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Messages - Corey

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Unfortunately this isn't possible.

Discussion, Suggestions and Feedback / Re: Hyperdrives and fighters.
« on: October 14, 2017, 08:45:32 AM »
Small hyperdrive rings as mini-carriers?

This is something we've thought about in the past, but there are other potential tradeoffs for it.

I did have a silly idea about giving station fighter complements lots of different fighters depending on the location, and then having the republic replace these fighters with standardised units

There really wasn't a huge variety beforehand, not really any more than after the CW started. Even if there were, we don't want to oversaturate the mod with random old fighters.

In general though, because of how carrier-heavy the period is and how few fighters had long-range capability, the direction we're most likely to go will be to avoid making fighters buildable outside of specific cases.

They're not

Imperial Civil War Tech Support / Re: Doesn't run 1 bit
« on: October 08, 2017, 12:44:32 AM »
Check your video drivers.

Discussion, Suggestions & Feedback / Re: Krytos Virus.
« on: October 07, 2017, 03:19:24 AM »
For the first part there's actually 3 steps at different worlds to research it, and some other story events tied to those, but you'll see some of that coming up in the playthrough. However:

if you don't research each one in time, an NR world declares neutrality. You can't seize it as it is not selectable (like Byss in Shadow Hand) and trying to invade yields a 'we're not like the empire!'  message from Mon Mothma.

It's a possibility, but there can be a lot of potential issues with that. For one thing, randomizing a defection can cause some weirdness, it's already been hard enough handling the fallout from swaps like that under very controlled circumstances, so having something where we aren't setting the exact criteria for it might get really messy.

On the Ir side (and maybe Zinj), you can research a counter cure... which requires a small amount of money, but mainly infantry units (serving as test subjects for control groups). Thus with this you put infantry on the world where the counter cure is being researched, and they get taken away. This one is more of a balancing act between money and pop cap. (and sacrificing disciplined expendable stormtroopers shows how eeeeeevil Isard is!)

I don't know whether we'd actually be implementing any sort of major plot on the IR side in this GC to begin with, but trying to make a set of missions like that contingent on AI actions would be even messier (doing stuff after they research a cure). The NR AI isn't going through missions the NR player would be.

My preview let's play series as all of the 2.2 factions is continuing, this time with the New Republic in the new Bacta War GC. Check it out on Corey Loses for a look at some of the new abilities, UI changes, story events and more coming in 2.2. Episodes will be posted Wednesdays, Fridays and Sundays.

Imperial Civil War Tech Support / Re: Doesn't run 1 bit
« on: September 30, 2017, 10:57:18 PM »
If you remove the launch options, does the game run?

For me and others, I think the biggest ... Frustration is too harsh a word, more curiosity... is that we get fairly regular updates on what's going on but without a gauge of what's left, we don't really know how close to release it is.

That's what the last third of this news post specifically talked about:

That's essentially as specific as we can get, because knowing more than what's in the post is pretty much impossible for us. Some stuff may be added, some stuff may be taken away, some stuff we would like to do but don't have speciically planned may get done, a dev may get a sudden urge to do something else which then gets included- everything changes all the time, especially when we're in the phases where it's about polishing.

We don't give permission for people to redistribute the full mod, so submods wouldn't work on the workshop.

We have internal spreadsheets and usergroups we use to track progress on the mod, but that includes speculative content several releases down the line and tons of things which ultimately will get cut or never started. Doing any sort of public-facing version of it would require setting up a separate tracker (whether Trello or another google doc) entirely independent of any dev tools we actually use, and then everyone on the team updating it with what they're working on, which ultimately gets pretty tedious- it's hard enough to get everyone to just work on stuff, and lots is spur-of-the-moment, or long term projects which would then sit there on the thing and look like it's not actually being done. A lot of that kind of stuff ends up obscuring more than it reveals for people not directly involved in doing it. We've done progress overview threads before, but they always fail to stay up-to-date because it ends up being almost as much work to keep them so as to just work on the mod. With 2.2 for the last year, for those who are particularly interested in specific progress being made or how everything looks now as compared to a previous point, there's also my preview videos where I go into pretty extensive details on it.

Discussion, Suggestions & Feedback / Re: Planet-Specific Shipyards
« on: September 26, 2017, 04:53:02 AM »
but the Mandalorians' and Kuatians' technology certainly did wind up in the hands of different factions often enough, especially during this time period where the New Republic was in its infancy and couldn't source ships and vehicles effectively as they lacked a dedicated war industry, and the Imperial military complex was in disarray and collapsing, and thus resorted to supplementing their forces with increasingly ragtag units. Also, in some cases we're rewriting history in the course of our campaigns, taking Kuat as the Rebellion is something that happens often enough. Given a hypothetical occupation, whether they liked it or not, they'd be building ships for the Republic cause.

This isn't really a what-if scenario- the New Republic took Kuat incredibly early in canon, and they didn't use it to build Imperial ship classes for the New Republic, the New Republic sued their facilities and engineers to make different ship classes designed to their own needs and specifications.

This, in general, is part of why we've said no every time this idea gets brought up- these factional differences exist for a reason, and a lot of these planets were under the control of those other groups without those ships for the new group- Mon Calamari warships were not designed for or built for the Imperials, instead the Imperials used Mon Calamari shipyards to build their own stuff. Just like places like Sluis Van or Kuat were used to service or even build Mon calamari designs under the New Republic.

