This patch primarily focuses on attempting to fix or reduce the freeze issues which sometimes occur when battles end. So far, we've had few to no reports of it since certain fixes were applied, but we can't be 100% sure without more testing. There's a potential for some transaction-relient abilities to still cause it (boarding, Single-unit retreat) so we're keeping an eye on those specifically. We've also applied several AI upgrades, along with other smaller bug fixes and changes. This patch will not be compatible with saves from 2.2.3.
2.2.4 Change Log: - Several map updates (Phindar, Serenno maps added) - Re-added m,ap preview images (on invasion/base layout sacreens) - AI Improvements: -- Improved the way defending ground forces interact with landing zones (defendedrs shouldn't care about enemy reinforcements, they can go take landing zones) -- Certain defensive plans made more accessible to AI -- Fixed EotH building namers in AI plans -- Improved AI handling of planetary weapons (factions using PA HVGun should fire it now) -- SSD asteroid collision removed to help with pathfinding -- AI now takes reinforcements into account before deciding to retreat -- Incrteased desire to upgrade starbase levels -- Added Interdictor as independent category type for AI use -- Other minor adjustments - Validusia made available to all Imperial factions - Validusia range increased, should now outrange most ships and actually be somewhat useful (2100 -> 3100) - Nerfed Ewok hunter damage - Various text fixes (including Trier, Okins and Kosh ship command text, boarding use depletion tooltip) - Lag experiements: restored AI for inactive factions, incraesed galactic movespeed (may be reverted) - Fixed Megamaser graphical effects (singles should no longer render as duals) - MMT AoE damage removed. strong single-target damage, shouldn't wipe infantry squads- Gamescoring script restored, should track end-game stats more accurately now) - Documentation updates: EotH only for now, added more stats to tooltips - Potential fix for crash opn completion of Katana Fleet mission (needs more testing) - Elrood income 220 -> 120 - Oto, Empress, Validusia prices adjusted - Empress Proton Torpedo launch count 2 -> 1 for all HPs - Raid fleets temporarily disabled in era-progressive GCs - Harrsk combat bonus to own star destroyer now applies properly (Whirlwind) - Performance improvements to structure display
Config.meg is just where the XML and LUA script files get stored once compiled, whcih helps a bit with loading times, and is a bit cleaner. Stuff could be in the unit XML entries and still be in config.meg. There are a few reasons we switched to using the LUA-script based fighter spawns. One is for single-unit retreat, as you said, since in order to allow the script to call back fighters (functionality we can use for other stuff besides SUR, too), it needs to spawn that way. Second is for boarding, like Dave said, so that when a faction captures a ship, we can customize the fighter spawns without needing to swap the ship to a different faction variant. Thirdly, for performance and organization- by having them in the GameObjectLibrary we've created, it means instead of needing 6-7 different variants of the same unit strewn accross the files, which all need to be kept up if we needed to change something, we can have one variant. Having more unit variants significantly increases both load times, and can increase lag on the galactic map.
Despite the misspelling of his name it seems clear that there was some level of cooperation between the Hethrir and our megalomaniacal warlord. With the fleets of Zero Command and the ground and hero units of the Empire Reborn added together there is enough material for a significant faction. Hethrir's forces also add somewhat to the territory of Zero Command. The Cult of Ragnos could also be used for more material if needed. No mention has been made of Tavion's cult being associated with Hethrir after Desann's defeat but the forces at her disposal lead me to suspect she had the backing of Hethrir- that massive fortress of Taspir III seems like it would be beyond the reach of a lowly failed apprentice to a dark side adept.
There is more than enough Legends Cannon material for this faction, far more than for Eriadu Authority or Greater Maldrood, in fact.
Sure, there's a lot of potential information on characters that could be used, but I don't think what's there, even if you amalgamate all of those groups, really supports them as great choices for a playable faction slot. They may have more source material than Maldrood or Eriadu because you get things like Jedi Knight focusing exclusively on them, but the key factor there is how large or important the factions actually were, not necessarily how many places in lore we can draw information from. While Maldrood and Eriadu may not have the most references, what we do know about them, especially at their heights, positions them as much more important players on the galactic level.
