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!

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Corey

Pages: [1] 2 3 4 5 ... 197
1
Does it happen every single time, or are there some battles or OBs where it doesn't? You said every other battle at first, but this is weird, so the more specific information you can give, the better.

2
Try using Large Address Aware on the exe:
http://www.moddb.com/downloads/large-address-aware1

It's typically used for Sins, but it can help with a lot of older games.

3
Settings shouldn't matter for that. When it crashes, do you get an exception error or does it just drop, and does it happen in the base game?

4
News and Updates / Community Poll: Daala vs Zsinj
« on: January 17, 2017, 01:35:24 PM »
For those of you who are unaware, we're dividing the Remnant tech tree into three possible regimes; Thrawn & Pellaeon, Palpatine, and currently Daala. Each will have their own separate gameplay hooks, bonuses and negative attributes. People have repeatedly asked "well why not Warlord X," however the key point here isn't just throwing in another name. It's developing distinct trees between all factions and branches, and in this case, putting a fourth spin on the Imperial doctrine, as it can be represented in the Sins engine (between the Pentastar Alignment, Palpatine, Thrawn & Pellaeon, and the final slot here). The final style we're looking for can be pretty equally represented by two people; Daala and Zsinj. This is essentially a tech focused one, where the big bonus is non-permanent hero death and two SSDs at once. Daala brings the first through the Maw Installation, Zsinj brings it through his own close association with different scientific projects. Each has one or two additional techs they can bring to the table (Daala with reunification stuff like Crimson Command and some of the Maw's weapons, Zsinj with some of his own weapons research and Night Cloaks), but not enough to justify making both. So, we're asking for your input; which would you rather see?

5
Star Wars Discussion / Re: Stealth Star Destroyers
« on: January 17, 2017, 01:20:08 PM »
A good portion of the Hand of Thrawn duology talks about cloaking and the Empire's use of it in that timeframe. I think the opening scene of Specter of the Past may even be a test of some tech related to it (a computer system to help fix some of the communication issues related to it) but it's been so long since I've read those books I may not be remembering the order correctly.

6
Feature Discussion, Suggestions & Feedback / Re: Fighters purchase
« on: January 17, 2017, 01:01:42 PM »
Quote
because i know Corey will be continuing with 2.3 after 2.2
The stuff we talk about is 2.2 stuff; while we've thrown ideas around for future versions, it's always impossible to know what's going to happen. That's also when we say something isn't worth doing a for a particular version, there's an asterisk beside it, especially with factions. Also, while Slornie and I may be the ones who answer most questions, I am far from the only one working on it.

7
Well, we'll start with just getting your FoC back to normal. First I'd say uninstall again through Steam, then go into your Steam folder and completely delete the folder for EaW if anything's left (it'll only uninstall most files, not everything if other stuff was added later) and then reinstall through Steam after that and see if it works normally. If so, we can get to mods.

8
What were the fixes you attempted?

9
Ascendancy Discussion / Re: DLC Required?
« on: January 16, 2017, 11:03:33 PM »
Stellar Phenomena for 1.1.

10
Ascendancy Discussion / Re: DLC Required?
« on: January 16, 2017, 08:33:11 PM »
Nothing in the mod is meant to require any DLC; it allows for some extra features, but shouldn't restrict you from any maps. Are you unable to play one of the maps?

11
News and Updates / Re: Redone Procursator
« on: January 15, 2017, 10:22:56 PM »
Yes.

12
Imperial Civil War Tech Support / Re: error
« on: January 14, 2017, 09:11:02 PM »
There's hundreds of files, if not thousands. I suggest reinstalling.

13
Ascendancy Tech Support / Re: Crash at Splashscreen
« on: January 13, 2017, 11:34:10 AM »
What version of Sins do you have?

14
Puerto got a bit of it, but I'll just address everything anyways

1.) Is it just me, or is the Imperial remnants Tech progression working in everyones favor but heir own?

As the game even points out, advancing in eras is not necessarily a good thing. That's why progression is triggered by you losing your best hero at the time; your goal as the Remnant isn't necessarily to get to era 5. Era 3 is the obvious peak of Imperial tech, but it's also when the other factions really pick up steam. The era system is narrative, not a strictly tech-based system, and not meant to be equally beneficial to everyone; other factions want to hunt the Imperial head of state because they were all groups who were growing during this period, whereas the Empire wants to stop the further attenuation of their power. There will be changes that make it more costly for players to actually get to era 3 on the IR side, and more penalizing for them to lose Palpatine at that point (and also opening other challenges for people playing other factions against them).

And once she is killed you get Thrawn, who brings nothing to the table but flair. Just have him exit the scene immediately by sending him against his own faction (Welcome empeor pulps!).

Sure, you get access to one or two larger ships, plus the hero set is nice, however that's when the New Republic roster as a whole gets significantly better. Thrawn himself also gives a considerable combat bonus to all ships with him.


Quote
2.) The tri maser on the Hand defense station does not seem to fire at anything.

3.) Planetary guns! Yes, the ones that really rip into peoples ships.  I noticed the hand does not get one of those.
Any reason for that of which i am unaware of? I mean PA and IR can fight from a position of strength wih those, debilitating value targts. Seems odd and out of place. Very non strategic to give up such a boon.

