That wouldn't fix the underlying issue. If certain events cause the script controlling it to crash, it'll stay down for the rest of the game. It's not guaranteed to happen every time, it depends on the specific way every preceding event fires.
Try starting again. It looks like something broke, somehow. Generally that only happens after battles where you have a reinforcement pool full of way, way too many unit types, which starst overflowing the units onto other bones and they don't go away, but if you just started that shouldn't be the case (Although, I've never seen it come up outside of that instance)
If it weren't for users like me, there would be no Steam version. But it's cool, I'm used to the mob rule mentality kicking the disenfranchised in the ribs when they are down.
Just because the "vast majority" use the Steam version, doesn't justify or make right the abandoning of the people who bought the game Day 1 12 whole years ago and played it.
Hopefully your attitude and opinion isn't shared by the vast majority of the mod team. After all, most of those worked on the game long before Steam even existed. If it is, well that is a shame. A real shame.
To be honest, this isn't particularly fair to Petroglyph, you're lacking some of the context with that. PG had wanted to do a patch fixing some of the issues that have been addressed for Steam years ago for everyone back when it was possible- for example, the unit selection freeze. They knew the problem, they had a fix prepared, but the ability to order and deploy patches is up to the publisher, not the developer. LucasArts said no, so it was out of their hands. Ever since Disney got into contact with them, giving them the greenlight to deploy more fixes, they've basically been done by one guy in his extra time at work- PG is not a particularly well off company at this point. They're not trying to screw over or "abandon" the disk or GoG users, there's absolutely no reason they'd want that. The reason those fixes haven't been made for other versions is because of resources- from some of what they've said, it seems like they don't have some of the code for the other copies anymore, but I may be misremembering that. There's also the issue of distribution. Some stuff, like multiplayer, specifically could only be re-enabled because of Steam.
The PG staff have been very communicative with mod teams, one of them (the one who does all of the EaW patches) interacts with modders on a regular basis. He's helped us directly solve several issues within the mod, most notably when we were able to give him specific information on the save crashes (A proper crash log), he had it fixed within a few hours and worked as fast as he could to start the ball rolling on getting the patches they could get out, out.
I know it's disappointing that the patches have only come out for one of the three copies of the game, but again, PG has no reason to want to "abandon" the other copies. They're not "kicking the disenfranchised." It's simply been a question of what's actually feasible for a company that's barely managed to stay afloat, and they've been putting in basically whatever they could spare to update a 12 year old game when they'd been facing publisher pushback on it basically since release. It's not really their fault. Trust me, I'd have every reason to be annoyed with them if I thought it was- the fact that we essentially have to maintain two different versions of the mod has cost me not just days worth of work to switch from one to the other for the release of 2.2 alone (and every subsequent patch we've tried to do), but also the constant additional tech support, extra notes, etc that I have to do, and because they're different, I needed to buy a copy of each, and I couldn't wait for it to be on sale, I needed them when I needed them.
That wouldn't be it- the game doesn't really know that Thrawn for the EotH and Thrawn for the IR are the same thing, and the EotH one doesn't get involved in the LUA script anyways. It's always a bit tricky to track down where exactly the script went wrong, because generally the bit that didn't work is fine, it's the last thing that seemed to work that would have brought it down at some point.
Random events have not been removed, and there's no automatic updates with Ascendancy so even if we had changed that stuff you wouldn't get any changes without downloading a new copy of the mod. You may just have the Sins DLC turned off.
While not a massive change, I've started going through and adjusting some of the stats on fighters. Here's a quick look at what some of the upcoming fighter stats are for ICW2.3, FotR 0.5 and some other stuff. A few are missing since I only took one screenshot and it's a pretty long list.
Like I did throughout the development of 2.2, I'll be doing preview playthroughs showing what's going on with Imperial Civil War 2.3 (and Fall of the Republic ) on my YouTube channel, Corey Loses. The first of these series has started, looking at the start of 2.3 development and the Eriadu Authority. The first episode can be found here:
You would need some way to specifically track which unit is which between galactic and tactical, which is more or less impossible. There's some information you can pass between the modes, but we had to jump through a lot of hoops just to get what we can there (stuff like ship was captured, so spawn one on the galactic level)
There was a minimod we released, but that was a decade ago- it was standalone and just added a few CW units and heroes to base FoC, it doesn't interact with ICW at all, and isn't really that good, unless you just wanted to play base FoC with some extra units.
