STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

 This topic has been pinned, so it's probably important
VirtualTed Sep 1, 2017 @ 10:59am
29
21
6
5
5
5
4
4
3
3
3
2
2
2
95
Official Patch Update Thread (Updated 10/22/24)
Hey Empire at War Fans!

Working in conjunction with Disney and Lucasfilm Games, we are happy to release our latest update to the Empire at War Gold Pack.

This update contains a number of gameplay fixes and improvements reported by the community over the last year. It should be noted that these updates are only applicable to the 64-bit version of the game.

In addition to fixing several exploits and a number of gameplay issues, this version of the game has been optimized to provide a huge framerate improvement (up to 50%) in large galactic maps. The full list of updates is included below.

Thank you to everyone in the EAW community that helped us find and test each of these fixes. It is through the participation of everyone that these updates are possible.

Gameplay-affecting Bugs:
  • [EAW] Some heroes like Han Solo and Boba Fett can no longer (incorrectly) use their abilities while hyper-spacing inside of a nebula.
  • [FOC] Performance improvements of up to 50% frame rate improvement in large galactic maps.
  • [FOC] Prevented garrisoned units to allow force healing.
  • [FOC] Units that are garrisoned into a structure or moving garrison vehicle (such as the HTT, but this also applies to structures as well) will be left at the garrison point. Any abilities or hardpoints will remain at the original garrison location and be active (hardpoints shoot, abilities such as healing radiuses still heal) until undeployed. This has been fixed.
  • [FOC] Fixed an issue where Combat Bonus Ability doesn’t apply to the host unit.
  • [FOC] When a player stealth-invades a planet, the station would “inherit” on the galactic map. The space station above the planet would not correctly designate the attacker and defender.
  • [FOC] Fixed some missing audio lines / SFX related to hero special abilities.
  • [FOC] Repaired cooldown timers not appearing on Rogue Squadron and TIE Defender abilities.
  • [FOC] Fixed unit reinforcement into landing zones in unpassable areas causing it to get permanently stuck.
  • [FOC] Fixed bug where Star Vipers were allowed to deploy Buzz Droids in a nebula.
  • [FOC] Fixed issue where some special-ability particles were not visible to enemy.
  • [FOC] Selecting units coming out of Hyperspace.
  • [FOC] When ships are hyperspacing in and hit by an Ion Shot or Tractor Beam, it will lock up their locomotor.
  • [FOC] Combat power of Transports was not being used in Galactic Conquest Auto-resolve calculations.
  • [FOC] Fixed hard-coded decal texture size limit.
  • [EAW/FOC] Fix for crash when retreating from a land battle after capturing a vehicle with Chewbacca.
  • [EAW/FOC] Fixed bug where the player wouldn't be prompted to enter a password when trying to join a passworded game in the online lobby.
  • [EAW/FOC] Existing Mining Facilities built before station upgrades did not benefit from those upgrades when they should have.
  • [EAW/FOC] Fixed ability to throw two Thermal Detonators instead of one by double-clicking the button quickly.
  • [EAW/FOC] Fixed units getting stuck if using attack move during hyperspace with target in range.

Internal Housekeeping Fixes:
  • [FOC] Fixed ability to make unit unsellable in some modes of the game.
  • [FOC] Allow the UI objects to be interacted with via LUA.
  • [FOC] Hardpoints fixed by applying the game constant max distance multiplier for garrisoned units.
  • [FOC] Category and Property Masks have been updated from 32-bit to 64-bit.
  • [FOC] Updated tooltip functionality in the Command Bar by adding <Text> option.
  • [FOC] Fix for sometimes having multiple objects with the same ID when loading a map.

- Petroglyph





-- PREVIOUS PATCH UPDATE NOTES FROM 11/20/23 BELOW --

Greetings!

It’s been a while, but we have been working behind the scenes to update Star Wars: Empire at War™ and Star Wars: Empire at War: Forces of Corruption to 64-Bit! This has many benefits, the most important of which will solve any “Out of Memory” issues you might have been getting on certain machines. In addition to this, we’ve made stability improvements to multiplayer and fixed a number of gameplay issues that have been surfaced up to us by members of the community. This includes updating several maps, graphic assets, and core functionality of some of the units used in space and land battles.

