Empire at War Remake Mod - The Grand Update 4.0... IS OUT!
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- Опубликовано: 26 авг 2024
- The Remake Mod for Empire at War is officially out! Its a total change to the base game from custom ground combat to a fully flushed out and beautifully modeled space update!
Remake Mod Steam Workshop Page.
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This MUST be the next campaign. The sequel to the outcome of the last one. It would be perfect. Then do Thrawn’s revenge.
As much as I love AOTR especially the rebels, I have to agree
Finally a mod that doesn't start the Empire in just the core and mostly Everything else owned by the Rebels.
Now, it's more of a race to capture strategic locations.
Ah, so good. Thrawn would approve of this.
Thawn
@@side-beeetaloniswolfwolfac4179 I blame auto correct for that mistake.
Ironically, I own the book by Timothy Zahn and re-read it several times.
Zsinj > Thrawn
Yeah except it fucks you into a 10 front war. With bots that can restack their fleets in an instant compared to you due to the awful Economics. It's hardly a race when the enemy also has heavy planetary defences and fleets from the start.
@@mhiv466
Yea but those A.I are also attacking each other. The goal in early game is essentially to form yourself a nice defensive area, build it up for max economy buildings with one (MAYBE two) places to build ships, and essentially go tall.
Mid game you essentially keep leveling your tech till you get the best weapons and begin spamming those (DONT LOSE THEM)
late game will pretty much be a slug fest between you and the two factions that are left.
I'm sympathetic to the dev's thoughts on air support, it was an anti-strategy mechanic. As an attacker you could essentially game-timer the battle with on-demand bombing runs, so there has to be something to make sure the optimal solution isn't always the most boring one. Republic At War was a big offender here with Yoda + bombers being pretty foolproof.
Shield bubbles are the base game solution and that just feels bad whichever way it goes. Either you have the exposed generator which feels cheap or you have the mandatory meatgrinder where you're forced to pile your units through the bubble while taking massive damage from the entire enemy army camped in there that you can do nothing about. Just turn your brain off and throw men at the wall of death. There was also AA I guess, but that always felt super unreliable, "sometimes 1 unit or building dies every minute depending on where the RNG gods decide the bombers come from and if the AA targets the right bomber" just feels bad.
Fall of the Republic kind of gets around this by having aggressive enemy production, but that turns the entire battle into a meatgrinder slog that just gets exhausting after a while. It evokes the feeling of the traditional RTS "throw an infinite tide of units at them" mindset which loses a lot of the charm of Empire at War imo. The game is at its best when you're using a finite number of pieces to outmaneuver and outtrade the enemy's limited number of pieces. It's a good mod, but not for me.
Here though it seems like the bomber nerf was enough. If more is needed then increase the cooldown based on ground buildings: Turbolasers and Comms Arrays mean that the skies aren't clear so bombing runs take longer to coordinate. Maybe even increase the cooldown if bombers die.
Orbital Bombardment firstly shouldn't be a thing that Rebels do. I'm fine with it being a win button with the generator being very tough, that's the entire premise of one of the most iconic battles in the series. It should probably either cause casualties or long-lasting economic consequences for the planet it's used on though, that's probably outside the scope of a mod though.
Ideal world in a hypothetical sequel: I think the Empire should be weighing the cost of bombardment against the risk of local unrest, if Rebels can bait out atrocities from the Empire it should be a win of sorts as they galvanise support in nearby systems. Meanwhile the Rebels should have better anti-air in the form of fighter support and their bombing runs should be weighed against morale and how difficult it is for them to replace bombers/pilots. If fighters were a persistent resource shared between space and ground battles within a fleet then there's a real risk to using bombers. Hell, I'd really like to see armies and navies merged into one, with your combat ships and transport ships being one and the same - lose an ISD and you've also lost all the troopers and armoured vehicles on it. I'm going to stop rambling before I describe my dream Total War: Star Wars.
i know its cheesy but i never went in base, the bomber way being a empire player idd just land atats and spam storms out of them till i broke through LOL tho i pissed off alot of people like that
In my second awakening of the rebellion empire campaign (I failed the first one lol) I almost NEVER use the bombardment or the bombing run. Mainly because my troops destroy the current world defenders. With vader and veers are the leading commanders.
