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Messages - Corey

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21
The Empire of the Hand's ships weren't explored beyond the Clawcraft and mentions of "Chiss Star Destroyers." Beyond that, we had to design them.

22
Multiplayer / Re: Multiplayer stable?
« on: September 08, 2019, 02:04:52 PM »
Verify the integrity of your game files through Steam.

23
The income bonuses cruel gets are defined in DifficultyAdjustments.xml, however I'm not sure if switching the stuff in that file would impact ongoing saves.

24
News & Updates / FotR: Progress Update, Beta & Release Date
« on: September 08, 2019, 02:03:23 PM »

Today we've got a quick progress video going over what's left for the first release of Fall of the Republic! The short version is that units ans heroes are basically done, and the primary work is in UI edits and galactic conquest/story elements. We're hoping to start the beta on October 31st. For more in-depth breakdowns, see the video.


25
Discussion, Suggestions & Feedback / Re: Version 2.3 idea
« on: September 02, 2019, 04:43:39 PM »
I'd suggest doing that to your own version if it's what you want. It's not something we'd be likely to put into the mod itself, but it's relatively simple (simple to make it universal, at least, locking it to one GC is a bit more complicated).

26
Discussion, Suggestions & Feedback / Re: CSA vs NR help
« on: July 31, 2019, 05:04:48 PM »
Right now, the gunship types beat pretty much everything when all else fails.

27
News & Updates / Re: Imperial Civil War 2.3 Released - Steam Version
« on: July 31, 2019, 05:03:50 PM »
EotH is getting a lot more things reworked, Intego will be part of that, and Efodio will if certain other mechanics happen. It's always been a fleet tender, so its inclusion will depend on fleet tenders being a useful category to have.

28
Please report any bugs that you find in 2.3 here. Please also refrain from double-reporting issues that have already been posted except to add more information.

29
News & Updates / Imperial Civil War 2.3 Released - Steam Version
« on: July 11, 2019, 12:07:07 AM »
Imperial Civil War 2.3

Today, the Steam version of the mod has been updated from 2.2.5 to 2.3. The link for the workshop can be found here for those who are not already subscribed: https://steamcommunity.com/sharedfiles/filedetails/?id=1125571106
After we've had a chance to respond to any initial issue reports, we'll make the necessary changes to be able to post a version on ModDb to support non-steam versions of the mod. Like with 2.2, this will necessitate the removal of custom VO and map preview images, along with some other things like that. We strongly recommend people play the Steam version where possible.

The main goals of 2.3 were to clean up some elements of 2.2, while also putting down the ground work (haha) for some changes that we're starting to flesh out in 2.4. The first steps of our ground reworks have been implemented, changing how a lot of squad sizes work, infantry loadouts, unit ranges, movement changes, and plenty of other changes and stat tweaks (MMTs shouldn't be shredding everything quite as much, for example) as we build up to completely redo projectiles and armour/damage modifiers on ground and in space for 2.4. We have some major ground mechanic changes in discussion on top of that which we'll be starting to experiment with in 2.4. There's also been the start of some economic and planetary development changes, built around helping to slow down snowballing and nerfing blitzing strategies to allow longer campaigns to remain interesting, including the introduction of the local planetary capital/garrison buildings (major government features to come). But, here's a non-exhaustive list of 2.3's changes.

New playable faction: Corporate Sector Authority
The CSA has been upgraded from non-playable to playable, and can be found in most progressive Galactic Conquests along with a couple era specific ones, and has their own From the Ground Up setup as well. Because of game limitations where we can only safely have 17 faction slots (including non-playables, and some coded factions like neutral that are more functionality things), we've had to downgrade the Yevetha from playable to non-playable and group them with the Independent Forces faction that represents a lot of the much smaller groups, since their slot is best used for some other more unique, less Imperial-clone factions we've spoken about in other news posts (some playable, some not).

New Mechanic: Era Selection
On top of some script cleanup to flesh out the era changes a bit more and eliminate some bugs, we've added the option to select which era you start in for Galactic Conquests, adjusting starting points accordingly. In the future, we'll have evrsions of the maps which allow you to choose starting eras while keeping more even starting territory (so you can play the New Republic with era 5 ships, but without starting with more territory). Obviously, since some factions didn't exist for the whole timeline, some factions will not be able to start in later eras.

AI Updates
We've already done a whole news post about this, so I won't cover it too much here, but we've also done some pretty significant changes for galactic and tactical game modes, including three new difficulty settings using the Cruel AI modifiers. We've also tried to clean up certain functions to make the AI run more smoothly and improve ingame performance. The issue where certain factions would not land a significant amount of their troops has been solved as well.

