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This patch primarily focuses on attempting to fix or reduce the freeze issues which sometimes occur when battles end. So far, we've had few to no reports of it since certain fixes were applied, but we can't be 100% sure without more testing. There's a potential for some transaction-relient abilities to still cause it (boarding, Single-unit retreat) so we're keeping an eye on those specifically. We've also applied several AI upgrades, along with other smaller bug fixes and changes. This patch will not be compatible with saves from 2.2.3.

2.2.4 Change Log:
- Several map updates (Phindar, Serenno maps added)
- Re-added m,ap preview images (on invasion/base layout sacreens)
-  AI Improvements:
-- Improved the way defending ground forces interact with landing zones (defendedrs shouldn't care about enemy reinforcements, they can go take landing zones)
-- Certain defensive plans made more accessible to AI
-- Fixed EotH building namers in AI plans
-- Improved AI handling of planetary weapons (factions using PA HVGun should fire it now)
-- SSD asteroid collision removed to help with pathfinding
-- AI now takes reinforcements into account before deciding to retreat
-- Incrteased desire to upgrade starbase levels
-- Added Interdictor as independent category type for AI use
-- Other minor adjustments
- Validusia made available to all Imperial factions
- Validusia range increased, should now outrange most ships and actually be somewhat useful (2100 -> 3100)
- Nerfed Ewok hunter damage
- Various text fixes (including Trier, Okins and Kosh ship command text, boarding use depletion tooltip)
- Lag experiements: restored AI for inactive factions, incraesed galactic movespeed (may be reverted)
- Fixed Megamaser graphical effects (singles should no longer render as duals)
- MMT AoE damage removed. strong single-target damage, shouldn't wipe infantry squads- Gamescoring script restored, should track end-game stats more accurately now)
- Documentation updates: EotH only for now, added more stats to tooltips
- Potential fix for crash opn completion of Katana Fleet mission (needs more testing)
- Elrood income 220 -> 120
- Oto, Empress, Validusia prices adjusted
- Empress Proton Torpedo launch count 2 -> 1 for all HPs
- Raid fleets temporarily disabled in era-progressive GCs
- Harrsk combat bonus to own star destroyer now applies properly (Whirlwind)
- Performance improvements to structure display
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Discussion, Suggestions & Feedback / Re: Squadron spawn information
« Last post by Corey on Today at 01:12:44 PM »
Config.meg is just where the XML and LUA script files get stored once compiled, whcih helps a bit with loading times, and is a bit cleaner. Stuff could be in the unit XML entries and still be in config.meg. There are a few reasons we switched to using the LUA-script based fighter spawns. One is for single-unit retreat, as you said, since in order to allow the script to call back fighters (functionality we can use for other stuff besides SUR, too), it needs to spawn that way. Second is for boarding, like Dave said, so that when a faction captures a ship, we can customize the fighter spawns without needing to swap the ship to a different faction variant. Thirdly, for performance and organization- by having them in the GameObjectLibrary we've created, it means instead of needing 6-7 different variants of the same unit strewn accross the files, which all need to be kept up if we needed to change something, we can have one variant. Having more unit variants significantly increases both load times, and can increase lag on the galactic map.
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Forum Games / Re: Last Person to Post Wins
« Last post by kucsidave on Today at 12:16:34 PM »
palpatine voice: good. goood!
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Forum Games / Re: Last Person to Post Wins
« Last post by Revanchist on Today at 11:27:45 AM »
Great. I know it's been a while, but don't forget to win :D

Thanks for the reminder. I shan’t.
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Forum Games / Re: Last Person to Post Wins
« Last post by kucsidave on Today at 09:25:55 AM »
Great. I know it's been a while, but don't forget to win :D
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Forum Games / Re: Last Person to Post Wins
« Last post by Revanchist on Today at 09:24:01 AM »
well, we did. you still here?

Always
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Discussion, Suggestions & Feedback / Re: Squadron spawn information
« Last post by kucsidave on Today at 05:32:43 AM »
Yes, that is a factor as well. The other side is the boarding.
Both require it to work this way.
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Discussion, Suggestions & Feedback / Squadron spawn information
« Last post by John_the_Gamer on Today at 05:30:28 AM »
Hello,

I have a question regarding the fighter squadron spawn information.

What is the reason for the faction-specific information being placed within "Config.MEG", rather than just having faction-specific variants in say, "SkirmishUnits.xml" or "Pentastar_Space.xml" or something? Is it purely to do with the new 2.2 tactical retreat ability script?

Because I just spend two hours trying to find the squadron spawn information on the Munificent, only to find it hidden away in an obscure file outside the XML folder where you would expect it to be.

Still loving the mod btw. Keep up the great work.
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Forum Games / Re: Last Person to Post Wins
« Last post by kucsidave on Today at 03:40:20 AM »
well, we did. you still here?
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Star Wars Discussion / Re: Solo [WITH SPOILER]
« Last post by Illidan Stormrage on May 26, 2018, 08:46:26 PM »
Surprising I enjoyed this film.

It wasnt great but it was enjoyable.

If i did my Star Wars ranking again
1. ESB
2. ANH
3. R0
4. Solo
5. RoTJ
6. RotS
7. TLJ
8. PM
9. AotC
10. TFA
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