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Messages - Slornie

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1
Discussion, Suggestions & Feedback / Re: Imperial Problems?
« on: January 21, 2022, 11:54:38 AM »
Keep an eye on the influence level on your planets: the information is visually displayed around the planet on the zoomed-out GC view and also in the summary top left of the screen when a planet is selected.  For details about the new influence and resources systems in TR nowadays can look at the documentation guides in-game (icons down the left hand side of the screen in GC mode).  Here's a few extracts to summarise:

Influence
Having Low Influence level (1-3) on planet can cause Unrest. High Influence (6+) removes Unrest. After getting 3rd Unrest Stack planet will Revolt one week later. All forces currently located on that planet will retreat to another planet. Control of that planet will flip to their preferred faction.
===
A planet has revolted because of low influence. Influence is tracked in the top left of the screen, or in the bar to the left of planets. A red fist indicates unrest exists on the planet, and after a week with 3 unrest, planets will leave your faction. Doing things to increase influence, like making sure you have proper resources, building companies, and various other things listed in the guides accessible by pressing the buttons at the left of the screen above the minimap can help prevent this. You can also blockade enemy planets if they aren't producing food to give enemies unrest.

Resources
There are two types of resources in EaWX - SPENDABLE and ROLLING. Spendable resources include CREDITS and SHIP CREWS which are used primarily to contruct ships. ROLLING resources (FOOD, INDUSTRIAL PARTS) are not spent directly, and instead costs and expenses for each are determined per week, resulting in increased or decreased levels of planetary influence, or other effects depending on the resource.

2
These are raid fleets which have a random chance to appear in any battle where the defender has a shipyard.  Essentially they are a third faction in the battle that is not affiliated with either combatant.  When a raid fleet has been triggered you will receive a warning message about unknown forces incoming (advisor tooltip bottom left) which provides at least a minutes warning before the units enter the battle.

The composition and origin (faction basis) of the raid fleet varies but will not be the same faction as either attacker or defender.  The units are not drawn from the state of the galactic map (in current versions at least) and will tend to move in the general direction of the shipyard, engaging any units that are within range. 

There is no way to prevent or disable raids in-game (aside from there being no shipyard present) but to get raids five times in a row is pretty unlucky as the odds of it happening in any particular battle are about 3/20.  With the advance warning you can even use the appearance of a raid fleet to your advantage and alter your tactics and unit disposition to account for their presence.

3
EaW and FoC Mods / Re: GUI Mod Questions
« on: August 13, 2020, 01:54:17 PM »
I believe the object names in commandbarcomponents.xml directly reference bones on the GUI model (i_galactic_controls.alo as per the "i_main_commandbar" object).  The buttons (and other components) are rendered by the game in the position defined by the corresponding bone.  So for the space filters etc additional bones were added to the GUI model and then referenced by the xml objects that define the new buttons.

4
Imperial Civil War Tech Support / Re: raid fleets and opening cinematics
« on: January 17, 2020, 12:59:27 PM »
The menu battle is a specific space map specified in the gameconstants.xml; the menu essentially runs that map AI vs AI and shows the battlecam view.

Red banding on raid fleet star destroyers is likely to be the team colour specified for whichever faction entity we use for the raid fleets (so the same as how team colours work in skirmish).

5
Imperial Civil War Tech Support / Re: Trouble with Installing
« on: December 27, 2019, 04:10:24 AM »
Have you made sure the modpath in the batch file matches the name of the folder you've installed the mod to? i.e. you've got the mod installed to ../Imperial_Civil_War223/ so the batch file needs to include the 223 in the modpath (I think by default it's just Imperial_Civil_War).

6
Discussion, Suggestions & Feedback / Re: Why is the Steam version so slow?
« on: November 24, 2019, 06:16:19 AM »
Back in late 2017 the game developers released a new patch for the Steam version of EAW (and only the Steam version) which fixed a few things (including re-adding multiplayer).  One of the fixes rewrote the save function to prevent loss of data in larger and longer-lasting GCs - in particular the "save freeze" issue which has plagued a lot of mods in recent years, including ICW. 

Unfortunately this means that saving now takes longer than it did previously, but with less chance of your save file getting corrupted.  There is no way to speed it up (and in fact, the latest revision to the patch removed autosave after space/land battles in GC because users found that particularly frustrating/problematic).

More information direct from the devs:

Patch Details
Follow-up Patches

7
Star Wars Discussion / Re: Are you going to go see Episode IX?
« on: October 10, 2019, 03:35:29 PM »
Of course I'll go. I've seen all the others so I might as well see this one too.  Haven't been paying much (read: any) attention to rumours or trailers, but hopefully it rounds off the Skywalker saga well.

8
Have you read the AI guide evilbobthebob posted on the Steam Workshop?

Advanced Modding: Empire at War AI

9
In 2.2 there is a limit of three mines/tax agencies per planet, and a total of 20 galaxy-wide.  You can sell and rebuild them on other planets with higher base credit values to maximise your income.

