Thrawn's Revenge
Mod & Network News => News & Updates => Topic started by: Corey on July 18, 2016, 05:15:14 AM
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A new way to time-travel.
https://www.youtube.com/watch?v=a2VUyDBWP3k
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Love it.
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This is great i never wanted to play Art of war with the imps because of isard.
Also what's the 1 credit unit in the toolbar?
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That is awesome. An easy way to move up if one wants. Awesome.
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I think it should cost more than one credit considering that the regime change affects what you and the other factions can build
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Also what's the 1 credit unit in the toolbar?
Something else entirely.
I think it should cost more than one credit considering that the regime change affects what you and the other factions can build
There's no reason to charge for it. Era changing =/= upgrading, and the other way to change eras is to suicide your heroes, which for the Empire typically means killing multiple enemy units and sometimes even claiming a few planets before you're able to successfully do it. You're already giving up thousands of credits in potential game progress to do this.
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Something else entirely.
Yay a surprise, wait a minute it's for the Imps that can't be good for me.
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Super excited to see this becoming a reality.
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But does it have an appropriate sound effect on completion of the regime change? It's not quite the same thing but the sound effect when slaughtering prisoners in Medieval Total War was always oddly satisfying.
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This is really good, trying to move forward with certain leaders was imposible even sending them alone to the battle. This a quite stupid question but can you actually "suicide" Pellaeon al lose?
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It does provide a nice alternative to be sure
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Nice! Love it!
And that should take care of the Bug, that if you kill one faction of you can't progress with the Empire ^^
(At least i assume so)
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The bug you're referring to is when one of the three story-scripted factions is destroyed and you progress eras, the game crashes because it's trying to spawn things in for an entity which does not exist. This wouldn't actually have an impact on that bug, because the same events are happening. Doesn't matter who you play as for it.
It was, however, solved in the 2.15 patch which you can download from the forums. We've got a slightly cleaner solution for it we're currently testing for 2.2.
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The bug you're referring to is when one of the three story-scripted factions is destroyed and you progress eras, the game crashes because it's trying to spawn things in for an entity which does not exist. This wouldn't actually have an impact on that bug, because the same events are happening. Doesn't matter who you play as for it.
It was, however, solved in the 2.15 patch which you can download from the forums. We've got a slightly cleaner solution for it we're currently testing for 2.2.
I know it is a stupid question, but now that it is not necessary to suicide your leader, wouldn't it be a solution to lock down 4 planets/faction, one unlocking in each era?
So the script will have a place to spawn the heroes in, and you can still win with IR if you managed to conquer everything with IDK Palpatine. You just unlock the last two and steamroll them.
This would also make it possible to lock down Byss until Palpatine rises, giving this "lost" feature back.
Also this would solve the problem when the smaller faction kills a scripted one. Like that one time I had playing NR in Art of War and by the time I managed to hunt down Daala it turned out that IR and PA killed the Hand. Let's just say I wasn't happy about that crash...
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That's 12 planets locked in a GC for no discernible ingame reason as far as most players would be concerned. That's 10-20% of planets locked the entire game if you win as the IR in era 1. Branching is way better. Even the 2.15 system is preferable to be honest. If we wanna lock Byss we can do that separately. Wanting to do it for more planets doesn't really solve the technical problems related to that.
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The bug you're referring to is when one of the three story-scripted factions is destroyed and you progress eras, the game crashes because it's trying to spawn things in for an entity which does not exist. This wouldn't actually have an impact on that bug, because the same events are happening. Doesn't matter who you play as for it.
It was, however, solved in the 2.15 patch which you can download from the forums. We've got a slightly cleaner solution for it we're currently testing for 2.2.
Well i know the bug ^^
I did point that Problem out a looooooooong time ago when someone reported it ^^
But good to know it got fixed.