Please note that with this update, older save games with the 32-bit version will not be compatible. To access your older 32-bit save games, switch to the 32-bit version by selecting PROPERTIES -> BETAS -> 32-bit_version

This work has been done with support provided by the outstanding team at Lucasfilm Games. We are profoundly grateful for their unwavering dedication to the game and community. A heartfelt shout out also goes to the indispensable community leaders whose tireless efforts of reporting bugs, rigorously testing builds, and offering invaluable feedback have truly made a world of difference.

The full list of updates is as follows…

BUG FIXES:
  • [FOC] Stop command functionality was partially lost in the port from EaW to FoC. Units in FoC would immediately start to move and attack units in their idle-attack range. Stop command functionality has been restored to its EaW state.
  • [EAW/FOC] When destroyed, ship names were repeatedly used again. Game now selects randomly from the entire list of ship names instead of beginning at the start of the list.
  • [EAW/FOC] Improved targeting range upgrade path for Crusader Gunships, Interceptor IV Frigates, and Keldabe Battleships was not applying to units correctly.
  • [EAW/FOC] Fixed an issue where on some PCs, beam-type weapons or ability effects (e.g. hack turret, super laser beams, Force lightning) would cause the game to crash.
  • [EAW/FOC] Fixed an issue where using Yoda and other Force users could "freeze" when using their abilities.
  • [EAW/FOC] Fixed an issue in Skirmish Mode where allied players on the same team would have their projectiles counted as hostile and would be shot down.
  • [EAW/FOC] Fixed units with targetable hardpoints being healed inconsistently.
  • [EAW/FOC] Fixed difficulty settings were not retained correctly while user-generated galactic conquest maps.
  • [EAW/FOC] Fixed bad references in data to optimize loading of assets which could cause “load-looping” and increase load times.
  • [EAW/FOC] Fixed hero health bar was not displaying the correct amount of health above the selected unit.
  • [EAW/FOC] Fixed an issue where all hardpoint units (including space station hardpoints) would rebuild and then self-destruct when hyperspacing heroes into the map while being subject to a health-increasing effect.
  • [EAW/FOC] Fresia and Byss land maps contained areas in which the AI would underperform and get stuck on the map’s islands. Both maps have been updated.
  • [EAW/FOC] Venator and MC80 shield meshes did not completely cover their respective ships which resulted in visible holes. Shield meshes updated to correct the issue.
  • [EAW/FOC] Fixed a bug where specific circumstances would cause starting units to not always respawn in space skirmish.
  • [FOC] Fixed a bug where starting units lacked the flag on their unit icon in space skirmish on initial spawn.
  • [EAW/FOC] Fixed a bug where if Mon Mothma or Grand Moff Tarkin was the only unit on a planet, invading armies would be deleted and invasion would never begin.
  • [EAW/FOC] Fixed a bug with constructing buildings preventing planet control from changing after a tactical battle.
  • [EAW/FOC] Restored skirmish multiplayer lobby functionality to have 5 or more players of the same faction.
  • [EAW/FOC] Faction requirement has been removed, players can choose any combination of factions to play with and don't require Rebel or Empire faction slots to start a multiplayer match.
  • [EAW/FOC] For user-generated content, global object IDs are now accessible by lua.
  • [EAW/FOC] Fixed a bug where enabling hardware mouse would cause the cursor to flicker.
  • [FOC] Fixed an issue on Galactic Conquest Felucia Space where turrets were set to the incorrect faction.
  • [EAW/FOC] The following space maps support two special structure slots, but only one marker was available for use, which prevented the second structure from appearing: (Honoghr, Fondor, Kuat, Muunilinst).
  • [EAW/FOC] The following space maps support two special structures but three were identified in data. Adjusted data to support the correct number: (Byss, Corellia, Fresia, Coruscant, Kuat, Mon Cal, Nal Hutta, Sullust).
  • [FOC] Fixed incorrect fire visuals attached when players deployed the Gargantuan onto the planet surface.
  • [FOC] Fixed an issue whereby the skirmish land maps for Hoth, Mandalore, and Bothawui had incorrectly assigned pads.
  • [FOC] Galactic Kamino space map updated to remove unintended Zann Consortium units.
  • [FOC] Fixed the Crusader Gunship, where it had the wrong damage multipliers applied to its hardpoints.
  • [FOC] Dathomir skirmish landr map had missing AI data which resulted in the AI underperforming on this map.
  • [FOC] Yavin skirmish space base map had an asteroid located too close to the base, causing it to become preoccupied firing on that asteroid. Extended map boundaries to correct issue.
  • [EAW/FOC] Fixed mismatched damage multipliers for the Acclamator’s turbolasers.
  • [FOC] Updated map previews due to visuals being inaccurate between the map and the preview. This was done for both land and space multiplayer maps, all space maps (including missions), and Underworld space missions.
  • [FOC] Rancor now has a restored attack animation for unfortunate infantry that get too close.
  • [EAW/FOC] Fixed Vader’s Force crush ability so that crushing a pod walker does not cause the crushed object to float in mid-air.
  • [EAW] Fixed GC Hoth Map so that the attacker starts with a captured landing zone.
  • [EAW/FOC] The destroyed version of some pirate frigates used a different scale factor. Corrected by adding new art for leader and captain.
  • [FOC] Units with hardpoints that are garrisoned in a vehicle no longer leave their hardpoints behind.
  • [EAW/FOC] Video options now allow higher screen refresh rates, especially in resolutions greater than 1600x1200.
  • [EAW/FOC] Fixed a rare crash that would occur when group-selecting units.
  • [EAW/FOC] Fixed locked planets in story campaigns sometimes still being accessible.
  • [EAW/FOC] Fixed AT-ST barrage area stop firing bug (for real this time :) )

