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Messages - Slornie

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21
The way we lock and unlock units between eras is based on faction-based story scripts.  Unfortunately these scripts are only available for the vanilla playable factions which for us means Empire, New Republic and Empire of the Hand (uses FOC's Underworld entity).  For all factions beyond that we're limited to unlocking units based on the GC reaching a particular tech level (eras as we use them) which is far more restrictive - and we can't lock units that way at all.

22
When you're forcing the graphics card in the Nvidia control panel make sure you're selecting the right .exe.  Although the disk version used swfoc.exe I believe the Steam version now uses StarWarsG.exe since the latest patches.

23
Discussion, Suggestions & Feedback / Re: Individual Unit Names
« on: June 22, 2018, 12:15:08 PM »
Ship names are provided to the game in a text file (normally ~6 to 10 names in vanilla), with each file linked to a specific unit.  What happens next is in each battle the game runs through the list giving one name to each ship of that type that spawns.  There's no randomisation of names from the list and the position reached on the list doesn't persist between battles, so the first Star Destroyer in any battle will always get the first name on the list, the second Star Destroyer will always get the second name, and so on.

24
Star Wars Discussion / Re: Solo [WITH SPOILER]
« on: June 16, 2018, 11:22:59 AM »
Just saw this today and I really don't get all the hate.  For me this edges out Rogue One near the top of my list of SW movies because the story flowed better and I found I cared more about the new characters than I did in RO or TLJ and the characterisation of the familiar didn't feel too alien.

Lando's sassy female droid was a nice reflection of Legends (I know Vuffi was male) with a modern twist and also that nod to the Mindharp of Sharu was good for those versed in Legends material.  Having Lando keep and then lose the Falcon while cheating at Sabacc was quite funny but the way I figure it that still leaves plenty of scope for a future movie to explain the whole "double-crossing no good swindler" thing from ESB alongside tying up that Crimson Dawn story with Maul and the love interest.

All in all I really enjoyed the movie, with the only "off" bits for me being the boss lady on Corellia (who just reminded me of the librarian from Monsters University) and the space alien during the Kessel Run.  I'm surprised but quite glad that they didn't dump TFA's Maz Kanata into the second Sabacc scene although my head-canon has already turned that into her crib.

25
Well from what i heard about the Obi-Wan Movie:
The movie will only play on Tatooine and he has to deal with a conflict between the Tusken and the local Farmers....
sounds very exciting...........
So hard pass on the Obi Wan Movie if that is really the plot.
They already did that in Legends so I imagine a movie would have a bit more to it.  But just because it's part of Star Wars doesn't mean it has to be all lasers and space combat.  I'd quite like to see Disney try and broaden the pool rather like they've allowed Marvel to do with some of those movies, so a decent character-driven piece with Ewan McGregor could be good.

About the Boba Fett Movie
i don't know, i though it would be interesting to go into the Star Wars Underworld
but apparently they somewhat tried it in the Han Solo movie and it bombed, still have to watch that one.
Can't comment on the Solo side of things as I've not seen that yet (this afternoon!) but honestly the idea of a Boba Fett movie just holds no interest for me right now.  The character has so little screen time or development in the OT and PT that I've no real investment in seeing more of him.  Sure, there's a lot of room to play with to fill in his story (again!) between Geonosis and ESB but I don't see what the key would be to latch on.

If you go towards the early end of the timeline you've essentially got a child/teen space orphan wannabe bounty hunter, which might work as another "origin" type story, but that's following straight on from Rogue One where Jyn was orphaned and grew up with mercenary Saw Gerrera, Solo (I assume) will have some sort of background of Han being an orphan and growing up with smugglers or Wookiees or something.  In the main ST you've got Rey as an orphan looking for her place in the world.  Cross franchises and you've got Star Lord growing up with mercenaries over in the Marvelverse and Spiderman picking up Tony Stark as mentor.

On the other hand if you stick to the more familiar/iconic armour-wearing Fett at the other end of the timeline you've then got a hell of a lot of heavy lifting to set the scene at the start so everyone understands where we are and how we got there (whether or not they use a get-out-of-jail-free text crawl) and your hero is in full-body outfit.  Alright that worked for Marvel with Iron Man and Deadpool, but both Tony Stark and Wade start out without the suit and are much more jocular and engaging characters (plus fourth-wall-breaking in Deadpool) than the monosyllabic Fett we've seen previously.

26
Those planets exist as a backstop to prevent the game crashing when one or more of the main factions have been destroyed before one of the era progression event happens.  Essentially it's an inaccessible safe harbour for each faction outside the scope of regular gameplay so that the game doesn't see them as "dead".

Unfortunately as you've discovered it does mean that full-conquest isn't achievable so even though you have effectively "won" the GC it won't end with the victory screen.  Unless and until we can find a better solution I'm afraid that's the compromise we've had to make.

