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Messages - Aeradom

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Imperial Civil War Tech Support / Re: Cannot get FOC To Launch From Steam
« on: September 29, 2017, 04:42:34 PM »
Final Update: So I finally figured out what was going on with it. I can't recall who it was in chat, but they actually gave me the inspiration for it. What I didn't understand about EaW is that they actually have a couple of steps prior to getting to swfoc.exe, one, in particular, being runme2.exe. On a hunch, I set those to compatibility mode and now they launch just fine. So if anyone runs into a similar issue, make sure to do compataibility mode to every executable, starting with that one, and eventually, it should work.

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We have internal spreadsheets and usergroups we use to track progress on the mod, but that includes speculative content several releases down the line and tons of things which ultimately will get cut or never started. Doing any sort of public-facing version of it would require setting up a separate tracker (whether Trello or another google doc) entirely independent of any dev tools we actually use, and then everyone on the team updating it with what they're working on, which ultimately gets pretty tedious- it's hard enough to get everyone to just work on stuff, and lots is spur-of-the-moment, or long term projects which would then sit there on the thing and look like it's not actually being done. A lot of that kind of stuff ends up obscuring more than it reveals for people not directly involved in doing it. We've done progress overview threads before, but they always fail to stay up-to-date because it ends up being almost as much work to keep them so as to just work on the mod. With 2.2 for the last year, for those who are particularly interested in specific progress being made or how everything looks now as compared to a previous point, there's also my preview videos where I go into pretty extensive details on it.

It does sound like that's something that you are doing anyway to a certain extent. For me and others, I think the biggest ... Frustration is too harsh a word, more curiosity... is that we get fairly regular updates on what's going on but without a gauge of what's left, we don't really know how close to release it is. Not that it's a big deal to me; I don't mind waiting for you guys to get it to a point that you are ready to put it out and it does sound like it should be fairly soon (I guess dependent on your definition of soon though). The last thing I want to do is make things more tedious for you guys so if it's not doable then I certainly understand. I just saw it with the Subnautica development and thought it might be a compromise and that way you'd have something simple to point to the next time someone asks for a release date or when it will be done.

So yeah, sorry to bother you with this then.

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Imperial Civil War Tech Support / Re: Cannot get FOC To Launch From Steam
« on: September 25, 2017, 12:44:33 PM »
Update 2: So I managed to find a workaround, at least for this mod. Basically, I just launch directly utilizing the .bat using the Moddb files. So at least there's that to be happy about.

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Imperial Civil War Tech Support / Re: Cannot get FOC To Launch From Steam
« on: September 24, 2017, 04:43:27 PM »
Update: Nope, reinstalling Steam didn't work. I don't understand how this bug is possible at this point. And btw, when I uninstalled it, I did it with a tool that scans for leftover files so everything should have been cleaned out. I don't even know right now.

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Imperial Civil War Tech Support / Re: Cannot get FOC To Launch From Steam
« on: September 24, 2017, 02:01:52 PM »
So for RaW you updated your Launch Options in the EAW Properties to reference the mod (using MODPATH=, or STEAMMOD=)?  I take it you've since removed any of those references from the options? (unless that what TonPhanan already suggested)

Oh! How I wish it was that simple! But no I tried it because I thought that might get the mod to work at least if it was pointed to a different executable. But I was sad to see in the mod folder there wasn't so that shot down that idea. Like I said though, vanilla pulls up just fine, it's just FoC that has the snag. I'm completely reinstalling steam because short of a complete reformat, I'm not sure what else to try.

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I know you guys get pestered a lot on the whole "so when is 2.2" coming out. And I certainly understand why you don't want to give a hard and fast date for many reasons (stress, time constraints, hitting issues you don't expect, delays, etc). Still, I, and I'm sure many others would like to know about how things are progressing just to get an idea of what's left to be done and what's being worked on. With that in mind, I might have a solution if you all are interested.