New Galaxy Art
We've modified Lord Enpremi's galaxy model and shader setup to fit the mod's aesthetic, so that's what you'll be seeing when you're conquering or liberating worlds.

Tactical Maps
On top of a bunch of new maps, including some shared with Phoenix Rising (another great mod developed by our own evilbobthebob), most existing tactical maps have had a series of updates and fixes.

New Units
Vigil, Victory II Frigate (like in Battlefront II), Imperial II Frigate (Rand Ecliptic), TIE Punisher, Jumpmaster (Dengar's Punishing One), Bulwark I, Bulwark III, Citadel, Invincible Cruiser, Recusant, Mankvim Interceptors, IRD & IRD-A, Gozanti, PX-4 Mobile Command Base, T-Wing, Espo Soldiers, Strikebreakers, JX40 Jailspeeders, Airskimmers, GX20 Hovervans, A-A5 Speeder Trucks, K-222 Aero Interceptors, Persuader (Snail Tank), Espo Walker, Repulsor Scout, Battledroids

Redone Models
Praetor II, Munificent, Dreadnaught, Nebula, Endurance, Secutor, Procursator, Gladiator, Y-Wing, Snowspeeder, Juggernaut, TIE Crawler, AT-TE (animations)

And plenty of other small changes.



Into the Future

Although 2.3 has just been released, we've already got several things underway for the upcoming versions. This will also involve a new way for us to handle release structure. Rather than year-long development cycles, in order to make sure things stay consistent and to get changes out faster to players, we're hoping to make the scope of each release more focused and get versions out to players more frequently. While the Hapans becoming playable will mark the 2.4 release, there'll be several 2.3.x versions adding and updating new content. In order to facilitate this, we'll be maintaining a constant testing team on the Discord server for the mod ( https://discord.gg/t3WJugG ), which will get the new versions every few months/weeks, and then the Discord server as a whole will have access for testing in the week before any release. We'll consistently be looking for people to add to the testing taskforce from the Discord as well, so if you want to track mod development, that's the best way to do it.

Early focuses in 2.3 patches will include:
- Mon Calamari art updates
- New units (ie Assertor, VT-49 Decimator)
- Tactical space map art updates (environment lighting and low-orbit maps)
- Economic overhauls
- Continued ground emchanic changes
- Space and ground projectile reworks
- Balance patches

I'll also be running community matches on my youtube/twitch channel 2-4 times per month. The dates for these will be posted and updated each month ingame, the first of which will be next Tuesday, streamed on Youtube: https://www.youtube.com/coreyloses . On top of Imperial Civil War, we're also working on a Clone Wars mod which is approaching release as well, Fall of the Republic. I'm currently running a preview playthrpough for the Republic on that channel as well, which can be found here:

30
Discussion, Suggestions & Feedback / Re: Disappearing Fleet?
« on: July 08, 2019, 06:53:04 PM »
It tries to find a planet without space units.

32
June 6th (or 8th, depending on how you want to classify things) marks the 13th anniversary of Thrawn's Revenge! Today we're going to be talking about the next release of Imperial Civil War, the 1.0 version of which came out way back in 2010, but first I'd like to thank everyone who's supported the mod over the last 13 years. Some people may have come more recently to the mod, and I know there's still some out there who've followed since basically day one, but either way, we appreciate you all! I also personally want to thank the other members of the Thrawn's Revenge team. Some of whom, similarly, have been around for a short time and some since the first months of development. The mod wouldn't be anywhere near where it is today without all of your contributions, and it's been an absolute pleasure and privilege to work with this team for so long. That current lineup between all of our projects, in order they appear on Discord while I'm writing this, is Benjin, Slevered, Valerie, Pox, OzWolf, Slornie, Caesar's Legion, ConnerJB, David, DarkJedi, Hexodus, evilbobthebob, Inertial, Revanchist, Max, Jorritkarwehr, Kalo, MrPuertorican, and Rogue. Also a shout out to those who've been on the team in the past but since moved on (most of whom still just hang out in the team Discord anyways).

As the title says, though, this news post is about the upcoming beta for 2.3. In this news post, we're going to outline what 2.3 contains, a little bit of what's next, and how the beta process is going to work (with some rough release dates). On Thursday at 5pm EST I'll also be doing a livestream with some testing and answering questions during the last phases of beta prep, which you'll be able to watch at https://www.youtube.com/coreyloses/live . The Video will be available right after. We'll also have the 2nd and 3rd part of this anniversary news post covering Ascendancy and Fall of the Republic respectively this month.

