally for Fondor I recommend destroying the limitless canon fodder first, bunker in to destroy the Rebel's standing forces and then destroy their base. Bombing runs can make your live incredibly easy if you use them right, if only because it's a target rich environment in the small passageways.
Yeah. I find that the hardest mission in the camapign as far as I have progressed is Fondor. The combination of Limited abilities and the stuff the rebels get is annoying.
One time, I decided to take nearly every force I had. It was a large force...
On reflection, it's fascinating how many ways Fondor is difficult.
It's the first real land battle. The tutorial and Taris are trivial in comparison.
It's a story land mission. Every unit and building must be killed in one go.
The objective is tedious. Destroy every building while the AI throws everything and the kitchen sink at your army. There are a lot of buildings and they take forever to destroy.
The locals give the Rebels effectively unlimited weak infantry which attack from multiple directions.
The locals' buildings are in a different corner than the Rebel base, dragging out the battle and letting the Rebels get the most value out of their base spawning.
The AI, at least on Hard mode, is smart enough to try to take your original landing zone.
I've never tested this before, but this strategy might make Fondor less tedious.
Send bikes to the Rebel base. Bomb the Barracks. If possible, use thermal detonators on the Vehicle building before the bikes inevitably die.
Include 1 unit of Tie Maulers in your main force. Take 3 with your main force and leave 2 to guard your starting point. When the other 3 inevitably die (I think) you get to summon a reinforcement.
Send your main force after the second landing zone, then the Rebel base. Focus on killing every Rocket and Speeder you find.
When the Rebel base is destroyed, summon more Tie Maulers. Trample the cockroaches. Take screenshots.
Basically, stop the rockets from spawning, then kill them and the speeders. Maulers are very good at killing basic infantry, but die to everything else. If nothing else slips past your main force, two maulers should be enough to protect the landing zone. Once the Rebel units stop spawning, the locals should be easy to mop up.
You say that the TIE spawning's an advantage (and it is), but the Rebels get human wave tactics. The various fighters and bombers are cheap enough that you can be Russia to the Empire's Third Reich. It's a blast.
You say that the TIE spawning's an advantage (and it is), but the Rebels get human wave tactics. The various fighters and bombers are cheap enough that you can be Russia to the Empire's Third Reich. It's a blast.
This is a very serious Song for a very serious update.
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Give me a report on our unit production.
"Yes Sir!"
We have begun more production of the Saboth destroyer, As well as the other Hex Based assault ships for field testing. To see if it wold be worth further production.
(For those unaware, Hex was a super weapon in Jedi starfigher, Sequal to Star wars Star fighter on the PS 2/Xbox, I found this out year ater from an LP because when I bought a copy of this game the disk was for the first one. Still pissed about that.)
We have also prepared the ground forces for our invasion of Eradu,, Our Fleet should arrive any minute.
Good, Commander prep the fighters for launch, Let's show these Republic Bastards what happens when they Underestimate us.
(Space) BATTLE TIME:
After deploying our fleet in a maneuver that took Weeks to perfect we begin to move toward the space station.
After splitting our fleet in half around a Scrap field, we get first contact with the enemy. An unlucky Republic Patrol n a collision course with a Provenience.
With the battle in full sway we see one of our ships getting wreaked, And siece as long as one hardpoint still remains a ship cannot die we go into full retreat.
I Love the Effect's on ship damage in this mod. Also my cinematic camera fetish is showing.
The message has been sent, The republic and their armies shall burn to the sound of thousands of mechanical footsteps.
I'd say this was a good battle.
The Bounty hunter allows you to kill off other Non-Character Hero units, Like Field/Fleet commanders. Also they are stealth and thus are half decent scouts for Non-Imperial factions(Stupid Fucking Limit on probe droids don't care if it makes sense i'm still pissed.)
Tech Level 2!!!!!
We get more units for our light factory's, like actually building ATAT's and Droidikas. We also get the commando droid, a Stealth spec ops unit good for raiding enemy planets.
We also Gain Flak Guns(Turbo Lasers) Shield Generators, and Heavy factory's, letting us build to big shit.
Jango Fett also let's us pay to eliminate the regular hero unit's for a bit of credit's and having them both be unusable for a time.
Space station 3: More defense levy's,more building options, And more Guns on top off it.
Can't forget the next tech level.
Techno union frigate, New ship that;s kinda like a mini Provinence, And unlike other frigates with a damage boost. (The empires Boost power to guns for example) This allows you to concentrate fire on a single target for no real down side.
We also get the Droid carrier, Lower level version of the Lurkerhulk basically, Just smaller and faster with less Fighters.
We can also make the Geonosis fighter, Which i do to defend Geonosis because why not!
I accidentally sent him on a commando raid instead of a Bounty hunt.......
........................................with predictable results.....at least we know where palpy is, he cannot stealth himself.
We begin the Liberation of Eriadu.............Next time!
One thing I would like to note for future reference for you guys: Ships can only retreat as long as they still have the Engines hardpoint. If it's destroyed, even if the ship still has the rest of its hardpoints, it can't go into hyperspace, and thus will be counted as a loss.
One thing I would like to note for future reference for you guys: Ships can only retreat as long as they still have the Engines hardpoint. If it's destroyed, even if the ship still has the rest of its hardpoints, it can't go into hyperspace, and thus will be counted as a loss.