Thrawn's Revenge

Ascendancy [SoaSE] => Ascendancy Tech Support => Topic started by: Corey on February 06, 2016, 01:16:18 PM

Title: 1.0 Beta -> 1.0 Full Changelog
Post by: Corey on February 06, 2016, 01:16:18 PM
Additions:
- Added Elite Pilots ability to New Republic (50-75% chance to dodge incoming attacks)
- Added Planetary Megamaser for Empire of the Hand
- Added Lucrehulk to Pentastar Alignment
- Added TIE Bomber to PA, Skipray now specialty fighter.
- Some new VOs (still not all)
- Added Torpedo Sphere to Imperial Remnant
- Added Intego to Empire of the Hand

Optimizations:
- Reduced weapon burst counts
- Several missile and ability particles optimized
- Planetary Ion Cannon emitters reduced

Changes:
- Experience changes, should see more AI capital ships
- Reshuffled ship supply costs (esp. Titans)
- Significant changes to income rates
- Removed ISDI from Pentastar
- Increased cost of building shipyards
- Buffed bomber damage

Bug Fixes:
- Fixed Secutor, Enforcer, Procursator firing issues,
- VSD, Gladiator Fire forward
- Altor health nerfed
- Endurance no longer passively restores fighter supply.
- Changed icon from max antimatter to max fighters
- Chaf firing issues fixed
- HV Gun effects fixed
- Removed Furion from Phalanx Destroyer
- Removed Fighters from some ships
- Fixed Warlord specular issues.
- Fixed various weapon type allocations (Ion Cannons damaging hull, etc)
- Fixed issue with EotH constructor lacking icons

Title: Re: 1.0 Beta -> 1.0 Full Changelog
Post by: Kuikka on February 06, 2016, 04:22:16 PM
Played 1.0 multiplayer game, 2 (EoH, PSA) vs 1 hard AI (NR). It was a great game. PSA player didn't have problems with the Secutor's firing, but i dont know what kind of "firing bug" it really has.

Enemy built quite balanced looking fleets, it was nice to fight against AI. But in the early game I noticed with horror how NR started it attacks with, what I feared to be, a quasar introduced fighter spam, but they didnt launch fighters (they simply attacked as frigates which was a pleasant surprise, but they still have plenty of those in their fleet): http://images.akamai.steamusercontent.com/ugc/550931938595560942/38ECDC3CE9E0BCE5335809BE9EF7369AE0C52242/

EoH:

Warlord gunship "glows", is this intentional? http://images.akamai.steamusercontent.com/ugc/550931938595560459/08533AB3C73597A69EA1154DBCF2B3EB12F8AF7E/

Chaf pocked destroyer's certain weapon's effect has a "box" surrounding the laser, I'm not sure if this is a performance (big battles hit 20 fps at the peaks), download or mod issue: http://images.akamai.steamusercontent.com/ugc/550931938595553929/47416A85CACA85531433F82AF31A1D194631B6EF/

Bonus pics from my favourite SotSE mod's (Ascendancy of course!) most epic fight (0.95 if I remember it right): two empire fleets intercept New republic fleet http://i.imgur.com/UmQ3OGj.jpg and http://i.imgur.com/KxkzS06.jpg :) Looking for more epic scenes like this, thank you for your work.

Title: Re: 1.0 Beta -> 1.0 Full Changelog
Post by: Caon on February 07, 2016, 05:19:53 AM
Alaria's repair ability still says ''The Altor restores health to its target''.
Title: Re: 1.0 Beta -> 1.0 Full Changelog
Post by: Mat8876 on February 07, 2016, 05:55:41 AM
I did notice for the EotH that the Military lab and the Civic Lab are in the wrong build spot and that the Dominator for the PA it's Interdictor ability doesn't work.
Title: Re: 1.0 Beta -> 1.0 Full Changelog
Post by: WozzaNova on February 07, 2016, 10:50:00 AM
Firstly I just wanted to say that I have been completely blown away by the quality of the mod. The passion and care of the mod team really shows.