Even if we grant that the alliance being pursued was actually formed, and was so tight an alliance as to be worth combining the factions (which I'm fine with, really- we've allowed other factions to absorb some smaller Warlords for heroes for less), the result is still a pretty minor faction. It would be a fine way to add some heroes to make a hypothetical playable Zero Command with some semblance of progression if they survived early, but the core problems that made Zero Command not make the playable cut aren't solved by adding the even more minor Empire Reborn- they don't have the territory, they don't have the military power, they don't have the clout in basically any way. We really don't need a 6th playable Imperial faction (7th if you want to count Yevetha), and Zero Command/Empire Reborn, even together, make the smallest one, with the least relevance to any given campaign. I do think it would make more sense, if we ever had the resources to make as many new infantry/character models as it would take to make Desann, Tavion, etc, rather than diluting the Imperial pool more, make it be something that different factions are vying for if they happen to survive to those points in a progressive GC, independent of whether we're ever at a poitn where other stuff has been fleshed out enough that ZC becomes a viable choice for expansion. We have a limited, hardcoded number of faction slots to work with, which we're fast approaching, and the Zero Command minor faction is first on the list to be rolled into the generic Warlords if we ever need another slot. Sure, Harrsk was the one whose name was explicitly stated, but it was an example in the context of pursuing allies in general.
-Besides purely textures and graphics, one thing that would give more realism would be that turrets on ships turn to the target they are shooting at, make them mobile. It's one of the few things that I love of EaW Remake over this mod, and I would love to see them added.
If we ever did more rotating turrets, they would be a separate version of the mod. Our goal with TR is to make it run as smoothly as it can, even for older systems, and rotating turrets are one of the biggest sources of lag.
- Make big capital ships, such as Bellators and Executors be playable on skirmishes, not being limited to what we have actually (If they are then I'm sorry for the error, but I haven't been able to find them at all, only on GC)
This would be really bad for balancing skirmish, and skirmish maps tend to be designed around far more obstacles. SSD pathfinding would be absolutely horrendous, to the point of being unusable
- Giving to the Imperial II SSD four sets of Quad Turbolasers per side, instead of the two sets of Octuple turbolasers they have actually would be more realistic and accurate
The turrets beside the ISD command structure are in fact Octuple Barbette turbolasers, they're not quads. We don't make each one a hardpoint for the same reasons we don't make all 60 regular turbolasers their own hardpoints on the ISD, we use proportional rtepresentation of canon armaments.
It's been just under a month since the release at 2.2, so we wanted to take a moment to talk about common problems, what's coming in patches, and also release on of those patches. Overall we've been happy with the release of 2.2 so far. There's a lot still to be done and worked out, but the goal with 2.2 was to establish a new basic starting ground for the updates we want to make going forward, and we feel like we've accomplished that. There have been a few issues which we'll talk about today, but very little that's entirely gamebreaking, and very little that we're not confident we can fix. Before we get into direct plans though, we want to address some of the most common problems that have come up.
Before we get into it though, as always I have recorded a video version of the update, which can be seen just below. The information in both is the same, so pick whichever medium you prefer:
Issue: I get a crash/perception parsing error when the game starts/a Galactic Conquest starts/I can't build any units with the filters
This is generally caused by another mod having installed its AI or Scripts folders to the base data folder, which will interfere with other mods. Because a lot of features in TR heavily rely on being able to use our own AI and scripts, this can cause several issues. To resolve this, you just need to go into your Forces of Corruption data folder (not the mod's) and delete the folder named Scripts if it's there, and then into the XML folder and delete the AI and Enum folders if they're there. Sometimes only one of those three will be present.
Issue: Some planets blink red and can't be accessed.
This has actually been one of the most common reports we've received, however this is not a bug- this is what a locked planet in EaW looks like. these are planets which have story elements tied to them (generally emergent factions or era progression). It's kind of ugly, but there's unfortunately not much else we can do with them, the functionality wasn't really intended to be heavily used by PG, so it does look kind of weird.
Issue: When I try to load games, they'll sometimes crash.
This is basically a base game issue caused by memory accessibility for the program. The bad news is, it's not something mods can fix as it's a base game issue, the good news is the Steam version of EaW is hopefully being patched soon to address it. This does unfortunately mean the GoG and retail disk versions will, much llke with the selection freeze bug, continue to have the issues, so we may have to make certain larger GCs where it's especially prone to occurring, like Empire's End, Steam only. Mitigating this is also why certain things like extra VO and planet preview images were left out of the initial release, and will be patched in afterwards. We'll have to make some choices about how exactly to handle that for the versions of EaW where the issues will persist. We do however recommend getting EaW for Steam (it goes on sale fairly often) to get the most stable experience as mods continue to push the boundaries of the engine, since it's currently the only version of the game receiving official patches from Petroglyph.
