The lucrehulk carriers are easy to kill with capital ships couse they have very little in terms of anti ship weapons. I think that people probably had most problems with the lucrehulk battleship
Yeah, until I encountered my first battleship I was like "Fine, they're big and scary and tanky, but they got nothing against capships!" Man, that was a rude awakening, I can tell you, especially since I didn't have a Praetor at that point.
@@Uberdude6666 well they mostly start with them tho, so later on you might see some battleship variants but early game it will be just carrier hulks in pretty much every campaign
yes, capital ships do kill them. But it takes forever. Because lucre loses frontal weapon hardpoints and starts turning around to face one side. after losing side hardpoints he starts to turn around again. And this whole process takes ages, since he is so big and when he turns - most of the ship cannons cant reach his hardpoints anymore. The most effective way i found while fighting lucres - is to target some other ship inside his model or behind it. Due to his big hitbox covering ships inside him or behind - all shots fired at those ships goes into lucre and absolutely melt him. As damage doesnt go into hardpoints, but into overall ship's health
Yeah, against the donuts it really helps to keep your ships focused on one side and minimize the damage they can do. But Republic ships in early game/era really really still feel painfully outmatched. I've found if I had to just be willing to take several losses in most major battles or I never got anywhere. But once I started getting Venators and Victories it got a lot better.
Try to mass the invincibles, they're better than anything the CIS has in terms of firepower. They can tank some hits too, and use the missile acclamators, dreadnoughts carracks and arquitens as backup firepower. The goal is to use the weak stuff as glass cannons and tank with the stronger ships.
@@yankeefederer1994 I adore the Invincibles and the AT-XTs, it's sad that they leave after Era 2 but it's pretty interesting. I like to prioritize amassing those units and try to keep them throughout the war lol
@@yankeefederer1994 invincibles and carracks with 20 population of antifighter support is probably the strongest earlygame fleets you could possibly make
I find that space battles are pretty well balanced, the republic has Praetors and Mandators, maybe also Secutors and SDs depending on the path you choose. I would like to see more usefulness for the lucrehulk battle-carrier compared to the other CIS carriers (either less popcap taken or better firepower). Ground wise the only unit that seems out of place is the A6 Juggernaut, the worst thing is fighting doomstacks from them mid-late game. Out of that the gameplay is really pleasant on Admiral difficulty, for both factions in my case. The new starbases and defense systems are really a step forward, the GCs feel way more dinamyc.
As a human player using a lucrehulk, you shouldn't have them up at the very front anyways, unless it's a battleship variant. They can tank and they can do damage, but the primarily role of the auxiliary, control ship and battle carriers, are just that. To be Carriers. They take up as much pop cap as they do because of the amount of punishment they can take and give out if used correctly. They aren't Praetors that you can jump in right at the front of an assault and have it come out practically unscathed on the health/hardpoint standpoint. You make picket lines of frigates just over/in front of it and everyone can do their share.
@@Meravokas My point is that the numbers of that ship doesn't really add up, it takes a lot of the popcap when you can just deploy more numbers from other carriers, some Bulwarks ll or a Dreanought Providence in the end add more value since they contribute taking down frigate/capital ships, while that particular lucrehulk is just a sitting duck firepower wise. At the current state and looking at the full CIS roster it just seems redundant. Now I can be corrected, this variant was indeed not a battleship but still carried a good amount of firepower, as I commented some time ago, one of the solutions I like is changing the fire rate from the 15 medium turbolasers from 3.3 sec to 1.0 sec; like the Battleship variant sports in the 40 plus medium turbolasers it carries. That way it is still not a brawler but at least helps holding its big own weight.
i tend to favor hitting Fleets that have a Lucrehulk with Triple Invincibles. They have an insane missile fire rate and good enough shields and health to tank whatever damage the Lucrehulks can do, and also have good enough Point Defence to deal with Fighters. The constant barrage of missiles is seriously op
If you have something that can tank the damage output of a Lucrehulk battleship, use it. Something like a Praetor, supported by Accs, Venators, VSDs or, if you have them, the early Imperial Designs you can get from KDY.