Imperial Civil War 2.3



The main goals of 2.3 were to clean up some elements of 2.2, while also putting down the ground work (haha) for some changes that we're starting to flesh out in 2.4. The first steps of our ground reworks have been implemented, changing how a lot of squad sizes work, infantry loadouts, unit ranges, movement changes, and plenty of other changes and stat tweaks (MMTs shouldn't be shredding everything quite as much, for example) as we build up to completely redo projectiles and armour/damage modifiers on ground and in space for 2.4. We have some major ground mechanic changes in discussion on top of that which we'll be starting to experiment with in 2.4. There's also been the start of some economic and planetary development changes, built around helping to slow down snowballing and nerfing blitzing strategies to allow longer campaigns to remain interesting, including the introduction of the local planetary capital/garrison buildings (major government features to come). But, here's a non-exhaustive list of 2.3's changes.

New playable faction: Corporate Sector Authority
The CSA has been upgraded from non-playable to playable, and can be found in every progressive Galactic Conquest along with a couple era specific ones, and has their own From the Ground Up setup as well. Because of game limitations where we can only safely have 17 faction slots (including non-playables, and some coded factions like neutral that are more functionality things), we've had to downgrade the Yevetha from playable to non-playable and group them with the Independent Forces faction that represents a lot of the much smaller groups, since their slot is best used for some other more unique, less Imperial-clone factions we've spoken about in other news posts (some playable, some not).

New Mechanic: Era Selection
On top of some script cleanup to flesh out the era changes a bit more and eliminate some bugs, we've added the option to select which era you start in for Galactic Conquests, adjusting starting points accordingly. In the future, we'll have evrsions of the maps which allow you to choose starting eras while keeping more even starting territory (so you can play the New Republic with era 5 ships, but without starting with more territory). Obviously, since some factions didn't exist for the whole timeline, some factions will not be able to start in later eras.

AI Updates
We've already done a whole news post about this, so I won't cover it too much here, but we've also done some pretty significant changes for galactic and tactical game modes, including three new difficulty settings using the Cruel AI modifiers.

New Galaxy Art
We've modified Lord Enpremi's galaxy model and shader setup to fit the mod's aesthetic, so that's what you'll be seeing when you're conquering or liberating worlds.

Tactical Maps
On top of a bunch of new maps, including some shared with Phoenix Rising (another great mod developed by our own evilbobthebob), most existing tactical maps have had a series of updates and fixes.

New Units
Vigil, Victory II Frigate (like in Battlefront II), Imperial II Frigate (Rand Ecliptic), TIE Punisher, Jumpmaster (Dengar's Punishing One), Bulwark I, Bulwark III, Citadel, Invincible Cruiser, Recusant, Mankvim Interceptors, IRD & IRD-A, Gozanti, PX-4 Mobile Command Base, T-Wing, Espo Soldiers, Strikebreakers, JX40 Jailspeeders, Airskimmers, GX20 Hovervans, A-A5 Speeder Trucks, K-222 Aero Interceptors, Persuader (Snail Tank), Espo Walker, Battledroids

Redone Models
Praetor II, Munificent, Dreadnaught, Nebula, Endurance, Secutor, Procursator, Gladiator, Y-Wing, Snowspeeder, Juggernaut, TIE Crawler

And plenty of other small changes.





 So, now you're probably wondering how and when you can play it. The beta will be proceeding in three phases, allowing us to open it to progressively more people while keeping the testing pool a manageable size.  This time, we'll be handling the testing process through our Discord server, which can be found here: https://discord.gg/t3WJugG

Phase I
The first phase will be, fittingly, the most limited pool of people, where we'll hopefully be able to quickly nail down an idea of where the biggest rough edges that we've lost track of are. We try to keep this as limited as possible, because it's the phase where bugs or unfinished content are going to be easiest to find and fix, and we'd rather deal with the actual work than spend all the time managing tech support for people. This phase will include directly selected people based on the Save Crash Taskforce from 2.2 where we had a set of volunteers tracking specific bugs, and we'll be pulling in other people from the Discord as needed. This phase will start Thursday June 13th.

Phase II
By this point the obvious rough edges will hopefully be found and sorted, and we'll be able to expand the pool a bit to find the more hidden issues. This testing pool will be run from the Admiral's Lounge on the server, which is available to everyone with the rank of Rear Admiral and above, from the experience system based on activity. Spamming for experience will not be tolerated- spammers will be banned from the beta, or the server as a whole. We're doing this for actual feedback and people who decide to actively make our lives more difficult just so they can play a bit earlier are not the kind of people we expect it'll be productive to work with on that. The tentative date for this to start is Thursday, June 28th. If things go really well or really poorly in Phase I, that could be pushed up or back as needed.

