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Messages - Vulcanus

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81
Star Wars Discussion / Re: Star Wars VII Trailer Released
« on: December 01, 2014, 09:21:22 AM »
I really wanted to chime in on the discussion here, but Pali just said everything I wanted to say and I couldn't agree more :).

82
I don't want to be impatient, but... WHEN WILL THAT RELEASE COME?
I can't wait...

Sorry to say, but real life has taken over 100%, so I have no time to work on the submod here, for now.

83
News & Updates / Re: What You Can Do in 2.2
« on: November 18, 2014, 05:51:19 PM »
I have to say that the lack of research system is one of the biggest reasons I'm still playing ICW.

84
Imperial Civil War Tech Support / Re: help no jedi
« on: November 17, 2014, 02:59:36 PM »
Jedi can only be built from Yavin 4 in Eras 4-5 as the NR. Dark Jedi can be built from Bastion in Eras 1-5 as the Pentastar Alignment.

85
I should have a new GC and update ready sometime next week. Just need to switch Pentastar starting heroes to buildable ones and add starting fleets for everyone. This is the Zsinj-Kaine-Teradoc-New Republic 2nd Fleet brawl and first of the two Post-Endor GCs.

86
Discussion, Suggestions & Feedback / Re: Multi-ERA one planet
« on: November 12, 2014, 05:37:03 PM »
It can most certainly be done, but IMO it's not worth doing. FTGU is one of the better GCs in the mod, but that is not so much because of the concept of one-planet start, but rather the lack of resources in the early game that forces the player to make some tough decisions.

Now, if you were to give the IR Isard and several ISD heroes, there would be no challenge or strategy to the game. Just build up your ground forces and then blitz everything. And with fewer planets to defend with your massive Imp hero fleet, the AI could never hope to pose any threat in the early game.

If you want to try modding it yourself, I would advise you to look at Data\XML\Conquests\ArtofWar\Campaigns_All.XML

87
Star Wars Discussion / Re: Star Wars VII Title
« on: November 09, 2014, 04:48:31 PM »
I don't like analyzing vague titles too much, but this could be good sign, if it means that the Force is back to being a more primal and mysterious thing like it was in the original trilogy, something that is always there, but needs to "awakened" through personal character growth like with Luke in TESB.

Then again, it could also mean that everyone and their mother will be waving around lightsabers and hurling force lightning.

EDIT: Sorry, meant original trilogy.

88
Star Wars Discussion / Re: Star Wars VII Title
« on: November 07, 2014, 11:13:40 AM »
I like it. Certainly better than "The Phantom Menace".

89
It still doesn't work I've got ICW 2.1 with 2.15 patch with sub-mod 3.1 and I have restarted ICW and computer and still doesn't work it is also not doing the opening crawl and the mission log is the same as it was in the original game i.e. destroy death star as one of them. And no one introduces me to the campaign.

It appears that the campaign story script is not working for some reason, but there are likely other things in play here as well with vanilla campaign stuff popping up. If you can PM me your XML folder I could have a look to make sure nothing is out of place there, that would be a good start to finding the issue.

90
Just a small tip
In Fel Empire GC you should also add Syca(The planet) to the map and/or also give Fel Empire the KDY, so the Fel Empire(FE) would have a corporation of their own, as they don't have any right now.
You should also add them some kind of SSD building capacity, because the IR starts with 2 Executor class(Reaper and Lusankya), and the Eclipse and they can also build the Night Hammer + two additional sovereigns. that's 6 at the same time if we add it up.
I think it is pretty overpowered, and as an addition the FE's territories are quite scattered with the NR everywhere.

I don't see how the Fel Empire would differ from EotH in regards to their stance on SSDs. It is still led by Fel (a fighter pilot) and Thrawn (Mr. anti-SSD) and is full of Imperial naval traditionalist heroes who likely resented SSDs in the first place. Besides, The Fel Empire GC as Fel is my personal favorite precisely because you have no immediate answer to the SSDs (with Crimson Command Vic II's, 'shudder') and get totally steamrolled early on. You still have a large powerbase with more financial and population potential than the other two factions.

The Fel Empire GC is not meant to be played as the IR because the EaW AI only recognizes one primary enemy, which is the NR for both EotH and IR. This means that EotH would rather murder the NR rather than resist Palpatine which ruins the fun for the IR.

Why no Syca to go with Nirauan? Because Fel Empire is THE Empire at campaign start date, not EotH and you are not supposed to spam EotH designs everywhere when you've already got EotH space stations and ground garrisons to represent EotH's support for Fel.

---

There's a new admiral in town. He is a Duros with considerable tactical skills to go with a real-nice custom flagship. Too bad he has some suicidal tendencies that tend to get him killed in critical battles. Also, a couple of new planets (Lantillies and Oplovis) need to be put on the map and then I'm ready to continue GC designing.

