6:57 Here's why you see so many all-hero fleets when you fight the AI: according to Corey (the main dev for the mod), the AI is designed to create fleets with as diverse a collection of ship types as possible. This is great because it means you fight interesting fleets with variety instead of just big stacks of corvettes, but since each hero is technically his/her own ship type, the AI tends to group them all together, especially early game. :)
Also the ai considers these units more powerful than they actually are, Corey also plans to make it so the ai won’t use more than 2 hero’s in a fleet. (Iirc this will be in the next update.)
Also in land battles, always build a mobile base in every landing zones which is a rectangular gray pad. It drops from troops and medics to elite troopers with flamethrowers and commandos.
Hi pravus, use hypervelocity guns on key planets like yaga minor or bilbringi. For me Pravus, try to attack empire of the hand, even though it is weird, because that faction is strong once amassed with integos, peltasts and syndic star destroyers. DO NOT ABANDON ODIK because once it reaches era 4, byss will be open and use it to invade corusant.
pravus i'd recommend you build the trade stations because they will create more income for you. also you can use AA turrets to attack ground targets. you can increase your ship crews by building naval academes
@@aridianknight3576 that more of cheating difficulty with just a bunch of debuffs to you and cheat level buffs to the ai (btw your profile pic is my mouse pad)
You say "ancient", I say wrong. The Katana Fleet was maybe a few decades old, not centuries or millennia, when it was recovered. It was from shortly before the Clone Wars, I believe. And the Clone Wars are barely 50 or so years old at this point in this timeline. So the Katana ships could be pushing 100 years, maybe, by this point in time, and that's definitely not ancient.
Actually not, the Katana fleet is made out of dreadnought heavy cruisers that were modified to work with a much lower crew requirement than the versions that were in service in the galaxy, these ships were almost fully automated allowing them to run with 2000 crew only while the standard variant required about 16000 crew. Crazy good when you consider that everyone was trying to get whatever advantage they could on their enemy after the end of the Galactic civil war. The dreadnought heavy cruiser is an old design indeed but it was still a very effective one, kinda like the M2 Browning .50 cal machine gun that was in service in ww2 and is still used today.
Concussion missiles especially the Assault variant of them are absolutely god tier in this mod. Victory 1s are particularly good but broad sides are super cheap and long range.
The issue is the hardpoints they target usualy die before the missiles reach them. So they do no damage. Theyre great for taking down shields and small ships though.
Also the little starbase with the number next to it is the shipyard level the planet supports. 1 is a light frigate yard. 2 is a heavy frigate yard. 3 is a capital yard. 4 is a dreadnaught yard. the shields next to that show the level of defensive station.
The irony of what happened with the Penstar Allignment is it matches it with something a video about them pointed out. The moment they launched an actual offensive in Legends pretty much ended up dooming them.
Man, the remains of Westwood Studios made Star Wars EAW, it's be really cool to see you play another game made by these people, such as Command and Conquer Tiberian Sun or Red Alert 2, though they are nothing like this game, they're more simple action and brute force than anything
I'm pretty sure it's this episode that Pravus asks what an E-WEB is, and it's basically the star wars equivalent of a Vickers machine gun. Idk how it is in empire at war, but I do know that it is a machine gun, or whatever the star wars equivalent is. I think that it'd be mounted in here but again, not sure.
In TR, they're using the same deploy/undeploy ability you see on artillery in the base game and they basically act as redeploayable anti-infantry turrets that move as quickly and have about as much health as stormtroopers.
Lancers were pretty slow in Legends, that was one of their numerous weaknesses in spite being a frigate. Outstanding anti-starfighter vessels but more useful as, say, convoy escorts or, as Thrawn proved, attack ships against starbases or worlds that only fielded starfighters and bombers as their only garrison defense.
Actually the pinterest our alignment was one of the last hold outs of the Empire but out of the Empire yes technically they were warlords but they did own a large part of the Gallup it did own a large part of the Galaxy and technically they were working with the Resurrected emperor technically throne had no communications with the emperor even communications with the emperor even after he resurrected so I am wondering I am wondering how this connects with the dark Empire because Tech is the dark Empire because technically throne and the emperor his throne and the emperor did not get along after he reincarnated
Awakening of the Rebellion overhauled the space and land battles. Both are way better. I'd suggest that if you'd consider doing another mod for this game.
