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Messages - Corey

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1
Discussion, Suggestions & Feedback / Re: Carriers; How do they work?
« on: February 23, 2020, 04:28:18 PM »
One its fighter complement is dead, they don't come back until the next battle.

2
Thanks for the suggestions! A few of my throughts, though.

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New units: Recusant, Gozanti, ARC-170

I think boiling it down to this shows the reasons why this isn't a direction we're going. We're trying to remove the CW units from places, especially where they don't really make sense. There's not really a reason to keep them there, and adding more definitely gets away from that goal.

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First is Leonia Tavira, with the main thing being that in early eras and scenarios and campaigns being recruited not slotted in as it fits more into why she joined the malrood in the first place (Treuten had bribed her with a star destroyer)
this would solve the main bug issue with her.

The reason she's not recruitable is because we're not able to lock and unlock units for the factions that aren't the Empire, Nr and EotH. If she's recruitable for them in one scenario, she's recruitable for them at all times, in all scenarios. That's why the only ones that are recruitable for them are heroes like Boba and Dengar who were more or less active the whole time, give or take a few years. Merili has been considered, but is another character model (which aren't easy to make, and our focus there has been the dozens needed for the first release of FotR recently, with other upcoming faction reworks requiring that attention as well), plus she's not really a combatant. Same with the Jensaarai, except they're even harder and their ingame use ends up being even more niche.

We're also at the faction limit in EaW, we can't add a bunch more to represent other holdings like that. We only get 16 slots total.


3
Discussion, Suggestions & Feedback / Re: Remove ground battles
« on: January 08, 2020, 04:21:11 PM »
We are doing plenty of ground reworks, which you will be able to see the start of in Fall of the Republic's first release. We will absolutely not be removing ground. Not only does that remove ground, it also fucks up galactic systems. We're not cutting off half the game and making galactic worse.

4
Imperial Civil War Tech Support / Re: Trouble with Installing
« on: December 30, 2019, 09:43:18 AM »
Especially for people who have troiuble getting the GoG/Disk copies to run, we recommend getting Steam and using the steam workshop. The GoG/Disk versions always require more troubleshooting and the mod even has to be stripped down significantly for them. The Steam version is on sale currently.

5
Imperial Civil War Tech Support / Re: AI in control of my GC, 2.3.4
« on: December 30, 2019, 09:41:42 AM »
If you pause right away, then the scripts haven't had a chance to figure out which faction you are, so triggering the AI switch for cruel before that happens will mean it switches your AI as well.

6
News & Updates / Re: Galactic Conquest Scenario Editor
« on: December 30, 2019, 09:39:56 AM »
We use it internally and update it as needed, however it's not something that's ready to be deployed and getting it to a public-facing point is not a priority.

7
Discussion, Suggestions & Feedback / Re: Projectiles and Models
« on: December 16, 2019, 03:28:38 AM »
We're going to be reworking all particles soon, more suitable versions of those will be part of it.

8
2.3.4 Release live on Steam: http://bit.ly/2eBaUOc

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- New mechanic: Planet influence levels
- New mechanic: Chief of State Elections (New Republic
- New environment sets for land & space, space maps being updated with new assets
- Fighter Rebalancing (Dogfights should be faster, all stats adjusted)
- Pirate hero and fleet recruitment added for Zsinj
- New fighters: Missile Boat, XG-1, TIE Terror, TIE Oppressor, TIE Aggressor, TIE Sentinel for Imperials Aggressor Fighter for Mandalorians
- New units: Repulsor Sled (Eriadu), BARC Speeder, Adz Destroyer (Maldrood), Beta Cruiser WIP (Hapes)
- TIE Avenger has proper model now
- Instant Action improvements: Hapan faction now supported
- Galaxy Art edits: Particle updates, camera moved slightly, travel route line thickness edited
- UI modified to support more button space, new galactic filters for political events
- Support ended for multiplayer GC
- Fixed AI bugs in skirmish (will now capture mines and upgrade)- Fixed several crashes on galactic and battle initiation- Many other changes and fixes


9
There will be at least two weeks notice with the release date listed ingame, and the old version is available on ModDB for people who want to continue saves anyways.

10
Discussion, Suggestions & Feedback / Re: More units from Dark Empire?
« on: November 08, 2019, 01:23:09 PM »
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You should be able to make 'em quite easily - I guess - by editing the already-existing model of the Dark Troopers 3rd series. I miss the Dark Troopers a lot, so I may be biased.

They're really not that close to Dark Troopers, it'd probably be more work to edit the Dark Troopers to look like them than to just make them entirely from scratch. Character models (which SDs basically are) are one of the most difficult things to do, especially animations, which isn't the primary strength of anyone on the team.

The primary reason there's not more Dark Empire stuff in the mod is because it's so niche- it's typically weirder units that would gtake a lot more work to get to do whate they should in Empire at War than other stuff, for the reward of being sued by one faction in one era, so it's hard to justify doing them over the huge number of other things we have to do. Things like FotR's core rosters, updating EotH, fleshing out Hapes, even updating the NR/Ir core units are also still ongoing, so it's hard to justify making those units of limited use. I'm not saying none of it will ever happen, but that's typically why it hasn't so far.

