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First Impressions of Forces of Corruption


MonkeyBiz
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Man, I can't help but love Silri and her drain life power. The lightening effects rock!

 

Can't help it, but I've already found myself editing already. The MDU is an GREAT addition to the overall strategy of the game. One thing I did was add a next level MDU that can build all of the items from all sides and has an increased unit number. Cost and build time are increased of course. Goes a long way in creating more opportunities to create defense chokepoints.

 

Man that those rebel T4B Tanks are wicked. They make short work of Underworld pulse cannon tanks, so they need Canderous tank support and that draw fire abilty to support them. The lack of a surface air/hover unit or a tank like the T2B for the Underworld is a seroius strategic shortfall on many maps. Some still think they are overpowered, but to me it just shows a lack of seat time. The AI on hard is pretty good and will hit you with a nice combined force, so don't get happy with one kind of unit.

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I noticed that too. I think that the engine problems the original EaW suffered from are gone, because under the few circumstances where I can actually get EaW to lag (uber-computer, lol), don't seem to be a problem in FoC. Thanks devs!

That's sort of good to hear...

sort of because EaW won't work anymore  >:((again) :'(

seriously, it very ironic that modding a game that's supposed to be easy to mod causing severe errors in the game.

1upD's also had problems, as well as Clone_Commando over at Filefront forums, and a bunch of people here as well.

If I got FoC, would it fix my EaW problem? Would it start anew (does it use completely different folders than EaW)?

(Part of the problem has to do with folder recognition. :()

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:o Sorry, but I have to disagree with you. This is by far one of the easiest games to mod out. I remember trying to "Hex" edit a game like this 15 years ago and there is just no comparison.

 

It sounds to me like the problem lies with the humans making the errors when modding and blaming it on "an unstable" game, yeah right.  ::)

 

In terms of modding/editing FOC it really is a breeze. However, that is for me and I have been modding/hex editing for 15 years. To some it may be hard, but it really is just a matter of understanding variables and attention to detail in dealing with the changes you make.

 

The good thing is they added a auto parser to help those out that won't spend half a day finding syntax errors LOL!

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:o Sorry, but I have to disagree with you. This is by far one of the easiest games to mod out. I remember trying to "Hex" edit a game like this 15 years ago and there is just no comparison.

 

It sounds to me like the problem lies with the humans making the errors when modding and blaming it on "an unstable" game, yeah right.  ::)

 

In terms of modding/editing FOC it really is a breeze. However, that is for me and I have been modding/hex editing for 15 years. To some it may be hard, but it really is just a matter of understanding variables and attention to detail in dealing with the changes you make.

 

The good thing is they added a auto parser to help those out that won't spend half a day finding syntax errors LOL!

 

These are game errors, not human errors. Even Yoda's help desk hasn't heard of my problem before!

I never said it wasn't easy to mod; I'm saying the system is fragile.

When I COULD mod EaW, It WAS easy to do so.

 

This has nothing to do with variables; The game runs for about 5 minutes, then reboots the PC. Thats without mods. I even made a custom folder.

 

In the future, please do not label people as lazy, or that they're blaming their own mistakes on the game when they bring up an issue with the program in question. This isn't super mario bros. we're talking abut here ("But I pressed the "b" button; I PRESSED THE "b" BUTTON YOU #$%^*@ GAME!" *throws controller across room* ::)). Computer programs are MADE to have problems; hence entire businessess made for the sole purpose of repairing PCs. Not to mention that the more high tech games get, the more patches are released.

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  • 2 weeks later...

What do you mean for yoda overpowerded? Is he stronger than Palpatine or Vader? If yes so he is overpowered and must be nerfed now!!!!

 

Yoda was stronger than the emperor....jeez did you not pay attention...remember the emp trying to run away....

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Yoda was stronger than the emperor....jeez did you not pay attention...remember the emp trying to run away....

True.

“If so powerful you are, why leave?”

Yoda only “lost” because his short arms couldn’t grab the railing.

Bail: “Master Yoda, are you  injured?”

Yoda: “Only my pride…”

Had he not been so discouraged when he fell off the platform, he would have pulled Palpy off the platform (which he too almost fell off) via the force and finished him off.

 

Does Bossk have the Hound's Tooth?

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I personnaly think with the yoda/emporer theory is they were evenly matched they were bolth out of force, if yoda wasnt he could have simple jumped strait back up to fighter him but he didnt :/
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I personnaly think with the yoda/emporer theory is they were evenly matched they were bolth out of force, if yoda wasnt he could have simple jumped strait back up to fighter him but he didnt :/

 

You don't "run out" of force. theorectically, you would die if that happened.

Yeah, thats his ship.

I know; but are you saying its in?

 

One thing I don't like about FoC is the weird looking projectiles (like the spiraly ones the Avenger fires)

And My first impression of the Ewok handler was that it was disturbing, pointless, and made no sense. Endor and Hoth were recently discovered planets.

Hoth was discovered by Luke. Endor by the Empire

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Yoda stronger than the Emperor? Don't make me laught. We wasn't stronger but probably matched even if the DS is stronger than the LS.

