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Messages - majorstoffer

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Discussion, Suggestions & Feedback / Re: Useful and Undervalued Units
« on: August 30, 2013, 12:54:38 AM »
Honestly, I've found Strike Cruisers immensely useful for defensive fleets.

They're mobile, well armed, reasonably durable and easily produced on most worlds. They're not a Star Destroyer, but they'll do.

The additional Fighter and Interceptor squadron also come in handy in keeping Quasarstorms pre-occupied.

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Imperial Civil War Tech Support / Re: BSOD md-game crash
« on: August 23, 2013, 07:02:32 PM »
Honestly, the space battles seem perfectly stable in the mod at this point, and while you guys certainly made the ground side more interesting, it's still not exactly my cup of tea. I've been quite happy to just autoresolve ground and just pay for more ground troops; I'd likely be doing it most of the time anyways. I just wish Turbolasers didn't have quite so high a value for autoresolve, as the AI sure loves to build them.

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Ah, Ackbar, he ran right into a Hyper-velocity cannon with me. Once again, he fell for a trap.

I've kind of stayed away from heroes myself much; their rather permanent deaths make them pretty big risks to throw into the fight (especially fighter pilot heroes). Besides, I can't have characters I like in the canon die senseless deaths fighting 25 Quasars.

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Discussion, Suggestions & Feedback / Re: Suggestions for 2.1
« on: August 23, 2013, 04:52:14 PM »
Interesting ideas but what if you expand both ways or into the Unknown regions? Then you'd have a massively overfull build bar.

The only way to manage I'd think is restriction construction to certain regions. I.e., if you want those AT-ATs, you can only build them in core Imperial planets, CIS holdovers on relative planets, etc. Keep a core selection of units always available; enforcers, ISDs, IPVs, Praetors, etc, but have much of their roster region-specific. It'd also force a Pentastar player to pay more attention to logistics; keeping replacement routes available and safe. I don't know how well EaW can do that sort of restriction, however. Most of my own limited modding experience is with Total War games with their areas of recruitment and such.

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Discussion, Suggestions & Feedback / Re: Suggestions for 2.1
« on: August 23, 2013, 03:05:49 PM »
So, I've been thinking about the PA, and the mentioned plan to tie their new units to certain buildings/planets, and about the different suggestions in this thread.

If it's workable code wise, as I know EAW is a bit curmudgeony on that front, would it be possible to make the PA more or less Imperial based on where they choose to expand/invest? To explain this thought process, if the PA expands towards the core, it could unlock more high-end Imperial units, particularly if it could seize Coruscant, Carida and Kuat. At that point, they would likely have the best claim on being the true successors to the Empire, and could produce ships and troops they otherwise couldn't back in the outer rim. Executors on Kuat, AT-ATs on Carida, Stormtroopers on Corulag, etc.

The alternative could be, should they choose to focus more on non-Imperial space, we could see more unconventional, outmoded, ex-CIS, and perhaps units from the NR roster. Their corporate nature means they'd likely be able to incorporate various design firms, regardless of pre-existing loyalties should they come to dominate a given region. That direction is already there with the Munificient, and now Lucrehulk, but what about getting units common to corporate interests? Z-95s launched from bulk cruisers as a swarm fighter, perhaps things like Assault Frigates or a couple New Class designs late-game, if the PA can control and consolidate key NR shipyards.

These are pretty rough suggestions, built around the assumption you guys don't want to invest a bunch of time and effort into new assets at this point with Ascendency in the works, so drawing from the existent roster. Both the IR and NR have lots of under-utilized units which could be folded into the PA, should they expand and invest in the right direction, which could fill holes otherwise present in their roster, or open up new tactical approaches.

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Imperial Civil War Tech Support / Re: BSOD md-game crash
« on: August 22, 2013, 08:39:07 PM »
Sorry for the doublepost, but I figured it's warranted in this case; I've tried running the base game, and I get a BSOD as well, about 15-20 minutes in, but curiously on the campaign layer, not in battles, which is where I've been BSing in ICW.

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Imperial Civil War Tech Support / Re: BSOD md-game crash
« on: August 22, 2013, 07:55:28 PM »
How old is the machine, kinda makes me think there's overheating issues.

It's a franken computer I've built myself, the oldest component is the hard drive at about 5 years, and I had a cooling issue in the past, but fixed it, nothing goes over ~30 even in the likes of Battlefield 3 or Shogun 2 with a bajillion men shooting each other. When I discover a hardware problem, I have a tendency to go overboard in rectifying it.

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Imperial Civil War Tech Support / Re: BSOD md-game crash
« on: August 22, 2013, 01:46:10 PM »
I updated my drivers, and it seemed to help at first; got a fair number of space battles in with no problem, then fought a land battle and BSOD'd about 5 minutes in. I'll try out the base game and see what happens sometime today or tomorrow and provide an update.

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Imperial Civil War Tech Support / Re: BSOD md-game crash
« on: August 21, 2013, 02:11:28 AM »
No such luck on the reinstall. Curiously, the intensity of the battle doesn't seem to have anything to do with causing the crash. I had two enormous battles against the EOTH, no problem, Ackbar launches a suicide attack at one of my planets, one-shot him with the Hyper-velocity gun, and I get the BSOD while hunting down a few fighters.

Honestly, I don't have the faintest idea what's causing this.

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Imperial Civil War Tech Support / Re: BSOD md-game crash
« on: August 21, 2013, 12:56:23 AM »
I'd write it off as I installed the mod incorrectly, or some conflicting files hidden away in my FOC installation, but the game was running perfectly fine for some time with the two hotfixes installed.

I don't think it's a hardware issue, as I've been playing Red Faction: Armageddon since the mod started acting up on me, and haven't had any hiccups or the like, so I think I'll try a full wipe; remove everything, install from scratch to make sure I haven't missed something.

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Imperial Civil War Tech Support / BSOD md-game crash
« on: August 20, 2013, 08:56:31 PM »
Hello gents, I did some trawling and didn't see mention of a similar problem as myself, so I figured I'd post it and see if someone might be able to help.

I've been playing an Art of War campaign as the Remnant for a few days now (Week 40-something in-game), and been enjoying myself enormously, but I've come across a bit of a showstopping problem; the dreaded Blue Screen of Death. This is occuring when I'm in battle, ground or space, and doesn't seem to be tied to any one planet. It happened first when I launched a ground attack against the EOTH on Ithor, which I figured was a one-off, and ignored it, autoresolved after reloading, and all was swell. The very next battle, a NR assault on my space defenses on Ciuth, or however it's spelled, similar problem; the game BSODs a few minutes into the battle.

I had some problems getting the mod to work originally, but it was fixed by just running in compatibility mode for XP, SP3 (I'm running Win7 64bit), and I've got a fair number of hours in-game with no issue, and now this has basically prevented any further progress.

Please let me know if there's any specifics you guys need to possibly help me with this. There's so many more rebel scum left to crush.

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