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Messages - Corey

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We've talked about them in previous updates- we'll be going before the Clone Wars with future updates, not after.

Before we get into the update, we want to first thank everyone for their fantastic support so far through the first round of Mod of the Year. With your support, we have made it into the top 100 with not one, not two, but all three of our current projects. If you would like to vote for any of our mods in the final round of voting, you can do so by clicking on the appropriate button below, which will take you to the voting page. There you just click the "VOTE" button next to the mod's name. You can vote for as many mods as you like in this round, too. Again, we appreciate all the support!

As has become our new common way to do news posts, this update is also available in video form. The video form doesn't include the historical context blurbs, but does cover both this update and the previous Republic one:

The Confederacy of Independent Systems

Leader: Count Dooku, as Head of the Separatist Council (de facto Darth Sidious)
Capital: Raxus Secundus

Historical Context
"Our friends from the Trade Federation have pledged their support. And when their battle droids are combined with yours, we shall have an army greater than any in the galaxy. The Jedi will be overwhelmed. The Republic will agree to any demands we make."
―Count Dooku

Initially, the separatist forces were more of a loose association of largely-independent forces sourced from various disenfranchised sectors and organizations within the Republic organized in the wake of the Raxus Address by Count Dooku, a call to action against the Senate and Jedi and what they saw as the corruption in the galaxy. The formation of the Grand Army of the Republic, and its effective sue against these individual forces caused them to more strongly integrate. Chief among these groups were organizations like the Commerce Guild, Banking Clan, Techno Union and Trade Federation, which sued their vast resources to fund the production of arms through companies including Bactoid, the Colicoid Creation Nest, and Geonosian Industries. Each of the major contributors to the CIS would operate and organize their forces somewhat independently, however with the appointment of General Grievous to command all of the separatist armies, the chain of command was unified and forces integrated more fully.

Addressing the Cartoon. Again

Although our initial reveal post pretty much covered this, one of the most common questions we still get about the mod is whether we'll be covering the newer cartoon "or" Legends. This, like Imperial Civil War, is a Legends mod. As we covered back then the newer cartoon is part of Legends though, and has been since it started, it just also happens to have been the one thing kept along with the movies in the creation of new Canon. Yes, there are some contradictions between the cartoon and other sources, however not as many as you might think, especially on the scale where the mod is able to reflect the storyline in the first place. It also provides access to several new ship designs and characters which we would otherwise have to do without, especially on the CIS side. Besides, several contradictions already existed between previous sources- this is Star Wars, everything contradicts everything to some extent. Typically, the best indicator of where we're going with the mod is the book Essential Guide to Warfare and its endnotes by Jason Fry, which, since its release, has been effectively a production bible for us in the creation of Imperial Civil War, and now Fall of the Republic. It does a very good job of sorting out the inconsistencies and providing a broad overview of every era in Legends, while putting it all into 'historical' context.

Roster Overview

The initial releases of FotR will cover the three years of the Clone Wars, making each into its own era. One of the goals within this is to represent the move from independent command within the CIS to the unified command under General Grievous between the first and second eras, the specifics for which will be fleshed out and discussed more fully as we get further into development. There were also some other types of local forces which were involved (ie Umbarans), however these will not be fleshed out until later versions.

As we're planning to do an initial beta release (0.5) and then a more fleshed out release (1.0), there will be some units left out until the latter release, allowing more time for testing while the additional assets are finished and ideally getting something playable out as soon as possible. The regular text below are unfinished 0.5 units, green are finished 0.5 units, and italics are units planned for 1.0. As ever, plans can change at any time during development, so don't take any of this as being set in stone. Some things will also be added in releases past 1.0, so if you notice something missing, don't worry, we just don't want to overload the first build (also, things like landers aren't included in the list, but will be included in the mod).

Space Unit Roster
Subjugator, Lucrehulk (Multiple Variants)
Providence, Bulwark
Recusant, Munificent, Geonosian Cruiser, Captor
Diamond, Gozanti, Lupus, C-9979
Vulture Droid, Hyena Bomber, Trade Federation Bomber, Belbullab, Nantex, Rogue, Tri-Fighter, Mankvim-814, Ginivex

Ground Unit Roster
Octupterra, Crab Droid, Hailfire, AAT, GAT, HAG, HMP, MTT, MAF, Spider Droid, Persuader
B1 Battledroid, B2 Super Battledroid, Magnaguard, BX Commando, Droideka, Droideka Mk II, STAP

Heroes will be covered in an upcoming post. Spoiler: There will be some acolytes.

Imperial Civil War Tech Support / Re: Where are the multiplayer saves?
« on: December 16, 2017, 05:38:34 AM »
How and where the game saves isn't something that can be or is affected by the mod, so if there is an issue with it, it's not something we can change. All I can say is if it is looking in the wrong place for saves, you'd just have to move the save file to wherever it's looking manually.

Imperial Civil War Tech Support / Re: Where are the multiplayer saves?
« on: December 14, 2017, 02:58:08 AM »
No clue. I haven't tested any MP GC yet.

Ascendancy Tech Support / Re: mod problem
« on: December 14, 2017, 01:55:01 AM »
No problem. Glad it's at least working for you now, hope you enjoy it.