We're giving them extra stuff to make it more obvious that they are in fact shooting. The Visvia was the original reason we didn't also give them a planetary gun, however as we've mentioned in a few places, we're giving therm that in 2.2 as well.

Quote
4.) Did we talk about the double whammy of Jerrec and Kaine showing up together over your planet?
And the fact that the can endlessly spam Praetors? Call me silly, but i have not encountered a problem that was not solved by either dumping that duo or 10 preators on it. Also, patrol boat is hilarious (spam all the lasers!).

We've said in a few places we're splitting up Jerec from the Vengeance (which will need to be recruited separately as its own hero), which also means their entire power budget isn't spent on two ships for starting forces.


Quote
5.) Is it me or are victory 2's Destroyers better than the ImpStar Deuce on a strict cost basis(money and deployment)? You can spam th silly things and drop em en-masse into battle. Then hit the "oh yes, fire everything" button and suddenly their firepower is enough to melt half the enemy fleet. You sure the are priced right? The Hand chaffs are essentially the same, but loads more expensive.

Not really. For one thing, the Chaf is significantly better (looking at only shields/hull, the Chaf is 3900 to about 3100 for the VSDII, though the Chaf is definitely overturned in some ways, like a lot of EotH stuff), and the price difference is only 200 credits. The ISDII and VSDII are pretty much proportionally the same value, however the pop cap is 3 for VSDII and only 4 for ISDII.



Quote
All those turbolasers look awesome, sure, but they kinda eat performance as well. Why no dual/quad/octo mount solution?

The Praetor does this well.

Ships which are supposed to have duals or quads have duals and quads, but the SSDs aren't meant to. We have however redone all the projectile firing rates and particles to be less performance heavy (along with some other benefits); we've posted several pictures and videos which include them.



15
News and Updates / Redone Procursator
« on: January 11, 2017, 05:26:11 PM »
I've redone the Procursator model and skin, and here's the result. Still working on some of the texture maps to get some of the effects right, since things display in Substance Painter a bit different from Empire at War & Sins, but it's more or less done. The original high-poly reference by FractalSponge is included in the top right (and can be seen in its full gallery at: http://fractalsponge.net/gallery/procursator/).

It should be making an appearance in my upcoming playthrough episodes that i've been doing on my Youtube channel ( https://www.youtube.com/c/CoreyLoses ) if you want to check those out, too.


16
We can guarantee it will happen with 2.2; it'll happen with any EaW mod since it's a bug inherent to the game engine. We've made some changes which should greatly reduce its occurrence (fewer projectiles is a pretty big deal, AI not attack-looping means fewer battles are necessary in the first place, better fighter staggering), but there's also some stuff which will increase its occurrence (more factions being the big one).

PA stuff will get covered on its own pretty soon, however a lot of it is still things you'll see in other places.

17
Imperial Civil War Tech Support / Re: Mod installation issue
« on: January 10, 2017, 03:31:22 PM »
What do your launch options say?

18
Ascendancy Discussion / Re: NR New Player questions.
« on: January 09, 2017, 10:32:21 PM »
Quote
1. Level cap for capital ships?
I'm a huge Warcraft 3 fan, so of course the idea of upgradable capital ships is something I am absolutely in love with due to my experiences in WC3, but I've heard the level cap for ships in Sins is 10 WC3 but they don't have all of their abilities fully upgradable? Is this changed for TR?

The level cap is locked at ten (which is actually not super common to reach with most ships). Typically capital ships have 4 abilities with 4 ranks. Some ships have 4 abilities with one or two abilities maxing at level 2. Essentially, you're two either specialize in 2, or make it a generalist ship with level 2 or 3 in everything. Honestly, I wouldn't change this even if we could.

Quote
But I ask what units should I focus on as my composition

Miller answered most of the rest of this, but don't sleep on Dauntless and Endurances. Their abilities make them a lot more powerful than they may seem up front.

19
The Lounge / Re: Mass Effect 2
« on: January 09, 2017, 05:31:30 PM »
I got at least 1 and 2 years ago; started 1 and keep intending to finish it but I've never gotten around to it.

20
Feature Discussion, Suggestions & Feedback / Re: Pentastar Alignment
« on: January 09, 2017, 11:01:03 AM »
Long version: There is a bug in Empire at War called the selection freeze bug, where after a certain number of objects have existed in the game, the game will stop being able to track them. It's an engine thing, so it's not directly fixable. Having a lot of planets and a lot of factions moving makes this bug occur incredibly quickly, as not only is the game keeping track of player vs AI conflicts, the AI factions through a ton of shit at each other and go back and forth. This meant that the game was essentially unfinishable with 100 planets and 4+ active factions. To counteract that, we made it so in Art of War in 2.1, only three factions had active galactic AI, typically either the PA or EotH was disabled (we allowed more on smaller maps). However, since then Pox and Fregge made the Defreezer too, which allows you to reset the problematic counter and continue as normal, so we released a patch re-enabling it.

Short version: Download the patch to re-activate AI: http://thrawnsrevenge.com/forums/index.php?topic=4976.0

Pages: [1] 2 3 4 5 ... 197
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!