I just saved and quit bed an all that. Taken most of the core minus a few doom stacks. Got to tech level 3 didn't loose a battle and nor did ever loose more than a handful of ship. Created a transport bridge to Kamino. Releasing Anakin and Obi Wan's southern fleet. Things are going well. Built my 1st Mandator took out Grievous and Dooku caught him in orbit. So far so good I'm loving the campaign. Well done with the mod it seems super stable so far. Last of all thank you for all the hard work you put into the mod. It plays great. Looks great and its super stable.
I’ve found that the battle carriers and auxiliary lucrehulks aren’t that much of an issue. Yeah, they’re tanky and have fighters galore but their anti-capital weaponry is so lacking that you kinda can just ignore them and focus on other ships. The battle variants are scary though, since if you don’t have something to tank it’s damage like an ISD, Invincible or Praetor it’s going to chew through your smaller ships real quick.
@@notdismays4166 Yeah no matter how hard I try in this mod as republic I lose everything but the core by turn 50 or so. Thrawns revenge is way easier.
I've used this tactic on the defense to great effect with my Dreadnoughts, on Admiral. On Republic worlds with a few Dreads protecting them. and a decent shipyard that can spawn more dreads. The clankers tend to send a Lucrehulk, and a couple frigates. The thing is that Lucrehulks are slow as fuck, allowing me to pick off their support ships, and fighters before engaging with the big boy. Then I simply put the Dreddies into one spot, and hammer away at its shields "with the re-spawning ones at the front" I tend to lose 1 or 2 re-spawning ones doing this, but they come back quick. I've defeated several Lucrehulks in one system, without using anything but the starting Dreddies, with this tactic.
I tend to bring in a mixed fleet and assign corvettes and frigates to 'guard' my larger line cruisers. That way when I move my larger ships up the corvettes and frigates move with them while still protecting them.
I figured out that lucrehulks ... all of them don't have the range to combat smaller but heavy in firepower ships, I used an acclimator to shell a lucrehulk from inside a nebula and it wasn't able to fire back since it had awkward tracking and the turbolasers could not reach the ship. I sometimes do this tactic with a victory Also the CIS does feel a bit broken in space combat, the venator and victory pale in comparison to the bulwarks, providences, and army of drednoughts in the galaxy. The most basic tactic is to use a lucrehulk as a sponge and have to munificent cruisers and recuscants stay behind it and some providences while they all soak the damage, the munificents with their firepower would literally wreck the enemy On the ground is a different story, B1s suck compared to clones due to their bad accuracy. While the republic does have some problems when dealing with a transport or Magna droid, the AT-TE is just a pain and the Juggernaut A6 is just unfair, so both sides balance out in some ways. Although the confederacy seems to have a much larger advantage compared to the republic, space is almost unwinable when even 1 battle carrier is present and ground invasions wouldn't matter since its impossible to start them, however Jedi and stealth teams always work and are impossible to counter
Got recently invaded by a separatist fleet in mandalore that had one of those hulk battleships I lost but i sent all my ships on a suicide to kill it It was an expensive loss but 10/10 fun battle
This is just what I've been waiting for for a while now, thanks. However, is there a chance we could get a video breaking down the various weapon types and their effectiveness vs various targets? I know that lasers are good against fighters and turbo-lasers are for larger ships, but how do missiles factor in. And how might a fighter/bomber heavy fleet compare to a dedicated firepower fleet, and why? Anyway, love the video; I hope you put out more like this.
I find that assault missiles are extremely good at taking down shields and destroying ships that lack hard points, and they usually have longer range too.