11
News & Updates / Feature Preview: CIS Government Mechanics
« on: November 08, 2019, 01:19:36 PM »
We've spoken about our new galactic influence and government mechanics a bit already, having looked at both the influence system and the New Republic's government setup with Chief of State elections. Today we're taking a look at the CIS' government mechanics, which involve gaining the trust of the member corporations for extra heroes, ships, and even territory.


12
News & Updates / Imperial Civil War 2.3.3 Released
« on: October 03, 2019, 11:02:36 AM »
Hello and welcome to the release overview for Thrawn’s Revenge: Imperial Civil War 2.3.3. This release includes a reworking of some galactic-level scripting, new models, a new gameplay mode, and much more, but before we get into the overview, there’s a few other things to note first. As usual, the update will mean saves from 2.3.2 will not be useable- we keep instructions on how to make a backup and have had a warning of the release date ingame on several menus for the last month, however since we know there will be people who didn’t read that, we have also released a backup version of 2.3.2 on Mod Database for the Steam version. There is also a copy of 2.3.3 there for people who want that instead of the workshop version, for whatever reason (and as a backup for when 2.3.4 is out).

Video version:



This is also the first release of 2.3’s cycle for non-Steam version, specifically Disk and GoG. There are several things to note about this, since it’s one of the things I’m asked about all the time, and quite often, along with many other modders for EaW, harassed about. The Steam version of Empire at War has several patches that Disk and GoG do not have. These patches from Petroglyph addressed engine issues that impact stability and the capabilities of the game pretty heavily, and releasing the mod at all for other versions has necessitated stripping out a lot of content in order to try to make sure saves will work, especially. It was not possible for the GoG or Disk versions to save in Art of War and Empire’s End, so those maps will not be available outside of Steam. Unit VOs and map preview images also use up RAM space on the galactic map, and make it more likely that saves will also fail to load in other maps, so they too will remain only for the Steam version. The GoG / Disk light version of the mod will be linked in the description, but it is being provided as-is. The game goes on sale on Steam for $5 fairly regularly, so while we understand that’s not possible for everyone, the reality of the situation is that until and unless the Disk and GoG versions get patched, we will never be able to provide the exact same features we can in Steam.


Download [Steam] Imperial Civil War 2.3.3

Download GoG/Disk 2.3.3 Light Version





That being said, it’s time to go over the major changes for 2.3.3. The biggest new addition is a new game mode, instant action, which we announced recently. In this mode, you can build up custom fleets of whatever composition you want for each faction and fight it out, even disregarding pop cap. Right now, the mode only supports playing as the Empire and is only Empire vs New Republic, but that’s just while we work on expanding it and fleshing it out. Eventually, it will allow battles involving every possible faction in the mod, simultaneously. It can be accessed from the galactic conquest menu. There is setup phase where the factions won’t fight, which can be ended by clicking the tactical cam button (which is not a permanent solution, just for now)

- New Mode: Instant Action / Fleet Battle (Empire Beta)
- New/Updated Models & Textures: AT-AP, ARC-170 AT-TE, Victory Star Destroyer, Allegance, Venator, LAAT, Praetor
- New Galactic Conquests: Corporate Acquisitions, Deep Core Conflict
- New Unit: BTL-B Y-Wing (CSA), Swift Assault 5 Hoverscout (Maldrood)
- Attempt at some GC AI performance optimization (stagger freestore servicing)
- Revamped planet defection events, fixed several issues with progressive GCs/Shadow Hand scripting
- Z-layers for ships now randomize over a larger range
- New Reinforcement Point indicators for CSA, Pentastar, Hapes
- Changed planet selection ring collision
- Fixed cloud texture for low-orbit maps
- Some updated icons
- Various other balance adjustments and minor bug fixes

We’re also working towards finishing the beta for Fall of the Republic, our Clone Wars mod, which will hopefully start October 31st. If you would like to report bugs for 2.3.3, please do so in the Discord server linked in the description.

13
Discussion, Suggestions & Feedback / Re: CSA Fleet Analysis.
« on: October 03, 2019, 10:59:49 AM »
Why would they? There's nothing that they used or which fits them.

14
Ascendancy Discussion / Re: Best version of Steam sins to run with this mod?
« on: September 16, 2019, 02:43:55 AM »
The mod supports the most updated version of Sins with the latest release.

15
Discussion, Suggestions & Feedback / Re: Unit Upkeep
« on: September 16, 2019, 02:43:21 AM »
Are there any enemy units there? That will also do it.

16
That is correct. Infrastructure I don't think is actually used anymore. It was for when we were having trouble spawning structures at the start of the GC for certain ones that we set up through LUA, so we gave them a huge budget so they could build structures quickly, but we ended up figuring out the spawning.

17
The Empire of the Hand's ships weren't explored beyond the Clawcraft and mentions of "Chiss Star Destroyers." Beyond that, we had to design them.

18
Multiplayer / Re: Multiplayer stable?
« on: September 08, 2019, 02:04:52 PM »
Verify the integrity of your game files through Steam.

19
The income bonuses cruel gets are defined in DifficultyAdjustments.xml, however I'm not sure if switching the stuff in that file would impact ongoing saves.

20
News & Updates / FotR: Progress Update, Beta & Release Date
« on: September 08, 2019, 02:03:23 PM »

Today we've got a quick progress video going over what's left for the first release of Fall of the Republic! The short version is that units ans heroes are basically done, and the primary work is in UI edits and galactic conquest/story elements. We're hoping to start the beta on October 31st. For more in-depth breakdowns, see the video.


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