Phase III
After Phase II has gone on for a bit, we should be ready to expand to the final phase of the beta, at which point it'll be available to everyone on the server. Assuming everything goes smoothly, this should give us a final 2.3 release date, when it'll be pushed to the Workshop, of

Thursday, July 11th

Keep in mind, this is all tentative and can change however it needs to based on scheduling, what bugs come up, family emergencies, unexpected dance recitals, or any other factor. Then, after we've had enough feedback to catch initial problems and apply patches, we'll work on compiling a version for download from ModDB for other game versions.  Throughout 2.4's development, we'll be able to push automatic workshop updates for the Steam copy as we go, but more details on that later. Hope you guys are looking forward to the release, that's all for now.

33
The code for those ships can all be found in the SharedSpacetriangle.xml file

34
This means you've got a folder in the wrong palce. It's suppsoed to go Mods\Imperial_Civil_War\Data . Most likely, you've got an extra folder in there somewhere.

35
Discussion, Suggestions & Feedback / Re: Duskhan L.
« on: May 02, 2019, 02:05:26 AM »
They're getting removed because we don't have enough faction slots to justify them remaining. Making them non-playable doesn't solve any of that. Their planets will still be there, with some forces, but as part as the Independent Forces faction that includes things like the starting forces on Antemeridias and Elrood.

36
We recommend people use the Steam evrsion of Empire at War, with the Steam Workshop version of the mod. For those with the mod on Disk and GoG, we have a copy hosted on ModDB. No other mirrors are put up or maintained by us. Disk and GoG copies also require further work (ram patch and compatibility mode settings) to work properly on modern computers, so when people don't have experience troubleshooting it themselves, it's best to use Steam.

37
As that message implies, it is an issue with your own game files, not with the mod. Notice how it says Star Wars Empire at War\Gamedata\Data\MegaFiles.xml - That is a file in the base game, and a directory in the base game, not the mod (and not even in the expansion, which the mod is for). you seem to have a broken Empire at War installation.

38
Discussion, Suggestions & Feedback / Re: Truces.
« on: April 25, 2019, 01:00:10 AM »
We can switch AI types all we want with varying levels of aggressiveness (although making the necessary number of different types would quickly snowball into absurdity), but as Zardnaar alludes to, the only extent to which it works, it would be highly abuseable and doesn't really fit with the game. EaW's not like Stellaris or whatever where you can make a truce but you still need to worry about other factions because you can pass through borders, and then you'd also need some kind of underlying relationship modifier whichcouldn't really be based on anything, otherwise it's just request a truce, they have to stop attacking you, you build up and then you attack, after having shielded yourself from the one other person who may have been able to attack you at the time.

39
Discussion, Suggestions & Feedback / Re: CIS ground units?
« on: April 25, 2019, 12:56:04 AM »
No, we typically don't do planetspecific units like that- in the mod there's enough factions that need enough of their own units, and if people want to use Clone Wars units, they can play our Clone Wars mod when it's out. Most factions by this point were not making heavy use of Clone Wars material either, and in acses where they were, we use it as part of their core roster.

40
In a game as singleplayer-oriented as Empire at War, having a good AI, which supports the intended gameplay loops of the mod is crucial. Today we’re going to talk a bit about what the AI currently does, how we plan to develop it further, and an extra option we’re adding in 2.3. As always if you prefer a video version of this news post it can be found here:



   While everyone would say they want a “better” AI, and we’ve talked in the past about certain improvements, we want to take this opportunity to talk about exactly what we mean by better. With 2.2, we began to overhaul the AI in about every possible way. Step one in that was to remove as many avenues for cheating as we reasonably can- on easy (Recruit) in 2.2, the AI makes fewer credits and builds more slowly than the player, on medium about the same as the player and on hard, the modifiers are only enough to help make them remain active as their territory is removed for more experienced players (1.5x credits).

While some basic tactical AI improvements were made with 2.2 (the primary one being to make ships come out from sitting under their station, which is an abusable feature in the base game and most mods) a lot of the focus on 2.2 was on the galactic level, determining the basic rules and desires for building up their structures, their economy, and their budgeting for larger projects (like massive Star Dreadnoughts). This also came with unique AI types for various factions- the Empire of the Hand has a more isolationist AI, preferring to build up before attacking in era 5. The Pentastar Alignment also remains somewhat isolationist unil era 3. The other Warlords have their own AI (with Eriadu getting its own more reckless AI in 2.3, which should help the New Republic’s AI survive in the really early eras, whereas currently they struggle because of how spread out they are).
   
