Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem






If skirmish did work here it would be practically identical to skirmish in CWH or Remake 4.0 just without the option of ground skirmish. I would recommend either of those two if you want to play skirmish.
Other things to look out for:
- Space buildings and units that require ground units and buildings to be built first.
- Economy and pop cap, most mods give these via ground buildings.
- Tech levels/research/upgrades ect., most mods use ground buildings for these.
- AI behaviour - this is the big one that took me the most time when removing ground from Remake 4.0 for this submod. If everything related to ground remains in the AI's files it could result in the AI doing nothing, getting confused, not building units, not attacking planets or just generally acting strangely. For this submod I removed everything ground related from the R4.0 AI, but you'll need to know what you're doing here or you'll get crashes.
Clone War Holdouts has added quite a few voices for CIS and Republic ships including the Providence but I've been denied permission to use them here. After I made the change and was told after to remove them I switched them back, but looks like this line got missed.
Trying to keep parity with CWH while being denied permission to use some assets makes it a bit difficult.
I figured out the sound issue, I'm sorry for making a fuss and pestering you with questions.
the work you have put into the mod is incredible and I look forward to what else you have planned in the future
Yes, the issue is small I agree, but little things like this, just bug me to no end no matter how much I try to simply ignore it.
Other people like @GojiLord and @sirtimelord saying non helpful crap like (GojiLord 2 hours ago
@conwrightnie Tbh you seem like a dork. Stop sperging out) (sirtimelord Nov 15 @ 1:08am
conwrightnie, I hope you realize that BigCheese does not work for you and is doing this for free. Chill...) stuff like that just only makes the matter worse as it frustrates me telling me to calm down even though I was calm to begin with.
Once again I apologize, the work you have put into the mod is incredible and I look forward to what else you have planned in the future.
I'll wait and see if CWH makes changes to the hero buffs since they'll be too powerful there as well and if they do make the changes here as well. If not then I'll likely water them down myself.
You posted about that in the thread as well. I've noted it and it'll be sorted later. This issue is minor and definitely doesn't deserve so much uproar.
I am not having issues with the mod.
The Providence Dreadnought gives lines when attacking hardpoints like weapon emplacements, shields ect, but gives no lines when ordered to attack the general body of the ship.
Also, yes I am talking about voice lines when giving an attack command.
While the flak cannon hard point has been fixed, it gives no audio confirmation on attacking targets only specific hardpoints.
The Liberation Venator Hero of the Rebel Alliance is still having the same sound issues.
So it would be greatly appreciated if it could be solved soon.
The Providence Dreadnought on one of the flak cannon hitpoints is smoking and on fire like it has been destroyed, and also it gives no confirmation on attacking targets.
This is also happening with the Redemption Hero
Unfortunately, launching from the game shortcut doesn't work. I launch the game from the Steam games list, and then Steam gives me a choice. I select FoC, as mentioned, and the MOD works. It's working for now. Time for some testing.
That's not been my experience each update has been adding something new which you can see in the changelogs. For stability, try the AMD/Nvidia control panel settings here: https://steamcommunity.com/workshop/filedetails/discussion/2894927178/7155698768554104306/
Outside of that this game and it's engine are just old, both this submod and the main Remake mod push it to it's limits. The only "fix" is to get an EaW 2 on a more modern game engine.
@Falken506
Make sure you're running Forces of Corruption when launching and that the mod is fully downloaded, this is usually the cause. It's quite large at 30gb.
STEAMMOD=2894927178
Allocator isn't available in this submod, since I don't have permission from the creator or CWH to use it here.
When did the techno union ordinance cruiser get added?
Also the Allocator Destroyer is not showing up as a build able unit, dispite having the required planets.
If you don't want to do that then you can just make whichever versions of Thrawn you want buildable by Mandalorians, just give the unit a tech level, build time, build cost and affiliation since they aren't there by default.
If you want to play land or space skirmish in multiplayer though I would recommend Clone War Holdouts.
I wanted to bring in stuff from Remake 5.0 but it looks like that's never happening, and I'll keep loose parity with Clone War Holdouts but that's it. Right now I'm one update behind CWH.
I really hate to persist but I am curious if you have anything planned for mod updates, like new ships for any of the factions.
Tu cliques sur le bouton vert "abonner" de la page, ensuite tu lance le jeu. Une fois de la menu principal, tu cliques sur le bouton options, puis sur le bouton Mod, la tu as un tableau avec la liste des mods abonnés. tu selectionnes le mod auquel tu veux jouer et tu cliques charger. Amuse-toi bien ^^