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Messages - Corey

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61
the Missing text is because the mod is in English and your game likely is not. Go into the mod's Data\Text folder and rename MasterTextFile_English to MasterTextFile_YourLanguage

62
That's not a bug, those are raid fleets. They have a chance to appear in any battle, and you have a few minutes warning (it will come up as a message on the top left of the screen at the start of the battle) in which to prepare, after which you have to hold out a little while until you can retreat, or deal with both enemies. They also target the enemy faction, so you can use them to your advantage. The manual explains them further.

63
Ascendancy Tech Support / Re: Error when starting a match
« on: January 15, 2019, 08:42:05 PM »
Which version are you using?

64
Both of those are the incorrect palces to put it. While the normal bat files of EaW are in that folder, that's for the base game, not for the Forces of Corruption Expansion. You want to put the bat file in
 C:\Program Files (x86)\GOG Galaxy\Games\Star Wars - Empire At War Gold\EAWX
with the Forces of Corruption executable.

65
That usually means you have things in the wrong palce. What folder is your .bat file in?

66
Welcome to the Boards / Re: Hello y'all! I'm deuZige!
« on: December 31, 2018, 02:07:58 AM »
Welcome to the forums, hope you enjoy the mods

67
Discussion, Suggestions and Feedback / Re: Clone legions and battalions
« on: December 29, 2018, 05:37:53 AM »
It depends most on a mix of which is most prominent and which are easiest to do in a shorter period of time, since there's already so much which needs doing in the first release. So, legions which are closest to the base armour set but with a recolour tend to be easiest and most likely in the short term, while others that may be iconic but have significantly divergent armour (like the Galactic Marines, for example) are less likely in the first release.

68
Again, saving and loading behaviours are things that changed with the Steam updates to fix existing engine bugs that made it impossible to load saves. If it seems like it's freezing while saving, give it more time, it can take several minutes sometimes depending on different factors (ie map size). If it's crashing, make sure you're running with proper admin permissions to read and write to the save folders.

69
News & Updates / Fall of the Republic - Republic Preview Video
« on: December 13, 2018, 01:52:55 PM »
This week, we're going to be taking an early look at what progress has been amde on Fall of the Republic so far. Today, that means a Republic video, and then on Sunday I'll also be posting a CIS video, playing through the early parts of a galactic conquest scenario. In today's we go through a couple land and space battles, talk about which assets need to be done, outline the plans for how to handle specific legions (like the 501st) and fleet insignias, like the Open Circle Fleet, and much more! Once we're a bit further along, I'll also be doing full playthroughs as each faction on the channel.



Thanks to all of your support, we've once again reached the Top 100 on Mod Database with all three of our mods! If you would like to vote for Fall of the Republic in the final round of voting, you can do so here: https://www.moddb.com/mods/star-wars-thrawns-revenge-iii


70
News & Updates / Re: [ICW 2.2] Era Progression Overhaul
« on: December 13, 2018, 01:49:15 PM »
You can't stop era progression in era progressive GCs. There are, however, several era-specific GCs which are set in just those eras.

71
Discussion, Suggestions & Feedback / Re: SSD
« on: December 07, 2018, 03:11:50 PM »
We've already announced and shown work in progress pictures of the Assertor. We aren't going to use Fractal's designs that weren't included in official works. They're not canon, they're not necessary, and quite frankly, i'm not a fan of a lot of the ones he made after the Essential Guide to Warfare.

72
News & Updates / Ascendancy 1.1.6 Testing Begins!
« on: December 06, 2018, 02:25:35 AM »
Hello everyone! It's been a long time coming, but we have finally reached the time for our open beta testing on version 1.1.6. The primary purpose of this version is to do some major reworking of balance for the existing factions before we get into the development of the next playable faction, the Hapes Consortium, so if you want to see a general overview of what the goals with the release are, you can check that out in the original overview threads: https://www.moddb.com/mods/star-wars-ascendancy/news/hapan-preview-balance-patch-overview-12-years-of-tr



Within that there has been some significant reworking of individual ship stats to be more consistent, and we've started a lot of work to make capital ship abilities feel a bit more engaging. Most capital ships and their abilities have been overhauled to some extent. Along with that, there's also been some work to update some of the models; the 1.1.6 beta version includes new art for the Nebula, Endurance, Secutor and Gladiator, with the new Lancer and Lucrehulk models coming over the course of the testing period.

The point of this testing is primarily to see how the current balance changes feel, and see which areas still require work. There's a few things which remain to be done in terms of finishing abilities (the Dominator, Praetor, Secutor, Syndic, Ascendancy and Endurance in particular) along with some icon art and text remain to be updated, but we feel that the bulk of what's needed has been completed, and we will be finishing that off as testing starts in the interest of getting as much feedback as possible(edited)
Distribution of the mod and patches during the beta process will be done through a version control system, called a git repository. This allows you to get updates from us without having to redownload the entire mod every time, as we aim to constantly update the mod throughout the testing process and get as much up-to-date feedback as possible. Once the testing process has concluded, we'll be uploading the finished version in the normal way on Mod Database. This will specifically done using the site GitHub. You will need to make an account on www.github.com, and download and install the desktop client from https://desktop.github.com/
Once you have done this, you can go to https://github.com/ThrawnsRevenge/Ascendancy-Test



You will see a large green button which says clone or download. Click on this, and click on "open in desktop'

This will follow through and you will be asked where to save the repository. Navigate to and select your ...Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.85 folder (yours may have a different version number). This will create a mods folder and download the mod for you. This can be a lengthy process, so give it some time to complete.