Total war: star wars sounds really fun if done right
The location of bombing run's arent random, at least it isnt in vanilla and AotR
I'm all for Rebs having orbital bombardment. The key difference between the Rebs and the Imps being that the Rebs favor *tactical* bombardments, where they concentrate fire on key military structures while leaving civilian infrastructure untouched. Where as the Imps favor *strategic* bombardments, where they basically just wipe civilization from the face of that planet altogether.
So Delta squad DID defected to the rebellion, and now Fixer is piloting the LAATS.😆
Also glad to see REAL battlefront loading screens and a few battlefront maps brought back in a working modern game.
yea i heard that and did a double take XD
I actually like the rock, paper, scissors aspect of the ground battles. It requires the player to actually think and even pre-plan their attacks, and punishes wrong decisions. As for it being a long war of attrition for the battles, I think is also a pretty interesting idea as long as it doesn't become too repetitive or tedious over time. Winning a ground war for a planet shouldn't be something that is done quickly or casually.
Also it is probably worth mentioning that these are the basic ground regiments made up of untrained volunteers and very basic tanks, apcs, and such. I imagine the more expensive and well trained regiments will be much more forgiving than what is available at the start of the campaign.
I kinda like it too, i mean spying just become much more important!
so you know what to take,
You are on point with your assessment. That was the idea I had behind making the ground overhaul. It is kinda rock, paper, scissor but still not too restrictive. There is a lot you can do even if you bring the "wrong" regiments.
And yes, the tier two and three regiments are much stronger. The unique armor simulation makes it very hard for light tanks to punch trough heavy tanks, the shots will just bounce off. There is also a lot of counter tactics you can try with tankhunters that stun vehicles, pioneers deploying mines, etc.
@@Kasderan Theres armor penetration now? Okay that's awesome. I need to play this again, I might actually enjoy ground combat now
@@Kasderan That + the regiment system. And the space combat was always glorious.
In an Empire at War 2, I'd wanna see.
Loadouts for capital ships that include starfighters and ground units. Especially for the Empire. The advantage of something like a Star Destroyer should be that it's basically an all in one forward operations base. The next EaW should include the prefabricated bases and ground units a standard Star Destroyer is supposed to carry.
Asymmetric factions that highlight the respective tactics and politics of said factions.
The ability to call for reinforcements from other systems mid battle. If you have a fleet in a neighboring system, I feel like that's where your reinforcements should be hyperspacing in from, it's sorta weird that your fleet is just "hanging" in hyperspace.
Integrated low orbit and ground combat. Including breaking through battle lines in orbit to land troops, and maintaining orbital superiority. This would also make the idea of reinforcements hyperspacing in from different systems and thus taking different amounts of time to arrive play a role in ground combat. You would need to make the decision of, do you break a hole in the enemy blockade, just big enough to start landing troops quickly, and secure a victory before enemy space reinforcements arrive bit risk your ground forces being attacked from orbit? Or slug it out and wipe out the entire blocked, but risk enemy space reinforcements attacking your fleet in orbit and overwhelming them? Or maybe you've planned ahead, and either made sure their reinforcements aren't close enough to help, or maybe you tied them up with another engagement?
I don't know if this would even be possible, but it would be amazing if there were maps that had a moon or large asteroid near the planet where if you win a dice role, you could hyperspace your fleet in behind it and go undetected until you emerge, like is seen done in the Clone Wars TV show a few times.
Also I would love it if ship damage is carried on by damage, meaning they need to be repaired.
@@robertglory6468 Yes! That's another big one!
This would would be the best star wars tactical game ever.
Asymmetric factions are definitely possible, but would require a lot more than what the EAW AI can provide.
The ability to call for reinforcements mid-battle is semi-possible. Thrawn's Revenge has (or had) a system where if you're attacking a planet that's not completely surrounded by your territory, there's a chance that a third fleet will hyperspace in during the battle. I imagine a similar system could work for reinforcements.
Agreed. In addition, I think it would be kinda cool if the land battles had different maps for different stages on one planet. Maybe not for all planets because that would make the game extremely long, but at least for the bigger and more important ones. For instance, when invading Kashyyyk first fight at the beaches and after you win, fight again in a Wookie settlement or somewhere in the jungles to eradicate all pockets of resistance.