"We're gonna take it on with 5 Acclimators. This is more than you really need..." *Me loosing 3 venators and 4 acclimators like every time there is a Lucrehulk in the battle* But strictly speaking though, taking on a Lucrehulk alone in an isoltated scenario is quite different from fighting one that is part of a larger fleet
A hulk is half the population of a fleet and 5 accs can kill it, even if the rest of the fleet is bulwark 2s that means everything but the 5 accs can focus on the bw Or you can run in and crash against them
I use invincibles as siege breakers I take 3 put them in first and let them pelt the enemies biggest ships with their concussion missiles and then I let my smaller ships like dreadnoughts caraks arquitens aclimators ect go in at and deal with the smaller stuff one of my favourite tactics is to take a wolf pack arqiutens and speed them around as glass cannons stripping the shields of bigger ships while my levelers and dreadnoughts take away hard points
carracks are pretty heavy hitters for their price. if you have a couple of beefy ships in the front (like invincibles) and a good screen against bombers then the carracks just live forever and deal a pretty solid amount of damage against anything that isnt a fighter. tbh you could probably win with just a big fleet of carracks and corvettes against almost anything short of a SSD
What I’ve found is trying to come at it from one side helps a lot. Unfortunately most of not all of the weapons on one side of the wedge can fire at you but it also helps mitigate that damage. Jumping on top of it on the offense makes it easier but it still is a tough fight.
@@crabmaster3338 When I know I've got a mandator I try to use 2 subjugators and have both jump onto the same side of the mandator. As long as it's not sitting on a station I've been able to kill the mandator consistently with minimal hull damage. That is a rather extreme option though. Once there's persistent dreadnought damage in the mod I'll probably start to use more fighters and bombers to whittle it down instead.
You did a VERY good job at this, and I have you to thank for it. I also have a recommendation that you add DSD1 DwarfSpider Droids and repaint all AATs the Confederacy controls to their CIS paintjob like the STAP and MTT. What do you think? I also think you should make Skirmish Battles more manageable, like pick what starting Tech there is and adding a larger credit start like 50000 on some if not most other mods. You could also add the A6 Juggernaut Tanks to the Skirmish Battles and add Heroes to the space Skirmish Battles. I just wanted to point out these things that you could do to make the mods you've made even better. Not for me, but for EVERYONE. Keep up the good work! I can't WAIT to see what the next update will be!
1. DSDs will be coming eventually- it's impossible to do every asset we could possibly want at once. 2. The AAT will be given a CIS paint scheme once the main texture is redone, the UV map has some issues. 3. Heroes are already in skirmish, they're on the merchant dock. 4. We plan to use the starting credit slider for something else entirely.
Great video ideas. I find your mods quite challenging which I love but also get crushed sometimes by the AI. Cant wait for more guides for thrawns and maybe ator. Keep up the good work
I hate these bastards. The AI loves these things and it makes it even harder when there are providence and recusent dreadnaughts thrown in while I’m using acclamators or Dreadnaught heavy cruisers.
I just use any ship with missiles and order them to take down the heaviest guns first, no point bothering with fighter supremacy when your fighting 2+ Lucrehulks and escorts in more or less most battles. To beat the Subjugator just throw a cheap ship at it until you can bring reinforcements closer to it then just throw ships around it so it cant hit them all with it's big ion gun.
Corey, please make the Secutor a non-order 66 ship for era 3/4/5. It is just a fat Venator with more hangars. Instead, make a weaker version of the current Paetor I as described in the tool-tip, a Ruusan Reformation Compliant Praetor I. Then have that ship be upgrade-able like the Mandator. But only a few can be built, maybe 3 or 4. Then with order 66 you can build them straight out like now.
Has i said in another video i love the Munifex. I am not a big fan of the Invincible but its a life saver early game. My Mandator fleet is a Acclamator fleet with a few Cap ships just in case.
I feel like my anti fighter ships like the corvettes just end up shooting at capital ships and not my fighters is there a way I can set them to just target fighters
There is another non-canon republic ship I would love to see in-game but can't remember what it's called, I remember seeing it in mods a decade ago. It was the size of a Venator but only with like 1 bomber, 3 fighters and geared toward ship-ship combat with a bit more HP and only a single bridge instead of two. It was called the Bombard or something like that.
The venator is weaker than a providence but a Victory is stronger than a providence so I have a mix of Venators and Victory and support ships like Acclamators and light cruisers and pelta fleet tenders
Hey Corey! I recently downloaded FOTR and playing with my friends we always seem to have desync/crash issues when playing on lan or internet. Is there a known solution to this issue? Otherwise we LOVE the mod!!