2. It seemed to only tell me what I could build, and it didn't seem to be accurate.
You can ignore the planetary tooltips that say that, if you look at the icons on the galactic map, it'll show what each planet's shipyard level can be.
4. Not according to http://thrawnsrevenge.com/features/other-changes Thrawn’s Revenge includes a brief tutorial to explain several of the key new features introduced by the mod (all of which are also outlined in this manual). You can access and play through the tutorial from the Galactic Conquest menu.
That information was for 2.15 on the website, not the recently-released 2.2, which hasn't been updated for the release of 2.2 we're basically going to be removing all direct ingame-info from the website, since it's more cumbersome to update and most people never even look at it, we have the manual for that, which gets updated with each version.
3) The majority of units & building icons in the taskbar (or whatever the bottom build display is called) are really dark, so I find it to be really hard to tell what I'm clicking without waiting for the pop-up description.
The backdrop is darker, and the icons themselves tend to actually be brighter, so there's a higher contrast between them and the backdrop, so they generally should be even easier to make out than the base game, so I don't really know what more we could do in that direction.
No special advantages/disadvantages to any of them. Was this intentional? Makes it a bit less fun to pick which planet to hit next.
Planet capture rewards are not the same as the base game abilities, they're units or structures that can spawn when you take a planet. As for abilities, EaW had 2-3 factions and about ~60 planets between all of its GCs. We have about 250 planets, and 8 playable factions plus several non-playables. Most of the base-game abilities if you tried to apply them within the mod's context would be either meaningless or OP. You'd either have to make them very generic, so ultimately every faction would more than likely end up with the same abilities and wash the whole thing out anyways, or very specific, and then any given faction could be at a huge advantage or disadvantage because of what the planets in the GC happen to be. As others have mentioned, that's why we've gone in different directions with planet-specific things, like corporations, capitals, and other stuff we'll continue to add, since they allow a bit more flexibility in scenario design without completely fucking up balance like the base game abilities would tend to if applied the same way.
With 2.2.5 wrapped, we've started to move onto the next full version of Imperial Civil War (and Ascendancy / Fall of the Republic, but their time will come). As we ramp up production, we thought we'd give a brief overview of what the main focuses are in 2.3. As always, if you prefer video versions of news posts, you can see that just below. The information in the written and video versions is the same.
"Neither Syndic Mitth'ras'safis nor I is unsympathetic toward Commander Mitth'raw'nuruodo. We wish only to protect him from his own excesses" - Admiral Ar'alani to Jorj Car'das
While we're happy with the results of 2.2, we know there are a lot of areas we still can and want to significantly improve it, across the board. One of the main things we decided in 2.2's development, however, is that once we had it as a basis, we would need to do a better job prioritizing how and when we would approach each aspect in order to avoid the time it took for the complete overhaul that 2.2 turned out to be. 2.2 took over 4 years, but it also involved a significant reworking of every galactic conquest, a ton of the art, and basically everything else. Rather than tackle everything at once, with 2.3 and subsequent versions, we intend to choose smaller areas to focus on, and for broader projects, to split them up into milestones so we can have slightly smaller but more focused and frequent releasesl. 2.2 also involved a lot of reworking behind the scenes to make certain things a lot easier to work on and more modular, so a good amount of that 2.2 development time should continue to pay off into 2.3, Fall of the Republic and any other future versions or projects.
What follows is not an exhaustive list of what's coming, but it should give a decent idea of what you can look forward to in the next version.
"The Corporate Sector is completely by the book, and when they feel they are right, according to that book, there is no stopping them." - Reen Irana
With 2.3 and subsequent versions, rather than try to do major changes for all factions at once, we've instead chosen to focus on individual factions to receive most of the focus for new or redone units. For most releases, this will mean either a new faction being added and another one receiving most of the new and redone content, or two factions receiving the new/redone content when we're not adding a new playable faction. We'll also choose one faction for whom we plan to flesh out a lot more story missions and events for galactic conquest, and one or two galactic conquests where we plan to flesh out all present factions' stories. This isn't to say nobody else will receive anything in these releases, just that we're specifically directing our attention to a more narrow subset. Each section will get its own news post covering exactly what's included in it as we go.
