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Messages - Corey

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It says 2.2 demo in the bottom right corner of what?

Can you paste your launch options, as well as the full directory to get to your Imperial_Civil_War/Data folder?

Ascendancy Tech Support / Re: Flickering screen, model, and hero issues
« on: August 20, 2017, 11:26:44 PM »
To the first point, I run the game at 1920x1080 144HZ. In the course of going through the options of a game and actually playing it, for some reason the screen and all the graphics on it flicker or at least appear to do so. I am not sure why it happens. When I play Star Trek Armada III, this same effect doesn't occur. I was wondering if you had experienced anything like this and had a solution to stop it.

I've personally never had this happen, and I can't think of any reason one mod would have it happen and another wouldn't- there's nothing that could or would effect how the game renders or actually functions within any mods. Has this happened every time you've tried to run the mod? Have you tried setting to a lower refresh rate, and then setting it back to that one?

To the second point, the recent update of the base game Sins of a Solar Empire to 1.9, I believe, saw the original developers at support for 4k resolutions and higher graphics options than originally present. I was wondering if the models and textures currently included in the game received this kind of boost in quality as well.

The reason the developers were able to do that is because the essentially plugged in LAA support directly to the game, which was necessary for some mods to run at all. It isn't that the game couldn't load 4k textures before, the issue is that Sins can only use so much memory before crashing, since it's a 32 bit game. LAA used to be used by mods to avoid crashing right away, since it allows more memory access than you could use before. The base game using higher res textures now is done taking advantage of that extra space, but for the amount of content we cover/plan to cover, which is significantly more than the base game, using 4K textures and significantly higher poly models would mean the game runs into stability issues. This is also why it used to be suggested that people never run mods at the old Highest graphics settings, before 1.90 optimized how things were handled.

Also, us using 4K textures and higher poly models would involve actually making every single asset in the mod again from scratch, a process which took years in their lower poly/res versions. This is not possible in the space of a couple months, so no, we have not done so. It would be a huge undertaking. We also don't plan to bump things up that high, for the reasons stated above. We've always aimed to optimize more for performance and allow more people to play the mod at reasonable performance and settings than to try to squeeze every possible polygon out of the game, especially when doing so risks sacrificing game stability.

The reason I bring it up is because on inspection, the engines of most of the vessels of the New Republic have really lackluster geometry. Instead of approximating the round circular shape they should have, they are hexagonal.

Round things take the most polygons, the rounder you try to make them. Any additional polygons used for making engines more circular are polygons which can't be used for the actual defining details of the ship, and many New Republic ships have up to a dozen engines, which adds up very fast. By going from Hexagonal to ten or twelve sided engines, you're adding thousands of polygons to the ships.

In addition, the textures leave something to be desired.

Which textures in particular do you have a problem with?

The overly round almost watermelon shape of the fore of the ship doesn't resemble at all the ship in the movies or any other mods I have ever played. I wonder if this was an aesthetic choice or if this model is going to be improved in future.

We regularly go back and update ships with the resources we have, however those are not unlimited and the Nebulon-B isn't near the top of the priority list.

Also, when playing the New Republic last night, I noticed that Talon Karrde kept spawning. I had three before I noticed it and turned off the autocast. Is this supposed to happen?

This is the result of a typo within the code, which was supposed to have been fixed before the release but the person responsible made a mistake. It has been fixed since release, and will be included in the next patch.

Ascendancy Tech Support / Re: 1.1 Hero Ship Name Bug?
« on: August 20, 2017, 05:39:49 AM »
Since they're counted as capital ships, the game assigns a random capital ship name to them. Unfortunately nothing we can do about it.

News, Dev Diaries & Announcements / [Release] Star Wars: Ascendancy 1.1
« on: August 19, 2017, 10:17:19 AM »
...Ascendancy 1.1 Release...

The Emperor has fallen, and the Empire is in shambles after their defeat at Endor. Play as the New Republic, Imperial Remnant, Empire of the Hand or Pentastar Alignment, each with their own unique ships, heroes and tech trees to reunite the Star Wars galaxy under your rule.

It's been some time since our last release, and basically all facets of the mod have changed. Doing a full changelog would be next to impossible, so here's a general overview of some of the mor major changes.