I'm currently playing as the Pentastar  alignment but every time I send the Enforcer, Gladiator and Secuter into combat they do not fire any of their weapons. Which slightly dampens the experience of playing as Pentastar .   

I understand  coding fairly well in the game,so I was wondering how I would go about fixing this myself before the next release?
Title: Re: 1.0 Beta -> 1.0 Full Changelog
Post by: Caon on February 08, 2016, 07:43:25 AM
Kalist VI is still called Kalist IV. :L
Title: Re: 1.0 Beta -> 1.0 Full Changelog
Post by: Malanthor on February 08, 2016, 07:51:05 AM
The executors missile ability at lvl 3 has a much shorter range than the previous tiers.

Also the penatastar alignment protectionism research don't seem to work like it should, it only lists 2% but the description says it should stack 3 times and it is 2 tiers aswell so more likely 6 times.

The new rep smugglers den research says it has some upgrades for your ships, but seems to be missing that part.

The asdroni and vigiliance eoth frigates fires turbolasers and not lasers and don't seem to be able to target fighters.

The allegiance lists 72 fighter storage but it cant use figthers, should it not say zero?

Title: Re: 1.0 Beta -> 1.0 Full Changelog
Post by: blarg on February 08, 2016, 01:00:29 PM
Most fighters still have a "missing string" error in their descriptions - at least for the IR and the EotH.
Title: Re: 1.0 Beta -> 1.0 Full Changelog
Post by: Thrawn fanatic on February 10, 2016, 12:48:38 AM
Erm I keep crashing about a couple minutes into any given game. Any idea whats happening ? it just freezes. Also thanks for an amazing game guys furreal I cant play it at the moment really but looks and feels amazing.
Cheers.
Title: Re: 1.0 Beta -> 1.0 Full Changelog
Post by: Corey on February 10, 2016, 01:09:08 AM
Sounds like you don't have LAA on.
Title: Re: 1.0 Beta -> 1.0 Full Changelog
Post by: Legion on February 10, 2016, 10:43:52 PM
Have noticed that some Pentastar ships do not always fire upon a planet, even though they have Orbital Bombardment. Ships such as the Venator will only assault the planet some of the time, and when they don't, they must be individually selected and ordered one by one. Even then, they do not always attack.
Title: Re: 1.0 Beta -> 1.0 Full Changelog
Post by: Thrawn Fanatic on February 10, 2016, 11:41:51 PM
Yeah so I totally poured over the instructions multiple times there and I figure I must be missing something, could windows 10 be a part of the problem ? I also tried to use command prompt but with no success

Cheers
Title: Re: 1.0 Beta -> 1.0 Full Changelog
Post by: Kuikka on February 11, 2016, 07:02:03 AM
Quote
could windows 10 be a part of the problem
I don't have stability problems with Win 10.
Title: Re: 1.0 Beta -> 1.0 Full Changelog
Post by: tlmiller on February 11, 2016, 07:37:18 AM
I don't have stability problems with Win 10.

Here either.
Title: Re: 1.0 Beta -> 1.0 Full Changelog
Post by: Gaben86 on February 28, 2016, 07:46:12 AM
Hi. Nice mod, really enjoing it, noticet a few "bugs":
ships dont reacharge antimatter, rebuplic ships dont have a voice
Title: Re: 1.0 Beta -> 1.0 Full Changelog
Post by: Slornie on February 28, 2016, 09:31:47 AM
Hi. Nice mod, really enjoing it, noticet a few "bugs":
ships dont reacharge antimatter, rebuplic ships dont have a voice
1) Not a bug.  Antimatter has been replaced with fighter supply; every time you build a fighter squadron on a ship it uses fighter supply.  Fighter supply can be replenished from fleet tenders and resupply stations.

