2020. 1. 24. 12:13ㆍ카테고리 없음
In empire at war, it is about ten or fifteen thousand credits. In forces of corruption, death star 2 is about 20 thousand credits. Which game is better Star Wars galactic battlegrounds or Star.
Contents Death Star Game AppearancesThe Death Star has appeared in many Star Wars games. It is often shown in the style, with the player having to attack the Death Star through the Equatoral Trench and fire tropedoes down the exhaust chute.The Death Star in its phase one version, it is capable of destroying the enemy planet and all units on the surface in a single shot, though it can only fire one per battle.
Death Star Empire At War Mods
The Death Star requires a Level Five to construct, as well as a 20,000 credit deposite.In FoC, the Death Star is upgraded to its Phase II version, which is capable of destroying enemy ships, stations, and planets. The Death Star in this incarnation is only destructible if Rogue Squadron survives an engagement that has the DSII in it or hacks it. Either way, the planet it is orbiting is destroyed, as is the entire enemy fleet and garrison.In this incarnation, the Death Star is featured as a bonus level. The player must navigate the Equatoral Trench and fire a set of at the ehaust chute.In this incarnation it acts as the final level and a trench run as well.In this incarnation, the player must navigate the through the DSII's infastructure and destroy enemy fighters, eventually reaching the core. The player must then destroy the core and escape the DSII before it explodes.In this incarnation, the Death Star run is played as the Millenium Falcon similar to its role in X-Wing Alliance. The Trench Run also appears as a multiplayer race to the end of the trench, which is defended by enemy turbolasers and.SeeIn this incarnation, units can run around the Death Star capturing command post at ease, but the range of movement is slightly limited due to the bottomless pits and small corridors.In this incarnation, and flew to the Death Star in order to rescue and the other 3 Rebel leaders.
Galen fought his way to the Emperor's Observation Dome and fought his former Sith master,. Galen wins the duel, then fights and defeats him. Before Galen could kill the Emperor, Rahm Kota warned him that if he struck Palpatine down in anger, Galen will be right back. The Emperor then blasts Rahm Kota with Force lightning, but Galen dives in to protect Kota and the senators. Galen opened his body to the Force and released everything he had within him resulting in an explosive blast that all but destroyed the Emperor's tower, allowing Juno, Kota, and the Senators to escape aboard the Rogue Shadow.
The explosion combined with Palpatine's Sith lightning ended Galen's life.
. Oddly enough, Zann seems to be a base breaker even among the developers themselves. One one hand, most of the popular mods to the game don't focus on the Consortium, and the Legend EU works barely mention it (although they don't contradict the game's events either). On the other hand, there does exist the Complete Consortium Mod on Mod DB that does focus entirely on the it and makes it practically god-like (with such upgrades as disruptors on Star Vipers, mass drivers on Skiprays and Canderous Assault Tanks, a higher firing rate for Grenadiers, and more, though also making every building very expensive for balance purposes), and the Consortium also has the shocking honor to be one of the few EU-exclusive factions to leak into the new Disney Canon.: The Zann Consortium's Ewok Handlers. A unit that attacks with?
A unit that is a modeled after carrying a bag of exploding teddy bear aliens when there are more practical artillery options for the Consortium? Incredibly absurd and hilarious. Rancors are particularly dangerous in the base game on any difficulty. They are capable of destroying infantry platoons, most vehicles (the AT-AT is an exception) and even hero units in one swipe, and they have a lot of health.
Empire At War Clone Wars
Chances are you'll lose a lot of units before you kill just one. On most Galactic Conquest ground maps that feature them (such as Tatooine, Ryloth and Fresia; sometimes, Imperial prisons may release them upon destruction instead of prisoners that the Rebels can recruit), there's usually just one or two of them to deal with and they'll usually be preoccupied with indigenous forces. However, they are at their most dangerous on Carida, especially for whatever side is invading the planet, as they have a cave that spawns them, and said cave is not too far from the first landing zone. Worse, the AI for unaligned indigenous units was incredibly aggressive in the base game, meaning that the rancors would be attacking you as soon as you've formed your attack force.
Fortunately, in Forces of Corruption, the attack power of rancors was sharply nerfed and they were made less aggressive. They still hit hard and take a lot of punishment, but they won't destroy nearly every other unit in one hit. On Hard Mode in Galactic Conquest (before access to Level 5 tech), Imperials tend to toss vast fleets of Broadside Cruisers, TIE Scouts and Victory-class Star Destroyers at you in the non-storyline battles.
The former effectively renders fighter-support useless and are a constant threat to the space station until taken out, the middle ones are tossed at you to give the Broadsides a target, and the latter offers enough firepower to destroy any star-ship ship you can field at that point in the game, along with contingents of free Tie Fighters and Tie Bombers that do not take up any unit space. If you are not prepared, these fleets will rip you in two. Of course, on Easy Mode, this is subverted, and Rebel players will likely be amused to witness a mighty Imperial armada retreat with very few of their ships remaining, especially if the Imperial fleet was defeated using only a few garrisoned X-Wings and Y-Wings. Speaking of Hard Mode, the AI itself is capable of fielding a massive invasion fleet in no time at all, it's also granted free spaceships whenever they lose their primary fleets.
