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Messages - Corey

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81
Discussion, Suggestions & Feedback / Re: Tie aggressor
« on: November 25, 2018, 05:35:44 PM »
There a re a few Imperial fighter types we've not used yet but which will be used for more Warlord flavour on the future. Aside from what's been announced already, we don't have any specific plans yet but it's probably a safe bet.

82
News & Updates / Vision of the Future I: The Hand and the Unknown Regions
« on: November 23, 2018, 07:13:01 AM »
In this series of updates, we're going to look beyond what's immediately planned for 2.3 and talk about some of those broader goals for different elements of the mod. To start us off we'll be taking a look at two related areas of the mod which offer some interesting possibilities but remain underexplored- the Unknown Regions and the Empire of the Hand.

As usual, if you prefer video, that version of the news post can be found here:




While the main focus of Imperial Civil War is the collapse of the Empire into its various successor states (including the New Republic) as they attempted to reunite or establish themselves as the main galactic power, part of what we attempt to do with our mods is represent the broader galactic situation and allow people to explore that as much as possible, with as many different groups as possible- essentially, we try to approach with as much of the Total War or Europa Universalis/Crusader Kings/Hearts of Iron style as the engine will allow us. Although it doesn't receive as much attention in the various works that make up the EU, and in-universe it isn't explored as much, the Unknown Regions make up a significant portion of that galaxy. Within the mod we currently only cover that via the Empire of the Hand which, while being an interesting group in many ways, doesn't represent the entirety of what was going on in the region during this period. In fact, they spent most of their time busy dealing with the various threats within the Unknown Regions, while in the mod their only option is to immediately invade the Known Galaxy. This is an area which we've always wanted to expand on, and it's something we're going to look to do in future releases. The Empire of the Hand as a faction, while some aspects are interesting or unique, also have a lot of rough edges (to put it nicely) and need a lot of work to bring them up to par, which we'll talk about first.


Ssi-Ruuvi ships in Thrawn's Revenge II: Ascendancy

The Empire of the Hand
"The Empire that Senior Captain Thrawn is carving into the evil that pervades our worlds is not the Empire you chose to leave. His is an Empire of justice and dignity for all beings. His Empire is one we gladly serve. One we are willing to die for." - Vaantaar

As a faction, the Hand offer some unique and interesting units, but there are also many places where they currently fall flat. For one thing, since they tend to have some of the oldest models, a lot of their units need and will be getting some level of visual upgrade to bring them into line with the newer assets. Since the hardest parts of making their units tends to be coming up with a suitable design more so than the actual modeling, instead of having a specific release dedicated to updating them like we've been doing or will be doing with the other factions, their updates will happen across a few different releases. In 2.3, we will also finally be releasing their Intego Battlecruiser, which, at 2200 meters is the largest ship in their fleet. We were originally hoping to put it into 2.2 (and it can be used in current versions of Ascendancy, our Sins of a Solar Empire mod where you can see some of this content already) but we felt like its design still needed a lot of work. The current version, before the updates, can be seen below- the general shape will be remaining, but a lot of details have changed since those pictures were posted. Final pictures should hopefully be coming soon. On ground, every unit will be redesigned, and most importantly, rebalanced. Ground as a whole is being rebalanced and reworked in the mod in 2.3, however in 2.2 there are a few units in the EotH, especially the Megamaser Tank, which remain obscenely overpowered. In 2.3 we're rebalancing every part of ground combat, so that will all change, but they need art updates as well. Unlike with their space roster, their ground roster redesign is one we hope to do all at once; this is currently planned for 2.4, but specifics may change. Overall the roles for their units will remain the same, but we'll be bringing them away from the Lego Tanks aesthetics they currently tend to have.

While there are plenty of other story or research mechanics we'd like to add or flesh out more for the Empire of the Hand, something else we will be working on with their unit updates is nailing down exactly where their units are coming from, which will be more important as we flesh out the Unknown Regions as a whole. The Empire of the Hand comes from a few different backgrounds- Imperial, Chiss, local designs, and combinations of those. The units in their buildable roster aren't directly Imperial in origin, so we'll be trying to group the rest of their roster into the other categories. Some will be labelled as designs coming directly from the Chiss Ascendancy (as many assets and personnel were funneled directly to the Hand from them), some as designs made by the Hand itself or one of the various member species, and some as the fusion of Imperial tech with another one of those groups (this one is more straightforward- for example, the Clawcraft and Star Destroyer variants like the Chaf and Ascendancy).


The Intego as it currently appears in Ascendancy

The Unknown Regions

"The gulfs of space are not home to us and neither are the barren worlds. The worlds of fire and the worlds of ice are not home to us. Where oxygen burns and water flows, where carbon bonds and ozone protects—there we plant our roots. The seed of our species is fertile; all we require is the soil in which to plant it." - The Keeramak

While the Empire of the Hand currently starts off controlling everything in the Unknown Regions in the mod, they were in fact trying to combat various threats of different sizes the entire time. It's impossible to represent every little group they would have come across due to lack of information in universe and a limitation to what can put put in game, but we do intend to try to put in some of the more major players in the region at least- ideally, given enough time and resources, we'd like to have entire galactic conquest scenarios based within the Unknown Region. Because these updates are about covering future content, here's a quick look at the major groups we'd like to represent, focusing on those which had bigger impacts or the most opportunity for fleshing out. Keep in mind, all of this is only prospective, and not necessarily set in stone; certainly not content being worked on immediately, though we do have some idea of different phases in which they could be implemented. The ability to do the factions and species listed below will depend on resources as we complete stuff, and keep in mind that being represented doesn't necessarily mean being their own faction- some would be, but some will also be represented through the Independent Forces faction (though with suitable assets) similar to how the more minor Warlords currently are in 2.2 (ie Antemeridias, Elrood). Some may even be in the running to be playable under the right circumstances.