when it comes to ground combat i found 2 big problems that plagues it 1. the map are way to small, and i am not talking about the entire battle map itself (altho some of the maps really really small) i am talking about actual, usable parts of the maps, if you go back and watch you can see just how small the areas where the units can "walk" is, it is almoust like a tight coridor shooter 2. the spoting range is to small, it's almost like the units can barely see pass there feet kind of small. now, tbh i think this point would solve itself if point 1 was not such a big problem, but since the maps are prty much lanes/coridors it makes it way to hard to get some scouting going on due to the fact that there is no area of the map were your scout can flank around, ofc when you get to fights such as the secound ground battle were maps are a little bit more open, and units have space to "extend there arms and not elbow each other" the fights get much better, that's why i think that maps is the primary problem
The Thrawn's Revenge devs made their maps smaller and with corridors like those so that when the somewhat unimpressive ground combat AI inevitably decides it would rather spread all it's units across the map than send all of them to actually fight you, the units get funneled towards you regardless. The alternative - i.e.: large, wide open maps - (barring extensive reworks as seen in the Awakening of the Rebellion mod) usually results in you having to spend ten minutes chasing down lone infantry squads that have wandered off to some far corner of the map for no reason after you've killed everything else.
@@philippobitz2592 most of the maps in vanila are also like that, regardless of the changes that the devs made in the mod, and if i remember corectly there is a game mechanic where if you distroy all the ground bases and almoust all there soldires in order to not get in the situation that you discribed (casing the last unit somewere in the corner) the map will be fully reviled. now i understant your point as to what the dev mods did, HOWEVER i was explaing why the ground battles are BORING, because while the changes did "help" the ai to fight you all it rly did was make it easyer to sent all it's units into an imposible situation where a small player force will absolutly obliterate all the ai forces because there is no way around the player made death alley. now again, i get your point as to why it was done, but unfortunatly like i said it did not improve the player enjoyment in the ground battles because at the end of the day there is nothing any moder can do, the problem is the ai itself, so the only thing you can do is make it more enjoyable for the player when he goes into ground battles
I'm not sure how much i like the UI of this game. Maybe its just how your showing it, maybe its just that my screen is too small, but i can't tell what's going on with all the hyperlanes and stuff, and the building menu's are kinda basic. I just want to plan out chokepoints godammit.
The mod changed a lot of the ui but hyperlanes are the same. Personally I don't see any problems but I'm decently accustomed to both the base game and TR ui
@@ImperialVictory and I'm rather accustomed to the stellaris UI, which isn't the most intuitive thing, but its all pretty clear, and viewing large segments of the map for finding chokepoints is way easier.
@@ImperialVictory no I can't. At least not with how its being shown in this video and the last. Maybe it is pretty easy in game, maybe I'm just blind whilst watching the video, but somewhere along the line its so that i can't plan out any decent chokepoints.
6:57 Here's why you see so many all-hero fleets when you fight the AI: according to Corey (the main dev for the mod), the AI is designed to create fleets with as diverse a collection of ship types as possible. This is great because it means you fight interesting fleets with variety instead of just big stacks of corvettes, but since each hero is technically his/her own ship type, the AI tends to group them all together, especially early game. :)
Also the ai considers these units more powerful than they actually are,
Corey also plans to make it so the ai won’t use more than 2 hero’s in a fleet.
(Iirc this will be in the next update.)
Admiral, we got enemy ISD's at 2'7.
Ackbar: It's a trap!!!
Such a tragic end for such a valiant fish-face with an illustrious career.
@@mirceazaharia2094 Indeed
I miss the Expanded Universe.
Disney ruined it with their new canon not all of it but most of it
Same Love the Expanded universe
It never left. It's there in the wiki, the books, and your heart.
@@GrievousFrom Thanks Grevious for your inspiration. We’ll never forget how much of a badass you were.
The expanded universe is coming back into canon slowly
Also in land battles, always build a mobile base in every landing zones which is a rectangular gray pad. It drops from troops and medics to elite troopers with flamethrowers and commandos.
Thrawn in a nutshell: When you lose the war, because your mom posted a picture, you drew at 5 years old, to the holonet.
You don't , need so many, commas in that, sentence.
Wish there will be a SW series for just fleet tactical battles.
Mod galactic civil war rework it doesnt have ground battles, but it must be for forces of corruption
in case you are not aware. multiple factories of the same type increase the build speed of the units created from it.
Hi pravus, use hypervelocity guns on key planets like yaga minor or bilbringi.
For me Pravus, try to attack empire of the hand, even though it is weird, because that faction is strong once amassed with integos, peltasts and syndic star destroyers.