2) We haven't got all of the new VOs sorted yet so they will continue to be added over the next few releases.
Title: Re: 1.0 Beta -> 1.0 Full Changelog
Post by: Sonictails1 on February 29, 2016, 09:53:32 PM
Hey guys, don't know if this is a bug. The Renemants resupply ship doesn't heal, only resupply, is that the intention?
Title: Re: 1.0 Beta -> 1.0 Full Changelog
Post by: tlmiller on February 29, 2016, 10:10:49 PM
You talking the MTC or the Altor?  Because the MTC that's by design, the Altor is the only ship that can restore hull, the MTC is a fighter supply ship only, just the best supply ship in combat, making it far more likely to survive a battle, and actually not useless in battle (making it quite unique and finally useful, IMO).
Title: Re: 1.0 Beta -> 1.0 Full Changelog
Post by: DoktorVogel on March 15, 2016, 07:34:18 AM
May i ask what voiceovers will be added in full 1.0 release ?
Title: Re: 1.0 Beta -> 1.0 Full Changelog
Post by: Corey on March 16, 2016, 05:38:16 PM
So far, we have the Ascendancy SD, Bu'direch and EotH Broadcast center lines in.
Title: Re: 1.0 Beta -> 1.0 Full Changelog
Post by: Cheese on May 08, 2016, 06:58:48 PM
Imperial remnant scout frigates are set to auto attack by default. Clearly this is unintentional. Should be an easy fix

Viscount commonly gets stuck on other ships/structures, especially tightly grouped structures and ships in the same fleet as the Viscount. If set to group jump, oftentimes the group can't jump. The viscount can't get into position and also it blocks other ships. (Not sure if this is normal titan behavior)

Cool mod, keep up the good work.
Title: Re: 1.0 Beta -> 1.0 Full Changelog
Post by: kucsidave on May 08, 2016, 07:06:14 PM
Imperial remnant scout frigates are set to auto attack by default. Clearly this is unintentional. Should be an easy fix
As much as I know it can't be removed, and it is true for every faction's scout.
Title: Re: 1.0 Beta -> 1.0 Full Changelog
Post by: Davide on May 22, 2016, 08:56:39 AM
I'm experiencing an issue: after une or two minutes of playing the cursor disappear. Actually, it's still there, but it's invisible, I can see the hud icons highlighting when I randomly move the mouse.
Title: Re: 1.0 Beta -> 1.0 Full Changelog
Post by: GeneralHavoc on May 30, 2016, 01:13:05 PM
This mod is very well put together, but there is no sound at all. I re-read through all of the changelogs and couldn't find anything that says there wasn't supposed to be any sound so I'm assuming that this is a glitch of some sort. Or I've simply missed something important.
Title: Re: 1.0 Beta -> 1.0 Full Changelog
Post by: Revanchist on May 30, 2016, 01:18:20 PM
This mod is very well put together, but there is no sound at all. I re-read through all of the changelogs and couldn't find anything that says there wasn't supposed to be any sound so I'm assuming that this is a glitch of some sort. Or I've simply missed something important.

Yeah IDK. Sound works fine on my computer. Could be something went wrong in the mod install?
Title: Re: 1.0 Beta -> 1.0 Full Changelog
Post by: Corey on May 30, 2016, 02:01:25 PM
This mod is very well put together, but there is no sound at all. I re-read through all of the changelogs and couldn't find anything that says there wasn't supposed to be any sound so I'm assuming that this is a glitch of some sort. Or I've simply missed something important.

The only thing I can think of that may cause that is if you're playing the 1.83 version in the Dev exe, which is a known 1.83 issue for that version of Sins itself. Nothing in the mod would do that.
Title: Re: 1.0 Beta -> 1.0 Full Changelog
Post by: GeneralHavoc on May 30, 2016, 05:22:54 PM
I re-activated the mod and the sound worked, but then it cut out. Which was weird so I verified the cache and lo and behold, there was a file missing. I'll see if that was the reason things weren't working properly.
Title: Re: 1.0 Beta -> 1.0 Full Changelog
Post by: Glokoma on June 03, 2016, 11:29:10 AM
First off I wanted to say I absolutely love this mod.  Great work all around!  I played my first game (approx. 8 hours) the other day and noticed a few bugs/inconsistencies when playing as the Imperial Remnant.   I have done some programming in the past so if you were interested in some help feel free to message me.