I came upon this website when I was looking to buy Subnautica. To keep fans of the game in the look of what's being worked on and where they are at in the development process, they use a site called "Trello". Basically, it lets you setup your own categories and then list what's being worked on, what's still to be done, and what's being pushed back to 2.3. Even if it isn't made public, I still think internally it might be good to have to keep things organized (assuming you don't already, which you probably do so nevermind). In any event, this would allow people to get an idea of how close 2.2 is to actually come out. You can even have estimated dates for certain particular parts of the projects (such as going back through the GC or fixing models X) if that was your thing. Again though, I understand not wanting to put updates you may not be able to make.

Here's the link to Subnautica's Trello to give you an idea of how it works:

https://trello.com/b/yxoJrFgP/subnautica-development

It's cool if you don't think this is for you guys, just something I saw and thought I'd pass along.

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Imperial Civil War Tech Support / Re: Cannot get FOC To Launch From Steam
« on: September 24, 2017, 12:13:15 PM »
That's a weird issue... do you run any beta version of the steam client? Did you try to deactivate the overlay and checked the properties if you somehow run it with any command or whatever :? It sounds more like an issue with Steam itself rather than one with FOC, since you can start that just fine from its directory...

No to the steam beta and just checked for the overlay and "run it" deal and that wasn't the issue either. Though I wouldn't be surprised if at some point this turns out to be steam just not finding the program. Actually, I don't think it's that as I recall trying to use the RaW mod and attempted to use the suggestion Anikan had on his mod page (have a direct path to the mod), but to no avail. It's so bizarre because it works just fine launching vanilla, just FoC. At this point, I'm kind of with you and leaning towards it being more of a Steam issue than it is a game issue. The thing is, I'm not having any problem with other games so if it is Steam, it be relegated to just this one game. Which is certainly plausible mind you. I tried to get a hold of their tech support but I couldn't figure out how to get to it as it directed me to the game support.

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Imperial Civil War Tech Support / Re: Cannot get FOC To Launch From Steam
« on: September 24, 2017, 09:41:51 AM »
When you say you can't get FOC to start, what do you mean exactly (i.e. is it crashing, not opening when you try to run it, or are you just getting EAW every time?) and how are you trying to launch it within Steam (desktop shortcut, taskbar or from your library)?

All of those are good questions that in all of my edits I really should have detailed. So for starters, I'm attempting to launch it through the sidebar on the left (as I don't think you can launch FOC from hitting the play button in the center). Now I've double clicked it and it's brought up the options for Vanilla or FOC, selected FOC, and that didn't work. I've also tried right clicking on the game and selecting it but to no avail. Now as to what it does; when I select FOC to play, it'll say next to the game in the sidebar "running" for about five seconds and then that goes away and the game never launches.

And to be super clear, though I think I said this already, I can launch the game by going into game directory and launch the game just fine there. The problem arises that when I attempt to relaunch the game to activate the mod, the game does exactly what I described above like I had just tried to launch it for the first time.

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Imperial Civil War Tech Support / Re: Cannot get FOC To Launch From Steam
« on: September 23, 2017, 11:51:02 PM »
Unfortunately not sure what would cause this. As for where mods are stored from the workshop, they go in: C:\Program Files (x86)\Steam\steamapps\workshop\content\32470

Was afraid of that. I thought maybe there were remnants over int the mod folder for some reason but nothing there, at least not to interfere with it. I appreciate you taking the time to respond though. I really enjoy your videos.

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Imperial Civil War Tech Support / Cannot get FOC To Launch From Steam
« on: September 23, 2017, 07:56:31 PM »
So, I'm at a loss. I downloaded the game a couple of days ago to check out some mods. I can't quite remember the sequence of events but there was a point that I could launch FOC through Steam and now I'm not able to. I'm pretty sure this was after installing a mod but I doubt that has anything to do with it at this point as I've uninstalled/reinstalled the game multiple times. To be clear, I can start the game if I go directly to the executable in the folder, so it's not the game that is at fault (which now that I think about it, probably doesn't make this an Empire at War issue but I don't know where else to go as this is the only game with the issue). I've tried just about everything from restarting the computer, to disabling my security software. I'm completely at a loss right now. And as aside, wherever do they store the mods you download anyways.