DO NOT ABANDON ODIK because once it reaches era 4, byss will be open and use it to invade corusant.
I'd like to see an underdog run afterwards, where you pick one of the weaker factions.
pravus i'd recommend you build the trade stations because they will create more income for you. also you can use AA turrets to attack ground targets. you can increase your ship crews by building naval academes
If you want good ground battles I would recommend Awakening of the Rebellion, it a lot harder but still fun.
You ever play ICW:TR on expert with cruel AI? In my opinion it crushes AOTR difficulty wise.
@@aridianknight3576 that more of cheating difficulty with just a bunch of debuffs to you and cheat level buffs to the ai (btw your profile pic is my mouse pad)
Pravus I just wanted to say that I am loving your Videos and I also like Star Wars and it's a Fantastic Video!!!
You say "ancient", I say wrong. The Katana Fleet was maybe a few decades old, not centuries or millennia, when it was recovered. It was from shortly before the Clone Wars, I believe. And the Clone Wars are barely 50 or so years old at this point in this timeline. So the Katana ships could be pushing 100 years, maybe, by this point in time, and that's definitely not ancient.
Thats still incredibly obsolete as far as ship advacement goes.
Actually not, the Katana fleet is made out of dreadnought heavy cruisers that were modified to work with a much lower crew requirement than the versions that were in service in the galaxy, these ships were almost fully automated allowing them to run with 2000 crew only while the standard variant required about 16000 crew. Crazy good when you consider that everyone was trying to get whatever advantage they could on their enemy after the end of the Galactic civil war. The dreadnought heavy cruiser is an old design indeed but it was still a very effective one, kinda like the M2 Browning .50 cal machine gun that was in service in ww2 and is still used today.
no its very old design.
Concussion missiles especially the Assault variant of them are absolutely god tier in this mod. Victory 1s are particularly good but broad sides are super cheap and long range.
Assault missiles will deal aoe damage in 3.2 :p
@@nemesis1st that would make the executor exceptionally hard to kill
The issue is the hardpoints they target usualy die before the missiles reach them. So they do no damage. Theyre great for taking down shields and small ships though.
Also the little starbase with the number next to it is the shipyard level the planet supports. 1 is a light frigate yard. 2 is a heavy frigate yard. 3 is a capital yard. 4 is a dreadnaught yard. the shields next to that show the level of defensive station.
I'm loving this campaign! Its so nostalgic and I love it
"If they die... they are dead"
-Parvus 03/07/2021
in afrika ever 60 seconds a minute passes
People die when they are killed.
Approximately 100% of people have breathed oxygen at least once in their lives.
@@mortemtyrannus8813 Everyone that has breathed oxigen has died. Coincidences?
@@alessandromele3918 Oh my god...
We must ban oxygen! For the good of humanity!
The irony of what happened with the Penstar Allignment is it matches it with something a video about them pointed out. The moment they launched an actual offensive in Legends pretty much ended up dooming them.
How could Ar'alani betray Trawn like that and just attack his Empire? It must have broken his heart to kill her like that!
Praise Pravus!
Praise the God, Pravus
Just woke up, Saw this. I got my priorities straight
E
Man, the remains of Westwood Studios made Star Wars EAW, it's be really cool to see you play another game made by these people, such as Command and Conquer Tiberian Sun or Red Alert 2, though they are nothing like this game, they're more simple action and brute force than anything
This is a really cool mod. I might just have to grab it before the attack of the mouse happens
Still love it! Corey Loses is a great RUclipsr and dev
such a fun series you got going on here
Captain Pravus is clearly thrawns left hand
Long live the Empire.
I'm pretty sure it's this episode that Pravus asks what an E-WEB is, and it's basically the star wars equivalent of a Vickers machine gun. Idk how it is in empire at war, but I do know that it is a machine gun, or whatever the star wars equivalent is. I think that it'd be mounted in here but again, not sure.
In TR, they're using the same deploy/undeploy ability you see on artillery in the base game and they basically act as redeploayable anti-infantry turrets that move as quickly and have about as much health as stormtroopers.
More like an M2.
Lancers were pretty slow in Legends, that was one of their numerous weaknesses in spite being a frigate. Outstanding anti-starfighter vessels but more useful as, say, convoy escorts or, as Thrawn proved, attack ships against starbases or worlds that only fielded starfighters and bombers as their only garrison defense.
Oh god, the amount of fighters is busted. The updates have changed a lot since this….
Great series. But honestly I fast forward through the ground battles.
