Star Wars Rebellion was awesome, especially the character management mechanics. Also ow that moment in the footage of trying to move a troop regiment to a ship by transferring to the tiny icon. Yea, best bet is opening the fleet window. If anyone has issues getting the space battles in Rebellion working on current systems, google dgvoodoo2 and place the dll files from ms/x86 into the main game directory.
Star wars Rebellion and Star Trek Armada 2 were my go to games. Rebellion was the long term challenge, while x-wing vs tie fighter was my quick fix. Thank you Corey for bringing so much fun to our lives.
Nice. I never got to play Star Trek Armada II until it got released digitally in 21 but I grabbed it because I had played a friend's copy of the first game and loved it. IMO Armada II is better.
I love that game, bought it on Steam too. I wish a game would copy it so much with updated graphics. I love the empire building and scale of that, then the battles feel much more tactical. Losing ships matters a lot more.
+1 to the Stellaris Fallen Republic mod. Even for some significant rough edges of some fleet strength issues that might have gotten patched in the most recent 0.91 update, it's very close to SW Empire at War/Forces of Corruption in the feel/experience although with the learning curve of Stellaris in the buildings, tech, and resource management area. The game is more strategic with little influence tactically during the actual battles, however it's still quite a bit of a light show when they face off, especially with the big ships in big fleets. Yes, I also liked Star Wars Rebellion/Supremacy when I played it. It was a very empire building experience and it better dealt with the complications of the Empire trying to hunt down a mobile and hidden Rebel Alliance in the galaxy. In short, you couldn't bring the whole imperial fleet to their capital/key planets in the unknown regions without finding them first.
I'll admit, as much as I like the concept behind Rebellion, the UI has always been a major sticking point that's prevented me from fully diving into the game. Bear in mind this is coming from someone who grew up in the '90s and has a relatively high tolerance for old-school jank. Maybe I'll try tracking down the board game instead. It's pretty amazing that the fan site is still up; the people that run it have had to weather all manner of server and domain issues over the years. I would sometimes go there back in the day despite not playing Rebellion just to see all of the custom cards folks created (the potential for all kinds of crazy crossovers is staggering).
Rebellion is one of the best Space Strategy games of all time. I'm still waiting for a worth successor. EaW was hopeful, but it has a few major problems. For me specifically how you can't actually control the game while paused, added to the AI's spamming of fleets so you can't get much of anything done for all that fighting.
In 'Rebellion', all characters had a chance to become 'force sensitive' and to increase their traits by training - or major encounters, further enhanced by other characters in their fleet or _mission_ party, adding a mechanic of 'RPG'. While the engine needs undoubetedly a more functional port - it's one the games where reading the manual leads to the discovery of powerful mechanics and unimagined playstyles - adding a replayability that Empire at War never had due to it's rushed release. To take 'Rebellion' as a source of inspiration to modify other games is a good direction of gameplay design.
I loved this game so much. Now and then I install a whole Windows XP virtual machine on my PC just to play this without graphical issues. Btw if you need help on how to play, I could give you a few pointers. I'm not the sort of player that conquers the entire galaxy in under an in-game year or something but I can consistently win the campaigns overall
Star Wars Rebellion brought me great memories my favorite was when Darth Vader Captured both Luke Skywalker and Chewbacca . Luke discovered Chewbacca had the force powers . Luke escaped and died fighting Vader then Jedi Chewbacca escaped and killed Vader making for one of the most surprising endings I ever had.
One thing always bugged me about this game. If you controlled a planet and had a few squardons of starfighters to defend it and an enemy invasion fleet turned up, a space battle would begin. I always sacrificed my few fighters by sending them after the enemy troop transports and would destroy enough of that the enemy fleet would withdraw after the battle without attempting to invade. However, since my fighters had technically lost the space battle, I lost political support throughout the whole sector. In reality, my fighters had sacrificed themselves heroically to stop the enemy from invading the planet! I always felt that I should GAIN support for doing that, not lose it.
Great video Corey, while I admit I have no experience with the Rebellion video game, I very highly endorse the Star Wars Rebellion board game by Fantasy Flight. That was my go to board game for game nights with my best friend in college and I've played it around 15 or so times which is a fair amount for a game of that scope and playtime of roughly 4-6 hours a game. Without a doubt my favorite board game of all time and the best Star Wars strategic experience I've ever had. On a similar note, I am quite the fan of Paradox strategy games and am looking forward to trying the newly released Fallen Republic mod for Stellaris as it appears to be the closest thing we have to a new Star Wars grand strategy game for the foreseeable future.
Loved how when you bombarded a planet too much in a system you started to lose support from other planets. If you destroyed a planet with the Death Star you would lose support across the Galaxy depending on how well fortified may even push planets you own into uprising.