10
Discussion, Suggestions & Feedback / Re: Pathfinding
« on: January 14, 2019, 12:46:29 PM »
If I remember correctly it's done by changing this line in the GameConstants.xml from false to true:

Code: [Select]
<ShouldDisplayPredictionPaths>

11
Discussion, Suggestions & Feedback / Re: Warlord Nuso Esva
« on: December 03, 2018, 12:03:40 PM »
As far as I know there's only the Firekiln and Whisperlike identified (barely) in Legends. 

12
Discussion, Suggestions & Feedback / Re: Hapes cluster
« on: November 18, 2018, 04:58:53 AM »
They'll be expanded in much the same way as we've done for the Empire of the Hand - for whom there's pretty much only the Nssis Clawcraft and a few other vague references in canon.  Hapes actually has more canon units detailed than the EotH (albeit some still without canon artwork), and we're planning on treating "Battle Dragon" as a general designation which applies to multiple classes of ship, rather like "Star Destroyer" for the Empire.

13
Imperial Civil War Tech Support / Re: Galactic Campaign Lag
« on: September 24, 2018, 01:32:05 PM »
Unfortunately Empire at War is now 12 years old and the game engine can only make use of a single processor core.  Because the mod is vastly larger in scope than vanilla ever was - in terms of planets, units and active factions/AI - performance can take a hit in some circumstances.  If you're looking at the larger GCs in ICW those have 3 or 4 times the number of planets and active factions than the vanilla GCs which means the game has to process an awful lot more calculations every cycle.

14
Have you changed the filter on the build bar to capital ships?  (One of the three icons to the right of the ground/space toggles)

15
Because sometimes when I'm in a hurry I drag in an ISD or VSD when I mean to drag in a 2. Guess it's just personal preference.
As Ordo says, that differentiation is already in ICW for ISDs and VSDs.  The VSD-II and ISD-II have II on the icon (top left corner) to set them apart from the I's.

16
Imperial Civil War Tech Support / Re: How to download the mod now
« on: July 10, 2018, 01:15:37 PM »
Not sure which link you were using, but an updated copy of 2.2 has been on ModDB since 1 July: www.moddb.com/mods/thrawns-revenge/downloads

17
Hey guys my apologies if this has been answered before. Playing 2.25 (CD) as Imperial Remnant and I've noticed the Heroes have Command Tiers and Aggression/Defensive. What the heck is that? I assume that in combat they give the Fleet/Army a boost depending on what tier and trait they have? Couldn't find any info on specifics in the Manual.
Command tiers and traits are covered on page 210 of the 2.2 manual.

18
Discussion, Suggestions & Feedback / Re: Suggestions
« on: July 06, 2018, 01:24:55 PM »
2. When will we see in game Republic star destroyer, Synoro, Keravnos Destroyer, Intego Destroyer, Generic Imperial II Frigate :)

Republic Star Destroyer: Never. It's ugly and practically identical stat-wise to the Nebula Star Destroyer.  Personally I've also always liked the Endnotes from EGW where the Republic was supposed to become the same ship as the MC80B.
Keravonos: Never. That is cut content from about 10 years ago.
Intego, Imperial II: Future version.
I don't remember what the Synoro is/was/will be.

19
Star Wars Discussion / Re: Solo [WITH SPOILER]
« on: June 30, 2018, 06:12:25 AM »
Honestly there are so many double standards when people take aim at the new canon material, even when a lot is exactly the same as or otherwise comparable to something which happened in Legends where miraculously it gets a free pass.

Firstly Han now has the same problem as Rey in TFA and TLJ, he doesn't work to gain any of his skills, nor is there any deeper meaning behind any of his actions now.
Han's iconic blaster? Did you think he customized it and worked it himself? Nope, just a random drop off from a guy who put two parts together and tossed it to him. His iconic name? Nope, random officer joke, the Millenium Falcon modifications Han mentions in OT, nah those were always there apparently. His piloting skills, rather than being honed through years of experience he just sort of has, he's apparently always just been good at Sabacc, having Han actually learn and build off these elements while failing would give us more reason to identify with him as a character and make him more believable. In the OT Han has these skills but it was put in that he'd built them up after a lifetime of smuggling. Instead of a human with flaws that has that Solo charm built up over experiences, Han is now a Gary Stu.

*Iconic blaster: So he was given the gun by someone, big deal. But at this point (in Solo) have any modifications actually been made to it?
*Iconic name: Actually I think I prefer this new casual aside to the rather mundane proper family name implied by Legends (with convenient confusion with another Solo family in Courtship of Princess Leia).  Han does have a family and family name (he mentions his father to Tobias), we just don't know what that is or what happened to them (are they dead or did he just run away?).
*Falcon modifications: Even in Legends a lot of these were originally made by Lando, not Han (although he may have claimed them as his in ANH). The dorsal and ventral cannons? Lando. Hidden smuggling compartments? Lando.  Even hard-wiring L3's brain into the nav-computer is comparable to the described modifications in Legends (and L3's personality fits nicely with the way the Falcon misbehaves in later films).
*Piloting skills: In Solo Han is shown to have grown up in the backstreets of Corellia including hot-wiring and stealing speeders, which is as much of a piloting background as Luke has in ANH.  Han then enrols in the Imperial Academy to escape Corellia (aka pilot training).  As I recall in Legends he had much the same start, albeit going directly to piloting for the Hutt operation on Ylesia (surprise instant awesome pilot!) before even attending the Imperial Academy.  Really the only major difference here is that in Legends it was Han's stated ambition to go to the Academy whereas in the new canon it was driven by circumstance, and then in Legends he was dishonourably discharged from service following the incident where he rescued Chewbacca whereas new canon has him escaping a rather messy execution (death by Wookiee) instead.
*Sabacc: Again, brought up in the backstreets of Corellia.  Presumably that includes gambling?  Honestly I'm more surprised people aren't upset at Lando being made into a cheat rather than being a skilled/lucky player (although I personally liked that twist too).