Unfortunately that's just EaW's multiplayer. The better people's computers and Internet, the better it'll be, but it's still not especially reliable. The more players, the less reliable.
@OmniGalaxy Basically, every era (in this mod) occurs every 30 weeks. With every new era, units and heroes are added or removed based on changes in the Star Wars story. For example, you can build Venators a bit after era 2 (post-Geonosis )starts, because that time was around when Venators started to be produced.
lucrehulk are easy to kill, no problem. Annoying is, when the KI comes with 25 Bullwark II ships... and i did order 66 but i cant build star destroyers... Kuat just spawns some time some of them...
I have a bug in my games, the eras are not progressing, also i get no missions. Seems like scripts just broke, the only thing working is picking palpa or mon mothma...is it normal or what?
You have to get to Era 2. Then you need to start the Venator Star Destroyer research on kuat. After completing the research yulaaren should be available in the politics menu on planets with capital ship yards. Usually i use kuat for that.
i really like the new update the only thing i dont like is now you only have 200 popcap in space battles :( i really liked the 300 can you maby make somthing for poeple who's pc can handel 300 cap :D
@@CoreyLoses thanks corey, by the way not to sound rude but are u planning to add more ground troops for both sides because i’d love to see the clone paratroopers from ep 3
Bruh, a common Lucrehulk will have a lot of backup lol. 5 Acclimators is not enough. Also, I think all Venators should have that SPHA-T laser to it. Republic At War did that so I think it should be that way for this one
The five Acclamators take up way less pop cap than the Lucrehulk, so there's far more room for support with those than the Lucrehulk. Republic at War doing something is not a reason for us to do it. Two completely different mods.
I like using a Praetor as the Meat-Shield for other more missile heavy ships when I need to take down Lucrehulks, works particularly well with 2 or 3 Invincibles
"How to fight the subjugator just use fighters" so just like the clone wars episode
Just like the simulations!
Handle it like the bismark
Throwing Mandator on it works even better.
@@dominicvucic8654 the swordfish only broke the rudder causing it to do circles
Lol
Lucrehulks aren't ever an issue for me to defeat. I just get sick of fighting them in what seems like every space battle.
To me issue is just a lot of actual time to kill them.
I'll take them over the subjugator with lots of support 😅
Step 1: have a mandator
The lucrehulk carriers are easy to kill with capital ships couse they have very little in terms of anti ship weapons. I think that people probably had most problems with the lucrehulk battleship
Yeah, until I encountered my first battleship I was like "Fine, they're big and scary and tanky, but they got nothing against capships!" Man, that was a rude awakening, I can tell you, especially since I didn't have a Praetor at that point.
Yes, lol! The AI almost never use carrier-Lucrehulks
@@Uberdude6666 well they mostly start with them tho, so later on you might see some battleship variants but early game it will be just carrier hulks in pretty much every campaign
yes, capital ships do kill them. But it takes forever. Because lucre loses frontal weapon hardpoints and starts turning around to face one side. after losing side hardpoints he starts to turn around again. And this whole process takes ages, since he is so big and when he turns - most of the ship cannons cant reach his hardpoints anymore.
The most effective way i found while fighting lucres - is to target some other ship inside his model or behind it. Due to his big hitbox covering ships inside him or behind - all shots fired at those ships goes into lucre and absolutely melt him. As damage doesnt go into hardpoints, but into overall ship's health
I really appreciate people for making mods like this, a dedicated clone wars themed rts game is like a wet dream. I really do appreciate it
Yeah, against the donuts it really helps to keep your ships focused on one side and minimize the damage they can do.
But Republic ships in early game/era really really still feel painfully outmatched. I've found if I had to just be willing to take several losses in most major battles or I never got anywhere. But once I started getting Venators and Victories it got a lot better.
Try to mass the invincibles, they're better than anything the CIS has in terms of firepower. They can tank some hits too, and use the missile acclamators, dreadnoughts carracks and arquitens as backup firepower. The goal is to use the weak stuff as glass cannons and tank with the stronger ships.