Ascendancy Tech Support / Re: mod problem
« on: December 13, 2017, 07:13:00 PM »
Yeah, sorry- there's gotta be some setting or something since I doubt you just happen to have the only computer a particular mod won't work on, I'm just not sure what it could be right now. If I think of anything else, I'll post here again.

Ascendancy Tech Support / Re: mod problem
« on: December 13, 2017, 03:10:40 PM »
What are your system specs? Have you tried reinstalling Sins?

Ascendancy Tech Support / Re: mod problem
« on: December 12, 2017, 09:03:22 PM »
If you right click the TRAscendancy115X folder, and then properties, what does it say for Size, size on disk, and number of files?

Ascendancy Tech Support / Re: mod problem
« on: December 12, 2017, 07:31:18 PM »
Go into the mod's folder, then into the GameInfo folder, right click the address bar at the top (where it tells you what folder you're in), copy address as text, and paste it here

Before we get into the meat up this update, we want to first thank everyone for their fantastic support so far through the first round of Mod of the Year. With your support, we have made it into the top 100 with not one, not two, but all three of our current projects. If you would like to vote for any of our mods in the final round of voting, you can do so by clicking on the appropriate button below, which will take you to the voting page. There you just click the "VOTE" button next to the mod's name. You can vote for as many mods as you like in this round, too. Again, we appreciate all the support!

As usual, this update has a text and a video version. The contents are the same, it's just a matter of which medium you prefer. The video version can be seen here:

Over the development of 2.2, we've done several updates talking about new content and content changes, and while there's plenty of documentation in both text and video form of the mod as it changes, we haven't really taken an update to talk about the more structural changes to how the mod works, or addressing what we and other people have seen as the weaker points of the mod in previous versions, so that's what we'll be doing today. Some of these things we've touched on in some ways before, and some reaches forward a bit more into 2.3, but it's good to have it all in one place. This will be divided into a few different points/categories.

1. The number of projectiles (and some other factors) in the mod make it feel arcade-y/reduce the visual quality of the mod.

We definitely agree with this in 2.1. Essentially, the projectile counts in 2.1 were meant to most easily and clearly represent the canon armaments of ships, however while it made it more clear in one sense, it made the game less readable in other ways. While we are keeping the representative armament system in the mod, the total amount of projectiles is significantly lower. Even SSDs, while they put out a lot of firepower, won't be covering your screen in sheets of lasers. Health has also been proportionally increased across the mod, making ships feel a lot more solid.

2. Lack of abilities and similar ranges contribute to a feeling that there's not as much unit diversity in the mod in terms of actual role as there could be. Also, why are Praetor's weapons so long-ranged? And TIE Defender spam?

To address the second last part first, the reason Praetors and other larger ships have such high ranges is because we were attempting to mitigate the tendency for ships to spin when they can't use as many weapons as they'd like. We've since found other, better ways to do this, and frankly the benefits aren't worth the tradeoff of the Praetor being so powerful, so that particular change has been removed. Praetors are meant to be damage sinks, not snipers, and their new range will reflect that. In general, ships will have a broader... well, range of ranges helping to contribute to their ability to fill different roles. There's also going to be a split in the Concussion Missile weapon type, with one anti fighter type (which is what is currently in the mod), and an anti-ship variant, the kind you'll find on ships like the VSD, which will help them become more dedicated capital ship killers. A lot of the changes in weapon types, among other things, are to help smaller ships become more viable in general. In addition to the weapon changes, there have been changes to population cap to help some units feel less clustered near the bottom, and make super ships like the Executor feel like more of an investment. The new space cap is 60 instead of 40, with the cost of mainline capital ships brought up to 6 from 4, which provides us with extra space to distribute some of the smaller ships. In the case of the top-of-the-line fighters like TIE Defenders and Furions, their pop cap value has been increased to 2, meaning only 30 squadrons can be fielded at once instead of 40, and they have also been nerfed in other ways.

Abilities have also been given another look in the mod- we've never liked the idea of just renaming Power to Weapons a couple times, slapping it everywhere, and calling it a day, so while the base game abilities will be making more of an appearance than before, we've also added in some fully-custom abilities to flesh units out even more. In the mod right now are the new single-unit retreat and microjump abilities, as well as boarding abilities, the ability to rotate space stations on command, and in future versions we will continue to flesh out this list with more abilities. Some more general, others specifically tailored to individual units.

3. AI Improvements

In previous versions, we didn't edit the AI from the base game much beyond adding in the necessary tags for the AI to sue our new units, and that sort of thing. There are a few technical reasons for this which I won't go into, but in 2.2 this has changed, so in 2.2 and beyond you can expect to see some significant changes to AI behaviour. A lot of the reworking will come in 2.3, but we've already implemented or at least started to implement certain behavioural changes which should make the AI's actions make way more sense and remove some of their more exploitable tendencies. For one, units will no longer idle below allied space stations and allow themselves to be picked off. While they will still prefer to hang out near their stations, their ships will now move out to meet approaching enemies (prioritized by type, though that's fairly rudimentary so far). This also applies to ground unit behaviour, which should no longer exclusively hang out around bases either. The other major space tactical change for 2.2 is that the AI will no longer use corvettes and fighters to randomly scout the map, and this is a fairly impactful change. Instead, they will focus on actually fulfilling their roles. Which brings us to...