...Major Changes in 1.1...
Overhauled menu and HUD UI to be more aesthetically appealing and user friendly (including map pips)
Several random events and encounters, including shipyard worlds, the Katana fleet, and Ssi-Ruuvi invasion events
Several unique research options added for each faction. All factions now have 100-110 research subjects.
Added heroes for all factions, including Han Solo in the Millenium Falcon, and Emperor Palpatine in the Eclipse
Added upkeep costs directly to ships, helping to address resource snowballing
New Map: Balance Point, re-added support for Random maps
Art assets remade for several units, including the Bellator-class SSD and Procursator
Several new units, including the Peltast-class Star Destroyer and Raider-class Corvette
New stations for Remnant (Cardan-class), Alignment (Validusia-class) and Hand (Oto-class)
Many bug fixes and balance changes

[Download Ascendancy 1.1 - ModDB]

I have made a tutorial video on my youtube channel, Corey Loses, for those who don't know how to install the mod, which you can find by clicking here.

I plan to regularly organize community matches through that youtube channel as well. These matches will be scheduled in advance and livestreamed while they're happening. In addition to being announced on the forums, Mod Database and YouTube channel, they will also be announced on the Corey Loses & GB Gaming Discord server, which now has a section dedicated to Thrawn's Revenge discussion. To join that server, simply click the icon below.

There are still two art assets we were unable to finish in time for the release, the Wild Karrde and TIE Droid, so currently they're still using some palceholder assets (Corellian Corvette and TIE Fighter). The models are done, but the textures are still in progress. Since we plan to have another release in a couple months, we decided it wasn't worth holding back the release for those just yet, and their updated art will be in the next version. We'll have an overview post about version 1.15 soon, however we're trying something with this development cycle we've not done before. While it will be a relatively short window between 1.1 and 1.15, those who wish to play through the build as it happens will be able to. The subforum and repository we set up for the 1.1 beta process will be kept live throughout development, and as features get ready for testing, we'll by updating that repository as we go. For full instructions on how to gain access, click here.

Imperial Civil War Tech Support / Re: Can't select units during battle.
« on: August 19, 2017, 02:12:48 AM »
This is an issue with the EaW engine known as the selection freeze. Since it's an engine issue, mods can't fix it directly, however we did release a tool which can fix the save file for a game after it happens:

Imperial Civil War Tech Support / Re: Daala still around in Era 5
« on: August 17, 2017, 12:26:59 AM »
Yeah, not every hero actually 'dies' when they die. There are one or two like Daala who still survived after they got defeated, and were still important characters.

But I think she should get a Imperial 2 Star Destroyer instead of a Venator or a Imperial 1Star Destroyer.

She's in a Venator because canonically, she was known to be in command of a frigate named Scylla. She was definitely not commanding an ISD.

The CCVSDs never really get mentioned a sfter that, but presumable there were at least a small handful left.

Discussion, Suggestions & Feedback / Re: New Unit Ideas
« on: August 15, 2017, 09:25:25 PM »
They're not actually part of Star Wars, and there's no reason to use them so I'd say that makes them pretty far removed from perfection. The Imperials already have a ton of fighters ingame, and if we felt they needed more fighters, there's also plenty of canon options. No reason to just throw in a bunch of fanon units just because someone made them up. The only time we use any fanon elements is for factions which actually need units to flesh them out, like the Empire of the Hand and Hapans, and even then we try to base them as much off of the available information and what they would have used, and we make them ourselves.

Discussion, Suggestions & Feedback / Re: Hero Ideas
« on: August 15, 2017, 03:11:24 PM »

Qorl didn't really do much, and we don't really directly deal with the Shadow Academy stuff either. He didn't end up leaving Yavin until 23 ABY, and the last GC in the mod is only set in 19 ABY. We make allowances for some stuff after that, especially tech, but a single really-late era 5 hero for the Remnant in Art of War who's primarily aligned with a subgroup we don't touch doesn't seem like it's worth it.

Captain Jonus/Major Rhymer

The only notable thing about these guys is that they were at Hoth and evacuating the Death Star, and we don't even know if they made it out. I could see them maybe being relevant in a mod set before Endor, but even then there's plenty of other fighter squadron heroes with more background.

General Tal Ashen

We typically only use Galactic Battlegrounds heroes when there's a lack of heroes for a certain type or era, but that's not really the case for the early-era IR so there's not much of a point to putting in Ashen. They'd pretty much all require making or commissioning a new icon.

Grappa the Hutt

Grappa is a possibility for the Crimson Empire. We haven't fully discussed plans for them yet, though.


He's a possibility, but the lack of any icon or reasonable flagship holds him back.


The Sinister Triumvirate is already in the mod as a hero. Tierce, Flim and Disra are grouped.

Gareth Agamar

While Polis Massa is in sort of the right area for Eriadu, the last we know of this guy is from significantly before the mod in a project that didn't exist anymore, and Eriadu already has a ton of fighter-based heroes.

Thalassa Tarkin

When Vader says he'lkl hold you personally responsible if something bac happens, it's usually not a good indicator for your survival. There's also not much she could do as a hero, and even worse than people who have no picture (where we can find someone who looks like they roughly match whatever description), she has a really bad picture which cuts off her head.