Issue: I ran 2.15 fine, but 2.2 often lags on the galactic map in larger GCs
EaW can only use a single processor core, so even the best computers will start to struggle with larger maps that have a lot of active factions on them. 2.15's largest map was about 90 planets with 3-4 active factions, counting the player, whereas int largest in 2.2 is 138 planets and up to 6-7 active factions, so there's a lot more going on that the processor has to keep up with. This is also why we have such a wide array of GCs- regardless of computer strength, you should be able to find a good amount that run smoothly for you. We are also playing with some other factors, like AI modifications, hyperspace speed, etc to reduce how much has to be processed at once, so you may see some back and forth during patches on this front while we experiment- this is one of the things that we'll be actively playing with even after the last "full" patch for 2.2.
Since release, we've been working on fixing various bugs which have arisen, and for the most part we seem to have handled the biggest ones in the 2.2.1 and 2.2.2 patches. Because Steam workshop has automatic updates, we've been testing them in smaller chunks on Steam and the ModdB releases will be updated with larger patches less frequently, to make sure people have the most straightforward installation processes. Tonight, some time after this post goes up, (May 7th) we'll be releasing 2.2.3 to both Steam and ModDB, which on top of the fixes already handled by 2.2.1 and 2.2.2, has some more experimental lag changes, focuses on stabilizing some of the era change edge cases where the script controlling some spawns would sometimes not work. The full patch notes for all patches can be found both in the download description when it goes up, and here (the same changes apply to both the Steam and ModDB versions).
As we approach 2.2.5, which will be the last major patch for 2.2 before moving onto the new content for 2.3, we will have a couple primary focuses. The first and foremost is addressing any remaining major issues with era progression, which once we're comfortable it's all working properly, will include adding in other forces to some of the emergent faction events (Hapans are pretty powerful, but things like Zero Command were left kind of bare-bones to make sure they weren't causing problems before we flesh them out more). Second, we'll be trying to find out what's wrong with the Yevethans so we can re-enable them and the Empires at War & Black Fleet Crisis scenarios. Third, we'll be starting to overhaul some of the documentation in the mod, to make it more consistent and informative. In the super-short term, this will involve removing some information about weapon loadouts for ships- they'll be added back in 2.3 with full information on hardpoints, but they will be handled differently and we want to make sure translating the mod into other languages is as easy as possible, so doing it this way makes the most sense long-term. Finally, we'll be working on adding some multiplayer GC maps to the mod. This was left out because there are many features the mod relies on which can't be used in MP, so we have to basically use entirely separate unit sets for it, among other changes. We'll be starting with just one or two Empire vs New Republic scenarios, but we'll expand this when possible.
After that, it's on to 2.3 where we'll be adding the Corporate Sector Authority as a playable faction and beginning the ground overhaul, as well as working on Fall of the Republic, or Clone Wars mod (and Ascendancy for Sins, of course), so there's plenty to look forward to. If you want to keep track of development as it goes, in addition to these news posts, I also do preview playthroughs and other videos on my YouTube channel, which can be found at https://www.youtube.com/c/coreyloses
1. Harsk does not form Zero Command properly, instead he appears alone above Kalist VI and a single ISD spawns over Abregado-Rae. There were no stations or ground units on either planet. 2. Identical issue with Krennel and the Ciutric Hegemony, except that even Krennel does not spawn, only the single ISD.
That's all correct. We havenm't given them many ships until we know the events all work properly, since if the script crashes, it'll stay crashed and not work for anything else. Like with your later era progressions, tghe script is the thing that removes the era upgrade object and spawns some of the heroes. If it stops working once, it won't work again. We're trying to figure out the exact cases where it'll crash.
3. The Hapes consortium does not spawn in Era 2 or any later era. Their planets remain inaccessible.
Which, again, boils down to just turning the era system into a glorified selection menu for single-era GCs that was only available to the Empire in the first place, because everyone else couldn't make that choice to begin with. I'm really curious how many people actually even came up against the timer.
But, like I said, whatever, I guess we'll try to find some way to have an option to turn them off.
You don't miss out on Isard. Quite frankly, none of the timed event downsides are especially punishing.
It completely ruins the point of the GC's IMO.
This I particularly don't get- the point of the GCs is that they progress, all this does it make sure that actually happens at some point.
Most people finish the GCs within 300-400 weeks, having never been in any era anywhere near long enough to actually see the timed events. If you're trying to "run out the clock" on any given subera, you have to be sitting on the galactic map for over an hour.
But whatever, I guess we'll try to find some way to have an option to turn them off.