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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 ^^
No changes planned there, it's on purpose that not all the Rebel, Empire and Underworld battlegroups are available for crossbuild. Some of the ships for these 3 factions not being available to other factions is also intentional.
@WataMate313
His Gladiator is marked as a capital ship rather than a frigate which is probably why he gets so much aggro. This is unchanged from Remake main but I can make that change for the submod.
The same applies to dreadnoughts from the above-mentioned factions.
I tried to change this texture myself, but I couldn't find its position.
The same is true for skirmish - I only ever wanted this submod to be about space-only GC.
From 5.0 if it ever officially releases yes, right now there's no plans to touch the leaked version.
@Leweivicil
Your save is likely from an older version of the mod. Updates can break older saves.
The issue/bottleneck is CPU - the game can only 1 CPU core and 1 CPU thread. Having a CPU with powerful per core frequency or just overclocking 1 core and forcing the game to use only that core can help. There's some suggestions for GPU overrides as well in the known issue thread: https://steamcommunity.com/workshop/filedetails/discussion/2894927178/7155698768554104306/
I try the task manager to get more RAM.
-gamemode windows
-check drivers
Hold left click in the faction box and scroll the mouse wheel, the slider there doesn't work. This is in the known issues list: https://steamcommunity.com/workshop/filedetails/discussion/2894927178/7155698768554104306/
Not really sure why non-French speakers would need a French translation? Essentially you'd be making a copy of TranslationManifest.xml and mastertextfile_english.dat and translating all the text in there from English to French. There's a huge amount of text in there though, including all the redundant text from vanilla EaW - it would take an incredibly long time.
An AI translation program could do it, but you'd need to make sure only the text inside the double brackets is translated, if the name is translated the text will just be missing ingame. Also if "Localisation Key", "TranslationData", "Translation Language" or "Localisation" are renamed the game will crash at startup.
I've not really considered pulling anything from other (non-Remake) mods, mainly because their models and such would look out of place against the models already here, and they will have been coded into the game with a totally different mod in mind.
It's not something I would do myself, but if they're okay with it you're welcome to look into it yourself. After that as long as they fit in properly, they could be added to the main submod.
I have asked the owner of the Remake Task Force The Republic mod if he has restrictions about using his models for other mods.
I think the Resurgent Star Destroyer and TIE Mangler would perfectly fit in the Revisited mod. Do you would have any interest in adding these ships in the Revisited mod?
You asked that already on May 10th and I answered it already - check back through the comments here. It works the same way for all campaigns with a tech level timer.
@Brouderian
It isn't unfortunately, Remake and this submod too use scripts for several functions, and scripts break multiplayer.
If possible, I'd like to know how I can access multiplayer.
Open Nvidia Control Panel, go to manage 3D settings and program setting tab, find starwarsg.exe, and change the following:
1) Anisotropic filtering: 16x
2) Antialiasing - mode: Override any application setting
3) Antialiasing - setting: 8x
4) Antialiasing - transparency: 8x (supersample)
5) Texture filtering - anisotropic sample optimisation: Off
6) Texture filtering - negative LOD bias: Clamp
7) Texture filtering - quality: High quality
8) Texture filtering - trilinear optmisation: On
9) DSR - Factors: 2.25x DL
10) DSR - Smoothness: 33%
I'm not sure why this helps but apparently it does. My guess is the game is using the CPU for anti-aliasing or texture filtering and this change moves that load from the CPU to the GPU.
Jumping the gun a bit there, 5.0 isn't released yet it's much too early to be talking about 5.1.
There's not a whole lot you can do, this game and it's engine are just old and made for older hardware, so you will lag no matter what specs your PC has. The issue is CPU - the game can only use 2 CPU cores or more technically, 1 core and 1 thread. Try making adjustments to EaW in the Nvidia control panel settings - one thing I found helpful was to override the game's anti-aliasing setting to 8x, transparency 8x, and force anisotropic filtering to 16x.
Only other thing you can do is have a CPU with high individual core frequency.