The only cases where these places tended to make or have unique shipsets, it's because they were part of a unique faction, like the Hapans, and when that's the case, we typically have that faction as its own thing. We want the Hapan starships to stay Hapan starships. Otherwise, you lose out on the point of having military doctrines and ship rosters for each faction (which we have worked really hard to do by dividing up all the different Imperial ships between Warlords to give them some variety, otherwise they could just as easily be identical) and everything becomes entirely dependent upon what you control as opposed to who you're playing as. It strips any identity away from the factions, it's not just that the work to do this would be especially hard, it's that we believe it would be bad from both a lore and gameplay standpoint.

I'm specfying Corellia because they did sell to both sides, and private users, and pirates, and pretty much everyone else

These, specifically, are pretty much entirely small freighters and corvettes which would be either redundant or not particularly useful. You occasionally hear about the "large Corellian ships" but we've never actually seen one in anything, making a Corellian fleet incredibly difficult to flesh out.

Because for some reason, doubtless relating to the Petroglyph dev team not needing to implement it, we can't scroll the damned build list. So, for most factions, by tech level five, it's absolutely full or close to it.

We have always taken it as a general rule of thumb that if you're overfilling the build bar, you've probably got more units than you actually have unique roles for. By that point, especially when they change over the eras, you're maintaining balance and art assets for dozens upon dozens of units, many of which become pointless to use.Our goal isn't and will never be to represent every single unit in Star Wars. We'd rather, especially at this point, represent what's important to a timeframe or faction, and do it well, rather than piling stuff in simply for the sake of saying it's there.

Imperial Civil War Tech Support / Re: Cannot get FOC To Launch From Steam
« on: September 23, 2017, 11:35:44 PM »
Unfortunately not sure what would cause this. As for where mods are stored from the workshop, they go in: C:\Program Files (x86)\Steam\steamapps\workshop\content\32470

Discussion, Suggestions & Feedback / Re: Gravity Wells.
« on: September 21, 2017, 02:52:49 PM »
I'm sure there's ways to make it so some maps can't be retreated from at all, but that would just be incredibly frustrating for most people, most of the time.

There's a lot you can criticize in EaW, but I really don't think map design is one of those things, especially aesthetically. I've not seen any maps, from any mods, which have ever really come close to being as good as the base game maps (especially in base EaW- I don't love some of the FoC maps, like Muunilinst, because they jumped on the bigger is better train that a lot of mods, including us, fell into). Ground battles are bad because of other reasons. Sure, there wasn't much extra prop variety for other people to create new maps with, but really, making extra assets so other people can make maps isn't really their problem, and people barely used what was there anyways.

I used the file name, but sounds right - I can't check right now though, I'm not at home. They basically used a custom prop to  create thst chasm in the middle of the map, in a way that I had to click on it to determine it's not the real thing :D. That's also why I was kinda sad that building custom props is so damn difficult nowadays, let alone all the missed opportunities with many of the planets, for which Petroglyph almost always used the same props. I think much of the dislike for ground battles stems from the maps usually being bland and almost carbon copies. they wasted a lot of potential there :\.

Thanks though, Corey, guess I'll just need to practice :).

The prop you're talking about was made by Petro the base game Utapau map (unless AotR has changed it from when I last saw it- it's definitely how the base game map worked)

The most impressive use of creating the illusion of multiple 'terrain levels' I've seen so far must've been on one of the maps coming with AotR, UTAP


Is there an easier way to create, let's say, 45° slopes or ramps, than fiddling around with the height tool until I'm tempted to punch my monitor?

You can create the entire heightmap for a map in Photoshop, then import it into the map editor if you wanna avoid using the height tool, but that's it.

Yeah, platforms like that are all done using the terrain, then you paint a hole texture on any walls you're not going to use and build in new props to fill in the hole. It's incredibly tedious, but you can get some good effects. I did some okay ones, but I think the best looking one in the mod was Qui's on Kuat, the bridge leading up to the base, since he used rock props and river particles to make a ravine under it. even on a map like Bespin, where you're texturing a lot as holes, you should do it by loading a heitmap made in Photoshop with the platforms at one height and the null areas at another, so the minimap registers properly (if you look at our old Corellia map I think it was, the minimap was useless)

Discussion, Suggestions & Feedback / Re: A question on Regime Change.
« on: September 16, 2017, 08:19:11 PM »
1. So are all we going to start as Sate Pestage, then Isard, then Thrawn, then Papaltine, then Carnor Jax, then Dalaa, and finally Pealleon? I referring to Era progressive GCs

Usually- there might be some which start directly with Isard.

2. Does the Regicide feature only affect the Main imperial leader and not the two minor ones(Carnor Jax, And Sate Pesatge)?
3. Does the cost of Changing Regime going to depend on who you want to regime change too?

Gonna answer these together- the actual process for changing eras can vary a bit more than before, but there will always be an option aside from having to suicide run your heroes, even for the ones which are technically grouped as the same era, though it won't always be quite as simple as just finishing the regicide build option. For example, if Thrawn dies, you don't automatically get Palpatine. With him, finishing the Eclipse will cost a lot and has to be researched regardless. If you finish it early, it works like the video showed. If you lose Thrawn without completing it, you don't actually change eras yet, and if you control certain territory, other groups have a chance to break off, like the Ciutric Hegemony.

Considering they don't exist in the Legends EU and would contradict a lot of the Legends EU, they'd never even be remotely near consideration, let alone under it.

Ascendancy Tech Support / Re: Minuscule UI
« on: September 10, 2017, 09:21:03 PM »
I don't know if it'll impact multiplayer version matching, but you may have to.

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