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Ah, I think I misunderstood your question earlier.
You're saying you just want to build Frigates and Capital Ships? That's already in the mod. Remake utilizes a shipyard building system.
Did you already attempt to build on the Asteroids you can capture on a map?
Just some ideas. Really looking forward to whatever you come up with. I might start a Rise of the Empire campaign soon-ish and mess around with the CIS' new wacky tech like the Insolvence. :)
Fittingly enough, that method is actually one of the ways I nerfed the minor factions. I'll consider it, though I don't think it'll make as big of an impact in the long run.
Also, while the submod focuses on adding content to the Republic Hardliners and Separatist Holdouts, these political movements are long-shots compared to the superpowers of the galaxy (the 'big 3' original factions of the game). I'll do my best to brainstorm ways of slowing the CU down a bit, but just wanted to let you know where my head was at conceptually.
Hey, thanks for giving the mod a try!
So, comically enough, the Criminal Underworld is the one faction that I provided absolutely zero buffs to. I think it's a combination of 3 factors. (1) The AI now builds very competent fleets thanks to a hand-written AI overhaul. With the AI now actually fielding proper variety and not spamming out terrible ships, factions with strong ships obviously tend to do a lot better. The CU in Remake have quite a few of those. (2) I nerfed the minor factions. This includes the Hutts, which are typically an absolute plague in the Outer Rim. Without an early roadblock, the Criminals would smash through the nascent Hardliner and Separatist Holdout movements. (3) The area the Underworld starts in is very lucrative if you produce mines on them. For the CU, after the Hutts, RH and SH are steamrolled, they are suddenly left with a large war economy and no nearby enemies to fight.
Do you mean in Skirmish? Roster bloat is a major concern during smaller tactical battles, so rosters are trimmed down a bit to make individual factions shine.
@Serephiel:
It's a labor of love- thanks for playing CWH!
@Robert de la Croix:
Hey Robert- please see my reply to Nortline. Skirmish is hard enough to balance on its own and the inclusion of Super Ships would be largely an 'I win' button. Some factions do field 'strategic weapons' like the Insolvence and Torpedo Sphere, but its the exception rather than the rule.
Ive played 3 GCs so far (just the valhalla one) and in all of them the consortium over power everyone. They knock out the republic and seps so fast, and practcially anhilate the rebels too. Something needs nerfing surely because it isnt really very fun being constantly attack by the consortium in every GC...
No plans on that. It's dependent on if Jeroen can put out a more stable build. The current 5.0 build is much less stable than Remake 4.0 + CWH due to my years of support on it.
@isa0005:
Yeah, it's been longer than I would have liked, but rest assured I'm still working and have a lot still in the pipeline. I had a lot of IRL things occur (bought a house, got married, etc), so that's obviously taken priority.
@catherine.050868:
Salut ! Jetez un œil à mes instructions d'installation ci-dessus. C'est peut-être dû à ça, ou à un bug affectant Steam Workshop.
@ND7567:
Does it specifically say that it's for Clone Wars Holdouts? I have a special note in my Installation Instructions that mentions it requires CWH specific submods to function correctly. Additionally, a Sandbox mode already exists as a GC option, so it's not necessarily even required.
Or, if I can help with it, write me :)
There should be no missing icons or names. Check your launch options and make sure you're not running any additional submods. They're likely out of date or causing the issues.
I've recently implemented the Torpedo Sphere for Imperial Skirmish and I'll continue to put in any ships or heroes I develop. I don't think implementing the Super Ships into it is something I'm very interested in doing, but you could always try your hand at a submod. Just stay tuned though and I can promise you that more things are in progress.
Not sure of the ask here. This is pertaining to additional factions (beyond the Hardliners and Holdouts) in Skirmish? But yeah, I don't know if you've played CWH Skirmish, but it's an area I've invested a lot of time and development towards. It plays significantly better than vanilla Remake 4.0
The plan is definitely more expansion and eventual story arcs for the factions. I don't know if it'll be near the depth of EAWX/etc since I'm a one-man show, but Missions are something I'm actively looking into.
If it were up to just me, I'd make this entire mod open source. Unfortunately, it's not and I have various artists that I need to maintain permissions for the usage of their assets. So it would have to be a on a case-by-case basis. Reach out to me regarding specific ones and I can either deny, approve them or point you in the direction of the artist themselves.
I technically have Imperial skins for all of those ships, but I will likely restrict those to specific mission rewards once those are implemented in regular GCs. Right now I don't want to dilute the Republic Hardliner's faction identity by making them buildable everywhere for others.
@TheRedMafiaPanda:
Sure, I just need a model for it. The trouble is that finding one that doesn't look bad among Remake's High Quality assets is a tall order.
You're doing an incredible job, keep it up.
I'd love to see the J-45, Valiant, and Secutor versions without the red color in the future for an Imperial release, just like the Venator.
Good work.
Like most of Remake / CWH, Shatterpoint is a looser Clone Wars sandbox setting rather than hyper lore accurate. I think that's something I'd eventually be interested in doing, but it would require a ton of script-based roster changes (in terms of Tech level requirements) due to CWH's primary setting in the Galactic Civil War. I'll have to see it's something I'll consider in the future.
@Serial Designation J:
You could always play the Sandbox GC? Aside from that, you'd need to do some custom editing on your side.
(I just prefer not having it in most games)
I've already placed Krennic as an Imperial hero in Rise of the Empire, but I'm waiting for a more permanent VO solution or role before reworking him. Take a look at the code and you can see there are actually two versions of him, one Imperial and one Defector.
@Laurentic:
Check out the discussion board "Submod Roster" for a thorough roster of all Core and Planet-Specific ships and ground units.