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I understand these changes balance Consortium to a point, and Acclamators are truly unnecessary in this mod, but it's still a bit annoying to have an impossible mission.
That being said, it was fun to build Praetor s on Mandalore, which should be enough to deter most Empire assault fleets jumping into Zann Consortium territories. To a lesser extent, reviving the Clone Wars-era CIS droid army/fleet upon getting Geonosis and Hypori (though the data pod theft mission on Yavin IV only works with Munificent -class frigates or smaller). I should get the unoccupied planets added in this mod, but I kinda like corrupting them first. (Piracy, especially. I love getting new ships to build on top of what the Zann Consortium already has--vanilla tech/ships included.)
Difficulty-wise, space battles seem slightly faster paced (especially when ships start firing on each other), but I'm guessing the real difficulty changes will be in the Galactic Conquest campaign.
So I'm finally trying out the Zann Consortium campaign on this mod and welp, I guess I understand why Timpedia plays ACM ground battles (and some space battles) fast-forwarded: The re-scaled infantry (and heroes) make them move much slower, and the maps--despite being mostly unchanged--feel more vast as a result. (Guess I need to build/bring more transports to ground battles.)
Shame that the Saleucami Intimidation corruption option is still bugged. And I also had an encounter with a similar bug when I used the Kidnapping corruption option on Nal Hutta where after accomplishing the mission, Tyber Zann bugs out (can't be selected on the Galactic Map). A reload and retry fixed it, but that still invites comparison to the Saleucami Intimidation bug where after accomplishing the mission, Urai Fen bugs out.
Finished watching through Timpedia's modded playthrough of the Zann Consortium campaign and you can apparently build CIS ships once you get Geonosis (which wasn't in the vanilla ZC campaign). Also, I wonder what ships you can build on Rothana and Rendili?
(Not really a fan of Tim speeding up tactical battles and trying to bumrush through everything, though.)
Wanna have another go at the Zann Consortium campaign with this mod. What has changed since Timpedia's playthrough of the modded Zann Consortium campaign 10 years ago?
https://www.youtube.com/playlist?list=PLmxQx95VhEhaB5BZ4AAVDfB2dPYAUvM9s
Also, how hard is the Easy difficulty on this game? Or is it still as enjoyable as the vanilla Zann Consortium campaign (but better)?
Minor typo fixes and cost reduction for Admiral Daala "Remove corruption" ability. As with all updates and mods, As always, do not use old saved game files with a new version of any mod.
Nor does she display 25% bonus to construction in her description, just that she has a bonus. All other heroes that have construction bonus display that it's 25"%.
best,
Mobbmann
best,
mobbmann
best,
Mobbmann
I have discovered that the "GROUNDTURRETS.XML" file is indeed the culprit. I will do some further testing to make sure that removing this file is indeed the fix.
Some side effect of this "fix":
anti infantry and anti vehicle turrets will have vanilla health. while this is not a big deal I felt it was worth disclosing.
I will continue to find a better solution, but I wanted to share the fact that I was aware of the issue and am working on a fix / fixes.
best,
Mobbmann
For some unkown reason it seems like the new patch does not like this file. While this is the only visible bugged file I have to wonder what other files might be affected.
I still do not know if this is a bug specific to this mod or other mods also. As of right now I'm still doing some digging as to the root cause. Any and all input is welcome.