New playable faction: Corporate Sector Authority New unit focus: Eriadu Authority New story focus: New Republic GC story focus: Bacta War / Thrawn Campaign
A lot of the major AI changes only started coming into the mod towards the end of 2.2's development aside from some tactical changes that Pox and I were working on, but evilbobthebob has brought the galactic AI a long way in terms of focusing its production and aggression. There will continue to be changes to the AI throughout 2.3 as well. A primary focus of this will be continuing to divide ship roles beyond what exists already so we can get the AI to more effectively build diverse fleets- not all frigates are meant to do the same thing, nor are all capital ships, so the more we can make distinctions between them and more effectively control AI fleet compositions.
With 2.2, we also tried to make the AI play for the most part within the same rules as the player, depending on difficulty. With 2.3, for those who want a much more challenging experience, we want to introduce some extra optional levers to make games more challenging throughout, and maintain some resistance for longer. This will, again, be completely optional, so those who prefer to fight on a more level playing field will be able to continue on with the more fair pre-existing difficulty levels.
"General, prepare your troops for a surface attack." - Darth Vader
With 2.3 we plan to begin some of our ground overhaul changes. In future versions we have a number of basic mechanical changes that, if they work out, would significantly change how ground combat works in EaW, but that's a bit more long term. We're going to be starting off by working on fleshing out the pacing, unit roles, damage modifiers, balance and all of those factors within the existing mechanics of ICW ground combat. Alongside this will be some art reworks to props, map textures and existing ground vehicles to improve the aesthetics of ground combat, but this generally means that, except for what gets added to new factions, we generally will not be adding new vehicles in the next version or two. We'd rather focus our resources on getting what's there right and expanding from that than continue to add things in which make it more complicated to make the more basic changes. Once we have everything set up, it'll be easier to add new units within that.
So that about covers it for the overview- again, that's not an exhaustive list of what we're working on, but it does cover most of the main focuses. We'll have more specific updates covering the specific sections as we go, and as with 2.2, I'll be running preview playthroughs throughout development on my Youtube channel, Corey Loses (https://www.youtube.com/coreyloses), starting with an Eriadu Authority playthrough in Art of War next week.
We've updated both ModDB and the Steam workshop version of the mod to 2.2.5, which for ModDB means all previous updates since 2.2 are now included as well. If you have the Steam version, it will already have automatically updated.
- Multiplayer GC Support Added: Thrawn Campaign available as New Republic and Imperial Remnant - New VO for dozens of units, across all factions - Yevetha Re-Enabled in GC and Skirmish - Empires at War and Black Fleet Crisis GCs Re-Enabled - Several tactical maps added or updated for galactic conquest planets - New Skirmish map: Smuggler's Ring - Some updates to ingame tech tree dialog screens - More AI tweaks, should fix AI skirmish issues with upgrading and building units - Squadron count changes for several EotH ships (reflected in all tooltips) - Hapan fighter spam nerfed - Added a fix to prevent infinite loops causing game freezes when returning to galactic from tactical battles. - Removed ground spawns from space-only planets for Yevetha in progressive GCs - Stat display supported in mission log for all GCs and factions - Added plot elements for building Wedge in the Lusankya for all applicable GCs, changes to Rogue Squadron spawns. - Fixed issue where Carnor's era change speech would happen at the same cue as Palpatines (era changes would go on unaffected though) - Removed Eri Palle - Event added for Sil Sorrannon's revolt in BFC, which removes Yevethan heroes if you take too long winning the GC - Fixed NR starting credits in Crimson Empire and Shadow Hand - Fixed issue where Normal was getting more bonuses than Hard in some ways - Fixed Ashik, Pellaeon, Skipray FoW reveal for Skirmish - All EotH units have full stat readouts in text tooltips. Will be applied to other factions in 2.3 after feedback. - Standardized Z-layers for ships of the same class (still randomized) - Artillery health from 300->100 (MPTL, SPMAT, Plasma Mortar - More ground units switched to hardpoints for inaccuracy checks - Miy'til, TIE Raptor and ARC-170 lasers brought into line with other fighters - TIE Defender health 25 -> 30, Shield Refresh 1 -> 3, added flyby sound effects - Yevetha plex soldier icon changed - Fixed Kariek ground map causing a crash - Fixed Megamaser Texture