   Evilbobthebob, who in addition to developing our AI for Thrawn’s Revenge, is the developer of Phoenix Rising, another mod with a lot of unique features and the same AI components we’re talking about here (you can find PR on the Steam workshop here: https://steamcommunity.com/sharedfiles/filedetails/?id=1235783994 ) has continued with more of these optimizations for the galactic level of the AI within 2.3, and the longer term economic changes in the mod are also being developed with the AI in mind. In 2.2, the AI would typically want to build Hypervelocity guns/Ion Cannons on as many border planets as possible, which worked out well in most maps, but in some where their territory was more thinly spread or smaller (like the single-planet start maps), the AI could often end up building too many along their border and not leaving enough room for proper economic or production structures, so this has been adjusted appropriately and is something we’ll be keeping an eye on. Another issue is that with how mining facilities are structured, on those smaller maps the AI often has to spend more slots on economic structures at the cost of defense, so to reduce that burden we’ve shifted more of the economic power into space, bumping up the values of trade ports and reducing the per-planet cap on mining facilities to 2 from 3. There’s other more in-depth changes coming to the economy and even galactic government mechanics in 2.4, so we’ll talk a bit more about that in a future news post.

Tactically, we plan to continue to make as many adjustments to improve AI behaviour as we can, along with doing things to diversify fleet and army compositions. Part of this work involves steps that are part of overall ground and space combat updates. Thrawn’s Revenge is an old mod, with a lot of work from over a decade ago, which means there’s some older bits of the mod which carry over older mistakes. Between 2.2 and 2.3, we’ve been trying to go through and standardize, expand, and update the things like the AI Combat Power values (which tells the AI roughly how strong a unit is) and category masks (which tells the AI what role it fills). There’s a new carrier category, for example, which for smaller carriers, will tell the AI that kind of unit needs to stay back- they’re for deploying fighters, not for engaging directly. This kind of work will be ongoing, but we’ll try to be as explicit with AI changes as possible, since that’s a lot better for people to understand changes than just saying “we made the AI have 20% more betterness.”   


That brings us to our second major part of the update, being additional options for players. If given the choice most people would say they want an AI which acts exactly like a human, but while we agree with that for tactical behaviours and other kinds of 4X games, Empire at War, as anyone who plays multiplayer GC will likely have experienced, is not set up in a great way for a purely human and fair AI. Our goal with not just AI but economic systems and even other parts of the game like events (for example, the Yuuzhan Vong and other emergent factions) is to make sure the game goes as long as possible while still having some form of challenging component, which is why some form of cheating AI is necessary. In games like Europa Universalis and Stellaris, you have things like Aggressive Expansion and Overextension and Truces which allow a faction to rebuild between wars, but in Empire at War, it’s all war, all the time, and winning one key engagement can mean you take half the galaxy before they can even complete a new capital ship. While there are some background mechanics that may be somewhat similar to those from EU that I mentioned added to the mod where possible in the long-term, AI will always factor into the equation. It is, after all, a tool and a game mechanic as much as an opponent.

To this end, we have introduced a new optional set of extra difficulty levels, beyond Easy, Medium, and Hard. If people prefer to stay on the more even-footing of the 2.2 AI (plus the additional logic-based improvements), that will be the default you start with. However, once you get ingame, there is an extra option available, to enable the Cruel AI. This will enable higher levels of AI income and production more similar to the bonuses that you may be familiar with from mods like AotR or RaW, which will allow them to more easily rebuild and continue to push back for longer. While we’re increasing their production capabilities, we won’t be giving them free spawns of units outside of areas where it’s supported narratively, however. In the future it’s entirely possible we’ll be able to offer additional ingame options for other things based on similar principles, as well. I use a similar set of bonuses in my preview LPs, and another youtuber, EckhartsLadder, who has been given a preview copy of 2.3, has been struggling against it in his recent streams if you’d like to check those out as well by clicking here.

   That’s going to do it for our look at the AI for now, though. Starting in a couple weeks I’ll be starting my Fall of the Republic (our Clone Wars mod) preview playthroughs on Corey Loses as well, but in addition to that there should be a couple more regular news posts coming out in the next few weeks, including an overview of ICW2.3 and its testing process, the CSA’s We Could Be Heroes post, and the next Vision of the Future post, looking at another new faction.


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