4. SSDs are just too powerful, and too common. It's too easy to win once you get one.

When you fight an SSD, or use an SSD, it's supposed to feel somewhat rare and cool. In 2.15, they were everywhere, and once you got them, you essentially could win any engagement. Once you knew how to handle them, they could still be beaten by the player but the AI couldn't really handle them. We've made several changes to address this, as well. First, build limits are significantly reduced. The typical cap for SSDs is 1 at a time, and a lifetime max of 3. The exception are Bellators, which are a lifetime cap of 4, and a current limit of 3. We've also made it so their weaknesses are more pronounced, making them easier to take down with proper tactics, and as importantly, easier to lose. They have become significantly more vulnerable to bombers (which combined with the AI's proper usage of bombers, makes it so you need to defend them a lot more and can't drop them in haphazardly), and have the oft-requested engine hardpoint to help stop them from escaping with 5 turbolasers left, which was incredibly annoying in previous versions. No longer does an SSD mean victory, it just means you have an powerful ship which excels in its niche against capital ships, as it should, but with especially pronounced weaknesses where it struggles against groups of smaller targets.

5. The era-system is lacking in some ways story-wise, and it's not always clear that higher era doesn't necessarily mean better tech for the Remnant players.

We wanted to bring this up to acknowledge it, but the next news post will be specifically about the multi-era GCs and the changes to era progression, so we'll hold off on that discussion until then.

6. Everything moves really fast in ground battles, and it feels weird.

Our attitude towards ground battles in previous versions was that they were bad, and they weren't entirely fixable, so we weren't even gonna try- we were just gonna make them as painless as possible, and move on. This was the wrong attitude, and is certainly a valid criticism of existing versions. However, this won't be an issue we tackle all at once. There's a few key things we've done in 2.2, namely infantry firing while running and trying to add a bit of variety within them, removing the worse and larger ground maps, working on a better distribution of ground maps so it feels less repetitive (there's now generally at most 2, in a few rare cases 3 planets using any given map between 250 planets in the mod, so you shouldn't notice as much repetition), and some balance changes, along with reverting the aforementioned pacing change. In 2.3, we want to do a more thorough retooling of some ground systems, so we'll talk more about that when the time comes and we've fleshed it out even more.

So that's obviously not an exhaustive change list, but hopefully it's assuaged some concerns for people, or convinced people who may not have been as keen on 2.15 to give 2.2 a shot. We're always looking to improve the mod, so we're always happy to hear feedback both during development and afterwards for the next version. So far, we're very happy with the direction we're going so far with 2.2 and into 2.3, so we hope all of you enjoy it as well.

Ascendancy Tech Support / Re: mod problem
« on: December 12, 2017, 12:32:36 PM »
What's the full installtion path of the mod, up to and including the GameInfo folder?

Discussion, Suggestions & Feedback / Re: Greater Maldrood defeating Zsinj
« on: December 12, 2017, 12:31:21 PM »
No, you don't automatically absorb any of his territory.

Ascendancy Tech Support / Re: mod problem
« on: December 12, 2017, 03:10:00 AM »
Have you tried:
1. Redownloading the mod?
2. Verifying the integrity of your game files for Sins on Steam?

Ascendancy Tech Support / Re: mod problem
« on: December 11, 2017, 11:36:18 PM »
Minidump files are just the crash logs.

Does it show the loading screen for Ascendancy when it crashes?

Ascendancy Tech Support / Re: mod problem
« on: December 11, 2017, 08:34:27 PM »
It's not outdated, it was only uploaded a few days ago. Unless you can provide more specific information, all I can suggest is that you try downloading and reinstalling the mod, as we know for a fact that it works with the current version of Sins.

Ascendancy Tech Support / Re: mod problem
« on: December 11, 2017, 04:20:54 PM »
1. What version of Sins do you have? Do you have LAA installed? At what point does it crash?

2. The mod has no impact on your actual game files, so even if the mod weren't working, if you just remove the enabled mods file, the base game wills till work fine.

Ascendancy Discussion / Re: Diplomacy please?
« on: December 10, 2017, 09:50:37 PM »
We want to make some more changes to diplomatic tech, but that will be 1.2. Our focus in releases up to 1.1 .5 has mostly been on getting the factions themselves a bit more fleshed out.

Discussion, Suggestions & Feedback / Re: Probes and intelligence.
« on: December 10, 2017, 01:15:30 PM »
Intelligence is fairly binary in EaW, there's unfortunately nothing we can do to change how that works in terms of partial reveals and that sort of thing.

Both, depending on instance and time period. First release will likely just be the original Z-95 and not the GAR variant.

Imperial Civil War Tech Support / Re: 2.15 Save Problems
« on: December 08, 2017, 12:18:16 PM »
And this happens with any new saves you create as well? Does it happen with base game saves, or if you try with other mods? Is this the workshop version or ModDB?

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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!