Pravus you would want interdictors. prevents enemy from fleeing
8:56 SWTOR? You could play as a chiss
oh this is a good series
Ok you would take out Ar'Alani of all people😮 she is one of my fave characters
So... you'd be interested in Star Wars The Old Republic? That game let's you play as Chiss.
Blue guy is back but what happened to the old guy?
This has renewed my interest in this game. Do the mod packs let you play in higher than 1080p?
Oh yeah i was waiting 🙂
Actually the pinterest our alignment was one of the last hold outs of the Empire but out of the Empire yes technically they were warlords but they did own a large part of the Gallup it did own a large part of the Galaxy and technically they were working with the Resurrected emperor technically throne had no communications with the emperor even communications with the emperor even after he resurrected so I am wondering I am wondering how this connects with the dark Empire because Tech is the dark Empire because technically throne and the emperor his throne and the emperor did not get along after he reincarnated
Does HK-47 unit make a appearance in this game?
You should do a one planet start
You should use an imobilizer or the more expensive interdictior sd
what is exactly the mod of the Steam WorkShop? There are billions
Awakening of the Rebellion overhauled the space and land battles. Both are way better. I'd suggest that if you'd consider doing another mod for this game.
Grand Admiral Prawn
CAN CIS TURN BE NEXT WHEN TIME IS HERE SOON?
Never underestimate at at's
This says a lot about bill cosby got released from prison
when it comes to ground combat i found 2 big problems that plagues it
1. the map are way to small, and i am not talking about the entire battle map itself (altho some of the maps really really small) i am talking about actual, usable parts of the maps, if you go back and watch you can see just how small the areas where the units can "walk" is, it is almoust like a tight coridor shooter
2. the spoting range is to small, it's almost like the units can barely see pass there feet kind of small. now, tbh i think this point would solve itself if point 1 was not such a big problem, but since the maps are prty much lanes/coridors it makes it way to hard to get some scouting going on due to the fact that there is no area of the map were your scout can flank around, ofc when you get to fights such as the secound ground battle were maps are a little bit more open, and units have space to "extend there arms and not elbow each other" the fights get much better, that's why i think that maps is the primary problem
The Thrawn's Revenge devs made their maps smaller and with corridors like those so that when the somewhat unimpressive ground combat AI inevitably decides it would rather spread all it's units across the map than send all of them to actually fight you, the units get funneled towards you regardless. The alternative - i.e.: large, wide open maps - (barring extensive reworks as seen in the Awakening of the Rebellion mod) usually results in you having to spend ten minutes chasing down lone infantry squads that have wandered off to some far corner of the map for no reason after you've killed everything else.
@@philippobitz2592 most of the maps in vanila are also like that, regardless of the changes that the devs made in the mod, and if i remember corectly there is a game mechanic where if you distroy all the ground bases and almoust all there soldires in order to not get in the situation that you discribed (casing the last unit somewere in the corner) the map will be fully reviled. now i understant your point as to what the dev mods did, HOWEVER i was explaing why the ground battles are BORING, because while the changes did "help" the ai to fight you all it rly did was make it easyer to sent all it's units into an imposible situation where a small player force will absolutly obliterate all the ai forces because there is no way around the player made death alley.
now again, i get your point as to why it was done, but unfortunatly like i said it did not improve the player enjoyment in the ground battles because at the end of the day there is nothing any moder can do, the problem is the ai itself, so the only thing you can do is make it more enjoyable for the player when he goes into ground battles
what song is that?
I feel tv static…
Subscriber, liker, but let's comment as it helps with the YT algorithm. So I'm leaving a tactical dot - " . "
Hello
early gang
First
I'm not sure how much i like the UI of this game. Maybe its just how your showing it, maybe its just that my screen is too small, but i can't tell what's going on with all the hyperlanes and stuff, and the building menu's are kinda basic. I just want to plan out chokepoints godammit.
For more info on the map u need to build probe driods
The mod changed a lot of the ui but hyperlanes are the same. Personally I don't see any problems but I'm decently accustomed to both the base game and TR ui
@@ImperialVictory and I'm rather accustomed to the stellaris UI, which isn't the most intuitive thing, but its all pretty clear, and viewing large segments of the map for finding chokepoints is way easier.
@@Santisima_Trinidad Wdym, you can easily find chokepoints on EAW
@@ImperialVictory no I can't. At least not with how its being shown in this video and the last. Maybe it is pretty easy in game, maybe I'm just blind whilst watching the video, but somewhere along the line its so that i can't plan out any decent chokepoints.
Praise Pravus!