Also, I'd love the ability to take over enemy ships with Nova Troopers/ Rebel Marines during space battles or raids.
They’ve really fleshed out ground combat.
Crazy to see how far we've come on this channel, from Republic at War v1 back in 2013 to near enough Empire at War 2.0 9 years later.
my problem i have in my game, is the defences, they are insanely powerful, maybe a bit much but also so so costly, but required, as where i am in the blacksun i have bunker down two planets but only make 12k a month, yet each of those golem 1s cost 52k each, i just feel that is a tad too much considering you need to bunker down in this mod, it just makes it very hard to do
For Criminal (Black Sun, Zahn Consortium) All you have to do is Spread Corruption
Its a pretty cool that losing strike craft has consequences. But I hope it applies to the AI too; IE they have an actual economy and dont just magic up units from nowhere. Because both sides have some pretty broken carriers and it would really be a drag if the player has to constantly babysit their squadrons to try and minimize losses while the AI merrily spams Elite Ton Falks or Endurances
I know you make money from their losses we the Empire.
That's what I hate about a lot of the mods, the harder difficulties just make them broken rather than smarter
MAKE A SERIES PLAYING THE REBEL OR EMPIRE PLEASE WE NEED IT WITH THIS NEW UPDATE
Your emperor demands a series shack do not disappoint him
The bombardment has been changed accordingly already to your feeedback. It is now an iditional tool you can use the whole battle. And is not a win button anymore (patch is not out yet).
While Shack was going over the faction list, I paused when he got to the sith cultists and read that while in a meeting Skywalker and Kota just screamed. I love that little bit of fluff they put into the mod where both of them happen to be in a meeting together.
I really love that regiment system. In Empire at War, it always seemed like ground battles would devolve into spamming the most effective unit over and over. Now it feels like you actually have to make choices and use units wisely.
oh that classic Star Wars Battlefront menu noises. That was like a blast of nostalgia I didn't know how much I needed until I heard it
I don't completely agree with some of the decisions the Devs made in this mod, but I have to admit this is a new and interesting take, and the visual and sound effects are so amazing it's like a new game
it's still utterly amazing how many quality mods exist for this game.
I remember when I started to watch your campaigns a while ago. You were doing ground raids and run into flamethrowers, night sisters, imperial guards etc. The current campaign has the same 4 enemies on the ground every single mission. I am excited to find the finishing the campaign livestream in a while and watch most of it while my computer is at work.
Having the grassroots campaign and a bunch of diversity sounds really exciting for upcoming campaigns
I cannot believe out of all the mods, REMAKE the one that didn't have proper combat for ages is the one to come up with one of the best solutions to ground combat with the Batallion system, that's awesome.
Oh yeah the Mandalorians are incredibly overtuned. Fighting against the Mandalorian faction is genuinely the most unfun, infuriating, and uninteractive experience in this entire mod. They're super fast, so by the time you see them they'll already be upon you. And when they reach you, they'll saw through infantry and tanks alike. If you want to fight the Mandalorians, I'll give you a tip: Don't. Just hope some other faction takes them out before you have to deal with them and then take Mandalore from said faction. Even on the Galatic Campaign they're kind of weird. I haven't tried the Empire/Rebels yet but I can tell you that the Criminal Underworld does not have access to Capital Ships at tech 1, which is fair enough. But the Mandalorians start with two hero units whom both come with Capital Ships, with the larger one being capable of taking out any orbital station on its own, with no support fleet. Better yet, the "Small campaign meant for new players" starts the Criminal Underworld right next to the Mandalorians. If they feel like it, they can roll over you at any point and completely disrupt your income. When they take out your orbital defences, you might as well sell everything that's on that planet to try and squeeze some money out of it, because their invasions are unstoppable due to them being overwhelmingly superior in ground battles, like I said earlier. Either the development team has a huge, unrestricted hard-on for the Mandalorians, or this somehow slipped past their testing phase.
That was a great read.
Pretty sure it's an in lore hard on for the Mandos tho!
Tbf this is still a testing phase. They've fixed the combat as a whole but many things are coming.
Don't be surprised if the Mandalorians are seriously nerfed for the next update. After all, this is the Galactic Civil War, so they don't exactly matter in the grand scheme of things.
Can we expect a rebel campaign down the line shack?