One last thing, I attached a screen capture of the Corruption folder. I can't be sure, but it really looks like something is missing there as I thought I remembered having four folders instead of two. Might be my imagination, might be I'm just reaching for straws but I don't know where to go from this point.

Edit: Also tried running in compatibility settings. I don't know why that would help but thought I'd try it.

Edit 2: Oh it's Windows 10 I'm running, I figured someone would ask that. Let me too emphasize that I have played it before (played with this mod in fact which I was looking to reinstall), so it has worked, just not now.

Edit 3: One more thing I forgot to mention is that vanilla EaW launches just fine from Steam. So it's strictly FOC that is the problem (figures, right?)

11
News & Updates / Re: Full Demo Rundown
« on: January 24, 2017, 06:38:40 PM »
Lots of great stuff in it, particularly be nice to not have the enemy fleet running to the fortresses like it's raining outside and they want to be under a roof... before it collapses? (It's a flawed metaphor but let me have it). The one thing that has me nervous is that thing about upkeep. I've never played a game where I found the upkeep really added to my enjoyment and didn't just make things tedious. I understand why it's in there, but at some point, you have to sacrifice realism for fun. Not really sure what you mean that credits aren't important; While it's true in the later parts of the game it doesn't really matter that much, at that point I want to be battling massive fleets so I'm fine with that.

I'll try out the beta and give my thoughts further once I played it.

12
Discussion, Suggestions & Feedback / How to Spy on Ground Units?
« on: January 21, 2017, 03:25:10 AM »
First off, I know that some leaders are spies. I have Han Solo, for instance, spying a couple of systems to keep an eye on things. What I'm curious though is if it's possible to spy on ground units. I seem to recall being able to do that at one time.

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It's the kind of thing that's usually listed in appendices because comparisons are generally easier that way; the table of contents also directly references the hero bonus section.

While I get what you are saying, I don't really care much about the Imperial Remnants heroes when playing the New Republic. Besides, you already have a section devoted to the factions heroes so it just makes sense to me. Might just be me, though.

That's not as simple as you may think. Things are either put into row 0 or row 1 (bottom or top) and they're filtered in in the order the files are read. Typically this means the units are grouped by class, but if you have them ordered by health, and then you lock out some units or unlock others, that row shifts and it's out of order. If you try to say all light frigates are on one row with all heavy frigates, then all fighters buildings, capitals on the next row, you end up pushing things off the build bar. Especially if you're using variants that are in another file (ie, when we make Hapan ships buildable), which means they're in the order that file is read relative to the other file. Listing the total shield and hull strength should be more than enough, but documentation is usually one of the last things we do.

Wasn't exactly what I was talking about. I meant more like in the blurb that usually accompanies them saying what they are strong or weak against having it there. However, if you are going to have shields and hull strength, then I'm game with that. I just know how that can fluctuate and be looking for a way to make it easier to get to the information.

Pretty sure it's Roselia.

I don't know... what's the one that looks like ice cream? I think it's that one!

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Discussion, Suggestions & Feedback / Re: Your Best/Most Memorable Battles
« on: January 20, 2017, 06:21:42 PM »
I saw this post earlier but didn't really have a particularly memorable battle to think of as I'm fairly new to the mod. In fact, I've yet to actually beat a scenario. Granted this is only my second scenario and the reason I stopped the other one was that after conquering a full 2/3's of the available planets, it was more out of boredom from playing Art of War on Captain Difficulty than an actual challenge. So I decided to drop that scenario and go for one that was a bit tighter (To the Stars as NR) and bump it up to Admiral difficulty now that I had time to acquaint myself with the game and its mechanics. As I have a flare for creative writing, I decided to write from the perspective of an Admiral writing about the battle (with some artistic license).

