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 ... 237
When I launch the disk mod it will show a white screen fore a few moments before crashing giving me no explanation as to why.
I've looked through the forums and others seem to have had the same issue with this patch only but not earlier versions

i love the mod and what you have done for the game, but it sucks how these problems exist and seeming lack of support people are getting

It would be great if this issue is fixed or I could get some help resolving it


We have responded to multiple instances of that report, it's actually directly addressed in the FAQ pinned in this subforum- you need to make sure you have a clean installation of the game, and you need to make sure you have the proper RAM fix. Steam has been updated with several changes by Petroglyph, and I only have the Steam and GoG versions. My computer doesn't even have a disk drive, so my ability to directly help people with the disk version is limited. The mod takes more resources to run now than before, which is why it's crucial people have their game patched properly, and why issues exist running the newer versions for people who don't, and not the old- it's not an issue with the mod, so it's not something we can fix with the mod. For people who are less confident in their ability to troubleshoot their own version, we have recommended that they get the Steam version (it's regularly on sale for $5), as the one with the most stability fixes from Petroglyph. Because PG wasn't able to release those fixes for GoG and Disk, it's very likely we won't be able to support those versions in the future at all if we keep developing the mod, since even releasing 2.2 required stripping significant amounts of content from the mod (luckily it was just VO and scaling down galactic map textures for this version, in the future it would mean even more). The alternative is not being able to develop the mod at all, since we've pushed to the limit of what those versions can handle.

Ascendancy Tech Support / Re: Ascendancy menu not loading.
« on: November 01, 2018, 02:04:29 AM »
Make sure you put the files in the correct place. If you don't have a menu still, it's because you've not overwritten the original files with the new ones.

After the ability and militia updates are finished, we'll be opening up a beta channel for live balancing
- Updated Gladiator Art
- Updated Secutor Art
- Updated Endurance Art
- Updated Nebula Art
- Mesh point cleanup on Fruoro
- Fixed an issue causing crashes at game start
- Ability changes for Peltast (combine Emergency Shielding/Escape Velocity), Endurance (Comm Jammer Buffed), MC90 (Shield Aegis is passive), Resilient ability buffed, Altor repair reverted from AoE, Power to shields buffed for all ships, MC80B reflective shields buffed per level, Executor Fear Aura/Weapon Overload buffed
(21 Abilities Remain to be Reworked)

Fall of the Republic
- Planet selection events and name text finished (this is a more tedious thing than it sounds like)
- Planets and traderoutes all set up for first GC (106 planets, no Hutt Space)
- Scales and speeds adjusted for all infantry
- Ground tactical camera adjusted

Imperial Civil War
- Infantry (including civilians) all rescaled, speed adjusted
- Fixed TIE Crawler driftiness
- Nebula & Endurance art updated
- Espo Walker ingame
- Grumby given a Bulwark III for CSA
- Hapan pop caps fixed
- Camera adjusted for ground combat

Imperial Civil War Tech Support / Re: No ships displaying in space tab?
« on: October 24, 2018, 01:39:31 AM »
You likely have Scripts or XML files interfering with the mod, stopping the appropriate TR scripts from running. Make sure there's nothing in your corruption\Data folder called Scripts or XML (that's the base game directory, not the mod's)

It's not possible to implement that

Discussion, Suggestions & Feedback / Re: Space Death Clones
« on: October 23, 2018, 05:29:33 PM »
2.2 had several new death clones for new unit models- the ISD for example. Death clones are only being done for units where we have no immediate plans to go and redo their art, otherwise it's kind of a waste of time.

Their changes are part of an in-progress set of broader changes. Once everything's done, they'll work properly again.

Discussion, Suggestions & Feedback / Re: faction bonuses
« on: October 23, 2018, 05:27:45 PM »
That's more difficult to implement than you'd think, and generally people would expect the same ships to behave similarly. Faction differences are better off expressed in a different way.