You know, that Regiment System is like something from Star Wars: Rebellion, where in the game you have your ground forces in regiments.
the community for this game is so good the amount of amazing conversion mods that have come out over the years is crazy
One thing I like about the ground combat in this is how the lasers look, and that they don’t fly everywhere
if you do a rebel campaign, assault frigates and marauder cruisers will be your bread and butter.
U should def showcase the pirates, they don't get enough love and they got A LOT of stuff this update
The whole radio chatter in ground battles kinda reminds me of the Homeworld radio chatter.
Homeworld has some of the best atmosphere of any RTS so thats a big plus in my book.
A lot of it is from Republic Commando.
Empire at War bby
Before the Battle of Yavin
Spotlight turns into a Series! Do it!
The carrier change is really nice. I always like to spam carriers just because of how useful they are. Always enter with fighters and bombers first, take out shields and engines and blast everything else with assault ships afterwards.
Says that Rouge Squadron is a buff unit but loses them within five minutes of battle and their health dropped in two seconds and I assume they're gone forever. They didn't even show up as losses at the end. Why is it that in every mod Rouge Squadron is always so easy to kill it seems?
They got the planet battles now. It is worth playing.
yes a campaign would be epic (please empire side)
This ground combat may not be perfect, but this is much much better than the ground combat we've seen over the years IMO.
The radio sounds when landing on the ground combat is from republic commando game when dropping into the first mission on the laat if I remember…
The limited window of airstrikes is a really good choice. It’s frustrating whenever the enemy is coming, and it looks like it’s going to be a really good battle, but then an airstrike just obliterates them. So anti climactic. Plus, having to remove the shield generator is a good strategic goal.
This looks amazing, and the modders who did all this deserve endless kudos. But wiping our save for saving while paused kinda shows maybe it wasn't ready to be released just yet.
One battle I really enjoyed was for the giant foundry, a lot of people know it I just forgot its name. But yeh, the initial massive battle followed by a war of attrition as they slowly wittle you down
The Star Forge is in the mod.
The sound design is just perfect. Great looking mod…may need to hunker into a campaign.
I think the carrier's fighters losses is very creative, I would love tho if it was somewhat more optional, something like the carrier leaves the battle as a new unit: an empty carrier, and the same way as you would upgrade a ship in other mods, you upgrade the empty carrier back to a fully loaded carrier, that way you can choose when to replenish those ships.
Ooaaahhhh, ahhhhhh, ooaahooo, haaaaa, ohhhhhh, yeeeeeeeaaaaaaahhhhhhh!
NEED to see a full campaign of THIS mod Shack.
14:45 - doesn't that mean that bringing carriers might not be worth it? This will instinctively steer the player toward using fighter-light fleets.
The commercial I got on this was literally a commercial from Shack too!
I think the answer to the fighter cost for each loss can be replaced by a total war casualty system where each fighter is just one unit of a squadron. Each loss is temporary on the galactic map with slow regeneration
looks so good! I'm very excited to try it out. I've loved the ground combat in AOTR so it's a welcome addition. This video made me wonder if they could ever mod in an engagement distance feature, so you can use long range cannons and keep ships out of the scrap. good stuff captain, much love
Damn, T-wing getting some shade
that ancient interdictor flavour text at 7:21, lmao
I think pretty much every time you praised the sound design of the voice lines it was straight from Republic Commando. That garbled radio chatter is from the opening logos and/or the drop into Geonosis. I would recognize it anywhere.
That's a big oof.
I'm fine with generators being tanky. According to episode V and VI, it seems you either need some REALLY heavy assault units, like AT-ATs, or a commando team to sabotage the generator from within.
Would like to play minor factions aswell....
Just like in thrawns Empire mod where you can play alot of different Factions
During that space battle at Bespin I just realized that one of the unit's voice is Fixxer from Delta Squad in Republic Commando
Wonder if using a pen tool to circumnavigate direct trade routes would make for more interesting gameplay. Radars and jammers (jammers costing $) could spruce that up to but also make backdooring possible if someone really wanted it. Ofc sending a small fleet behind enemy lines is going to be suicide but if someone wants to tilt the war, sending a huge fleet behind enemy lines should be an option.