OTHER INTERNAL GAME CHANGES:
  • The Forces of Corruption story lua scripts are now available in their uncompiled form and included in the 64Patch.meg.
  • Added new event params to the LOAD_CAMPAIGN story reward: <Reward_Param3>: Difficulty level (0 = Easy, 1 = Normal, 2 = Hard), <Reward_Param4> Tech level (0-5).
  • Added new xml tag <MoveAttackWhileStopped> that can be added to units. It defaults to false, making units fully stop when the stop command is used (EaW behavior). When set to true, units will immediately start to move and attack things in their idle-attack-range (pre-patch Foc behavior).
  • Added new Get_Name() lua function allowing to retrieve the name of a ship as defined in <ShipNameTextFiles>.
  • Added new functions to expose global object IDs to LUA: Get_Object_ID() for Galactic Conquest and Get_Parent_Mode_Object_ID() and Get_Parent_Mode_ID() for tactical.
  • [FOC] Unit targeting inaccuracy now applies to multiple different unit categories instead of just the last defined one.
    UPDATED MAP EDITOR:
  • The map editor has been updated to be 64bit compatible.
  • Enabled new functions: Decal, Tracks, Animations, Cinematics and the Object Overview Dialog
  • Editor no longer deletes shaders and textures not in a .meg file
  • The divider between tools and map view in editor can now be dragged, helping with certain resolutions
  • Fixed several causes of crashes

Thanks again for your continued support!
-Petroglyph


-- PREVIOUS PATCH UPDATE NOTES FROM 11/09/22 BELOW --

Hey Empire at War Fans!

Over the last year we have received feedback on a couple issues that made campaign games impossible to complete for some players. We're happy to report that an update to both games is being released today to address those problems in addition to a few other updates we were able to make in a short time frame.

This patch should be considered a "hotfix" since it addresses a small number of issues we wanted to fix quickly.

  • [FOC] - Crash fix for the corruption of Coruscant. This issue could prevent completion of the campaign game.
  • [EAW/FOC] - Fix for long save/load times. Most Save/Load events will now take less than 10 seconds.
  • [EAW/FOC] - Autosave has been turned on now that long save/load times have been fixed.
  • [EAW/FOC] - Fixed an “infinite money” bug that might have allowed players to receive infinite funds.
  • [EAW/FOC] - Crash fixed when players defeated all rebel forces on the last planet and then hit “RETURN TO GALACTIC”.
-Petroglyph

PREVIOUS PATCH UPDATE NOTES FROM 01/14/21 AND EARLIER BELOW

Hello everyone. It’s our great pleasure to let you know that we are releasing an update to Star Wars: Empire at War / Forces of Corruption Gold Pack as of today. This is something we have been trying to get back to for some time now and given the pandemic and our project load, we were able to find about 4 weeks in the schedule to get back to our studio’s first game.