@@yankeefederer1994 I adore the Invincibles and the AT-XTs, it's sad that they leave after Era 2 but it's pretty interesting. I like to prioritize amassing those units and try to keep them throughout the war lol
@@yankeefederer1994 invincibles and carracks with 20 population of antifighter support is probably the strongest earlygame fleets you could possibly make
I find that space battles are pretty well balanced, the republic has Praetors and Mandators, maybe also Secutors and SDs depending on the path you choose. I would like to see more usefulness for the lucrehulk battle-carrier compared to the other CIS carriers (either less popcap taken or better firepower).
Ground wise the only unit that seems out of place is the A6 Juggernaut, the worst thing is fighting doomstacks from them mid-late game.
Out of that the gameplay is really pleasant on Admiral difficulty, for both factions in my case.
The new starbases and defense systems are really a step forward, the GCs feel way more dinamyc.
As a human player using a lucrehulk, you shouldn't have them up at the very front anyways, unless it's a battleship variant. They can tank and they can do damage, but the primarily role of the auxiliary, control ship and battle carriers, are just that. To be Carriers. They take up as much pop cap as they do because of the amount of punishment they can take and give out if used correctly. They aren't Praetors that you can jump in right at the front of an assault and have it come out practically unscathed on the health/hardpoint standpoint. You make picket lines of frigates just over/in front of it and everyone can do their share.
@@Meravokas My point is that the numbers of that ship doesn't really add up, it takes a lot of the popcap when you can just deploy more numbers from other carriers, some Bulwarks ll or a Dreanought Providence in the end add more value since they contribute taking down frigate/capital ships, while that particular lucrehulk is just a sitting duck firepower wise.
At the current state and looking at the full CIS roster it just seems redundant.
Now I can be corrected, this variant was indeed not a battleship but still carried a good amount of firepower, as I commented some time ago, one of the solutions I like is changing the fire rate from the 15 medium turbolasers from 3.3 sec to 1.0 sec; like the Battleship variant sports in the 40 plus medium turbolasers it carries. That way it is still not a brawler but at least helps holding its big own weight.
i tend to favor hitting Fleets that have a Lucrehulk with Triple Invincibles. They have an insane missile fire rate and good enough shields and health to tank whatever damage the Lucrehulks can do, and also have good enough Point Defence to deal with Fighters. The constant barrage of missiles is seriously op
If you have something that can tank the damage output of a Lucrehulk battleship, use it. Something like a Praetor, supported by Accs, Venators, VSDs or, if you have them, the early Imperial Designs you can get from KDY.
I just saved and quit bed an all that. Taken most of the core minus a few doom stacks. Got to tech level 3 didn't loose a battle and nor did ever loose more than a handful of ship. Created a transport bridge to Kamino. Releasing Anakin and Obi Wan's southern fleet. Things are going well. Built my 1st Mandator took out Grievous and Dooku caught him in orbit. So far so good I'm loving the campaign. Well done with the mod it seems super stable so far. Last of all thank you for all the hard work you put into the mod. It plays great. Looks great and its super stable.
I’ve found that the battle carriers and auxiliary lucrehulks aren’t that much of an issue. Yeah, they’re tanky and have fighters galore but their anti-capital weaponry is so lacking that you kinda can just ignore them and focus on other ships. The battle variants are scary though, since if you don’t have something to tank it’s damage like an ISD, Invincible or Praetor it’s going to chew through your smaller ships real quick.
bro they be invading bothawui with 6 battle carriers and deleting kamino
@@notdismays4166 Yeah no matter how hard I try in this mod as republic I lose everything but the core by turn 50 or so. Thrawns revenge is way easier.
I've used this tactic on the defense to great effect with my Dreadnoughts, on Admiral. On Republic worlds with a few Dreads protecting them. and a decent shipyard that can spawn more dreads. The clankers tend to send a Lucrehulk, and a couple frigates. The thing is that Lucrehulks are slow as fuck, allowing me to pick off their support ships, and fighters before engaging with the big boy. Then I simply put the Dreddies into one spot, and hammer away at its shields "with the re-spawning ones at the front" I tend to lose 1 or 2 re-spawning ones doing this, but they come back quick. I've defeated several Lucrehulks in one system, without using anything but the starting Dreddies, with this tactic.