====Feedback====

First off let me say I play most of the game zoomed out to see at least one planet on the screen.
When fleets are selected, the quad parenthesis () make it difficult to see any kind of detail or whats happening.
The icons are to busy.  I would suggest streamlining them to remove the readout tag, or only pop up when zoomed above a level if possible. Otherwise they take up to much space and make a planet unmanagable when zoomed out.

==== Bugs ====

Planetary Defense Gun
--Starbase Upgrade Icon appears as "???"

Trade Port
--Closed Borders research icon is missing
--Trade Port description icon missing

CT11 Space Tug
--Construction Icon doesn't appear unless hovering over it

Esseles Class Starbase
--Starbase Upgrade Icon appears as "???"
--Colony Pods upgrade missing icon
--Hanger Capacity icon has an X-Wing (playing as Empire)

Naval Command Star Base
--Map overlay doesn't appear in all cases (when holding down Alt key)
--Starbase Upgrade Icon appears as "???"
 
Sovereign Class Star Destroyer
--Mass Effect ability icon is missing
--Crack Mantle ability icon is missing
--Interdict upgrade ability icon is missing
--Superlaser upgrade ability icon is missing
--Mass Effect upgrade ability icon is missing
--Crack Mantle upgrade ability icon is missing

Executionor Class Star Destroyer
--Power Symbol ability icon is missing
--Iron Grip ability icon is missing
--Power Symbol upgrade ability icon is missing
--Iron Grip upgrade ability icon is missing
 
Allegiance Class Star Destroyer
--Imperial Furor ability icon is missing
--Close Quarters ability icon is missing
--Imperial Furor upgrade ability icon is missing
--Close Quarters upgrade ability icon is missing
 
Altor Class Fleet Tender
--Protect ability icon is missing
--Protect upgrade ability icon is missing

Imperial Class Star Destroyer
--Ship portrait missing

Imperial Class II Star Destroyer
--Ship portrait missing

Victory II Star Destroyer
--Thrawn Doctrone Research icon missing
--Ship portrait missing

Immobilizer 418 Cruiser
--Thrawn Doctrone Research icon missing
--Ship portrait missing

Victory Star Destroyer
--Thrawn Doctrone Research icon missing
--Ship portrait missing

Dreadnaught Cruiser
--Thrawn Doctrone Research icon missing
--Enhanced Targeting ability icon missing
--Ship portrait missing

Ton-Falk Carrier
--Thrawn Doctrone Research icon missing

Strike Cruiser
--Denting Strike ability icon missing
--Thrawn Doctrone Research icon missing

Fleet Tender: MTC
--Ship portrait missing

Lancer Frigate
--Thrawn Doctrin research icon is missing

Carrack Cruiser
--Thrawn Doctrone Research icon missing

Chimaera (Torpedo Sphere)
--Ship portrait missing

Research - Military - Fleet
--Torpedo Sphere research missing title string
--Torpedo Sphere research missing description string

Research - Military - Subsystems
--Improved Targeting Computers research missing Starbase names, appears as ","
--Improved Turbolasers level 1 research missing Starbase names, appears as ","
--Improved Turbolasers level 2 research missing Starbase names, appears as ","

Research - Defense - Defense
--Golan II research displays the "Unlocks: Golan II Platform" twice
--Golan III research displays the "Unlocks: Golan III Platform" twice
 
Durasteel Extractor
--Ship portrait (ship class) shows placeholder
Title: Re: 1.0 Beta -> 1.0 Full Changelog
Post by: CnCASPM on June 07, 2016, 08:50:51 PM
hey when i launch the mod, it freezes and not responds at the loading screen, i did everything correctly, i installed it correctly
i dont know why it freezes, i have a good system to play in, my processor is AMD, my graphics is AMD Radeon HD.....
can you fix it please, i really want to play this on my computer
Title: Re: 1.0 Beta -> 1.0 Full Changelog
Post by: Corey on June 07, 2016, 10:43:10 PM
Make sure you downloaded the correct version. One of the downloads is specifically for Sins 1.82 (typically Steam versions) and one of the downloads is for Sins 1.83 (typically GoG). If you have the wrong one, it will crash as you describe.
Title: Re: 1.0 Beta -> 1.0 Full Changelog
Post by: jwagne51 on July 10, 2016, 12:28:48 AM
As much as I know it can't be removed, and it is true for every faction's scout.