For this patch, we reached out to a subset of our most dedicated player community to see what improvements could be made to support some long-standing issues. After a lot of back and forth we came up with a joint list which they prioritized and we began work on in November. A list of those fixes or feature requests is below.

Now, on to the patch details:

PLAYER-FACING UPDATES:
  • [FOC] Two maps were resurrected thanks to Divine_ which were in the data files but never released in the original game. These maps are multiplayer land maps Utapau and Dathomir (Forces of Corruption).

  • [EAW] Five multiplayer maps which were part of the special gold pack bundle never made it into the Steam launch of the game. These maps are included now in the official maps section: Polus Winds (Land), Peril above Polis (Space), Shipyards of Kuat (Space), Race for Ryloth (Space), Ryloth Garrison (Land).

  • [FOC] Ground units with TURRET and/or TARGETING behavior were affected by a bug that allowed for perfect targeting, making many battles unbalanced. We’ve fixed this with the following projectile types: LASER, ROCKET, GRENADE, MPTL_ROCKET and DEFAULT.

  • [FOC] Fighter Hero Locomotors fixed. The movement behavior of Fighter-Heroes (e.g. Millennium Falcon, Slave I) did not work similarly between FOC and EAW. Fighter hero battles are a core element and skill divider in multiplayer skirmish and in FOC they behaved as Squadron members (engaging in dogfights and would mirror the velocity of their target without user input. This changed behavior can lead to situations like the Slave I stopping with the target, staying ‘inside’ the target, but continuing to fire without the user needing to provide input.

  • [FOC] Rocket projectile AoE damage fixed. Incorrect FOC behavior resulted in a projectile only hitting the target Hardpoint of the target GameObject, and all other Hardpoints of surrounding GameObjects in the radius. This has been corrected so that projectile AoE damage applies to ALL Hardpoints in the AoE radius.

  • [FOC] Fixed an issue where certain structures were not counted towards AI Combat Power calculations in Galactic Conquest.

  • [EAW/FOC] Fixed an issue that allowed players to use Boba Fett's jetpack infinitely by activating the ability then right clicking other parts of the map. As long as you don't let him land you can do this forever. Also fixed an issue with the jetpack where players could get Boba Fett stuck by using the stop command while flying over impassable terrain.

  • [EAW/FOC] Spawning units from Hyperspace outside of the borders of the map, if the map is not square, i.e. if the map uses 'soft borders' is no longer possible.

  • [EAW] Fixed out-of-sync bug related to the move to position command in space mode.

  • [EAW/FOC] Fixed a bug in the video settings auto-detect code when running on Intel CPUs that could cause low detail to be selected, or cause the game to crash on first run.

OTHER BACK-END UPDATES:
  • [EAW/FOC] Added additional hidden build slots to tactical and galactic build bars that can be unlocked to increase the max number of units/buildings that can be displayed at one time.

  • [EAW/FOC] When a text ID isn't found in the master text file, the text ID will be displayed in the UI instead of [MISSING]

  • [FOC] Added the ability to lock/unlock units for factions besides Empire, Rebels, or Underworld. So, we fixed the PlayerWrapper::Unlock_Tech() function and also added a PlayerWrapper:Lock_Tech() function. See below for specifics.

    1. --Player Lock/Unlock Tech functions.
    2. empire = Find_Player("Empire")
    3. tie_bomber = Find_Object_Type("TIE_BOMBER")
    4. empire.Lock_Tech(tie_bomber)
    5. empire.Unlock_Tech(tie_bomber)
  • [FOC] Added OR operator support for Required_Special_Structures field per community request. Details are below:

    1. <Required_Special_Structures>
    2. UNIT1 | UNIT2 UNIT3 | UNIT4
    3. </Required_Special_Structures>

    Note: This was implemented with the '|'(OR) behaving as you would expect as an OR relationship between operators. Everything else is as it worked before, being treated as an AND. In the above example, you would need to have already built UNIT1 OR UNIT2 AND UNIT3 OR UNIT4 to satisfy the requirement. NOTE for the AI: It will probably only ever build the first thing in an OR situation. Therefore, with the above it would only try to build UNIT1 AND UNIT3 to satisfy the requirement.