I tend to bring in a mixed fleet and assign corvettes and frigates to 'guard' my larger line cruisers. That way when I move my larger ships up the corvettes and frigates move with them while still protecting them.
Could you do a version of this with some of the slightly lower firepower factions earlier? (Factions like the Empire of the Hand, etc)
There will be guide for every TR and FotR faction, at some point
Thank you so much. The mod is pretty confusing for me and this helps so much
I figured out that lucrehulks ... all of them don't have the range to combat smaller but heavy in firepower ships, I used an acclimator to shell a lucrehulk from inside a nebula and it wasn't able to fire back since it had awkward tracking and the turbolasers could not reach the ship. I sometimes do this tactic with a victory
Also the CIS does feel a bit broken in space combat, the venator and victory pale in comparison to the bulwarks, providences, and army of drednoughts in the galaxy. The most basic tactic is to use a lucrehulk as a sponge and have to munificent cruisers and recuscants stay behind it and some providences while they all soak the damage, the munificents with their firepower would literally wreck the enemy
On the ground is a different story, B1s suck compared to clones due to their bad accuracy. While the republic does have some problems when dealing with a transport or Magna droid, the AT-TE is just a pain and the Juggernaut A6 is just unfair, so both sides balance out in some ways.
Although the confederacy seems to have a much larger advantage compared to the republic, space is almost unwinable when even 1 battle carrier is present and ground invasions wouldn't matter since its impossible to start them, however Jedi and stealth teams always work and are impossible to counter
Got recently invaded by a separatist fleet in mandalore that had one of those hulk battleships
I lost but i sent all my ships on a suicide to kill it
It was an expensive loss but 10/10 fun battle
Really appreciate this video and looking forward to this series covering all other factions of thrawns revenge as well
Ever consider making corvettes like gunboats, and putting them in 3 or 4 ship squadrons?
They are proper warships. Fighter-gunboats/gunships are less than half the size of a Consular Class.
This is just what I've been waiting for for a while now, thanks. However, is there a chance we could get a video breaking down the various weapon types and their effectiveness vs various targets? I know that lasers are good against fighters and turbo-lasers are for larger ships, but how do missiles factor in. And how might a fighter/bomber heavy fleet compare to a dedicated firepower fleet, and why? Anyway, love the video; I hope you put out more like this.
I find that assault missiles are extremely good at taking down shields and destroying ships that lack hard points, and they usually have longer range too.
Wow, this is SUPER helpful, thank you!
"We're gonna take it on with 5 Acclimators. This is more than you really need..."
*Me loosing 3 venators and 4 acclimators like every time there is a Lucrehulk in the battle*
But strictly speaking though, taking on a Lucrehulk alone in an isoltated scenario is quite different from fighting one that is part of a larger fleet
Jes i agree. Lucrehulks and Bulwark mark II's are the most annoying ships if you play republic.
A hulk is half the population of a fleet and 5 accs can kill it, even if the rest of the fleet is bulwark 2s that means everything but the 5 accs can focus on the bw
Or you can run in and crash against them
If you put some clone commandos in an acclamator you only need one.
Why ?
I will say the only thing I wish this mod had was a weapon boost or a broadside ability similar to the one in republic at war for the venator
Can you do a video on From the Ground Up how to get more capital ships
I use invincibles as siege breakers I take 3 put them in first and let them pelt the enemies biggest ships with their concussion missiles and then I let my smaller ships like dreadnoughts caraks arquitens aclimators ect go in at and deal with the smaller stuff one of my favourite tactics is to take a wolf pack arqiutens and speed them around as glass cannons stripping the shields of bigger ships while my levelers and dreadnoughts take away hard points
carracks are pretty heavy hitters for their price. if you have a couple of beefy ships in the front (like invincibles) and a good screen against bombers then the carracks just live forever and deal a pretty solid amount of damage against anything that isnt a fighter. tbh you could probably win with just a big fleet of carracks and corvettes against almost anything short of a SSD
Yessss I love this!!! More guides please!
