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EAW's Dirty little secret...


Stellar_Magic
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Guess what, there is unit building on the tactical level.  ???

 

I just watched a Imperial Light Factory Construct an AT-ST right before my eyes...

 

After looking through the xmls, I've determined to my satisfaction that the Space Stations can also build units in tactical mode, note the Garrison:segment of their encyclopedia entry.  This means those ships we were fighting weren't freebees but were built by the Space Station.

 

This really just threw me for a loop.

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Are you sure that AT-ST's arn't free units just like all the rest?

 

Light-factories might make AT-ST's at a very slow rate or something to help defenders stand a chance :)

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Guess what, there is unit building on the tactical level.  ???

 

I just watched a Imperial Light Factory Construct an AT-ST right before my eyes...

 

After looking through the xmls, I've determined to my satisfaction that the Space Stations can also build units in tactical mode, note the Garrison:segment of their encyclopedia entry.  This means those ships we were fighting weren't freebees but were built by the Space Station.

 

This really just threw me for a loop.

 

I saw this also and I went  ??? ??? ??? I dont really mind since it keeps the people who just sit around doing nothing could get attacked and would get caught off guard. Damn scouts setting up mines then then suicide biking into my vehicles  ;D If the AI just throws them at you now imagine what the full game would be like. Just how far would this go since you could just pwn the attacker  ;D

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Level 2 Space Stations also spawn tartins (or corvettes if you are Rebel), along with Tie Bombers/Y-wings and Tie Fighters/X-wings.  I don't think the balance in the demo is completely representative of the final balance, because with a Level 2 station, one extra corvette, and 2 extra X-wings I successfully defended my station against a huge Imperial fleet.  Though part of the reason was that the Imperials never pressed any type of advantage after destroying most of my respawnable units (aka they never tried to destroy my hanger).

 

Also a full planet garrison with a few other buildings is going to be really hard to remove, but judging by how expensive building units is in a real game (where you start with closer to 8000 credits), I don't think you will usually want to put 10 on a planet.

 

Corvettes also rip transports to spreads, so there may often be better/cheaper solutions to defending vital planets.  I have a great screenshot of two corvettes plus some X-wings destroying Imperial transports (of the previously mentioned fleet), since they can't retreat in the demo.

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Just think about one fact : We don't know what difference there is between skirmish and campaign buildings. Skirmish buildings are suposed to produce units. So if you modded them in a way that lets the game think these are the skirmish versions you are indeed able to build ships while in combat.
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they also can produce Stormies from no where it's unfair i can be patrolling their base with a bunch of T2-b's one minute alone and then a AT-ST and Stormies come a calling!

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Guest JediIgor

Corvettes also rip transports to spreads, so there may often be better/cheaper solutions to defending vital planets.  I have a great screenshot of two corvettes plus some X-wings destroying Imperial transports (of the previously mentioned fleet), since they can't retreat in the demo.

 

Why would you attack with all of your transports in the same fleet? Either send the regular fleet first, and then the transports a split second later, or wait until you decisively win the battle. Sending transports to a battle when you are unsure of their safety isn't a good idea!

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That split second could be enough time for them to bring a second fleet in to cut off your invasion.

 

Eventually you will have to keep some ground units with each of your fleets.

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Why would you attack with all of your transports in the same fleet? Either send the regular fleet first, and then the transports a split second later, or wait until you decisively win the battle. Sending transports to a battle when you are unsure of their safety isn't a good idea!

The problem here might be ground based canons like the Hyperverlocty Gun which take out your ships while they are waiting for the transports. (Just a guess)

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The hyperspace speed is apparently a lot slower in the actual game.  I've also noticed that the AI usually doesn't keep it's assault fleet on planets that border enemy planets (so that they cannot be easily scouted).  Assuming this becomes a typical tactic, imagine if the enemy waits for you to send your transports and then sends his waiting fleet to attack your fleet (he will know when you send the transports since there is an audio signal when an enemy fleet is approaching).  If he wins that battle, your ground force will be on its way right into the enemy fleet.  Yeah, I wouldn't send a ton of transports into a battle that I am unsure if I am going to win, but it may just as dangerous to send a lot of transports afterward.

 

I also hope this is an excellent example of why EaW is not as simplistic as the demo makes the game seem.

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The building taking place is the reinforcement of lost garrison units.

 

I, as well as others i would guess, would like a little clarification on that one, Delphi.  Do you mean that there is a certain number of units that spawn from those specific structures?  Or do you mean that if you have say, an infantry barracks and have nothing but plex troops stationed there that your plex troops will be replaced slowly as they are destroyed during the battle?

 

In other words, if I have an AT-AT stationed on a planet and do not have a heavy unit factory there then when I lose the AT-AT it is gone for the battle, but... if I do have a heavy unit factory, the AT-AT will be respawned out of the factory at some point in the battle after it is destroyed?

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Something else I discovered looking through the files...

 

Look at this comment for the Tartan class.

 

 

S*** Man, I wanted the Carrack Class!

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What is meant is that certain bases come with a small garrison pre-built. IE the level 2 space station if alone will call in a Corvette and have 2 Y-wing squadrons and 2 X-wing squadrons that it will launch. As these forces are destroyed the station will launch their replacements. I managed to hold off a very sizeable enemy fleet 3 Corvettes 3 Gunships 4 Y-wing Squadrons and 3 X-wing squadrons because of the extra forces supplied by the station..granted I was also using the planetary ion cannon to disable the ISD and escorting Vic Stars...
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It is the details of what exactly determines what comes out, and how fast that I am interested in.  I am not at home so I can't recheck the files, but the only place I could think to look for those reinforement values is in the definitions of the different buildings.  Could someone check and see if there are reinforcment items like those for the starbase definitions?

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