I prefer Rebellion over EaW its just more enjoyable to play because its a grand strategy vs EaW which isn't a grand strategy more a RTT which I mean fine I get it but its not really my type of thing. But yeah Rebellion is an awesome game and under rated. It has problems sure but its enjoyable when played as a pure Grand Strategy game.
This game was so difficult. I remember as the rebels, I was losing. I gathered my fleet for one last battle. I somehow managed to capture the emperor, Vader, and the capital. I had two planets left.
I had this game. It could be so frustrating but I did manage to win one time as the empire. Once I won I washed my hands of it and never went back. Probably bc it took a very long time to win
No, those functions are imacvessible- stuff like influence and elections are all based on our own framework. All it really does in the game is change the time.it takes a planet to get full income.
@@CoreyLoses Ok. Is there any way to get more information on the unused political feature for the base game or is it just vague things hinted at by the game files?
I wish there was a remake for this. Merge some of the mechanics from EaW/FoC/Mods to add even more depth, perhaps even some Wargame Red Dragon, to increase the scale of combat. Use the unit card system along with the "Regiment" system of Supremacy, so each unit you buy gets you X numbers of units to work with on the ground, so having 12 Regiments gives you a gigantic advantage as you can literally throw troopers into the meatgrinder. I liked how characters in EaW/Age of Rebellion had their own special units in combat, and that would have been cool to have in Supremacy too. Even if it's not the character themselves but, rather their honor guard, squadron, or a special command vehicle, such things would add a lot of strategic depth. Some characters utilize whole ships. If I could change one thing, I think I would have Adm/Gen/Com be generic units that you buy to run your fleets in the absence of a character (who automatically assumes their own command role). Man, there's so much I would have added to this game, if it were made today. The ultimate SW grand-strategy game.
Well I always loved the game I always hoped though that like x-wing vs tie fighter would be the battles to play in the 4x that would have been the overall thing for me. I never liked the the space battles visually. But switching to cockpit in these battles and making a difference would have been cool.
@@stacylockhart9684 Absolutely! I didn't care much for the trooper progression how all troopers became Ewebs gunners but one minor complaint in an otherwise awesome game
I remember Rebellion being extremely difficult for me but I did beat it multiple times as rebels and empire. I wonder how difficult it would be for me now as an idiot adult.
Expanded Universe Characters, decent combat. Brutal AI at times. Its a Loooong Game, and then sometimes you get 3/4ths of the way through and the AI stops playing by the rules and an instoppable fleet attacks and entire sector.
To be fair, Galactic Battlegrounds is more than a "reskinned AOE II." Technically, isn't it one of the most advanced forks of that engine? Flying units don't appear in AOE II. And it's not just mods you can use for that game, but also custom maps. People even made an RPG engine through vanilla map scripting and stuff that some custom maps and campaigns use.
What is said here about the cut content in Empire at War really makes sense because the base game is a pretty one dimensional experience with a very short story line. Unfortunately I think we can put this down to the EA execuitives which would have been pushing for an earlier release date than the devs would have wanted - it is just the way that EA has always worked and why they tend to destroy once great game studios. If you could get someone involved with the development for EAW to comment on this it would be interesting to find out exactly what else was planned for the game that never made it due to time constraints.
EA had nothing to do with Empire at War, it was developed by Petroglyph and published by LucasArts. EA only got the license much later. There has actually been some stuff PG staff have answered me on about plans they had but I'd have to clear them on mentioning it in a video
They don't really own EaW either, they hold publishing rights for Star Wars games but that doesn't necessarily mean they get ownership of games retroactively
Star Wars Rebellion was awesome, especially the character management mechanics. Also ow that moment in the footage of trying to move a troop regiment to a ship by transferring to the tiny icon. Yea, best bet is opening the fleet window.
If anyone has issues getting the space battles in Rebellion working on current systems, google dgvoodoo2 and place the dll files from ms/x86 into the main game directory.
Star wars Rebellion and Star Trek Armada 2 were my go to games. Rebellion was the long term challenge, while x-wing vs tie fighter was my quick fix. Thank you Corey for bringing so much fun to our lives.
Nice. I never got to play Star Trek Armada II until it got released digitally in 21 but I grabbed it because I had played a friend's copy of the first game and loved it. IMO Armada II is better.
Star Wars rebellion is probably the game ive put the second most hours in. The reb-editor and replacing/adding models gave it so much replay value.
Where can I find these updates to the game?
I love that game, bought it on Steam too. I wish a game would copy it so much with updated graphics. I love the empire building and scale of that, then the battles feel much more tactical. Losing ships matters a lot more.