I would love to see a CIS Version for the mandator!
That’s the subjugator/Malevolence.
What I’ve found is trying to come at it from one side helps a lot. Unfortunately most of not all of the weapons on one side of the wedge can fire at you but it also helps mitigate that damage. Jumping on top of it on the offense makes it easier but it still is a tough fight.
@@lordlard2833 True, maybe the Devastation version of the Subjugator will work in that role?
@@crabmaster3338 When I know I've got a mandator I try to use 2 subjugators and have both jump onto the same side of the mandator. As long as it's not sitting on a station I've been able to kill the mandator consistently with minimal hull damage. That is a rather extreme option though. Once there's persistent dreadnought damage in the mod I'll probably start to use more fighters and bombers to whittle it down instead.
@@lordlard2833 Great point, I might have to use your strategy.
You did a VERY good job at this, and I have you to thank for it. I also have a recommendation that you add DSD1 DwarfSpider Droids and repaint all AATs the Confederacy controls to their CIS paintjob like the STAP and MTT. What do you think? I also think you should make Skirmish Battles more manageable, like pick what starting Tech there is and adding a larger credit start like 50000 on some if not most other mods. You could also add the A6 Juggernaut Tanks to the Skirmish Battles and add Heroes to the space Skirmish Battles. I just wanted to point out these things that you could do to make the mods you've made even better. Not for me, but for EVERYONE. Keep up the good work! I can't WAIT to see what the next update will be!
1. DSDs will be coming eventually- it's impossible to do every asset we could possibly want at once.
2. The AAT will be given a CIS paint scheme once the main texture is redone, the UV map has some issues.
3. Heroes are already in skirmish, they're on the merchant dock.
4. We plan to use the starting credit slider for something else entirely.
Oh, well, you're still doing a great job on modding. Keep up the good work!
Great video ideas. I find your mods quite challenging which I love but also get crushed sometimes by the AI. Cant wait for more guides for thrawns and maybe ator. Keep up the good work
Thank you Corey
Nice job. Loving this mod.
I hate these bastards. The AI loves these things and it makes it even harder when there are providence and recusent dreadnaughts thrown in while I’m using acclamators or Dreadnaught heavy cruisers.
I just use any ship with missiles and order them to take down the heaviest guns first, no point bothering with fighter supremacy when your fighting 2+ Lucrehulks and escorts in more or less most battles. To beat the Subjugator just throw a cheap ship at it until you can bring reinforcements closer to it then just throw ships around it so it cant hit them all with it's big ion gun.
when in doubt have 2 hypervelocity guns per planet
2 ? What do you mean 2 ? I have 6 !
Corey, please make the Secutor a non-order 66 ship for era 3/4/5.
It is just a fat Venator with more hangars.
Instead, make a weaker version of the current Paetor I as described in the tool-tip, a Ruusan Reformation Compliant Praetor I.
Then have that ship be upgrade-able like the Mandator. But only a few can be built, maybe 3 or 4.
Then with order 66 you can build them straight out like now.
Love this!
Has i said in another video i love the Munifex. I am not a big fan of the Invincible but its a life saver early game.
My Mandator fleet is a Acclamator fleet with a few Cap ships just in case.
Ty for these tips!
So what abou the Arquitens ?
just a question who voiced what ships and/or ground units in FOTR?
A lot of people
I feel like my anti fighter ships like the corvettes just end up shooting at capital ships and not my fighters is there a way I can set them to just target fighters
Hey does anyone know how to turn on the feature where it shows the green line of where your ships are gonna go?
Always struggle with the donuts
There is another non-canon republic ship I would love to see in-game but can't remember what it's called, I remember seeing it in mods a decade ago. It was the size of a Venator but only with like 1 bomber, 3 fighters and geared toward ship-ship combat with a bit more HP and only a single bridge instead of two. It was called the Bombard or something like that.
Wheres the CIS version of this video, Corey?
