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Topic Summary

Posted by: Hairybum74
« on: February 16, 2018, 10:22:42 PM »

Is It normal for the IR to have 14 SSDs in two different fleets while you're playing as the NR in 2.1? Just wondering if this has happened to other people.
Posted by: 0ffkilter
« on: February 15, 2018, 02:18:01 PM »

Greeting, didn’t know where else to look to ask this question where people have replied to a thread I. 2018, but I reached era 4 in GC and now I can’t initiate space combabt. My fleet just hovers over an enemy planet with their fleet there. And my ground forces initiate a space fight when I go to conquer a planet and I can’t retreat from it so essentially all I can do is build and move fleets around but no combat at all. Is there a fix for this? I have 2.1 installed. Playing as republic

Thanks for your time and help
Jake

This can also happen if a planet switches allegiance or a story event happens.  If I recall correctly, you can initiate a fight on that planet by just moving your fleet from your spot to their spot, but if not I was able to send one additional corvette to the planet to trigger a fight.

If you literally can't fight at all, that's a different bug.
Posted by: fireball900
« on: February 12, 2018, 09:45:56 PM »

Greeting, didn’t know where else to look to ask this question where people have replied to a thread I. 2018, but I reached era 4 in GC and now I can’t initiate space combabt. My fleet just hovers over an enemy planet with their fleet there. And my ground forces initiate a space fight when I go to conquer a planet and I can’t retreat from it so essentially all I can do is build and move fleets around but no combat at all. Is there a fix for this? I have 2.1 installed. Playing as republic

Thanks for your time and help
Jake

Have you tried initiating a fight somewhere else first? Maybe that will provide a sufficient 'reset.'
Posted by: Jake Trout
« on: February 11, 2018, 10:27:53 PM »

Greeting, didn’t know where else to look to ask this question where people have replied to a thread I. 2018, but I reached era 4 in GC and now I can’t initiate space combabt. My fleet just hovers over an enemy planet with their fleet there. And my ground forces initiate a space fight when I go to conquer a planet and I can’t retreat from it so essentially all I can do is build and move fleets around but no combat at all. Is there a fix for this? I have 2.1 installed. Playing as republic

Thanks for your time and help
Jake
Posted by: Corey
« on: December 06, 2017, 07:36:49 PM »

If your definition of things that have cool traits is stuff like penetrating shields, then you won't find much like that. That was incredibly unbalanced, and not lore-friendly. While things like weapon ranges are being diversified more, generally it's the multipliers against different types of shields and armour that make things different. It may not have the same visual difference on impact like something irgnoring shields does, but different weapon types are defininitely used for different things.
Posted by: TheEmprahofman
« on: December 04, 2017, 03:09:39 PM »

So I have a question/concern about the space battles. In the mod, it appears that all the ships have the same or similar range, units like the Marauder Cruiser once being a long range missile ship is now just a standard early game frigate. Many of the ships appear to have very similar attacks that all really feel the same (All of weapons rate of fire are the same (Not amount of shots per burst), the speed that shots take to reach their targets is the same, there are no shots that have lots of splash damage, and even missiles which can no longer penetrate shields, feel like normal blast bolts because of that nerf. I have not been playing this game this much (Only half way through a NR game), but could some one give me some insight of ship weapons that have cool traits (That are not ions) that act differently? (
Posted by: Corey
« on: November 18, 2017, 09:28:21 AM »

the firing effects were just unhooked at some point in 2.1's dev process and rever hooked back up. It's been fixed since. As for infantry being fragile, that's partially a result of the removal of the take cover ability, which we removed because of issues with the animations for the NR trooopers (since it would be unfair to have one faction not have it, especially when their infantry were supposed to be slightly better). The ability has also since been reinstated
Posted by: TheKaiser223
« on: November 10, 2017, 12:11:01 PM »

I'm not sure if this has happened to anybody else, but when infantry open fire, I don't hear any noise. I would also like to note that I really, really dislike the rate at which the infantry fires at each other, it makes it impossible for me to manage my infantry properly when gunfights are decided in two seconds.
Posted by: kucsidave
« on: August 31, 2017, 01:15:14 PM »

It is in the 2.1 already, and will still be present for 2.2(I suppose that's what you meant by 2.0)
There are 3 mini-missions in 2.1 which you can all find in the manual.
It is triggered by capturing a planet(not sure which at the moment, though it differs which one for the IR and the NR), what gives you access to the Deep Space location, where you can travel with a fleet if Thrawn/Talon Karde is in it. As soon as you arrive, the battle for the katana fleet begins.
Make sure to capture as many katanas as possible before finishing off the NR/IR, as if you destroy the NR/IR the mission ends, and only the already captured ships will be added to your fleet. You won't be able to build more either, so make the ones you capture count.
Oh, and have fun.
Posted by: d1001more
« on: August 31, 2017, 12:46:38 PM »

Does the Katana Fleet event take place in the  Thrawn Campaign  2.1 or is that new for 2.0?  Im guessing not in 2.1 because you start out with Mirkir (sorry spelling) as one of your territories. If I am wrong (usually) can someone explain how to trigger the event. Thanks in advance!
Posted by: Insergence
« on: May 04, 2017, 01:33:11 PM »

Does anyone know if its possible to bring the updated models and textures from the 2.2 Demo to 2.1? I have been trying and got everything over except for the laser effects, they work but some of the lasers are gigantic.
Posted by: Mat8876
« on: November 05, 2014, 02:54:35 PM »

It's a corvette that's why, it may have hardpoints but it's not the same as a frigate.
Posted by: tlmiller
« on: November 04, 2014, 11:14:35 PM »

I use v2.15 [beta], and i noticed that the NR's Sacheen's engines hardpoint does not work properly.
I shot them, and as an effect the ship's overall HP is decreesing, and the whole ship can be destroyed this way.

I've noticed it too.
Posted by: kucsidave
« on: November 04, 2014, 03:33:07 AM »

I use v2.15 [beta], and i noticed that the NR's Sacheen's engines hardpoint does not work properly.
I shot them, and as an effect the ship's overall HP is decreesing, and the whole ship can be destroyed this way.
Posted by: Vulcanus
« on: October 16, 2014, 04:12:31 AM »

Bug report:

Credit to Lord Xizer for noticing it; there is a bug with the Transitory Mists - Terephon trade route in the Hunt for Zsinj GC. The trade route is listed as MistThre_Terephon when it should be MistThree_Terephon and as a result you can't reach Terephon.
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