Meaning any free space unoccupied by your units over a system they control will generate another fresh batch of space units for the AI in a blink of an eye; the higher the tech level, the better ships they get as replacements. Even if they're down to two planets and you blew up their other space ship a minute ago! This also carries over to many mods however, which can quickly spiral out of control if they're granted free Game Breakers or massive dreadnoughts such as Super Star Destroyers.: ◊.: One may find it peculiar how Grand Admiral Thrawn's forces doesn't seem to hesitate on retreating from Zann in Forces of Corruption after being partially damaged.
But as shows, that's exactly what he would do in such a situation: unlike some other Imperial commanders,.:. In the original game the Empire had a moderate advantage over the Rebellion (mainly due to having two Force-users instead of one, not to mention the Death Star) but it wasn't until Forces of Corruption when things got out of hand, as they have the Death Star II, and just like in the movie, it has the ability to obliterate capital ships in a single shot, and the only way to destroy it was to use Rogue Squadron's special on the overworld map. (The original Death Star in EaW was pretty close in that it completely removed having to go through a land battle, though also removing that planet's special ability in the process.). The Zann Consortium in Forces of Corruption is a game breaking faction. It has superior units across the board (with a simple upgrade, their basic infantry can easily kill the units they are originally weak against) and can even gain access to some of the best units of the other factions. Not to mention that their space units are even worse, thanks to such things as cloaking devices and mass drivers that ignore shields.
Things then get even more broken in Galactic Conquest mode, as they don't play by the same rules as the other factions: they can build all of their units from the start without needing to unlock them (although their special abilities must be bought), the palace is more effective at gathering credits than the mining facilities of other factions, and they start with all hero units available, all of which can't be detected by enemies on the overworld. You can simply gather the hero units and stage ground invasions to conquer world after world effortlessly, as they're likely to only have a few infantry units to start with. The final mission of FoC's campaign gave the player command of the Eclipse, which was basically a Death Star II shrunk down onto a Super Star Destroyer frame. Complete with a superlaser that, unlike the Death Star II, was capable of targeting and obliterating corvette-sized ships as well as anything bigger and recharges in no time at all. Even though in the campaign the Eclipse was still under construction and thus the superlaser was the only weapon available, there are game mods that give the player full access to the Eclipse in Galactic Conquest mode, complete with full armament.: On Polus, the native Pyn'Gani are armed with ion blasters that not only damage, but can immobilize your infantry and vehicles for a few seconds.
While not the most dangerous indigenous units in the game, they can take along time to kill and destroy their dwellings because of their weapon of choice.: One particular bug made Forces of Corruption even more broken in the Empire's favor: in the retail version of the expansion, hero units were not counted against the unit cap in any given space battle. That led to the infamous Imperial Death Squadron stack, where an Imperial fleet could consist of Grand Admiral Thrawn and Captain Piett (both are Star Destroyers with special abilities), the Arc Hammer (a factory ship with Victory-Star Destroyer specs), the Super Star Destroyer Executor, and the Death Star II (which itself spawns a 'garrison' of a Star Destroyer and some escort ships). And since none of these affects the ship-cap, you can send a full-size fleet along with them, and every ship listed above will appear on a battle map at once. The utterly gargantuan firepower advantage such a fleet boasts is boosted still further by the absolute clouds of TIES it spawns and the Death Star II's superlaser.:, once Grand Admiral Thrawn's most capable student at the academy, before Thrawn had him expelled for stealing weapons. The expansion describes how Zann carves out a criminal empire:, that rivals that of Jabba the Hutt and manipulates Thrawn himself into executing Xizor, the leader of a rival syndicate, for him.
While Thrawn is able to outwit Zann at least once by bribing a mercenary in Zann's employ, Zann comes out on top in that battle, forcing Thrawn to flee. At the end of the campaign, Zann against one another while he moves in to capture the most powerful ship in the Empire's arsenal—as far as he knows at the time—turning its powerful weapons against both fleets. For the record, the part where Thrawn is able to outwit Zann by bribing Bossk into giving him Zann's holocron was also planned by Zann. Zann planted a homing beacon on the artifact to lead him to his true goal: the Imperial Archives. Thrawn firmly believed that the fleet he left to defeat Zann would easily win.
Zann surprised him by bring out his newest Aggressor-class Star Destroyers and obliterating the force Thrawn left.: IG-88's ability from Forces of Corruption. He infects enemy infantry with a virus that slowly saps their health and can be spread, and it doesn't discriminate between factions. What's worse is that you can hear the infected cough as they take damage and once they run out of health,.: Forces of Corruption was released with a number of bugs, most notably the enemy fleet approaching sound being a voice saying 'Ysalamiri Cage Constructing'. While a patch was released that fixed the most glaring issues, a number of which were never fixed. The 'Barrage' ability from the original game is broken, firing projectiles in a line instead of in an area. Some of the special fighting animations between heroes from the original game no longer play, and a number of other visual and audio bugs linger. Given that it was released a mere 8 months after the original game, one gets the impression that it was rushed out.: If an entire half of the game can be one, then ground battles certainly qualify.
The unit cap is small, most of the units are sluggish or incredibly fragile, there's no small amount of among your own units, and they're a lot more tedious and less fun and unique than the space battles. Mods that support ground battles are a lot less common, and many battles are won in Galactic Conquest (where every planet you might want needs to be invaded on-foot) by abusing the 'auto-resolve' feature. Probably the biggest reason the Death Star units are useful is that they can simply skip the task of invading a planet altogether, for.: If being able to kill Ewoks while playing as the Empire (or in Skirmish Mode, where they are hostile to everyone) wasn't enough in the vanilla game, FoC introduced a Zann Consortium unit that uses Ewoks as suicide bombers.