It's week 30 in the campaign of the New Republic mission to secure the galaxy and wipe out the remaining Imperial forces. While it was hairy at the start trying to establish a route from Mon Calamari to the offensive in the south, we quickly marshaled our forces and secured Denon, the main staging point for their assault into NR held planets in the Southeast quadrant. Ever since the raid on Kuat the crippled their capital ship production capabilities, we never really faced a threat that we didn't overwhelmingly outmatch. The main battle fleet, under the command of Luke Skywalker and Admiral Ackbar, never even lost a capital ship (even after having engaged 2 SSD). Thus after facing little resistance from the Imperial Remnants, the New Republic now controlled a direct trade lane from Coruscant to Mon Calamari and all but a couple of outlying systems in the south.

All was going smoothly and perhaps too much so. When the alert came that intelligence had picked up an enemy fleet approaching Mon Calamari, we arrogantly ignored it. Very little concern was paid to the notification as the planet was heavily guarded by a full battle fleet consisting of 4 MC80b cruisers plus an additional 3 mon calamari cruisers for the planned third fleet. So confident were we that there was a task force of 20+ strike craft defending Bimmisari that could have easily made its way north to reinforce the existing defenses. But really, what fleet could stand up to 7 MC cruisers plus 2 Golan III defense stations?

While the Imperial Remnant was unable to field a fleet of any significant size during the campaign to liberate the core worlds, the Pentastar Alignment didn't have such issues. It was a full two battle fleets that had been merged into one super fleet consisted of 3 Praetor Battlecruisers and an additional half dozen Star Destroyers. There was now serious doubt if Mon Calamari could be held. As Mon Calamari was vital to the production of MC battlecruisers, the loss of the planet would be a devastating blow to the New Republic... one that it may not ever recover from particularly if we also lost all the available heavy cruisers.

The battle plan was to launch the bombers out to take out the shields of the heavy ships so that when it reached the picket line of defense stations our heavies would then engage them. If we could knock out their ion cannons, then the MC cruisers  (with their reinforced shields) should be able to take down the enemy fleet before they could do significant damage. Meanwhile, the corvettes and frigates would stay back and hold off any strike craft that got through the fighters. It was assumed that the number of strike craft from both sides would be even (from the experiences battling the Imperial Remnant). It should thus be a simple task to hold off the enemy fighters while the bombers went about their work.

Once again, we underestimated the enemy. There must have been at least fifty strike craft of various types within the battle space. So many that it filled the minimap and you could hardly make out any of the natural blue usually there. If the strike force were to advance, not only would they surely perish but also the support fleet as well. A choice had to made whether or not to leave the fleet vulnerable without fighter cover, or proceed with the plan and probably lose most of the support fleet and most of the fighters and bombers as well. It was ultimately decided that this was the best chance to save Mon Calamari and most of the heavy cruisers. Having not had to lose many ships during the campaign up to this point, that was not an easy decision to make.

And thus the strike craft hurled itself directly into the very heart of the enemy fleet. As I watched them go forth, I couldn't help but remember a few lines from my favorite poem:

Cannon to right of them,
Cannon to left of them,
Cannon in front of them
 Volley'd and thunder'd;
Storm'd at with shot and shell,
Boldly they rode and well,
Into the jaws of Death,
Into the mouth of Hell
 Rode the six hundred.


The strike force was indeed completely wiped out, but not before disabling the shield generators on half a dozen enemy ships including two of the Praetor Battlecruisers. And while the fleet suffered heavy losses (including a near total destruction of the support ships), the NR did manage to save 4 out of the 7 MC cruisers. This will form the core of a new fleet under the command of Luke Skywalker, who will take the fight to the Pentastar Allignment. While officially the fleet will be referred to as the 2nd fleet, to the men aboard the ships that survived battle, it will always been known to them as the "Ships of the Light".


After Action Report

New Republic Losses
x2 Corellian Corvette
x4 Corellian Gunships
Golan III
x2 MC40a
x3 MC80b
x2 Nebulon B-2 Frigate
x2 Quasar Fire

Pentastar Allignment Losses
x2 Acclamator Assault Ship
Enforcer
x3 Imperial Star Destroyers
x5 Munificent Star Frigate
x3 Praetor Battlecruisers
x5 Vindicator Star Destroyers
Victory Star Destroyer

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Thanks to @Corey and @Lornie, I found out that there was a lot more to the manual than just a list of all the units in each faction. Now I know that in 2.2 you guys are looking to put in the hero information in there but I'd like to make one other request (probably not doable for 2.2 but maybe down the road). I notice in the planet section that there are particular symbols that point to individual bonuses. Any chance those could be on the main campaign map for quick identification. It doesn't have to be spelled out as you can check the manual (or just know it from repeat playthroughs).