  • Chiss Asendancy - The official government of the Chiss, based on Csilla, and arguably the most influential group in the Unknown Regions.
  • The Killik Colony  - An insectoid hive-minded species which originated on Alderaan and migrated long ago to the Unknown Regions.
  • Ssi-Ruuvi Imperium - A faction of war-mongering religious fanatic reptiles
  • Vagaari Empire - Slaving Nomads
  • Nuso Esva - A warlord whose forces became one of the first targets of Thrawn's campaigns into the Unknown Regions, on the edge of the known galaxy, and connected parts of Thrawn's Unknown Regions conquests to the known galaxy.

Again, this isn't quite coming in 2.3, just a rough outline of some of the ideas we have for fleshing out parts of the mod which currently aren't especially fleshed out. All of it ultimately depends on resources. Some, like the Chiss and Ssi-Ruuvi, we have some considerable amount of work done on already, so they're more likely to show in some form sooner than later. That will do it for our first Vision of the Future news post, all of this will be expanded a bit more as we get closer to the specifics, so hope you're looking forward to that. As usual, I'm running preview playthroughs regularly on my YouTube channel, Corey Loses if you want to see some of the changes in action as they happen. The current Greater Maldrood playthrough is currently wrapping up, and I'll be moving onto the CSA playthrough at the start of December.

83
Imperial Civil War Tech Support / Re: No unit discriptions.
« on: November 23, 2018, 05:23:56 AM »
It's also possible you have files overwriting your mod files. Make sure you have a clean installation of the game and the mod.

84
News & Updates / Ascendancy 1.1.6 Preview & Testing Start Date
« on: November 22, 2018, 11:22:56 AM »
Hey there everyone. It's been a while since out last news post, but the time for testing of the new version is about to be here. Before we get into details, I've been doing an Imperial test run (Palpatine tree) on Corey Loses which goes over some of the changes we've made so far. I'll likely have time for one more run through before we start.



As we outlined in the announcement post , the upcoming 1.1.6 update primarily focuses on overhauling some of the balance issues in the mod from the previous release and working a bit on militia and ability flavour. Once this version is out, we'll be working on fleshing out the Hapans as a full playable faction, as well as completing some of the work started here.

The goal of the beta phase will be to get more feedback on the changes we're making as they're finalized, and so work will likely continue on adding and updating abilities and other assets throughout testing. We basically want to get as much feedback as possible before moving into a full release. In order to make sure we're able to respond to feedback as effectively as possible, we're going to be running the beta using GitHub, which allows us to push changes as they're made directly to everyone's copy. This means that the beta will be run primarily out of our Discord server, which will have channels dedicated to updates and discussion, as well as our forums, which will have a subforum set up for bug reports, as well as through GitHub itself. There will be full instructions on how to install the beta and report issues when the beta starts. This is currently planned to be:

Thursday, December 6th, 2018

We hope you're looking forward to playing around with the new changes. Once the beta starts, we'll be trying to host at least one community match per week through Corey Loses and the Discord server to make sure we get as much multiplayer feedback as possible. More details for those will be posted when the beta starts, too.

85
Ascendancy Tech Support / Re: No ironcladgames folder in my games
« on: November 20, 2018, 08:01:40 PM »
If you check ingame, it'll tell you the exact path to your Mods folder, so I'd suggest checking that if you're having trouble finding it

86
This one's a bit more sparse because of personal life events for myself and several other devs, but still some movement being made in a few ways- everything should be back to normal now so expect a lot more progress to come quickly.

Ascendancy
- Work continues on militia updates (Ssi-Ruuvi, Hapan, New Republic, Hand, Imperial Mix on different planet types)
- Ideation on ability changes continues (Endurance [4], Secutor [4], Dominator [1], Praetor [3], Syndic [1], Ascendancy [2], Peltast [1], Phalanx [1])

Imperial Civil War / Fall of the Republic
- Pox has created an updated, streamlined method for exporting galactic force spawns using the new LUA framework for era selection.
- Fixed starbase spawning in maps with era selection.
- Accuracy adjustments vs Infantry for NR, CSA, EotH and IR (Rep / CIS still to be done)
- Recusant, Bulwark and Lucrehulk scales adjusted to be in line with canon
- CSA skirmish support added (space)
- Adjustments to Isard's Revenge GC
- Adjustments to a couple dozen maps. Added Sarvchi map, Kuat/Bespin space maps
-Corporations: Added discounts for NR KDY, NR Rendili, Empire Incom, GM/ZE CEC linked to faction barracks and light vehicle factory

87
Imperial Civil War Tech Support / Re: No unit discriptions.
« on: November 18, 2018, 11:46:51 PM »
That usually means your game is not in English-you just have to go into the mod's Data\Text folder and rename MasterTextFile_English to your language name.

88
Discussion, Suggestions & Feedback / Re: Hapes cluster
« on: November 18, 2018, 11:46:04 PM »
Something like that

89
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

thanks

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.

90
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.

91
Ascendancy
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

92
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)

93
It's not possible to implement that

94
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.

95
Their changes are part of an in-progress set of broader changes. Once everything's done, they'll work properly again.

96
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.

97
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.

98
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.

99
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.

100
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.

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