The venator is weaker than a providence but a Victory is stronger than a providence so I have a mix of Venators and Victory and support ships like Acclamators and light cruisers and pelta fleet tenders
Hey Corey! I recently downloaded FOTR and playing with my friends we always seem to have desync/crash issues when playing on lan or internet. Is there a known solution to this issue? Otherwise we LOVE the mod!!
Unfortunately that's just EaW's multiplayer. The better people's computers and Internet, the better it'll be, but it's still not especially reliable. The more players, the less reliable.
do more of those videos
Also I hope in the future you make an Old Republic themed mod 😁
You mean Revan's Revenge? Yes?
They already got you covered man ;)
"lucrehulks are...... round."
So, they're just like a Pallas cat?
Do any ships cause travel speed on galactic conquest map to be slower?
please do with CIS too
also corey:surrounds them lucs
I don’t ever remember dreadnaughts being converted into carriers. Can someone plz point me towards where this happened in the lore?
at shipyards maybe? I remember that I converted dreadnaughts into carriers, that option just appeared where my fleet was.
@@nordrlond talking about in the lore
Hey @Corey Loses When is version Fall of the republic 1.0 going up on moddb?
Can you make a video that gives a understanding of the era system, I don't have a clue about how it works
@OmniGalaxy Basically, every era (in this mod) occurs every 30 weeks. With every new era, units and heroes are added or removed based on changes in the Star Wars story. For example, you can build Venators a bit after era 2 (post-Geonosis )starts, because that time was around when Venators started to be produced.
so basicly a lucrehulk is easily defeated by 6 venators so put them in front of the lucrehulk for min damage to own ships
lucrehulk are easy to kill, no problem.
Annoying is, when the KI comes with 25 Bullwark II ships...
and i did order 66 but i cant build star destroyers...
Kuat just spawns some time some of them...
Yeah problem is the republic has no capital ships except the Priator. The Bullwarks ion cannons are melting your shields away.
I have a bug in my games, the eras are not progressing, also i get no missions. Seems like scripts just broke, the only thing working is picking palpa or mon mothma...is it normal or what?
If you're playing From the Ground Up, the eras don't progress in that GC.
Why? That's like the most enjoyable mode :(
It's not a story-based GC. You pick the era you want to play in beforehand, and it stays in that era.
How do I get Yulaaren? I cant find him
You have to get to Era 2. Then you need to start the Venator Star Destroyer research on kuat. After completing the research yulaaren should be available in the politics menu on planets with capital ship yards. Usually i use kuat for that.
i really like the new update the only thing i dont like is now you only have 200 popcap in space battles :( i really liked the 300 can you maby make somthing for poeple who's pc can handel 300 cap :D
Im starting to believe I’ve been playing wrong
how do you change your camera angle ?
Pressing the middle MOUSE button (sorry)
@@bluerobin2982 thanks a lot
@@Atlas-zm6bn sorry
np, i figgured it out. thanks for helping.
I really prefer DOCX dreadnaughts
Is there a ground based republic guide
There's an updated version which includes ground here: ruclips.net/video/J-Z_O2-X6sU/видео.html
@@CoreyLoses thanks corey, by the way not to sound rude but are u planning to add more ground troops for both sides because i’d love to see the clone paratroopers from ep 3
Bruh, a common Lucrehulk will have a lot of backup lol. 5 Acclimators is not enough. Also, I think all Venators should have that SPHA-T laser to it. Republic At War did that so I think it should be that way for this one
The five Acclamators take up way less pop cap than the Lucrehulk, so there's far more room for support with those than the Lucrehulk.
Republic at War doing something is not a reason for us to do it. Two completely different mods.
Or have Kuat and rendilli pump out a praetor a week each!
I've found the best way to beat Lucrehulks is to Overwhelm them... or use a Praetor/Mandator
Edit: But the Praetor still struggles imo
Not really just hold and use bomber to attack the next set of turbolasers
I like using a Praetor as the Meat-Shield for other more missile heavy ships when I need to take down Lucrehulks, works particularly well with 2 or 3 Invincibles
@@BobTheTesaurus That works lol