Field Commander Alozen

Maybe as a ground hero since they're a bit limited in that, but in general we don't love using people of indeterminate survival and little note from before the mod's period.


We've talked about why X1 and X2's whole situation is one of the most inconsistent, worst thought out messes of the EU before. Nothing in that game is easily reconciled with other information, and X1 had his own faction so mixing them with Eriadu wouldn't really work. We're really just not touching Elite Squadron at all, because it doesn't make any sense.


She's a possibility, but the problem with her has always been more what she'd actually be doing, likely just an economic hero.

Mosh Barris

I don't really see how Barris would know about anything they were doing, even if he did want to find Parck (and the only thing we really see of him and Parck is a disagreement over Thrawn in the first place).


Since we already have Aurek 7 and Hand of Judgment, we want to avoid giving the Hand more Stormtrooper heroes.

Bidor Ferrouz

He'd be a possibility as an economic hero, but not if we use Veeren.

Kauf Ularno

Considering his only trait is that he's steadfastly loyal to the Empire, doesn't make as much sense to give him to a faction which spent years ignoring the Empire's issues because they wanted to be sure they could work with whomever won.

Darcc, Pekt, Weebacca

We thought about them and even had them in before, but ultimately decided against using them. We may eventually reconsider, but for now we're leaving them out.

Gaff, the Great Heep

We're not touching Droids. Those characters wouldn't work in the mod, and they're some of the absolute worst bits of the EU which we don't wanna touch with a 10 foot pole.

Edda Gast

Not really much we can do with a scientist hero.

Radaf Netbers

We do intend to put Netbers in at some point.

Gara Petothel

Most of her notable stuff was when she betrayed Zsinj repeatedly by giving the New Republic information, or Zsinj false information, so I don't know that she'd make a great hero for them.

Grave Tuskens, Pic and Gork

We don't want to go too deep down Jerec's forces for Pentastar heroes. they ahve a pretty big roster as it is. The 7 Dark Jedi are all options, but it depends more on whether or not we can make art assets for them.

San Hill

An EaW oddity, not really a character. Was probably meant to be a Muun and related to the other San Hill but PA doesn't really need another economic hero anyways.

Gaen Drommel, Reder

If we were to use him, he'd be better off as his own minor faction. Giving the PA access to yet another SSD hero wouldn't be great, especially when that SSD becomes important for its actual uses later on.

New Republic Hero

Nantz and Sovv are in, and Page's Commandos we'd like to do but actually making them is trickier than it seems. People like Rendar, Zuckuss and Se'lab who are either relevant earlier than the mod starts or never more than very minor characters wouldn't be sued. The New Republic is overflowing with heroes, and the issue with them is always cutting down to an appropriate number, not trying to find more.

Ciutric Hegemony

Most if not all of these are already in for the Isard's Revenge GC.

Zero Command

Until we expand Zero Command in a future version, we only plan on using Harrsk.


Several of these will eventually be in the mod, but like with Zero Command, expansion of the CSA is not planned until at least 2.3.

but with existing models and skins, some of these units could continue to add to the wonderful diversity in ICW.

We don't like using more vanilla assets than we have to because it adds to the inconsistency problem. More units is also more chances for issues to arise and more moving parts, so unless there's an actual reason to do something beyond just unit diversity for its own sake, ie they fill a role not currently filled within a faction, or is a reasonable way to not have the same unit across too many factions, it's typically more harm than good.

Tartan Patrol Cruiser, Broadside Cruiser,  TIE Scout

We've mentioned we're putting the Broadside cruiser back in. For the Tartan, there's an overabdundance of Imperial options for anti-fighter ships, so we don't currently plan to use it. The TIE Scout would be practically useless since FoW reveal isn't exactly a necessity in space battles, and there's plenty of better fighter options.

Aggressor Class SD, Vengeance Class Frigate, V-Wing - As pirate additions to Maldrood

We considered this before, but we'd need to remake the entire models, so not exactly a high priority.

Assault Frigate Mark II, MC30c - New Republic

The MC30c will be in, the AFII will not. No point in remaking it, and the NR has so much stuff in that range they don't really need another ship like it.

TIE Advanced, TIE Phantom

We're not putting the TIE Phantom anywhere. We've been on the fence about the TIE advanced, and the Lancet will likely show up somewhere in the future.

Imperial Civil War Tech Support / Re: trade routes
« on: August 15, 2017, 01:58:29 PM »
That is correct. There's a line in (I think) GameConstants which controls the range you ca travel between planets, but honestly we changed it so long ago I don't exactly remember what it is. Then you just have to make a bunch of trade routes.