Lando is virtually unused in the film for the most part, other than piloting them there and his card scene he doesn't really add anything to the film and feels under utilized, his relationship with the droid is-odd to say the least-though in SW there have been characters who banged droids(well at least HRD's that mimic organics in nearly every way so it makes a bit more sense) but the SJW droid just felt out of place, it had some quips I liked(like when Lando asks if it needs anything and it says, "Equal rights?") and the idea of a droid that wants equality is kind of an interesting concept, but the problem is that when it 'frees' all the other droids and they immediately begin something resembling a riot it just makes me think-well do R2 and 3PO think they are slaves? Do ALL droids just silently SCREAM and have their own sexual needs? Was there an actual point to this other than blatant commentary on an SJW trendy issue? Also why is Lando distressed when it is shot? He can literally REPAIR it, it's a droid, grab the memory unit and put it into ANY other droid, it's not like a person.(I actually laughed when he tried pulling it back in and it broke in two-I know it was supposed to be sad and serious but frankly it was humorous)

As I wrote before I really liked L3.  Sure she was written to reflect current societal issues but is that really a problem?  A lot of films and TV include social commentary in one form or another, particularly including another big sci-fi franchise in Star Trek.  Were there not also parallels between the OT and PT and the world in which they were each produced?

Specifically on the equal rights/freedom for droids I do recall that being covered in Legends (although I don't remember exactly where), and on the "feelings" of droids and people for their droids I think that has come across in both previous movies and other Legends material too.  You've got torture and maltreatment of droids at the hands of the Jawas on Tatooine when Luke first meets R2 and C3PO and again in Jabba's Palace.  You have R2 squealing when Luke tries to re-apply the restraining bolt after cleaning him in ANH, and on the human side there's the clear concern of Luke on returning to base after the DS trench run when R2 was badly damaged, and the fact that across all the rest of Legends he categorically refused to allow R2's memory to be wiped (albeit justified as "performance reasons").


The Criminal Syndicates grip makes no sense...the Empire has taken over the Galaxy and is the ultimate expression of 'Lawful Evil" yet Imperial Governors can just be executed by Syndicate members with...zero consequence? Even Black Sun at it's height couldn't do that without consequence.

Considering the sheer size of the Empire, and the amount of corruption and back-stabbing that went on even within the ranks, I don't think this is necessarily far-fetched.  Don't forget that this is still an Empire in ascendance (10 years before ANH, 9 years after RotS).  Governors and other officers were frequently bought or blackmailed by various underworld elements so killing one off surely isn't that much more of a step.  And there can only be consequences if someone takes enough notice to investigate and then also finds enough evidence to finger the Syndicate. 


WHY THE KRIFFING SITHSPIT NERFHERDING EMPERORS BLACK BONES DO WE NEED DARTH MAUL BACK AGAIN?!!!
What is people's obsession with him? He looked cool and was played by a kickass actor, that's IT. He has no development, zero investment and zero depth-(wait now that you mention it his popularity with the majority of people is making more sense...all style, no substance or thought required!)
We had Darth Maul light in Savage Oppress, then we got Darth Maul AGAIN, then in Rebels, now in a Film in IMPERIAL TIME? We know he dies to Kenobi, we know he has no larger effect on the galaxy, he's just mindless fanservice at this point.

Why did people have so much of an obsession for Boba Fett in Legends?  He was on screen for minutes, hardly said or did anything of import and died an ignoble death inside the Sarlacc - until suddenly he didn't actually die and made a miraculous escape to have more adventures.

The fact that Maul now has those additional appearances in TCW and Rebels surely means he has that character development.  And technically I think Solo takes place a few years before Rebels, so I imagine the intention is to tie up the Crimson Dawn plot from the movie into the latter events either via a sequel or through another medium.

20
Frankly until we boycott their empty worthless stories, they're going to continue to rape and murder what we loved about the series before our very eyes. They've proven with their other movies they're too chincy to use the comic materials the fans love so long as they can win audiences with empty visual effects that any fool can make by throwing $$ at it.
Such broad-brush statements.  So far I don't think anything Disney have done is any worse than what came before it, either from Lucas' own hands or EU writers.  Also I consider myself a Star Wars fan, both of the movies/TV and Legends EU, but have never looked at so much as a single SW comic so that's certainly not something I "love" or particularly care to see adapted.

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