Thrawn's Revenge

Imperial Civil War [Empire at War] => Imperial Civil War Tech Support => Topic started by: Corey on March 21, 2014, 08:42:42 PM

Title: 2.1 Patch 1 Notes
Post by: Corey on March 21, 2014, 08:42:42 PM
Changes are ongoing, may not reflect all changes on account of how I've forgotten what I've done.

Bug Fixes and changes:
-Fixed Multiplayer Lobby Freeze
-Fixed "Unit Selection Freeze" issue, see Defreeze Utility
-Survival mode AI now targets ships before station
-Made heroes spawn for IR in Shadow Hand (NR version)
-100x bonus damage item in Survival now 1.1x
-Fixed era change crashes (Theoretically)
-Fixed planet accessibility in PA FTGU.
-Majestic range increased.
-New Republic playable in ICW

Additions:
-PA Plex team



Post-Beta:
- Updated Strike Cruiser Model + Skin
- Fixed Venator hardpoint facings
Title: Re: 2.1 Patch 1 Notes
Post by: tlmiller on March 22, 2014, 01:54:26 AM

Additions:
-PA Plex team

For reals?  Finally?
Title: Re: 2.1 Patch 1 Notes
Post by: Lord Xizer on March 22, 2014, 09:03:22 AM
Finally I shall test my tactics against worthy opponents online, Tmiller, Zsinj and Senza beware!
Title: Re: 2.1 Patch 1 Notes
Post by: Carnivore Jacques on March 22, 2014, 01:50:23 PM
Is the patch done? How can I download it?
Title: Re: 2.1 Patch 1 Notes
Post by: tlmiller on March 22, 2014, 04:33:28 PM
Is the patch done? How can I download it?

Changes are ongoing,...



In other words, no, patch not yet available.  He's just listing what will be fixed in the patch.
Title: Re: 2.1 Patch 1 Notes
Post by: Corey on March 22, 2014, 05:46:44 PM
Yeah, there's still a few things I wanna fix. Golan shield regen, check Terephon access, Warlord scout bike spawn, Visvia projectile visibility (plus letting it hit corvettes). I'd also like to look into why Thrawn sometimes doesn't despawn, but there doesn't seem to be any consistency in that. Also, if possible I want to figure out why the game refuses to accept the possibility of the NR player having any story scripting in ICW and see if we can't get a workaround for the game crashing ig a faction's destroyed and the era progresses, but I really don't have high expectations on either of those fronts. As far as general bug fixes, as far as what's been suggested it seems like we're essentially at the limit of what we can do unless EaW stops being a shitty game with weird restrictions.

Beyond that, I'd also like to see which models we feel like putting in from Ascendancy.
Title: Re: 2.1 Patch 1 Notes
Post by: Carnivore Jacques on March 22, 2014, 07:40:39 PM
On that last, how about this:

Each non-player major faction except for the IR gets a one-planet refuge which can't be reached. The planet has no income, no popcap bonus, no ground structures, and is so far away from the map that it can't be seen by the player. Meanwhile, the win condition is changed to 'take every planet except these 3'.

I really have no idea how modding EaW works, so is this even possible?
Title: Re: 2.1 Patch 1 Notes
Post by: Mat8876 on March 22, 2014, 08:11:15 PM
On that last, how about this:

Each non-player major faction except for the IR gets a one-planet refuge which can't be reached. The planet has no income, no popcap bonus, no ground structures, and is so far away from the map that it can't be seen by the player. Meanwhile, the win condition is changed to 'take every planet except these 3'.

I really have no idea how modding EaW works, so is this even possible?
If the planet has no income, structures or pop bonus what's the point of having it?
Title: Re: 2.1 Patch 1 Notes
Post by: Corey on March 22, 2014, 08:19:57 PM
It'd have to have something (probably just a barracks) to indicate ownership, but it would mean that when a faction is destroyed on the actual map it's technically not "destroyed" and the game can safely dump whatever it wants to spawn onto that empty planet, without that planet impacting gameplay in any other significant way. I can think of one or two potential problems, but each of them are preferable to the game just dying, so I'll definitely give it a shot, thanks.
Title: Re: 2.1 Patch 1 Notes
Post by: Slornie on March 23, 2014, 08:29:25 AM
and see if we can't get a workaround for the game crashing ig a faction's destroyed and the era progresses
This is probably a silly idea (plus I've not delved into the story script files for a while), but is there a way to tell when a faction has been destroyed? A way to calculate Controlled planets = 0 or something? If so, how about running that calc at era change and using story branch logic to disable the era progression story events for any destroyed faction(s)?
Title: Re: 2.1 Patch 1 Notes
Post by: Corey on March 23, 2014, 03:12:04 PM
Maybe with a LUA script, which could fail, and would also have to be done several different times for several different factions in several different GCs. the only script (LUA or otherwise) which would have to be done this way would be forcing victory.
Title: Re: 2.1 Patch 1 Notes
Post by: Corey on May 26, 2014, 11:18:49 PM
We've posted a beta version of the first patch for the testers. Hopefully should have it available for everyone in a few days.
Title: Re: 2.1 Patch 1 Notes
Post by: Lord Xizer on May 27, 2014, 08:02:15 AM
We've posted a beta version of the first patch for the testers. Hopefully should have it available for everyone in a few days.

Blast and here I am with a mmelted computer.