Discussion, Suggestions & Feedback / Re: New Unit Ideas
« on: August 14, 2017, 11:20:09 PM »
Those are all fanon.

Welcome to the Boards / Re: Heyo!
« on: August 13, 2017, 07:41:45 PM »
Hello and welcome to the forums

Imperial Civil War Tech Support / Re: 2.1 Bug Report
« on: August 12, 2017, 08:25:51 PM »
The Thrawn GC is only set in era 2. The GC descriptions tell you which eras are available in them.

Discussion, Suggestions & Feedback / Re: Pirate faction
« on: August 12, 2017, 08:40:56 AM »
While that's mostly true, it's not entirely true. While the Kajidic system was predominantly in place over tens of thousands of years since the war with Xim the Despot, the Hutts had the capacity to militarize very quickly, and did to some extent a few times when things got tense in the galaxy. During the Cold War in the TOR period, they had at least some dedicated military ships like the Ajuur and Azalus. During the Galactic Civil War, they had some stuff introduced by FFG in 2015 (since those games tend to rely so heavily on Legends, we usually treat their stuff within that realm as part of Legends) like the Dor'bulla and Kossak, or the Dunelizard from Galaxies. Then, when they fully re-militarized after the Vong War, they were using ships which were identical to those used by the Hutts against Xim, like Batils and Tarrada Cruisers, so they clearly kept at least the option open of re-militarizing should they deem it necessary.

We did discuss an idea internally which I feel would allow us to stay true to the Kajidic as their main philosophy while still letting us represent that latent power which controls such a large portion of the galaxy in some GCs, but that'd have to wait for after 2.2. If we all feel comfortable with it, we'll discuss it more (I really only just brought it up with the team today).

Discussion, Suggestions & Feedback / Re: New Unit Ideas
« on: August 12, 2017, 08:26:56 AM »
Part of why the CR90 is set up how it is is because they were very versatile, and tended to be outfit in many different ways, so we went with what would make them useful. As others have pointed out, a turbolaser version of them would be pretty much useless. There's still plenty of units which don't quite have that niche, but this is an area where we had the opportunity to counteract that, so we took it. Stuff like the DP20 (concussion missiles) is typically meant to take on smaller groups of fighters faster than the laser-based ones, which tend to take fighters out more slowly but also more consistently.

Discussion, Suggestions & Feedback / Re: thrawns revenge 1.0 and 2.1
« on: August 12, 2017, 08:24:15 AM »
We've never really envisioned anything specific for that. The ones in the base game were fairly generic, even FoC abandoned it. If we had the capacity to animate scenes like that, we'd be more likely to do other stuff with it.

EaW and FoC Mods / Re: Newgamemodders question thread
« on: August 10, 2017, 08:54:06 AM »
Specialstructures and Specialstructures_Underworld are the buildable faction buildings (barracks, factories, etc).

Discussion, Suggestions and Feedback / Re: Better model suggestions
« on: August 10, 2017, 08:33:57 AM »
We strongly prefer our own models for the Venator and Lucrehulk (honestly I've never loved the art style of the models RaW uses, especially for the textures- they look very grainy), and we're making an improved version of our own Munificent since it's one of our older assets from the original FotR run. We very rarely use models from other mods, and we have no intention to start any time soon.

I've done a video version of (essentially) the information from the announcement post, with our first in-game look at the Republic and CIS.

Imperial Civil War Tech Support / Re: space maps
« on: August 09, 2017, 03:59:55 PM »
The map editor loads from the base game's data. The skydomes were added by the mod. You'd need to put the mod's data contents into your base data folder for the map editor to load them.

well it was built and the common imperial knew of it when it was destroyed, I just want to see it be a hero unit unique to a certain gc that explains its importance to thrawn.

We realistically have far more storylines from Legends to cover than we ever can without resorting to making up new ones, so that wouldn't be anywhere near our radar. For that example in particular, Thrawn also wouldn't have liked it- he found superweapons to be wastes of resources.

p.s. did you watch revenge of the sith the providence at least has decent broadsides. I know its old but it seemed effective against other ships of its size and power.

Yeah, and if you were to use the Providence agaisnt those ships, it is about that effective. Its armament is even based off of the more advanced Invisible Hand armement than the standard PRovidence, but it is still an older ship. The ships introduced in the Imperial period were far superior to the Clone Wars, however. You see the same sort of thing with the Venator and Acclamator. For reference, the VSDI was introduced towards the end of the Clone Wars. It's a lower end Imperial ship, but compared to the Providence when it was introduced, it was very powerful.

keep up the good work and good night --cr90captain

We appreciate it

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