+1 to the Stellaris Fallen Republic mod. Even for some significant rough edges of some fleet strength issues that might have gotten patched in the most recent 0.91 update, it's very close to SW Empire at War/Forces of Corruption in the feel/experience although with the learning curve of Stellaris in the buildings, tech, and resource management area.
The game is more strategic with little influence tactically during the actual battles, however it's still quite a bit of a light show when they face off, especially with the big ships in big fleets.
Yes, I also liked Star Wars Rebellion/Supremacy when I played it. It was a very empire building experience and it better dealt with the complications of the Empire trying to hunt down a mobile and hidden Rebel Alliance in the galaxy. In short, you couldn't bring the whole imperial fleet to their capital/key planets in the unknown regions without finding them first.
I'll admit, as much as I like the concept behind Rebellion, the UI has always been a major sticking point that's prevented me from fully diving into the game. Bear in mind this is coming from someone who grew up in the '90s and has a relatively high tolerance for old-school jank. Maybe I'll try tracking down the board game instead.
It's pretty amazing that the fan site is still up; the people that run it have had to weather all manner of server and domain issues over the years. I would sometimes go there back in the day despite not playing Rebellion just to see all of the custom cards folks created (the potential for all kinds of crazy crossovers is staggering).
Honorable mention for the Imperial protocol droid voice actor :)
Rebellion is one of the best Space Strategy games of all time. I'm still waiting for a worth successor. EaW was hopeful, but it has a few major problems. For me specifically how you can't actually control the game while paused, added to the AI's spamming of fleets so you can't get much of anything done for all that fighting.
If only they could remake Star Wars rebellion with today’s technology
In 'Rebellion', all characters had a chance to become 'force sensitive' and to increase their traits by training - or major encounters, further enhanced by other characters in their fleet or _mission_ party, adding a mechanic of 'RPG'.
While the engine needs undoubetedly a more functional port - it's one the games where reading the manual leads to the discovery of powerful mechanics and unimagined playstyles - adding a replayability that Empire at War never had due to it's rushed release.
To take 'Rebellion' as a source of inspiration to modify other games is a good direction of gameplay design.
I loved this game so much. Now and then I install a whole Windows XP virtual machine on my PC just to play this without graphical issues.
Btw if you need help on how to play, I could give you a few pointers. I'm not the sort of player that conquers the entire galaxy in under an in-game year or something but I can consistently win the campaigns overall
Star Wars Rebellion brought me great memories my favorite was when Darth Vader Captured both Luke Skywalker and Chewbacca . Luke discovered Chewbacca had the force powers . Luke escaped and died fighting Vader then Jedi Chewbacca escaped and killed Vader making for one of the most surprising endings I ever had.
It was my first strategy game. I got age of empires afterwards. Now I pretty much only play strategy games. All because of this game.
One thing always bugged me about this game. If you controlled a planet and had a few squardons of starfighters to defend it and an enemy invasion fleet turned up, a space battle would begin. I always sacrificed my few fighters by sending them after the enemy troop transports and would destroy enough of that the enemy fleet would withdraw after the battle without attempting to invade. However, since my fighters had technically lost the space battle, I lost political support throughout the whole sector. In reality, my fighters had sacrificed themselves heroically to stop the enemy from invading the planet! I always felt that I should GAIN support for doing that, not lose it.
Great video Corey, while I admit I have no experience with the Rebellion video game, I very highly endorse the Star Wars Rebellion board game by Fantasy Flight. That was my go to board game for game nights with my best friend in college and I've played it around 15 or so times which is a fair amount for a game of that scope and playtime of roughly 4-6 hours a game. Without a doubt my favorite board game of all time and the best Star Wars strategic experience I've ever had.
On a similar note, I am quite the fan of Paradox strategy games and am looking forward to trying the newly released Fallen Republic mod for Stellaris as it appears to be the closest thing we have to a new Star Wars grand strategy game for the foreseeable future.
i always loved the cut scene from that game made it feel more real
I love this game. I was the very first strategy game I played. I wish they would make a 'sequel'
Loved how when you bombarded a planet too much in a system you started to lose support from other planets. If you destroyed a planet with the Death Star you would lose support across the Galaxy depending on how well fortified may even push planets you own into uprising.
Ill take Rebellion's political consequences and covert missions over EaW's endless slog of battles (ESPECIALLY the ground ones) any day.
Oh you covered this a few months ago :D This is mah childhood! Er, I guess teenage years.
Corey I am so pumped for more 3.0 content!
I prefer Rebellion over EaW its just more enjoyable to play because its a grand strategy vs EaW which isn't a grand strategy more a RTT which I mean fine I get it but its not really my type of thing. But yeah Rebellion is an awesome game and under rated. It has problems sure but its enjoyable when played as a pure Grand Strategy game.