You can change that by downloading this (http://www.moddb.com/mods/sacrifice-of-angels-2/downloads/convertdata-folders-for-rebellion-modders) and putting the file you want to change into the correct Convert_ folder, this one is using the ConvertEntity folder. After doing that you use the _Entity_BIN-2-TXT.bat executable to make it into a legible text file. Here is the Remnant_Mu.entity:

TXT
entityType "Frigate"
defaultAutoAttackRange "GravityWell"
defaultAutoAttackOn TRUE
prefersToFocusFire TRUE
usesFighterAttack FALSE
autoJoinFleetDefault TRUE
canBomb FALSE
typeCount 2
frigateRoleType "Scout"
frigateRoleType "ResourceCapturer"
statCountType "FrigateScout"
mainViewIcon "MAINVIEWICON_MU"
picture "HUDICON_MU2"
NameStringID "IDS_FRIGATE_MU2_NAME"
DescriptionStringID "IDS_FRIGATE_MU2_DESCRIPTION"
counterDescriptionStringID "IDS_COUNTERDESC_FRIGATE_LIGHT"
basePrice
   credits 240.000000
   metal 50.000000
   crystal 0.000000
slotCount 1.000000
BuildTime 15.000000
hasLevels FALSE
ExperiencePointsForDestroying 10.000000
MaxHullPoints 600.000000
MaxShieldPoints 1200.000000
HullPointRestoreRate 1.000000
ShieldPointRestoreRate 20.000000
BaseArmorPoints 2.000000
maxMitigation 0.600000
Prerequisites
   NumResearchPrerequisites 0
   RequiredFactionNameID ""
   RequiredCompletedResearchSubjects 0
numRandomDebrisLarge 0
numRandomDebrisSmall 5
numSpecificDebris 0
armorType "Medium"
hudIcon "HUDICON_MU2"
smallHudIcon "HUDICONSMALL_MILITARY_SUPPORT"
infoCardIcon "HUDICONSMALL_MILITARY_SUPPORT"
minZoomDistanceMult 4.000000
NumWeapons 1
Weapon
   WeaponType "Projectile"
   damageEnums
      AttackType "ANTIVERYLIGHT"
      DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
      DamageApplyType "BACKLOADED"
      DamageType "ENERGY"
      WeaponClassType "AUTOCANNON"
   DamagePerBank:FRONT 10.000000
   DamagePerBank:BACK 0.000000
   DamagePerBank:LEFT 0.000000
   DamagePerBank:RIGHT 0.000000
   Range 4000.000000
   PreBuffCooldownTime 2.000000
   CanFireAtFighter TRUE
   SynchronizedTargeting FALSE
   PointStaggerDelay 0.900000
   TravelSpeed 2000.000000
   Duration 0.000000
   fireConstraintType "CanAlwaysFire"
   WeaponEffects
      weaponType "Projectile"
      burstCount 2
      burstDelay 0.200000
      fireDelay 0.000000
      muzzleEffectName "MuzzleGreen_Single_Large"
      muzzleSoundMinRespawnTime 0.100000
      muzzleSounds
         soundCount 3
         sound "WEAPON_CORVETT_LASER_MUZZLE"
         sound "WEAPON_CORVETT_LASER_MUZZLE_ALT1"
         sound "WEAPON_CORVETT_LASER_MUZZLE_ALT2"
      hitEffectName "LaserImpact"
      hitHullEffectSounds
         soundCount 1
         sound "WEAPONIMPACT_PHYSICALHEAVY_HITHULL"
      hitShieldsEffectSounds
         soundCount 1
         sound "WEAPONIMPACT_GENERICHEAVY_HITSHIELDS"
      projectileTravelEffectName "LaserGreen_Quad"
m_weaponIndexForRange 0