  • [FOC] Added support for a line which lets you specify the faction, so it's not just limited to the first three. (ie: <Story_Name>NewFaction, Story_Plots_Sandbox_56_NewFaction.xml </Story_Name>)

  • [EAW/FOC] Fixed an issue where factions beyond the first 16 coded would cause crashes occasionally on loading a battle or more than 21 coded factions would cause a hard crash on launch.

  • [EAW/FOC] Fixed GUI overflows/breaks if there are more units in the reinforcement window than can be supported. Adding too many unit types into a single fleet will cause the GUI to malfunction. When a fleet is brought into battle and the reinforcement window can’t display all the units, the icons will begin to be placed over other GUI elements. Sometimes this effect would be permanent for the rest of the campaign.

  • [EAW/FOC] Corrected AI_Combat_Power for space invasions being ignored on special structures such as the Hypervelocity Gun and Ion Cannon which can damage units in space. This problem also seemed to ignore any secondary space structures. The AI would previously not send enough units to account for a defense with one of these structures. Additional details:

    • Space special structures are now calculated as part of the SpaceTotalUnnormalized token. We modified the Garrison_Category to be a Space_Or_Garrison_Category. So something that can be garrisoned should also not be a special space structure.

    • The XML tags <Garrison_Category> and <Space_Or_Garrison_Category> are actually the same. You can specify either one, but should only specify one, and they'll work the same for units and structures that can be garrisoned.

    • For land-based space units and space special structures you can use the <Space_Or_Garrison_Category> as a secondary category mask for the AI to determine what to bring to counter. Since Structure is not one of the matching categories in PGAICommands.lua::Set_Contrast_Values(). If <Space_Or_Garrison_Category> is empty it will default to Capital for land-based space units and space special structures.

  • [EAW/FOC] LUA function added to construct a position object.
    This should benefit any spawn-heavy script, like random generated maps. Current behavior forces use of markers’ or other units’ positions to get position objects to use in methods like spawning objects. We have exposed a constructor to build a Position object from arbitrary x,y,z values. The following two commands were added:

    1. Added new Create_Position lua command.
    2. Added PositionWrapper method Get_XYZ() to return the position members.
      1. PositionWrapper functions.
      2. pos = Create_Position(1,2,3)
      3. x,y,z = pos.Get_XYZ()
      4. x=1, y=2, z=3

-Petroglyph


-- PREVIOUS PATCH UPDATE NOTES FROM 06/28/18 BELOW --

Patch 1.120.663024 (EAW) / 1.121.663024 (FOW)
  • (EaW, FoC): Game no longer saves out game state data after individual skirmish battles in galactic conquest mode whether mods are in play or not. Long save/load times were most noticeable when using mods, but likely affected all players to some degree.


-- PREVIOUS PATCH UPDATE NOTES FROM 05/11/18 BELOW --

Patch 1.120.661457 addresses the following issues...
  • (EaW, FoC): Save games could sometimes become too large and delete themselves, thereby crashing the game. This occurred after very large land or space battles but could happen after 40+ in-game days of gameplay. (This also affects large mod save files which would sometimes crash after playing for a long time because they could become too large.)

  • (EaW, FoC): Set maximum render FPS cap to 200 to help solve blinking planet issues and potentially solve out-of-sync errors and some crashes players were experiencing.

  • (EaW, FoC): Multiplayer lobbies are now visible (in red) when there is a version mismatch. This is to better inform players that their friends may be running a different version than they are.

  • (EaW, FoC): Fixed issue where players could not have more than 4 rebellion or 4 empire on the map at the same time, so a 3v3 game was not possible.

  • (FoC): Rogue Squadron will now respawn correctly in galactic conquest instead of never being available again.

  • (EaW, FoC): Switched graphics options to use DX9 so that shadows work properly in-game and highest detail settings are possible.

  • (EaW, FoC): Interdictor Cruiser Missile Shield Range was adjusted in EAW to match FOC.