 

"More appealing, perhaps, but not stronger... Much to learn, you still have."

-Yoda

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Yoda is stronger. However, he's also WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY older, and doesn't fight all that often. And while you can't "run out" of Force, you can exhaust yourself by using your powers too much. I think Yoda was nearing that point at the end of the battle (Palpatine seemed to be fine in that respect).

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Yoda is stronger. However, he's also WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY older, and doesn't fight all that often. And while you can't "run out" of Force, you can exhaust yourself by using your powers too much. I think Yoda was nearing that point at the end of the battle (Palpatine seemed to be fine in that respect).

True. The novel also emphasized that discouragement was also a factor. They were equally matched. For centuries he'd been training jedi to fight the old sith; but palpatine wasn't like the Old sith. In short (no pun intended), Yoda was trying to fight fire with fire. The fact that he could not beat Palpatine depressed him.

 

Organa: "Master Yoda, are you injured?"

 

Yoda: "Only my pride..."

-ROTS novel

 

Yoda: "Into exile I must go. Failed, I have"

-ROTS

 

Another impression FoC gave me was that it had very little to do with anything canon in the SW universe. We can only hope that FoC is not to be considered canon by EU writers... :-\

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My first impressions are that I like some things about the Consortium but not others.

 

An example would be in skirmish.  How come the Consortium doesn't get a base shield in ground battles?  I'm happy that their build pad turrets seem decently powered (enough to make me dislike the buildpad options for rebs and imps still being the same - yet its nice that just about anything can take pot shots at things like air units now as a counter to no base shields).

 

I haven't played skirmish with heros on that much, but about the only saving grace for the Consortium is using Tyber to steal units.  A good example of when you'd want to - to get those kick ass rebel artillery pieces.  On a couple of maps I was overwhelmed when I had 4 player set up with my extra side having been set on hard, and the enemies two sets on hard and medium and I was pretty well out of it (by the end I had enemy T4-Bs and rebel artillery dominating my base area and couldn't rebuild or buy units.  All I had were two fairly useless MDUs and my cloaking transport full of one squad of grenadiers, one of those raygun squads, & 2 demolotioners)  It was a great push and pull battle for awhile, but on occasion, and depending on the map and the difficulty I set my side's second team at, they wouldn't build or call in certain units all that often even if we had dominated much of the mining resources.  I can't recall the map name offhand but it was one of the new ones.

 

I guess my lesson here is that if I could have used Tyber to steal a couple of T4-Bs or artillery I might have had a shot.  The artillery selection for the MDU is very weak and only seems useful on airspeeders, or small packs of infantry.  One other thing that I do love about the Constortium is its ability to get money for killing the enemy even if it loses its resource build pad locations.  But on the using of heros front, I'm reluctant on these skirmishes to activate heros if its not just me and one enemy element playing - having two copies of bobba, mara and vader running around makes it a little too much sometimes. 

 

The enemy on the other hand LOVES and I mean LOVES bringing in T4-Bs and artillery a helluva lot for rebels, same sorta thing for imps, lots of artillery.  It does make for a good challenge but sometimes its hard to organize counters.  I still think that the best match ups are with Rebels vs Empire for this reason with the consortium on the other hand having a few areas that are lacking I believe to make them truely good ground opponents when the player uses them (I've still yet to play against them on the ground so far to see how the AI does).  I think their main lack is of decent mobile artillery, ground speeder types or airspeeder type cover with no base shield option.

 

Space skirmishes have been a little better with the new maps, although I still have a bit of a gripe with both space and ground maps' positioning of things like build pads.  Often times they seem awefully spread out to make any decent use of their ranges or any area where you might want better overlapping areas of protection (i.e. such as around your starbases or mining locations) to be that useful.

 

A good example of poor build pad placement off the top of my head is the ground map for Hypori (there is an area that stretches horizontally at the very bottom of the map with 4-6 build pads, a parallel path that runs along here from your base position to the right hand side reinforcement point just ahead of it.  If you had built artillery here or any other cannon type, these can't possibly have the range to hit anything on the parrallel path unless the enemy units decided to use that plateau where the pads are as a path - ususally these wind up being air turrets mixed in with repair or bacta tanks as a fall back position instead, since other than enemy air units, nothing else seems to come near this area all that much).  Big turbolaser turrets probably would have the range in which case they'd be preferable to the heavy turbolaser positions currently on the map in some places (mostly my problem with these turrets is the lack of any smaller build pad support options nearest them).

 

I think one thing both versions of the game could use, both for space or for the ground is the ability (though it should be expensive or an expensive unit that does this) to plant fixed support turrets anywhere other than where the predesignated ones are.  Another advanced ability I think should be to be able to upgrade or steal another side's MDU building options to add to yours.  There were times playing as different opponents like the empire or consortium for example where I really which I could build the repair station or the shield generator option the rebels get.  But heck, I'd settle for the weapons options on the MDUs to be a little stronger against armored targets).

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