I always wanted a system where carriers cost a weekly upkeep to manage while purchased squadrons do not (with costs relative to fighter costs of course; so TIEs are dirt cheap to maintain while rebel fighters are more costly to manage)
This would provide a good reason to favor squadrons over carriers, but I'm definitely going to give this system a go.
The economy system seems intriguing as well. One of the things that always bugged me about AOTR is how I can't make a down payment on capital ships to start building them sooner.
It would be really cool to see your tabletop Star Wars campaign coupled to a play through of this.
I want to see a star wars game in the style of BSG Deadlock. That would be my PERFECT star wars game.
cant wait to see the playthrough of this, what faction will you play
I bet rebellion
Gonk
@@RocketCouch the best faction
@@mranderson9553 well just ask yourself... who has all the power?
I was waiting for someone to review 4.0
I'm really not sure how I feel about ground.
I like being able to customize what force I'm bringing more than that, and I don't really like the idea of every unit moving at the same speed with some sprint, I want to be able to move my Imperial Repulsorlift tanks in a faster flank without that kind of ability necessary while the AT-AT slowly just launches effectively bursts of artillery. While I kinda like the idea of regiments and larger scale this feels too reduced personally in terms of building an army and moving it. Similarly, as you said I'm worried when you have so much room taken up by a single regiment, where you can only bring in 2 or 3 sets of units most of the time, if your opponent counters you you basically have to delete a regiment to get the space to bring in a new one to fight through.
As for dealing with the bombardments, maybe make the shield generator a capturable forward thing instead?
The regiments are honestly not as restrictive as you might think. There are over 30 different regiments for each faction, not counting the counless minor faction ones, more than enough room to have many different combinations.
Having units NOT go at infantry pace is horrible. Try to organize your army if everything moves at a different pace. Also keep in mind ground is designed around the idea that your tanks rely on infantry support. They would get rekt if they'd speed off on their own. It would completely destroy the the total war style formations.
The bombardment is already changed to be a small area precise artillery strike. The shield only covers the base. Everywhere else on the map, you are free to use both bombing runs and orbital strikes.
@@Kasderan Alright, that's understandable on the end part and makes sense at the top, however, I still think that units having more movement variance is important. Maybe leave it as an ability but do it like the way s-foils work instead of a timed sprint. You switch from marching pace to independent formation.
If you just march your tanks straight at the enemy, sure, that's not what I was suggesting though. There's times you might want the tank to move independently and faster. Not in general but maybe you just need your tanks to move out into this side of the formation as fast as possible to basically join a different formation, or you want to use them in a hit-and-run strike, or just sneak it around the side faster than the full formation when you know the enemy is not prepared for armor. There's times to utilize them.
@@Kasderan You are incorrect, a planetary shield is implemented if you don't start using your bombing runs usually well before you actually get into contact with the enemy. You cannot use your orbital bombardment at all unless you kill the enemy shielding because it takes longer to charge than it does for the planetary shield to go up.
I'm interested. When I last played this mod a year or so ago it was fun but I found that the same strategy easily beat the AI even on the hardest difficulty at every battle. I'm keen to try this out
Are you going to do a campaign ?
I'm still testing to see how stable the current campaign is. But I'd like to!
@@CaptainShack let’s go rebel season 3
It's problem going a season 4 not 3 for obvious reason and there maybe a new Republic season come be worth to see the story of captain shack continue maybe he'll be a Admiral
@@CaptainShack Don't do it till it gets more balanced. Might be a bit boring to watch if the balance isn't very good.
When shall we get a mod that let's us move units around (on the planet space screen) while paused...? THAT is the Holy Grail.
Paying for every unit ground & space/air and building is a good balance. Paying for ammo orbital bombardments (wmds), rockets/missiles/bullets, would probably force tactical gameplay and leave a reason to acquire more earth.
City Points could be spread across the world and to take the world control of the cities is necessary. Between cities you could find important buildings and industries. Air strikes on cities could remove the income bonus but strikes on forces and key objectives would just be air strikes. Being expensive to build cities from the ground up it’d be wise to capture a world versus steamrolling it
Can't wait for the billion of campaign let's plays!
Giving death sticks a try, it’s making me want to rethink my life
i thinks it’s called death sticks for a reason lol
my whish has always been a game like this and stellaris.