  • (FoC): Adjusted Tie Defender's Ion Shot cooldown timer in a rare case where it was faster than it should be when constructed by the Consortium.

  • (EaW, FoC): Luke's "Lucky Shot" ability button now functions properly in FOC Galactic Mode (previously, it did not function at all when button was pressed while in a space battle.)

We will continue to monitor the game for future issues on this thread. Enjoy!

-Petroglyph



-- PREVIOUS PATCH UPDATE NOTES FROM 10/12/17 BELOW --

The list of fixes includes...
  • (EaW, FoC): Out of Sync errors frequently occur because the game makes no distinction between players using Mods or different clients (such as EaW client playing with FoC client). We now check for mods and client versions so that only client installs that are identical can play against one another.
  • (EaW, FoC): Passwords now work correctly for multiplayer games.
  • (EaW, FoC): Mirror Matches such as Empire vs Empire now work correctly in Forces of Corruption where before players received a message "There must be at least one player for each side".
  • (EaW, FoC): Fixed selection of more than 16 with band-box select.
  • (EaW, FoC): Scout Troopers would aimlessly drift and don't respond to move commands. This new behavior was introduced with the 9/1/17 patch.
  • (EaW, FoC): The RSkinHeat shader uses the wrong _ALAMO_RENDER_PHASE.
  • (EaW, FoC): Grass shader was adjusted to use a different render phase by one of the EAW community members (Special Thanks to Jeff C.!) so that it can receive shadows cast by objects and units. Another improvement repaired larger units and air unit shadows clipping or vanishing at times.
  • (EaW, FoC): Some mods had graphic shader issues and text colorization issues that the game did not properly handle. The game now supports these better.
  • (EaW, FoC): Region lock has been removed for multiplayer matching.
  • (EaW, FoC): Games that are full will no longer display in the lobby listing so that messages about hosts kicking players from full games no longer appear.
  • (EaW, FoC): An update to the previously released map editor has been made available to be compatible with the latest version of the game. The update can be found at http://www.petroglyphgames.com/eawmodtool/ and is still considered officially unsupported and perpetually “beta”.
  • (EaW, FoC): Perception Functions were not being loaded out of MOD paths which could cause an error to pop on screen. This has been fixed.
  • (EaW, FoC): Missing V-Wing icons have been fixed.
  • (EaW): Missing Pirate faction icon has been fixed.
  • (EaW): Fixed crash when Han Solo or R2D2 are on the planet and you destroy it with the Death Star.
  • (FoC): If Luke activates stealth mode while attacking a structure, the stealth mode does not end. The attack ability will now cancel as soon as stealth is activated.
  • (FoC): Repaired issue where Consortium superweapon gets stuck in infinite fire mode. Could be used as an exploit.
  • (FoC): Crusader Corvette now uses the correct damage type

We have also tweaked the terrain editor to work properly with the new patch, and you can get the editor patch now by visiting our page of mod tools[www.petroglyphgames.com]. We've also had a number of requests for the reference shaders to help with mod creation, so those are also available for download.

If you are having a problem getting the game started, it looks like our own users have helped track down a likely culprit - incompatible Visual Studio redistributables. Check out this Steam thread for more info You can also find all the updates at this link on the microsoft site.[support.microsoft.com]

There are a few other things that have been reported which we continue to investigate as time allows. Please check this thread for your issue and if it has not already been reported - please let us know. We'll continue to review your reports here but we do not have an ETA for when the next patch will be released or exactly what will be included yet.

Thanks for your patience and we hope you enjoy the latest update!