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There's a chapter later on in the manual listing all the abilities and bonuses for units and heroes in table form.  I may revisit this for the 2.2 version (but no promises).

Page 121/122 specifically, though it's also gonna be in game in 2.2 either way.

Holy cow, there it is! I'll tell you why I kept missing it was because I'd just look in the faction chapter for the information as the heroes are listed out there. I guess it's a mute point as you are doing it in 2.2, but I think it be more intuitive if in the manual the abilities were listed with the appropriate chapters. But like I said, probably not worth it at this point.

I just had to go double check this.  In 2.1 the ground map from Corulag was used on three planets out of 145: Corulag, Morishim and Talfaglio.  I think the distribution of planets using the map (in galactic/GC terms) may have more to do with it than pure frequency.

I honestly wouldn't say it's that condensed; this is the distribution. You probably just got unlucky in which battles you ended up doing in a row.

Before ending the game out of boredom (was playing on normal as it was the first time) I mostly waged a ground campaign in the Core region. Part of the reason it might have felt like I did it more was that I was crashing and having to reload a lot so I apologize.

Armour and hitpoint data has been requested before, but that's a lot of additional information to include in an area which is frequently subject to change (i.e. lots of work to maintain).

As we've said in a few places, we're doing more documentation as it becomes possible in 2.2, however there are always going to be some stats we can't list without basically just pasting the unit code in the manual so in some cases less information is more and players are better off using experimentation to see which units they prefer. Giving too much information can turn off players looking for basic information, and also be much harder to retain. We likely won't go too far beyond adding health and shields.

I can sympathize with that, but perhaps I have a compromise. Instead of worrying about the exact figures that are often in flux, what about a more vague idea in comparison with others in the class. I assume that while the numbers might change in general a Nebulon B-2 Frigate will be superior to a Nebulon B Frigate. So for example, let's say that if you look at the list of frigates (sorted by hitpoint value) and see that the one in the middle is the Nebulon B-2 Frigate. This would make this frigate "average" and you work from there. So like, the Nebulon B Frigate would be "below average". This sort of organizing would be more helpful for players anyways as you can tell at a glance if a ship would be an upgrade and just how much so. I also think it look better in the UI. It could be done in a wiki and would be something I'd be happy to do myself but someone would have to help me in reading the list and accessing it.

Also, your description of the different corvettes was extremely helpful! I have been stuck attempting to figure out which one to fill the anti-starfighter role and assumed the gunship was superior as it had concussive missiles (I looked at the manual and it said that those missiles are better than lasers against strike craft). Perhaps along with the armor and hitpoint, have two more sections for anti-starfighter and anti-ship (or something to that effect). This would be immensely helpful in allowing players to identify areas the fleet is weak in and look to address those inadequacies.

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Discussion, Suggestions & Feedback / Re: Fighters purchase
« on: January 19, 2017, 03:30:28 PM »
Playstyles aside, I do think that this system is terribly unbalanced as it is and in the long run just isn't worth the cost. Consider this; according to the manual, 2x X-Wings and 2 Y-Wings cost a total of 920 credits. Now on paper and compared with the 2100 credits it costs to purchase a Quasar Light Carrier, it might seem like a good tradeoff. But the fact is that strike craft are particularly vulnerable to getting obliterated. If just one Lancer Frigate is unaccounted for you can lose those four strike craft quickly. I recently fought a battle to take out a couple of defense stations and thought that I did pretty well as it didn't seem like I lost that many strike craft. Turns out, I lost 4x X and Y-Wings. Had I bought them, that means I've wasted 2000 credits! On the other hand, I keep my Quasar Light Carrier far back from the battle. And as the AI isn't smart enough to task strike craft to go and get them (not that it help but at least it would mean I'd have to split my forces), I can rest assured they will be there for the next battle, regardless of what happens to my fighters.

