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Messages - Corey

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Ascendancy Tech Support / Re: Several Graphical Glitches
« on: August 28, 2018, 12:32:40 AM »
- Imperial Galactic Gun that You have from the beginning as empire faction has the building like zoom-out icon yet it behaves like ship icon (rotates as the gun rotates). Looks inconsistent and made it really hard to read what that thing is in the beginning.

This is true of any station that rotates- the choices are either have it conform to other structure icons, which makes most sense even if it means that the text isn't always oriented to the camera, or you do it like a ship icona nd people get confused when it doesn't behave like a ship.

- All the resource asteroids have graphic of a respectevie extractor that should be built on them. There is no actual asteroid at all. This also means there is no difference between built extractor and empty asteroid as both look like extractor itself without the asteroid.

That's because they're facilities that you're manning, not asteroids. The main overview makes it pretty clear what's going on with them, you're rarely administrating that stuff from the tactical-level so the built and unbuilt ones having the same model isn't really a problem.

- On faction selection screen several icons showing faction specific stuff are off by 10 pixels or so. Looks inconsistent. For me the "off" ones are Empress Space Station and MC90 Star Cruiser in New Republic for example, but every faction has several of those off icons.

We'll take a look and see if we can adjust them more.

P.S. Just out of curiosity - is this final version or is it still being developed/regularly updated. I might be bad at googling but newest file I found on moddb is from december last year so nearly year ago. Unless moddb isn't primary site for this mod and I didn't realize that :D

It is still in development- mod development takes a while, and we have three mods on the go, so for the last while our focus was on updating the one which hadn't had a new full release in 4 years, Imperial civil War. Ascendancy is about to have a fairly substantial balance overhaul patch before we move on to the next playable faction.

Imperial Civil War Tech Support / Re: NR Era Change Glitch
« on: August 25, 2018, 10:28:08 PM »
We'll look into it (all of the scripting works entirely differently in 2.3, so either way it'll be fixed next release)

Does that mean the New Republic can't advance past Era 3 or win in Galactic Conquest?

Victory doesn't require getting to any specific era, just taking all the planets.

Discussion, Suggestions & Feedback / Re: Changing Heros Portraits
« on: August 25, 2018, 10:26:50 PM »
I cover it here:

You need a 50x50 tga image, with the background alpha'd out.

Imperial Civil War Tech Support / Re: Steam TR will not launch
« on: August 24, 2018, 12:10:05 AM »
This is usually a problem with admin permissions that prevents the game from relaunching. I suggest just using the launch options from the description.

The Star Destroyers are not bugged, people just expect the ISD to have a primarily forward firing arc, which they don't canonically, and don't in the mod, the shape of the ship specifically prohibits that from being possible. When they wanted to fire forward like that, the ship has to tilt significantly forward, however we may just change that for some, but not all hardpoints (many of them would have to fire directly through the ship for that to function)

The game gives you the amount of credits you're supposed to be getting, and the different buffs all take away the amount they're supposed to be taking away. Trying to figure out *how* it lines up in terms of the cycling income won't really give you good information because it will never be synchronized between all your units. Your upkeep is paid out every 5 seconds per unit, not paid out every five seconds overall, and each one is done on its own timer. One second is also not actually a "tic" ingame as far as when the credits are being subtracted, so it's not really broken into 5 distinct possible moments where stuff is being added or subtracted, it's more granular than that.

Here's the exact costs (these will hopefdully be worked into the tooltips in their per-second amounts, but for now should at least help you knwo exactly what you're paying out in any 5 second period)

Tier 1:
      Level:0 -0.200000
      Level:1 -0.200000
      Level:2 -0.200000
      Level:3 -0.200000
Tier 2:
      Level:0 -0.500000
      Level:1 -0.500000
      Level:2 -0.500000
      Level:3 -0.500000
Tier 3:
      Level:0 -0.850000
      Level:1 -0.850000
      Level:2 -0.850000
      Level:3 -0.850000
Tier 4:
      Level:0 -1.250000
      Level:1 -1.250000
      Level:2 -1.250000
      Level:3 -1.250000
      Level:0 -10.100000
      Level:1 -10.100000
      Level:2 -10.100000
      Level:3 -10.100000

Discussion, Suggestions & Feedback / Re: Planet Size In Battle
« on: August 19, 2018, 07:06:50 PM »
Not with the current models, that would look like complete shit. We're redoing all the planet assets and that kind of thing starting with 2.3.

Discussion, Suggestions & Feedback / Re: On site Info
« on: August 19, 2018, 07:06:10 PM »
All ingame information will be removed entirely from the site. We don't have a site designer right now, so the focus has been on the stuff actually in the mod as opposed to redoing the site.

Discussion, Suggestions & Feedback / Re: Yevetha Buffed?
« on: August 19, 2018, 07:05:05 PM »
Their units are the same as they were in previous versions, they're the same as the versions available to the other factions. They just have slightly more of them now.

Discussion, Suggestions & Feedback / Re: Maldrood ships advice
« on: August 19, 2018, 07:03:54 PM »
No idea why they gave Larm a Carrack, that is useless as hero ship, I mean unless you're Joruus who is a beast on ground, but a for a sololy space hero, terrible ship

For the same reason we give other people the stuff they have- they're given the ships they were in.

Yes, the faction icons are an engine limitation unfortunately.

Imperial Civil War Tech Support / Re: empire of the hand gc income bug
« on: August 11, 2018, 10:41:33 PM »
That's not a bug. Income sources are limited, you can still make quite a bit of money however unlike previous versions, you actually have to manage it and make sure your ships don't get killed. If you pick where they go properly, and combine the income sources from your capital, trade ports and mines properly, you'll be fine.

Are you using the original 2.2 release, or 2.2.5?

News, Dev Diaries & Announcements / 2.3 Feature Preview: Era Selection
« on: August 06, 2018, 04:29:21 PM »
For our first feature video preview of 2.3 (it'll also apply in Fall of the Republic: Thrawn's Revenge III ) , we're taking a look at the new ability to select starting eras for progressive galactic conquest scenarios.

Every Monday, on Corey Loses, we'll be doing live mod work at 5pm EST, tonight's will be more work on the era selection system, setting up the remaining progressive GCs to use the new feature.

Imperial Civil War Tech Support / Re: Planet starting spot problem
« on: July 31, 2018, 03:37:38 PM »
It could be, but we don't want it to be. Most of it would stop making sense or become a lot more complicated for basically no reward, gameplay-wise.

Any unit spawned by LUA will not trigger a battle, another unit would have to enter the system normally to start a battle.

Honestly, this is why we generally suggest people upgrade to the Steam, version. Aside from just being more stable in general as a result of the patches PG has released over the last year, there's fewer variables users have to account for. There isn't an easy way to know if the ram fix has applied, no.

The biggest relevant change for the mod actually running between 2.15 and 2.2 is that 2.2 requires more to be run out of the mod's actual folder. That's about it. The game without the aforementioned EaW patches is also less capable of running it properly, hence why we've had to cut things like map previews and VOs from the Disk and GoG releases.

1. Are you running everything as admin?
2. Are you running in compatibility mode?

Ascendancy Tech Support / Re: Ascendancy menu not loading.
« on: July 30, 2018, 06:54:46 PM »
It's in the news subforum, and there's a patch on ModDB

Are you using the workshop version or the ModDB version?

Generally when it was done a lot of stuff was standardized, but over 2.2 (And going forward), we've begun specializing some of that stuff a bit more.

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Those working on this mod do so in their own free time and for no pay.
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