Can you make a series on this game again I also have some tips for you if you stream on RUclips or if not I could just comment the tips
Wish they would just release star wars rebellion with updated graphics
What exactly is going on at 6:26? Is that a story mission of some sort? Or is it like a new victory condition for space battles?
It's the Evacuation of Coruscant mission in Thrawn's Revenge. It happens at the start of era 3.
@@CoreyLoses I see. I never knew it existed. And thanks for the quick answer.
Can you try to do another play through
Like a stream or a video etc
What do you prefer? Rebellion or EaW?
This game was so difficult. I remember as the rebels, I was losing. I gathered my fleet for one last battle. I somehow managed to capture the emperor, Vader, and the capital.
I had two planets left.
I had this game. It could be so frustrating but I did manage to win one time as the empire. Once I won I washed my hands of it and never went back. Probably bc it took a very long time to win
replayed it a couple of months back still a fun game
I played the hell out of this and Star Trek Birth of the Federation. I've been enjoying the new mod for Stellaris you recommended.
Is the head of state election feature you brought into thrawn revenge based on the unused political control feature in the base game?
No, those functions are imacvessible- stuff like influence and elections are all based on our own framework. All it really does in the game is change the time.it takes a planet to get full income.
@@CoreyLoses Ok. Is there any way to get more information on the unused political feature for the base game or is it just vague things hinted at by the game files?
Not really, it's just little bits of leftover code
I wish there was a remake for this. Merge some of the mechanics from EaW/FoC/Mods to add even more depth, perhaps even some Wargame Red Dragon, to increase the scale of combat. Use the unit card system along with the "Regiment" system of Supremacy, so each unit you buy gets you X numbers of units to work with on the ground, so having 12 Regiments gives you a gigantic advantage as you can literally throw troopers into the meatgrinder.
I liked how characters in EaW/Age of Rebellion had their own special units in combat, and that would have been cool to have in Supremacy too. Even if it's not the character themselves but, rather their honor guard, squadron, or a special command vehicle, such things would add a lot of strategic depth. Some characters utilize whole ships. If I could change one thing, I think I would have Adm/Gen/Com be generic units that you buy to run your fleets in the absence of a character (who automatically assumes their own command role).
Man, there's so much I would have added to this game, if it were made today. The ultimate SW grand-strategy game.
Less talking about empire at war and more about rebellion bro.
Well I always loved the game I always hoped though that like x-wing vs tie fighter would be the battles to play in the 4x that would have been the overall thing for me. I never liked the the space battles visually. But switching to cockpit in these battles and making a difference would have been cool.
Galactic Battlegrounds by far one of MY all time favorite strategy games ever. Way way too many hours into that game
Wookies were fun and the walker tech increases were cool.
@@stacylockhart9684 Absolutely! I didn't care much for the trooper progression how all troopers became Ewebs gunners but one minor complaint in an otherwise awesome game
I remember Rebellion being extremely difficult for me but I did beat it multiple times as rebels and empire. I wonder how difficult it would be for me now as an idiot adult.
Expanded Universe Characters, decent combat. Brutal AI at times. Its a Loooong Game, and then sometimes you get 3/4ths of the way through and the AI stops playing by the rules and an instoppable fleet attacks and entire sector.
Do more Star Wars stellaris
To be fair, Galactic Battlegrounds is more than a "reskinned AOE II." Technically, isn't it one of the most advanced forks of that engine? Flying units don't appear in AOE II. And it's not just mods you can use for that game, but also custom maps. People even made an RPG engine through vanilla map scripting and stuff that some custom maps and campaigns use.
you realise the flying units are just ships with no collisions right? They just offset the graphic in the Z position so it looks like its flying.
i bought this for $0.80 this year. It actually its pretty impressive and well done but OH BOY its boring.
What is said here about the cut content in Empire at War really makes sense because the base game is a pretty one dimensional experience with a very short story line. Unfortunately I think we can put this down to the EA execuitives which would have been pushing for an earlier release date than the devs would have wanted - it is just the way that EA has always worked and why they tend to destroy once great game studios. If you could get someone involved with the development for EAW to comment on this it would be interesting to find out exactly what else was planned for the game that never made it due to time constraints.
EA had nothing to do with Empire at War, it was developed by Petroglyph and published by LucasArts. EA only got the license much later. There has actually been some stuff PG staff have answered me on about plans they had but I'd have to clear them on mentioning it in a video
@@CoreyLoses
I was confused when the commenter mentioned EA, I thought I was wrong my whole life.
He probably looked up who owns EAW.
They don't really own EaW either, they hold publishing rights for Star Wars games but that doesn't necessarily mean they get ownership of games retroactively