91
I've had a problem on Shadow Hand as the NR.

I only have heroes from Tech 2 of Foc i.e. Mon Mothma, R2 and C-3PO, Han and Chewie and Captain Antilles. all units are fine nothing different.

This doesn't seem to affect IR as I could see they have the heroes from the Mod.

Shadow Hand works just fine for me and all the heroes spawn correctly, so I don't know why this is happening for you.
Have you made any personal modding before or after installing?
Also, are you sure you installed over 2.1 rather than 2.0? IIRC the file location of the Shadow Hand changed after 2.0 so this could be causing problems.
Did you restart ICW and tried starting a new Shadow Hand GC as the NR again? It could be connected to a single play-session rather than be a persistent issue.

92
Welcome to the Boards / Re: Hello guys
« on: November 04, 2014, 02:23:33 PM »
Who knows. I might defect to the New Republic, you know, to add more flavor. after all, they're my second favorite  ;)

While you are at it, why not do the reverse-Fel and then go back to the Empire? The full EotH-NR-IR tour? Then marry a Hapan prince(ss) and finally claim the title of Grand Moff and bury your head in the sand on the edge of the Outer Rim while the rest of the Galaxy is busy killing each other.

93
Guys, if you've got any suggestions specific to the Art of War GC such as changes to hyperlanes, planets and starting units, now is your chance. I'm hoping to add an era-advancing Zsinj as IR Art of War GC, but hoping to keep it as simple as possible in terms of map changes. Suggestions for Imp hero allegiances and what should happen to reborn Palpatine would also be appreciated. The idea is to have a three-tech 1-3-5 advancement, with era 3 triggered by Eoth or NR capturing Coruscant and 5 triggered by EotH capturing Denon or NR capturing Bilbringi, keep Thrawn with EotH and potentially develop EotH to have an optional tech advancement path that abandons some of the indigenous Chiss/EotH designs but provides Imp designs with megamasers and mixed TIE/Clawcraft fighter complement.

94
Discussion, Suggestions & Feedback / Re: Removing land combat
« on: November 03, 2014, 07:15:08 AM »
This shouldn't be too difficult. Just snoop around Planets.XML and Planets_Regions.XML and check how planets like Pesitiin and Tsoss Beacon differ from other planets. Then apply similar settings for every other planet. I would also advise you to use some proper text editing program like Notepad++ so that you don't need to go through every planet one by one to make changes.

95
Yet again the inconsistency of EaW's AI continues to baffle me. Despite my efforts I've yet to achieve an aggressive NR AI in any of my own Orinda GCs as the Remnant, yet here you guys are talking about being steamrolled by the NR or being spammed with V-Wings.

And yeah, V-Wings are starting units only on Adumar, since it is a planet of pilots and there is no Adumari airspeeder in the game for me to use. And since Adumar is controlled by the Warlords faction, that has no effect on the NR using them.

I'd love to see the Orinda Campaign as a multiplayer GC as well. Too bad that the old multiplayer no longer exists. Still, I would gladly adapt it for multiplayer if someone really wants to try it.

96
Can't wait to get my hands on some of those new Greater Maldrood heroes, and Eriadu Authority in the future.

Should have some new fish to fry as well ;). For me, it's not the heroes you use, but the ones that you face. Fun times when multiple MonCal admirals are knocking on your door.

97
How can I download the fixed files?

I will post a new update when there is something more substantial than just minor bug fixes done.

1 question, why is the PA Venator cost 4500 (or thereabouts) and the IR Venator cost 6000 credits?  Kinda unfair to the IR player.

Because the IR Venator carries considerably more valuable Howlrunners and TIE Interceptors instead of TIE Fighters and V-19s.

98
Discussion, Suggestions & Feedback / Re: The Air Straeker....
« on: October 25, 2014, 06:58:33 AM »
Not yet.  My current game is an NR Art of War using Vulcanus's submod, and I've seen little of the Hand thus far... I'm pretty sure the PA is wiping the floor with them currently.  Planning to do a Hand game next though.

AirStreakers are proportionally weaker in my submod, because speed values for most of the land projectiles were tripled, so many units have stronger AA ability. They still devour everything on their path, though, so it doesn't make that much of a difference.

I'm very much interested to see the results.

99
No idea how I missed this until now... the warlord VSDs in your submod are missing hardpoints and weapons.  Reinstalled ICW and then your mod to test it, and they definitely lose them on installing your mod. :(

Fixed. Thanks.

Watched some RotJ today to get a good screencap of captain Verrack for his hero icon. But which one is Verrack? They all look alike. Call me a speciesist if you want ;).

100
Imperial Civil War Tech Support / Re: AI
« on: October 20, 2014, 03:06:05 PM »
Are you running 2.1 or 2.15?
Is it passive in galactic mode, ground or space battles?
Does AI function in some way or is it completely frozen?
Which GC are you playing?
What faction is the AI using?
What difficulty level are you using?
Do you have any other mods installed?

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Those working on this mod do so in their own free time and for no pay.
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