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Sins of a Solar Empire
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Mood Empire Strategy

Andresov
Recruit
Posts:7
Greetings all, I got this mode a while ago since I love the galactic empire from star wars, and my friends didnt want the vanilla factions to go away, so this mod is perfect for that.

So far i've lost only one multiplayer match with the imps, and that's especially because the empire has very strong units, but they're expensive so there are only a few at a time. I lost my capital planet due to my fleet having to come in waves to try and save the planet, and getting utterly destroyed.
I also invest a lot more in research and economy (the empire has a very good economy system), and have very few frigates at a time (mostly capitals).

I'm relatively new in this game, so i'd like to hear what strategies do you recomend for this faction? or steps in-game?

Thanks all, and thank you jason for all your hard work!

Posted: 3-Feb-2014 1:04am . 0Like0

Replies (7)

JasonF
Requiem Developer
Posts:911
Compared to the Tech faction, the Empire has more offense but slightly less defense. The star destroyers with Power Surge (VISD and Imperial II) are particularly evil because they can dish out bucket loads of damage whilst recovering quite well - use them to maximum effect. The Interdictors are very useful for crippling weakened fleets, and the Vindicators when used as a flanking attack (they don't tank very well) will eviscerate their targets and are especially useful for reaping long range frigates or as planetary patrol ships.

Don't forget the Tie Bombers... I've seen small fleets of Star Destroyers with large amounts of Escort Carriers shred massive enemy fleets especially when the carrier ISDs and bombing upgrades have been done (one of my fav attack styles).

Posted: 4-Feb-2014 12:33pm . 0Like0
Andresov
Recruit
Posts:7
I've noticed that yes, even though the golan still packs a punch! Never used the interdictor before, i'll give it a try thanks!

You have probably been asked this before, but have you considered doing a different superweapon for the Empire instead of the TEC galaxy gun? Death Star could be done based on the same principle as the vasari space station (large, slow, expensive, but powerful and can use hyperspace), with the extra of destroying planets with a long recharge rate. Instead of using slots, it would use a starbase construction cruiser, and take a very long time to build.

Posted: 6-Feb-2014 9:34pm . 0Like0
JasonF
Requiem Developer
Posts:911
The challenge with that would be balance and AI use.

Balance in that the Empire wouldn't be able to shoot from across the galaxy and would have to penetrate deep into the enemy zone (and would probably get destroyed before it got to the target planet).

AI use in that if the game logic doesn't support it, the AI won't use it (or use it incorrectly) which breaks balance again.

I swear the hardest thing about modding is game balance!

Posted: 8-Feb-2014 11:34am . 0Like0
Andresov
Recruit
Posts:7
Long range would be sacrificed in return for firepower. The station would have to be very bulky and armed to the teeth to be able to penetrate enemy territory. As for AI game logic, I'm no modder so I really can't think of anything sorry.

If the deathstar proves to be a bit too challanging, you could also try this Galaxy gun, a less known super weapon of the empire. http://starwars.wikia.com/wiki/Galaxy_Gun
Meshes will be hard to come by, you can always ask eviljedi if he ever worked with this type of super weapon.
It's the same principle of the TEC gun, but it would wipe out the planet completely (longer recharge for balance).

It IS the hardest thing, and so far you've managed to keep it flowing, unlike most mods i've tried.

Posted: 8-Feb-2014 11:51pm . 0Like0
Coloneltrukkcrasha
Recruit
Posts:7
I like to expand quicker than usual, to get a better economy and industry going, so that way I can make up for the cost of ships easier! For fleets, I like to center everything on capital ships' offensive capabilities. Normally I'll charge my Star Destroyers into the midst of the enemy fleet so that it can fire more weapons, and besides that they soak up damage pretty well! People tend to freak out sometimes when two or three Star Destroyers come knocking! The rest of my fleet acts as support for the offense. Now that I think about it, isn't that the Imperial Navy's actual approach to combat? My lore on the Empire is not as good as it should be lol!

Posted: 14-Feb-2014 12:18am . 0Like0
Andresov
Recruit
Posts:7
Useful strategy colonel, but how do you keep your transport capitals from joining in the mess? they are far weaker, even though the SPHA-T ability is useful. do you switch off auto-attack?

Posted: 14-Feb-2014 2:08pm . 0Like0
Coloneltrukkcrasha
Recruit
Posts:7
It depends on the situation. If it's a larger battle, I'll put them in effective range(so that all weapons can fire) and then I'll simply support the ISDII's. Venators are weaker,yes, but they're no slouches in combat either, I find! They're great for leading flank -attacks against lrm's and such. If I don't want them in battle I just leave them a jump away from the planet most of the time, then jump them in after the battle's pretty much over! This way they can colonize if needed and help mop up.

Posted: 19-Feb-2014 7:07am . 0Like0