27
News & Updates / Re: Release in Review, 2.2.3 Release & 2.2.5 Plans
« on: May 07, 2018, 11:57:43 AM »
Munificent will probably remain with the Pentastar Alignment since the design belonged to the Banking Clan based on Muunilinst, which is inside PA territory.  Lucrehulk may or may not remain available to Zsinj after CSA become a thing (it could legitimately still be available if he conquers the territory as now).

28
Discussion, Suggestions & Feedback / Re: 2.2 Unit Review
« on: May 04, 2018, 01:05:29 PM »
To be honest, Dreadnought Heavy Cruisers were much better in 2.1 than in 2.2 now. First of all, Their Shields held up longer. Second of all, they had decent Armor that let it survive longer than in 2.2 (Hard Points weren't destroyed so Fast). And Third of all, the Power to Weapons ability didnt drain it's shields so fast. The NR Dreadnought is about what it used to be in 2.1, but also got nerfed a little too. All in all, I prefer then 2.1 Version Dreadnoughts over the 2.2 Strike Cruisers! 
Actually the Dreadnaught is exactly the same for both NR and Empire and there has been no change to hull, shields or PtW on any of them since 2.1.  Comparing the two versions of the mod side by side the only change to the Dreadnaught is the proportional cut to projectile counts in common with every other unit.  Of course that doesn't mean it doesn't feel relatively weaker compared to other units as those have changed of been added between versions.

29
Discussion, Suggestions & Feedback / Re: Trade Route-Only Travel
« on: April 26, 2018, 01:33:25 PM »
<MaximumFleetMovementDistance> in GameConstants.xml controls how far fleets can travel from a planet outside of a formal trade route.

30
I was curious - I haven't seen it explained anywere despite looking (apologies if I missed it): what is the green 'freestore' thing  that appears on ground units? I guess it's a new gameplay mechanic.
That's a debug function of the base game which essentially states what the AI is doing with any particular unit at that moment.  It was left turned on by accident.

31
Imperial Civil War Tech Support / Re: mining and tax buildings
« on: April 14, 2018, 07:35:23 AM »
The limit on income generation structures (mines, tax agencies, trade stations) is intentional, although the limit is 20 mines/tax agencies, not 10.

In previous versions one of the main complaints was there was no challenge because players were always rolling in money so this is one of the changes we've made to fix that.  Don't forget you also now have a Faction Capital structure which gives a 2000 credit income each galactic week.

Negative credit values are paying for upkeep costs on your own ships (another new change in this version).

32
Imperial Civil War Tech Support / Re: cant build ships.
« on: April 13, 2018, 05:50:23 PM »
Do you have a folder named Scripts in your base game's data folder, or a folder named AI in your base game's data\XML folder?  If so, try deleting those and then run the mod again.

It's likely you've installed another mod in the past which has put files in the base game folder (naughty) and those are overriding our files - which are properly in the mod folder - and that is preventing ICW from working correctly.

33
Just going to respond to the bits I'm sure on:

ISSUE #4:
On Coruscant, during "4 ABY: Endor Aftermath," there seems to be a debug buildable Golan. I don't remember seeing it on other planets. It costs 1 Galactic Credit and is named "[MISSING]."
The 1 credit buildable is a "remove structure" option for space structures seeing as you can't right-click-sell on those (unlike units and ground structures).  Unfortunately the text went awol somewhere in the pre-release shuffle.

ISSUE #5:
Not sure if this is an error, but in the Galactic Tree, both Sate and Isaard's Era are labeled "Era1B." I suggest Sate be "Era1A," or "Era1."

EDIT: In Issue #5, there's also UI errors. If I were to zoom over the pause button (in the Galactic Tree) for the Time-Based Era Change icon, the icon would appear twice as large.

EDIT #2: In the same Tree, on the tooltip for "Era Change: Establish Dark Empire" (the one with Palpatine and the other 2 with it), "Eclipse" isn't capitalized in the description.
Yeah, the double 1B is a typo on my part.  It's meant to be 1A and 1B like Era 3.  The overlarge icons is temporary until we produce custom graphics for the tree - at the moment it's using the GUI button art which were upscaled shortly before release so they look better at higher resolutions (obviously elsewhere they're rendering at the correct size).

34
It's possible another mod's AI files are interfering. Go into the base game's Data/XML and delete the folders named AI and Enum if they're there.

35
Playing through Art of War with the Republic and cannot bring units to Maw.  Maw on the map is blinking.  Not sure what that means.
Red flashing planets are locked until story events in the GC unlock them.

36
Discussion, Suggestions & Feedback / Re: Greater Maldrood?
« on: April 12, 2018, 01:43:12 PM »
The "remember me" or "always stay logged in" button doesn't show in the quick-login box in the default theme, however it is there if you go to the proper Login page.

38
No of course not, she's also a marketing tool to sell merchandise to females.
Except when Force Awakens came out there was a distinct lack of Rey merchandise available, which was quite embarrassing for Disney.

40
The Lounge / Re: Erik?
« on: March 24, 2018, 11:19:04 AM »

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