I echo others in that something needs to change here; either making the bought strike craft more substantial or just getting rid of the bought strike craft altogether. I'd personally recommend getting rid of the bought strike craft altogether for now. This will force the AI to spend more money on larger ships which should make the game overall tougher as right now, the human player who knows better not to purchase those individual wings.

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1.  AI loved to spam them.  You'd get fleets of 40 fleet commanders with no other ships, etc.  It was horrible, so the team removed them.  I fairly certain the manual gives the fleet bonuses that any hero gives the attached fleet in combat.

The manual has a complete rundown of all hero command bonuses, and in 2.2 they'll be listed in the description. Almost every hero has a command bonus of some form, which occurs automatically in battle, exactly like in the base game. The reason the buildable minor heroes were removed was because the AI would build stacks of several hundred, to the exclusion of any other unit. The ground ones we've sort of snuck back in in 2.2 with the commanders which come from infantry platoons.

The manual only says that they are heroes and where they are used. Correct me if I'm wrong, but the only heroes that give bonuses are the ones with the glowy circle around them? If all heroes will grant that morale bonus then I'm good as I can easily figure out where people go.


2.  Never really liked this, so never missed it.  Someone else will have to comment more as to the reasoning.

We're re-evaluating some of them in 2.2 to use one or two extra ones, but there's not much there, to begin with. For one thing, high credit value planets are still worth a lot of credits, but that's not listed as a "bonus" in the mod per se. Plenty of planets still has base stealth like Kashyyyk did. Production bonuses still exist, but we typically do them in a different way, namely the corporations. There are 233 planets spread across 20 GCs, so you can easily end up with one faction having a ton of bonuses in one GC and the others not having any.

I suppose that's right. I get that the high credit thing you can tell from the number itself, but it's nice to be able to quickly glance at the region to see the icon without having to compare it with everything else. Maybe I'm just a visual type of guy and like to see those icons.

3.  2.2 is addressing this.

We're mixing more of the vanilla maps back in, and removing some of the worse mod maps. Even before now, though, we've not used any particular map on more than 5-7 planets out of 233 total that I'm aware of. In 2.2 it's typically two or three planets per map, with the most being 5, but again, this is a function of there being 233 planets and only so many possible maps. The maps also tend to have to fit the planet type, and the rich core worlds tend to be similar planet types, which were less common in the base game and also which are by far the most time intensive maps to create, which means you're more likely to come across the same map a bit more in that area.

To be fair it probably was a bit of an exaggeration but I'm sure I saw the map from Corulag several times in that condensed area. Again, it's not that it repeats that's what bothersome but seeing it again so soon. But it seems like it's being addressed so that's nice to know.


4.  It's not a tech system anymore.  It's an era system.  So things that weren't used often, whether due to losing the company that produced it, something else replacing it, or just the ruling powers at the time bias against it is reflected in said era system.  Also, B-Wings carry proton torpedo's, and I THINK E-wings as well.

The build bar is only so big, and stuff was only used for so long in the lore (because keep in mind, the era system is not strictly a tech system). While Snowspeeders do offer a unique way to take down AT-ATs, that single unit interaction isn't really enough to justify them sticking around. As far as Y-Wings go, there are plenty of options for torpedoes. The B-Wing and K-Wing are both actually better bombers than the Y-Wing while still having anti-fighter capabilities, and E/X-Wings both can use proton torps as well. The A-Wing and Defender are actually the only NR starfighters I can think of that don't use proton torps. The Y-Wing had been phased out in the lore and entirely outclassed game.

Y-Wing was probably a bad example, I'll grant you that one. Speaking of starfighters, though, something that is quite frustrating is trying to figure out which one is better than another. Take the X-Wing and E-Wing for instance; according to the manual, the X-Wing has 4 laser cannons and 2 proton torpedos whereas the E-Wing has 3 laser cannons and 1 proton (keep wanting to say the photon) torpedo. The manual does talk about more advanced technology, but what does that mean? Are they more accurate when they attack? And while we're on the subject, is it possible to get more information on these vehicles that fit similar roles? For instance, getting armor and hit point values would be great to know when purchasing ships to find out which is the hardier.