In order to receive updates, you only need to press the sync or fetch origin button in the github client, and it will download any changes. The History tab will show you the names of the commit you're currently on at the top. If it matches the latest post in this thread, you're up to date. You do not need to press any other buttons.

We will have two places to report bugs and discuss balance or other aspects. One is on our forums at www.thrawnsrevenge.com/forums in the Ascendancy Testing subforum, where there will be appropriate threads for that, and the other will be the #ascendancy-beta channel on our Discord server at https://discord.gg/t3WJugG . Please make sure to read any and all pinned messages or topics before posting.

I will again reiterate that this is only for the testing process, in the interest of getting as much information as possible and acting on it as quickly as possible- if you don't want to get github or participate in the beta, there will be a full regular release within a month, depending on the extent of the feedback we receive and the severity of issues that are found. The more testing and feedback that happens, the easier it is for us to iron things out and get to the final release.
To that end, we will be running several community multiplayer matches through my Youtube/Twitch channel, Corey Loses ( https://www.twitch.tv/coreyloses/ and https://www.youtube.com/c/CoreyLoses ). The first of these will be tomorrow night at 5pm EST. These will be announced on the Discord server, the Youtube channel, and in the image gallery when they're planned, so if you're interested in participating, watch those spaces.



We would finally like to thank all of you for your patience during the development process here. I'd also like to thank Bane who, though he has left the team, spearheaded a lot of the balancing efforts that went into 1.1.5 and 1.1.6.

We hope you enjoy the mod, and are looking forward to what the future has in store for it. If you do, we would appreciate your support by voting for us in the Mod of the Year Awards currently in progress on Mod Database at https://www.moddb.com/mods/star-wars-ascendancy

73
News & Updates / Mod of the Year 2018 Begins
« on: December 05, 2018, 02:28:56 PM »
Hey there @everyone , I'll probably mention this in some videos, but it's time again for the Mod of the Year competition on Mod Database. If you have enjoyed what you've seen and played over the 2018 from us in our mods, we'd appreciate if you'd take a moment to vote for us. we have three eligible mods, being Imperial Civil War, Ascendancy and Fall of the Republic- you're allowed to vote for as many or as few mods as you like in both phases. The links for the three mods can be found here:

Imperial Civil War: https://www.moddb.com/mods/thrawns-revenge
Ascendancy: https://www.moddb.com/mods/star-wars-ascendancy
Fall of the Republic: https://www.moddb.com/mods/star-wars-thrawns-revenge-iii

While all three are able to at least make the top 100, Mod Database does have a rule that mods need to beat their previous finishes to place. As ICW has been 4th, Ascendancy 2nd, and Fall of the Republic 3rd in the last two years, it's unlikely that we'll able to have an actual placing finish (in fact, aside from some specific combinations, all three can't place together), we're unlikely to show up in the top countdown, but it would be nice to continue our top 100 streak if we can, and see what happens. Thanks for your consideration!

74
Discussion, Suggestions & Feedback / Re: Warlord Nuso Esva
« on: December 03, 2018, 05:14:51 PM »
If you've read/watched the Unknown Regions news post we just did, they're one of the groups that will at some point hopefully be represented, in some way.

75
Discussion, Suggestions & Feedback / Re: Number of planets possible in a GC
« on: November 30, 2018, 03:30:32 PM »
Unfortunately it's not really an matter of what opinions are, it's about game limitations and trying to keep things stable

76
Discussion, Suggestions & Feedback / Re: Number of planets possible in a GC
« on: November 30, 2018, 11:43:09 AM »
Unlikely. Adding more galaxy-spanning textures would significantly increase texture memory usage on the galactic map. We already have to reduce the galaxy texture resolution to release for GoG and Disk at all. It's currently 4 2048x2048 textures as it is.

77
Welcome to the Boards / Re: Hello, everyone!
« on: November 29, 2018, 05:28:57 PM »
Welcome to the forums

78
Discussion, Suggestions & Feedback / Re: Number of planets possible in a GC
« on: November 29, 2018, 12:56:03 AM »
We haven't found a hard limit, however keep in mind, the more planets, the worse the performance and it doesn't seem like it's just a linear increase, either. Empire's End has pretty significantly worse performance than Art of War, with just 20 more planets, so the more you scale that, especially as groups get added, the higher the requirements would get for CPU strength as you go. This is especially problematic because CPU improvements tend to be in number of cores, whereas EaW is a 32 bit game and therefore can only use one core.

79
Discussion, Suggestions & Feedback / Re: Space Stations auto built
« on: November 27, 2018, 01:33:46 PM »
Something like this would be pretty complicated to script in compared to the reward for doing it, and the result wouldn't be especially clean and would likely result in a few exploitable edge cases.

80
In notepad++ it reads
 <?xml version="1.0" ?>

<Faction_Files>
   <File>ICW/Factions.xml</File>
</Faction_Files>

You're not in the right file. That's FactionFiles.xml, you want Factions.xml, which is in the ICW folder (which is what that line in that file you posted is saying).

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