The ground combat rework looks amazing
Been playing this mod the last week or so. A "blink and you miss it" thing is some of the descriptions which are hilarious:
Kendosii: "A mainstay of Mandalorian fleets 4000 years ago, also the Kendosii cruiser gives no f*cks. It gives no f*cks about shields, it gives no f*cks about turbolasers."
Mon Mothma: "Leader of the Rebellion, but she talks and whines so much that people will be willing to build things for less just to get her to go away"
Emperor Palpatine: "Leader of the Galactic Empire and teller of the tale of Darth Plagueis to the kids"
Ancient Interdictor: A long rambling paragraph about how the SIth aren't sending their best, and to just shoot the other ship with a big gun in the reactor"
I'm sure there are more but those stood out to me. Excellent mod, but there is a learning curve, the "garrison replacement cost" has wiped out my economy more times than I can count, but it adds some realism.
If I remember correctly the text for the k-wings is the best
I wonder when these crazy fantastic mods hit the point where more effort went into the mod than into the base game :P
Got two gripes with this mod. Just being absolutely nuked in space battles by ground units in acclamators. Second, capital ships don’t pack the punch they should.
I'm coming to the end of a CIS campaign in the Republic at War mod. I was planning on trying out a different mod after I finished the campaign, but I haven't been able to decide which mod.
Looks like my decision has been made after all.
Def a must-be for the next campaign
You like to tell your units to just go to the same spot multiple times within like a second or two.
Edit: A lot of sounds, sound like they're straight from Battlefront 2 (The original good one).
The world select sound is the same, the "unable to do" sound is the same, I heard bacta tanks sounds, and other sounds I can't name
Okay, blocking the carrier spam is with the economy is brilliant. Heartbreaking because I use that cheese for revenge when I lose Captain Shack and the Liberator, but brilliant nonetheless.
They need to implement the ability to use each hard point to target different targets, so 1 star destroyer can split fire between multiple targets
Love this hope you make a full play though of this mod
if you do a campaign shack you gotta name an episode "sector is clear... NOT CLEAR NOT CLEAR"
It's such a shame that multiplayer galactic conquest for these mods are practically impossible to do. Playing with a friend or two would be awesome.
Ohhhh im about to dump another couple hundred hours in, thanks for the showcase!
One issue I had in the old version was the comp mass spamming carriers even as empire.
Rogue Squadrons lasted 1 battle less than 1 minute.
Might be a new record
Need more of these videos Empire at War is so good Campaign please
Imperial web-way? Hmmmm that sounds very familiar to me
I want the light cruiser they had in mandalorian one of my favorite ships
Wow! It looks like Homeworld!
i wish we could fly those small ffighters to see how the fight
They also seems to be sharing models with Corey´s team. Those hapan and hutt units looks suspiciously similar (carbon copy)
They're not
@@kubli365 You mean they are not sharing models or they are not carbon copies?
I mean, those hapan nova class cruisers, palace ship and that big hutt cruiser in menu cinematics. Those are fan made ships and I dont believe two people can independently design exactly same ship. It is not like the ISD which we all know how it looks. Those ships mentioned before were never officially depicted in detail so the odds are pretty slim
@@Trawn91 no on everything.
Google "Hapan nova cruiser"
Google "Darren Tan Hutt fleet"
What else you wanna be suspicious about
@@kubli365 Well the nova cruiser google search results proves my point (of two persons never modeling the same thing), each depiction of nova cruiser is slightly different. But after scrutinizing the models further they are indeed different. My bad
@@Trawn91 did you see the Wookieepedia article that has multiple images of it from licensed material?
I'd love to watch a campaign of this
I've always hated ground combat, this mod makes it 10x better
Can't wait when you play more of this also I was so happy you weren't winning with out suffering calsulties
this would be a cool next campaign
I honestly fucking want to play this :(
I love this kinda stuff so goddamn much.
Is this going to be a series?
Can't wait to see your next EAW video, I love your content!
DAAAAAAAAAMMMMMMMMNNNNNNNNNNNNNNNNNNNNNNNNNNN! Look at these battle maps. Holy eye feast
16:43 YAY! MK-09!
Any plans to make a return for the new version of AOTR?
I like what I;m seeing, Wonder if they will add back some small units sizes as well or nah
This game should look at what wargame: red dragon and warno does with how heavy AA can be and how you can counter bombers on the ground with fighters