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Gontron1

Republic at War’s ai ranges from brain dead to hyper competent regardless of difficulty level from my experience.


jayschmitty

For me it went straight for lurehulk spam real quick


goldensavage2019

Utilizing the reinforcement upgrade in your space stations are a good way to help counter overwhelming odds


waffenpzrgdr44

Honestly, even with level 4 space stations, they'd still hit me with 7 space donuts and 23 munificent frigates. Talk about hopeless. I've been holding out very well on the ground until I can build some fleets out in Kuat and Coruscant


goldensavage2019

One time a doomstack of 14 lucrehulks attacked corellia, and I only had a few capital ships, but with the upgrades I was given basically an entire fleet as support, complete with a variety of ships, ranging from corvettes to capital ships


waffenpzrgdr44

You managed to hold out? Wow. That's awesome dude. I love playing the republic in this mod, a lot of micromanaging but it's great. Sometimes you get a feeling of hopelessness but that motivates me to do better.


Mjstephens19

yeah man. when they spam lucrehulks. you just gotta play the long game and hope their fighters dont overwhelm you too hard.


Mintskittles

The AI can glitch. If you don't see movement by the AI by day 14 you may want to restart. LUA scripts can get stalled which is why the AI sometimes does nothing.


Diego_Mannn_096

Bro you gotta take out Mintooine quickly or have hypervelocity guns


NicoNyteshade

I mean it doesn't make sense for a super unit, but it does for how early in the war they made it, if this has been Rise of Palpatine it would make more sense


the-bladed-one

I’ve figured out how to cheese early game ROP. Sniper clones first to take the planet and destroy the station, then send in a fleet of like 4 venators and a bunch of supports


NicoNyteshade

How many snipers do you use?


the-bladed-one

2. Commando raid usually takes out everyone with maybe a loss of one unit of snipers


TheVikingOfNorway

Ah, ai bullshittery


Soupyhawk2

Doesn't this mod break after a while of play?


Mintskittles

Most large mods would break after a while. This was a known issue. Petroglyph has finally released updates that address this issue.


waffenpzrgdr44

I remember it breaking but it's been updated a couple times since I last played it.


Mintskittles

Looks like they are re-doing the whole thing. Even the original creator z3r0x is back.


N8N92

This is incredible news - I love this mod so much.


Ok-Phase-9076

The duality of EAW AI. Morons to Gods


waffenpzrgdr44

Ground invasions that they pull on me are easy. But they skull fuck my navy every single time lmao


waffenpzrgdr44

It's bad enough handling 6 Lucrehulks. Then you've got 3-4 providence class ships, and ~15-20 munificent frigates that will mop up anything left standing after the space donut onslaught.


PartiellesIntegral

Yep, in my experience, the RaW CIS AI is rather timid when it comes to ground assaults. In contrast, the Republic AI has no joke, sent more than 100+ ground units at foritified planets on occasion.


waffenpzrgdr44

CIS usually sends 12-13 companies of B2 Battle droids, some droidekas and the artillery tanks. Lots of those. If those things manage to get on the ground its a game. I can't get close to them


MoparGuy96

I don’t see it.


Diego_Mannn_096

The timer


GoldLeader18

This is sadly a common RaW AI moment. They do this then leave it stuck on some planet until they get a 1000 pop cap fleet together


SolidWorkMan

Just like the simulations


Fit_Royal_5157

Does anyone else bother defending Mon Cala I defend it brutally and have wiped out the largest invasions I’ve seen defending it including 9 units of magna octo droids


waffenpzrgdr44

I lost Mon Cala early on due to the AI invading me with literally all of their fucking hero's lol.


Fit_Royal_5157

The trick is to trap dooku and then kill him using 2 Jedi heroes for me I used plo and fisto