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Topic Summary

Posted by: C-2
« on: March 31, 2018, 03:29:22 PM »

Hey,

If i want to move ground units to around, there is sometimes this "Error Sound" but it seems to be meaningless because my units sometime move anyway. What is the intention of this Sound?

If i move a ground unit from the planet into space it will be shown for about 5 seconds on ground and in space (But this could be the performance on my low-end-pc  :'()

Good news: I could reload my gc every time i wanted to.

Posted by: XxNovaStarxX
« on: March 31, 2018, 09:31:28 AM »

I have two bugs to report:

When using stormtroopers, they come with 2 speeders, which still uses a stormtrooper icon.

The New Republic Airspeeder cannot hunt for enemies, when when given the command.

Edit: Oh, I think there was a bug with some republic infantry taking a long time to deploy, but i can't re-create it. It may have just been me.
Posted by: JimboJet
« on: February 16, 2018, 11:50:17 PM »

Ahh ok, that makes sense, thanks for the info!
Posted by: Corey
« on: February 16, 2018, 11:25:03 PM »

The same issue would apply to the 2.2 demo as 2.15, the changes which I believe sorted it out were made after the demo.
Posted by: JimboJet
« on: February 16, 2018, 11:05:21 PM »

Yes both are from the 2.2 demo. I do not have 2.15 installed (I only got this game again a few days ago) this is the steam version if that helps.
Posted by: Corey
« on: February 16, 2018, 09:19:08 PM »

There's a known issue accross most EaW mods to some extent which has become more of a problem since the official patches with saves. We think it's not an issue in 2.2 so far, but it's unlikely we'll be able to issue a patch for 2.15 before 2.2's release
Posted by: 0ffkilter
« on: February 16, 2018, 08:50:31 PM »

Yeah that's what I meant.  Do the versions of your save and the mod match up?  Probably can't use a 2.15 save in 2.2 demo and vice versa. 
Posted by: JimboJet
« on: February 16, 2018, 08:44:29 PM »

I get to the mod main menu first if that what you mean? (Sorry if I’m missing something obvious)
Posted by: 0ffkilter
« on: February 16, 2018, 08:29:18 PM »

Did you make sure to load the mod before loading the save?  I tried loading the save without being in the mod first and that went horribly. 
Posted by: JimboJet
« on: February 16, 2018, 07:12:35 PM »

Every time I load a save the game crashes. Any advice? Otherwise I am really enjoying it! :)
Posted by: Corey
« on: February 16, 2018, 06:35:40 PM »

Delete the Shaders folder from Art.
Posted by: Joe
« on: February 16, 2018, 03:37:10 PM »

All of space is showing up as green.
Posted by: Ryan T.
« on: December 27, 2017, 09:22:38 PM »

Love the mod, but every time I kill Zsinj (playing as the greater Maldrood)  the game crashes. Whether I play the battle out it crashes at the end and if I auto-resolve the game Insta crashes. Runs perfectly fine in all other scenarios, the large battles run a lot smoother than other mods. However I can't get around the black hole that is killing Zsinj. like the game doesn't want me to kill him, sorry I'm doing your job for you new republic...
Posted by: derp
« on: December 11, 2017, 07:55:58 AM »

Even if you go over the corvette in battle you will find it that it spawns TIE Fighters in Era 1-2, and TIE Raptors in Era 3-5. 4 craft/squadron as it was lore-wise.
It also has (unless changed during the time I had to be away) Tractor beams being able to lock onto smaller ships (Frigate sized at max) and Figterhero units(Like the Falcon, Kyle Katarn's ship, Baron Soontir Fel's TIE fighter/Clawcraft and such), esentially becoming a very good anti-FighterHero unit.
This kinda puts it into a unique place, as fighter heroes are tipically hard to lock down into one place and kill, since they can get out quickly when on low-health.
But if you happen to have the Night Caller around, you can attach a tractor-beam to them, therefore seriously hurting their ability to run away.
Some of my posts are sarcastic, I'm just gonna put that out there.
I am very much looking forward to the night-sister hero icon.
Posted by: kucsidave
« on: December 10, 2017, 03:42:02 AM »

Even if you go over the corvette in battle you will find it that it spawns TIE Fighters in Era 1-2, and TIE Raptors in Era 3-5. 4 craft/squadron as it was lore-wise.
It also has (unless changed during the time I had to be away) Tractor beams being able to lock onto smaller ships (Frigate sized at max) and Figterhero units(Like the Falcon, Kyle Katarn's ship, Baron Soontir Fel's TIE fighter/Clawcraft and such), esentially becoming a very good anti-FighterHero unit.
This kinda puts it into a unique place, as fighter heroes are tipically hard to lock down into one place and kill, since they can get out quickly when on low-health.
But if you happen to have the Night Caller around, you can attach a tractor-beam to them, therefore seriously hurting their ability to run away.
Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!