firingAlignmentType "Default"
TargetCountPerBank:FRONT 1
TargetCountPerBank:BACK 0
TargetCountPerBank:LEFT 0
TargetCountPerBank:RIGHT 0
canOnlyTargetStructures FALSE
hasWeaponLevels FALSE
mass 2000.000000
ShieldMeshName "IR_Mu"
renderShield TRUE
maxAccelerationLinear 200.000000
maxAccelerationStrafe 10.000000
maxDecelerationLinear 500.000000
maxAccelerationAngular 3.700000
maxDecelerationAngular 9.999996
maxSpeedLinear 1625.000000
maxRollRate 2.000000
maxRollAngle 35.000000
squadTypeEntityDef:0 ""
squadAntiMatterCost:0 0.000000
squadTypeEntityDef:1 ""
squadAntiMatterCost:1 0.000000
squadTypeEntityDef:2 ""
squadAntiMatterCost:2 0.000000
squadTypeEntityDef:3 ""
squadAntiMatterCost:3 0.000000
maxNumCommandPoints 0
NumSoundsFor:ONATTACKORDERISSUED 3
SoundID "EVENTIR_MUATTACKTWO"
SoundID "EVENTIR_MUATTACKTHREE"
SoundID "EVENTIR_MUATTACKONE"
NumSoundsFor:ONCREATION 1
SoundID "EVENTIR_MUSELECTONE"
NumSoundsFor:ONGENERALORDERISSUED 3
SoundID "EVENTIR_MUMOVETWO"
SoundID "EVENTIR_MUMOVETHREE"
SoundID "EVENTIR_MUMOVEONE"
NumSoundsFor:ONSELECTED 3
SoundID "EVENTIR_MUSELECTONE"
SoundID "EVENTIR_MUSELECTTWO"
SoundID "EVENTIR_MUSELECTTHREE"
NumSoundsFor:ONSTARTPHASEJUMP 1
SoundID "EVENTIR_MUMOVETWO"
MeshNameInfoCount 1
MeshNameInfo
   meshName "IR_mu"
   criteriaType "None"
meshNameIncreasedEffectName ""
meshNameDecreasedEffectName ""
ExhaustParticleSystemName ""
ExplosionName "Frigate1"
HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"
HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"
EngineSoundID "ENGINE_TECHCAPITALSHIP"
ability:0 "AbilityExplore"
ability:1 "AbilityCaptureNeutralEntity"
ability:2 ""
ability:3 ""
ability:4 ""
MaxAntiMatter 0.000000
AntiMatterRestoreRate 0.500000
cargoType "Invalid"
maxCargoCapacity 0.000000
formationRank 0
minShadow 0.100000
maxShadow 0.800000
allegianceDecreasePerRoundtrip 0.000000

Now what we want to change is this:

defaultAutoAttackOn TRUE

into this:

defaultAutoAttackOn FALSE

After that you use the  _Entity_TXT-2-BIN.bat executable to change it back into the format the game can parse. Then you replace the original file with the altered one in its directory. Remnant_Mu.entity would be copied back into the GameInfo folder

As an aside I personally use Notepad++ because of its handy features.
Title: Re: 1.0 Beta -> 1.0 Full Changelog
Post by: Corey on July 10, 2016, 12:43:36 AM
The game can read non-Bin'd files. None of the files in the mod are bin'd, you don't need to do any converting.
Title: Re: 1.0 Beta -> 1.0 Full Changelog
Post by: Serious Cyrus on July 10, 2018, 12:34:50 PM
I love the mod, I just got it today and it is probably one of the best mods for Sins I have ever played. The only thing I am confused with, is why does the Viscount shoot green lasers, and so does the Assault Frigate when bombarding a planet.

Also will the Mediator Battlecruiser ever come?