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Messages - Corey

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121
The game gives you the amount of credits you're supposed to be getting, and the different buffs all take away the amount they're supposed to be taking away. Trying to figure out *how* it lines up in terms of the cycling income won't really give you good information because it will never be synchronized between all your units. Your upkeep is paid out every 5 seconds per unit, not paid out every five seconds overall, and each one is done on its own timer. One second is also not actually a "tic" ingame as far as when the credits are being subtracted, so it's not really broken into 5 distinct possible moments where stuff is being added or subtracted, it's more granular than that.

Here's the exact costs (these will hopefdully be worked into the tooltips in their per-second amounts, but for now should at least help you knwo exactly what you're paying out in any 5 second period)

Tier 1:
   credits
      Level:0 -0.200000
      Level:1 -0.200000
      Level:2 -0.200000
      Level:3 -0.200000
Tier 2:
   credits
      Level:0 -0.500000
      Level:1 -0.500000
      Level:2 -0.500000
      Level:3 -0.500000
Tier 3:
   credits
      Level:0 -0.850000
      Level:1 -0.850000
      Level:2 -0.850000
      Level:3 -0.850000
Tier 4:
   credits
      Level:0 -1.250000
      Level:1 -1.250000
      Level:2 -1.250000
      Level:3 -1.250000
Super:
   credits
      Level:0 -10.100000
      Level:1 -10.100000
      Level:2 -10.100000
      Level:3 -10.100000

122
Discussion, Suggestions & Feedback / Re: Planet Size In Battle
« on: August 19, 2018, 07:06:50 PM »
Not with the current models, that would look like complete shit. We're redoing all the planet assets and that kind of thing starting with 2.3.

123
Discussion, Suggestions & Feedback / Re: On site Info
« on: August 19, 2018, 07:06:10 PM »
All ingame information will be removed entirely from the site. We don't have a site designer right now, so the focus has been on the stuff actually in the mod as opposed to redoing the site.

124
Discussion, Suggestions & Feedback / Re: Yevetha Buffed?
« on: August 19, 2018, 07:05:05 PM »
Their units are the same as they were in previous versions, they're the same as the versions available to the other factions. They just have slightly more of them now.

125
Discussion, Suggestions & Feedback / Re: Maldrood ships advice
« on: August 19, 2018, 07:03:54 PM »
No idea why they gave Larm a Carrack, that is useless as hero ship, I mean unless you're Joruus who is a beast on ground, but a for a sololy space hero, terrible ship

For the same reason we give other people the stuff they have- they're given the ships they were in.

126
Yes, the faction icons are an engine limitation unfortunately.

127
Imperial Civil War Tech Support / Re: empire of the hand gc income bug
« on: August 11, 2018, 10:41:33 PM »
That's not a bug. Income sources are limited, you can still make quite a bit of money however unlike previous versions, you actually have to manage it and make sure your ships don't get killed. If you pick where they go properly, and combine the income sources from your capital, trade ports and mines properly, you'll be fine.

128
Are you using the original 2.2 release, or 2.2.5?

129
News & Updates / 2.3 Feature Preview: Era Selection
« on: August 06, 2018, 04:29:21 PM »
For our first feature video preview of 2.3 (it'll also apply in Fall of the Republic: Thrawn's Revenge III ) , we're taking a look at the new ability to select starting eras for progressive galactic conquest scenarios.



Every Monday, on Corey Loses, we'll be doing live mod work at 5pm EST, tonight's will be more work on the era selection system, setting up the remaining progressive GCs to use the new feature.

130
Imperial Civil War Tech Support / Re: Planet starting spot problem
« on: July 31, 2018, 03:37:38 PM »
It could be, but we don't want it to be. Most of it would stop making sense or become a lot more complicated for basically no reward, gameplay-wise.

131
Any unit spawned by LUA will not trigger a battle, another unit would have to enter the system normally to start a battle.

132
Honestly, this is why we generally suggest people upgrade to the Steam, version. Aside from just being more stable in general as a result of the patches PG has released over the last year, there's fewer variables users have to account for. There isn't an easy way to know if the ram fix has applied, no.

The biggest relevant change for the mod actually running between 2.15 and 2.2 is that 2.2 requires more to be run out of the mod's actual folder. That's about it. The game without the aforementioned EaW patches is also less capable of running it properly, hence why we've had to cut things like map previews and VOs from the Disk and GoG releases.

1. Are you running everything as admin?
2. Are you running in compatibility mode?

133
Ascendancy Tech Support / Re: Ascendancy menu not loading.
« on: July 30, 2018, 06:54:46 PM »
It's in the news subforum, and there's a patch on ModDB

134
Are you using the workshop version or the ModDB version?

135
Generally when it was done a lot of stuff was standardized, but over 2.2 (And going forward), we've begun specializing some of that stuff a bit more.

136
Imperial Civil War Tech Support / Re: Please help me :D
« on: July 29, 2018, 07:39:44 PM »
Changing them back requires modding knowledge, the indicators are listed in GameConstants.xml.

137
Imperial Civil War Tech Support / Re: Planet starting spot problem
« on: July 29, 2018, 07:38:19 PM »
Some important characters are not treated as "deaD" if thewwy are that plot-relevant later, basically like when you have perma-death on in Fire-Emblem and plot-relevant charatcers don't "die" so they can continue on with the story. We can't cut off the entire fifth era because Pellaeon happens to die earlier in another place, nor the second one if Thrawn dies under the EotH. There's no way to make that kind of branching either make sense or function. Pellaeon isn't an era two hero though anyways, so I'm not sure how you'd have gotten him killed as the Empire in era 2.

138
Really, they're not intended to be there, which is why they're useless. The mod doesn't use them anywhere else.

139
What we've said is that it needs significant updating and several changes of 2.2 are not yet set up to be compatible with it, ie fighter spawn changes. Right now, it's basically provided as-is.

140
When you reinstalled FoC did you delete the remaining folders? Uninstalling it won't always remove unexpected files, since it doesn't know they're there to get rid of in the first place.

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