Discussion, Suggestions & Feedback / Re: Missing EOTH ships in 2.2
« on: October 23, 2018, 05:26:45 PM »
Intego will be in 2.3, Decimator has been removed. Synoro and Efodio will come in the future.

Discussion, Suggestions & Feedback / Re: Limitations of the engine
« on: October 22, 2018, 05:41:43 PM »
Buttons can all be moved. Map sizes are limited to 20x20 for ground (significantly larger than we use) and something for space, but again, much, much larger than we use.

Depends what you mean by literally screen. If you put ships in front of other ships, they'll take hits instead of the thing they're blocking.

Star Wars Discussion / Re: Apeiron Kotor mod canceled
« on: October 12, 2018, 05:46:07 AM »
Technically they have the right to shut down TR for whatever reasons they want, however they have never shown any desire to shut down any actual mods for SW games, even though they're aware of them- the EaW patches were authorized in large part because of mod popularity, for example. Calling Apeiron a mod is a pretty big stretch. It's far more like the old BFIII fangame that was being made which also got shut down a few years ago. They were remaking the game in an entirely different engine, calling it a remake, it was getting represented as such on gaming news sites, and even had apparently registered their team as an actual LLC. While they said it was something that would require having rhe base game installed, it's hard to say what form that would take, since again, it was being made in Unreal. I'm honestly surprised it took this long to get shut down.

The CSA bought up surplus, but no matter how rich they get, they can only buy stuff that was actually produced in large enough quantities. The stuff you've suggested there is basically just slotting an entire Mandalorian faction into the CSA, which doesn't really work thematically, or the most obscure Imperial stuff, which again doesn't fit with th idea of being surplus. Unit overlap is already enough of a problem in the mod, we don't want to continue exacerbating that.

I don't really know what I can tell you- in the testing I've done to try to recreate this and my own playing, i haven't noticed them being anything like that unless it's a bug that was occurring in release builds for some reason that is no longer there. There's also nothing in their stats, armour class, size class, rig, etc that would be consistent with it, either.

Thhey're meant to be hard, but they aren't impossible. We're okay with the fact that some factions are harder than others because so many of the Imperials have similar rosters and are primarily separated by narrative stuff/heroes as factions in general, which obviously isn't a factor in FTGU.

every time I was able to save enough credits to possibly start making SSD's/battle cruisers,

I'd say this would probably be the biggest mistake you're making in that situation. At that point you can get a lot more value out of making smaller ships sooner and faster that you can use more efficiently.

Yeah, ZC/Mandalorian stuff doesn't really fit with the CSA.

Discussion, Suggestions & Feedback / Re: Kontos Class Star Frigate
« on: October 08, 2018, 06:01:48 PM »
If you're suggesting it as a unit for the mod, we don't use fanon designs except where we need to fill gaps that we know existed, like with EotH's roster- there's dozens of Imperial designs that already exist, so it's not really necessary for them.

Discussion, Suggestions & Feedback / Re: Bombing Runs
« on: October 07, 2018, 03:36:00 PM »
No, the opposite corner from where the target is. If you watch, you can always see the bombing runs come from the opposite part of the map which you tell them to hit.

Discussion, Suggestions & Feedback / Re: Bombing Runs
« on: October 07, 2018, 01:32:18 AM »
It comes from the opposite corner- you can't change the general behaviour for that or direct it ingame.

Imperial Civil War Tech Support / Re: Space Stations in Skirmish Mode
« on: September 30, 2018, 06:05:13 AM »
Hey Silver, glad you're enjoying the mod. That's not an issue however, that's how it works. You buy your ships from that station, just like in the base game. We used to have the shipyard in skirmish and then Golans on top of that, but in addition to being easily rushed, that would make base game skirmish maps incompatible, which was especially important with the period after multiplayer was re-enabled but before we learned putting new maps into a compressed meg file would stop them from desyncing every time.

Yeah, there's a lot of physical projectiles and old fighters.

Pages: [1] 2 3 4 5 ... 237
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!