I'm glad @Corey you brought up the era system because I do have one issue with it. Don't misunderstand me; I much prefer this way of doing things compared to the base game. But how about removing some build options that have been superseded. It would make things less confusing for me, say when I'm trying to determine which of these light frigates (Corellian Corvette, Corellian Gunship, Sachseen). This goes back to the issue of above where it gets really tough to tell which one is ultimately better. I know the manual outlines their weaponry and what they do against particular targets (appreciate that), it still is a lot of work that could be taken care of by decommissioning one of the older ships. Like is it really necessary to be able to build the Nebulon B-Frigate when the Nebulon B-2 is available?

19
Recently, my modded game stopped working for reasons that I've since resolved (for the most part). It took me a couple of days though to do it. In the intervening time, I decided to just plan vanilla and have a go at it. I wasn't quite prepared for just how different the two of them were! There was a lot of stuff that I preferred from the mod, but there was also a few things that I'm curious as to why they aren't in the game. I've only played through the Art of War mode so far so maybe some of these features show up elsewhere. And I'm sure some of these things have been talked about in the past but I couldn't find it.

1) I'm not overly fond for how the hero system seems to work. I looked in the guide for some direction as to what each person's primary role was but it's not overtly obvious to me. Where this means the most to me is when commanding armies or fleets. I really liked having those bonuses in the base game. So I was disappointed when I discovered I couldn't create Fleet Admirals or Generals. I'm curious as to why that is and also as to a list of what leaders provide those battle bonuses. Or does it happened as long as a hero is present?

2) This next one might just be because I was playing on the largest map and you didn't want to have to deal with it there and that is Planetary Bonuses. Granted I didn't make my strategic plans based solely off of capturing certain planets. But it was really cool to use it to specialize my fleet. Like when playing the Rebel fleet you started out with increased shields and firepower on the fighters. It doesn't have to be on every planet like it is in the base game and in fact, I'd prefer it not to be as it decreases the value of the others. Make the bonuses really valuable and obtainable in only one spot. And you can even do like you do with Mon Calamari and Kuat where you have to purchase the upgrade.

3) More varied maps! Now I'm not saying that you need to make more maps per say, but it would be nice to not be fighting the same battle map in the core area. It got to the point that it became a rhythm of Capture Strategic Point, Capture the Sensor Array, Sends strike squad to take out shield generator by taking the secret path, Mop up with tank swarm (using bombers to soften the AT-AT's). It felt like I fought on this particular map five times in a row, or close to it. It I didn't see the map so much then it wouldn't have bothered me.

4) I really like how this mod handles technology because it's just silly to be sending out droids to steal and what not. But one thing that does bug me about the way the tech system works is how it will remove stuff that I feel is still useful. Say the snow speeders that were super effective against AT-ATs. While I like the V-Wings (and they saved my ass on one planet where the guy had six fighters), that doesn't mean the Snowspeeders don't have a place. Or how the Y-Wing just goes away when to my knowledge, there's not another Proton-Torpedo capable bomber the Rebels have.

Those are all nitpicks and just to reiterate, I love this mod. These are just things I was looking for clarification on.

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Does it happen every single time, or are there some battles or OBs where it doesn't? You said every other battle at first, but this is weird, so the more specific information you can give, the better.

Well, I can tell you one spot I can get it crash every time. If I'm in the middle of a game and I tried to load a separate save, the game will crash and delete said save. And it'll also crash if I try to save over an existing save. However, were I to exit out to the main menu and load the game, then everything's fine and it doesn't crash. Same is true by just creating a new save. I did go and make the folder that holds the save not "read-only" and that seems to of resolved the crashes when loading into a random space/land battle map. Unfortunately, I couldn't give you a pattern on that one because if there was one, I didn't see it.

Edit: If I had to guess, it's probably something to do with the Auto-Save mechanic. Wouldn't be the first game Auto-Save messes with the game after all.

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