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Messages - Corey

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141
News & Updates / Ascendancy - GDPR Menu Patch
« on: July 27, 2018, 07:53:20 AM »
Sins of a Solar Empire received an official update which broke the main menu, so we've released a quick patch to address that. Thanks to Gul/STAIII for showing me what was different.

https://www.moddb.com/mods/star-wars-ascendancy/downloads/menu-patch

142
You may have interfering files installed to your base data folder.

143
While we do want to give Kamino some bonuses to make it the best place to build clones and, when resources allow it, we do want to represent other local forces more (infantry take more time than other things to make, and fewer people know how to do it properly- the first releases of the mod won't be able to have them at all for this reason, we already have tons of assets we need to make), we don't want to make clones exclusively produced on Kamino, the same way we don't make ISDs exclusively produced at Kuat or Mon Cal Cruisers exclusively produced on Mon Calamari. Most planets would produce nothing military at all. When playing against the Republic, the CIS players would be easily able to just focus on taking Kamino, and almost never see any AI-controlled Clone units. Having a faction where their signature type of unit is tied so exclusively to one planet really doesn't work that well for gameplay. It may seem more lore-friendly and interesting at first glance, but the net effect is that you'd just rarely see clones.

Quote
when there were only a few million of them according to the Kaminoans

Honestly when any source that's specifically meant to be narrative gives numbers, they're kind of meaningless until put into context later, if at all. It's been 40 years and different sources still diverge on whether the Empire had three and a half star destroyers or tens of thousands.

144
There's only one map right now, that's not a bug.

145
There can only be story scripts for the main 3 factions in EaW. Pretty much everything can be done for the other factions through other means, except locking and unlocking units. Kaine does not leave the PA when era 3 hits, he also doesn't spawn for the IR.

146
Discussion, Suggestions & Feedback / Re: When does Thrawn appear?
« on: July 22, 2018, 06:20:16 PM »
That wouldn't fix the underlying issue. If certain events cause the script controlling it to crash, it'll stay down for the rest of the game. It's not guaranteed to happen every time, it depends on the specific way every preceding event fires.

147
It's a known issue, it's caused by some changes we didn't mean to push with hardpoints on ground getting included with the 2.2.5 release. It'll either be patched or, fixed in 2.3.

148
Try starting again. It looks like something broke, somehow. Generally that only happens after battles where you have a reinforcement pool full of way, way too many unit types, which starst overflowing the units onto other bones and they don't go away, but if you just started that shouldn't be the case (Although, I've never seen it come up outside of that instance)

149
Imperial Civil War Tech Support / Re: Inactive AI
« on: July 20, 2018, 10:52:28 PM »
If it weren't for users like me, there would be no Steam version. But it's cool, I'm used to the mob rule mentality kicking the disenfranchised in the ribs when they are down.

Just because the "vast majority" use the Steam version, doesn't justify or make right the abandoning of the people who bought the game Day 1 12 whole years ago and played it.

Hopefully your attitude and opinion isn't shared by the vast majority of the mod team. After all, most of those worked on the game long before Steam even existed. If it is, well that is a shame. A real shame.

To be honest, this isn't particularly fair to Petroglyph, you're lacking some of the context with that. PG had wanted to do a patch fixing some of the issues that have been addressed for Steam years ago for everyone back when it was possible- for example, the unit selection freeze. They knew the problem, they had a fix prepared, but the ability to order and deploy patches is up to the publisher, not the developer. LucasArts said no, so it was out of their hands. Ever since Disney got into contact with them, giving them the greenlight to deploy more fixes, they've basically  been done by one guy in his extra time at work- PG is not a particularly well off company at this point. They're not trying to screw over or "abandon" the disk or GoG users, there's absolutely no reason they'd want that. The reason those fixes haven't been made for other versions is because of resources- from some of what they've said, it seems like they don't have some of the code for the other copies anymore, but I may be misremembering that. There's also the issue of distribution. Some stuff, like multiplayer, specifically could only be re-enabled because of Steam.