-Petroglyph
Last edited by VirtualTed; Oct 22, 2024 @ 1:02pm
< >
Showing 916-930 of 1,186 comments
Foxnix Jan 14, 2021 @ 2:36pm 
this problem simply reminds me of why i want to build robots and love ai that i build.
MundoGameplay Jan 14, 2021 @ 3:01pm 
Thanks Petroglyph for your effort and for these wonderful news!!!!!!!!!!!!!!!!
Commander Mattman Jan 14, 2021 @ 4:36pm 
Hey does anyone know why my game has a spastic flashing on the screen to the point where i cant play? it basically just excessively turns on and off but is visible and viewable through a second monitor that is screen recording and how would i fix this?
ToxicMushroom Jan 14, 2021 @ 4:38pm 
+1 best start of 2021 - thanks ! keep it up and keep this game alive " imortal "
Foxnix Jan 14, 2021 @ 4:48pm 
hmm hopefully they can get the game to work sometime soon.
Foxnix Jan 14, 2021 @ 4:51pm 
the eula forbids the modding of this game. i never modded the game but is the runme.exe just the portal before the game launches. a better fix would be to remove it from being needed to download. i was pretty sure that wasnt the games .exe but a portal for the cd version of the install program of the disk startup. does anyone remember. the system wont download the runme.exe so if its not needed it could be chopped out and rendered unneeded for the steam version given its portal app and media access it already facilitating that screens required functions.
Eradicator Bot Jan 14, 2021 @ 5:38pm 
Originally posted by alteredawareness33:
the eula forbids the modding of this game. i never modded the game but is the runme.exe just the portal before the game launches. a better fix would be to remove it from being needed to download. i was pretty sure that wasnt the games .exe but a portal for the cd version of the install program of the disk startup. does anyone remember. the system wont download the runme.exe so if its not needed it could be chopped out and rendered unneeded for the steam version given its portal app and media access it already facilitating that screens required functions.
Maybe the EULA forbidding modding is just avoiding liability to any computer damage that mods may (in some unlikely event) cause? Petroglyph has shown their willingness to work with the modding community for this game already, otherwise they wouldn't have added a menu in options to launch mods from within the game
Lany Jan 14, 2021 @ 5:51pm 
Originally posted by Commander Mattman:
Hey does anyone know why my game has a spastic flashing on the screen to the point where i cant play? it basically just excessively turns on and off but is visible and viewable through a second monitor that is screen recording and how would i fix this?

I have this behaviour if I start OBS and then the game - if I do it the other way around, it's fine. Must be something like priority or fragmentation in the VRAM. Maybe that applies to you - thought I'd drop the remark.
Bunnypod Jan 14, 2021 @ 6:32pm 
YESS! I'm excited now! Thank you!
Procrastomancer Jan 14, 2021 @ 8:45pm 
It's so great to see developers still supporting a game all the way back from 2006! Any chance of a 64bit patch? :P
DCcherrytrees Jan 14, 2021 @ 9:45pm 
As of today I can't actually launch this game, I get error code 51 if I try, I have had the game work perfectly fine for 300 hours up until this point so it might have something to do with this patch. I have done most of the other stuff recommended for this error, I have reinstalled this game and steam, made sure it wasn't blocked by Antivirus, and I still cannot start it. TBF though updating this old ass game was pretty dope of you.

Ok I tried uninstalling all the mods, the game, flipped my antivirus completely off for good measure, and restarting steam and it actually launched so cool beans
Last edited by DCcherrytrees; Jan 14, 2021 @ 10:43pm
Dracuwyrm Jan 14, 2021 @ 9:59pm 
The new patch has subsequently broken several of my games from working properly (as far as I can tell). Text glitching out, hard crashes and other weird occurrences. I genuinely hope that something can be fixed about this issue.
DCcherrytrees Jan 14, 2021 @ 10:00pm 
[EAW/FOC] Fixed an issue where factions beyond the first 16 coded would cause crashes occasionally on loading a battle or more than 21 coded factions would cause a hard crash on launch. Also EAW expanded are gonna have a field day with this
AlexRight Jan 15, 2021 @ 6:33am 
If you want some users found my guide useful. Hope you can solve your issues of starting mods :)

I also inserted the workaround to make it work after the update on 2021-01-14

https://steamcommunity.com/sharedfiles/filedetails/?id=1308574547
Originally posted by Denny:
The new patch has subsequently broken several of my games from working properly (as far as I can tell). Text glitching out, hard crashes and other weird occurrences. I genuinely hope that something can be fixed about this issue.

There was an issue with the released update which has been fixed, which has caused stuttering and gameplay bugs. The patch including the missing requirements should come out soon.

Note that if you're loading savegames, it's common sense that core engine changes to the game will result in engine incompatibility, and your savegames likely won't work with the new patch.
< >
Showing 916-930 of 1,186 comments
Per page: 1530 50