The PG staff have been very communicative with mod teams, one of them (the one who does all of the EaW patches) interacts with modders on a regular basis. He's helped us directly solve several issues within the mod, most notably when we were able to give him specific information on the save crashes (A proper crash log), he had it fixed within a few hours and worked as fast as he could to start the ball rolling on getting the patches they could get out, out.

I know it's disappointing that the patches have only come out for one of the three copies of the game, but again, PG has no reason to want to "abandon" the other copies. They're not "kicking the disenfranchised." It's simply been a question of what's actually feasible for a company that's barely managed to stay afloat, and they've been putting in basically whatever they could spare to update a 12 year old game when they'd been facing publisher pushback on it basically since release. It's not really their fault. Trust me, I'd have every reason to be annoyed with them if I thought it was- the fact that we essentially have to maintain two different versions of the mod has cost me not just days worth of work to switch from one to the other for the release of 2.2 alone (and every subsequent patch we've tried to do), but also the constant additional tech support, extra notes, etc that I have to do, and because they're different, I needed to buy a copy of each, and I couldn't wait for it to be on sale, I needed them when I needed them.


150
Discussion, Suggestions & Feedback / Re: When does Thrawn appear?
« on: July 20, 2018, 10:39:39 PM »
That wouldn't be it- the game doesn't really know that Thrawn for the EotH and Thrawn for the IR are the same thing, and the EotH one doesn't get involved in the LUA script anyways. It's always a bit tricky to track down where exactly the script went wrong, because generally the bit that didn't work is fine, it's the last thing that seemed to work that would have brought it down at some point.

151
Story scripting refers to XML story files for the GCs, not the LUA scripts

152
Discussion, Suggestions & Feedback / Re: When does Thrawn appear?
« on: July 20, 2018, 09:35:01 PM »
Something most likely crashed the LUA script, in that case.

153
Ascendancy Discussion / Re: Random events
« on: July 20, 2018, 07:02:36 AM »
Random events have not been removed, and there's no automatic updates with Ascendancy so even if we had changed that stuff you wouldn't get any changes without downloading a new copy of the mod. You may just have the Sins DLC turned off.

154
News & Updates / Re: Imperial Civil War 2.2.5 Released
« on: July 20, 2018, 06:56:58 AM »
Do you have a clean installation of EaW?

155
News & Updates / Re: Fighter Rebalancing Preview
« on: July 19, 2018, 07:04:59 PM »
The link broke, it should work now.

156
News & Updates / Fighter Rebalancing Preview
« on: July 19, 2018, 04:10:58 AM »
While not a massive change, I've started going through and adjusting some of the stats on fighters. Here's a quick look at what some of the upcoming fighter stats are for ICW2.3, FotR 0.5 and some other stuff. A few are missing since I only took one screenshot and it's a pretty long list.


157
News & Updates / Eriadu Authority Preview LP
« on: July 17, 2018, 03:18:42 PM »
Like I did throughout the development of 2.2, I'll be doing preview playthroughs showing what's going on with Imperial Civil War 2.3 (and Fall of the Republic ) on my YouTube channel, Corey Loses. The first of these series has started, looking at the start of 2.3 development and the Eriadu Authority. The first episode can be found here:


158
Discussion, Suggestions & Feedback / Re: Battle Damage
« on: July 16, 2018, 07:59:11 PM »
You would need some way to specifically track which unit is which between galactic and tactical, which is more or less impossible. There's some information you can pass between the modes, but we had to jump through a lot of hoops just to get what we can there (stuff like ship was captured, so spawn one on the galactic level)

159
It should just run like any other installer. What version of EaW do you have?

160
Discussion, Suggestions and Feedback / Re: How to Install?
« on: July 11, 2018, 11:11:48 AM »
There was a minimod we released, but that was a decade ago- it was standalone and just added a few CW units and heroes to base FoC, it doesn't interact with ICW at all, and isn't really that good, unless you just wanted to play base FoC with some extra units.

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Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!