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https://steamcommunity.com/sharedfiles/filedetails/?id=3487130949
Genuinely don't know then. Unfortunately without consistent reporting or a known trigger, I can't fix it. At least not right now without research. I hope reinstalling and going again through the campaign works for you in the meantime
Maybe because the localization isn't English? No idea if that would affect things but I've seen stranger. I've only created an updated English localization as the text file, due to certain texts being corrupted between games.
I can't really see anything else out of the ordinary. I'm assuming your fleet only has space units (except Vader whos both).
I made it quick with my iphone.
If my fleet arrives, the battle doesnt begin. If i try to invade the planet the carida bug begins. If i reload the savegame the same will happen.
I tried different positions on the planet and from other planets and multiple unit combinations. Nothing worked for me.
Could you take a video of the bug? I've never gotten it, and never been given detail about it from anyone, so this would be a great help.
I've received word of this bug a lot but I've never been able to produce it with the mod version on Steam. I'd suggest unsubscribing then re-subscribing to see if that fixes the issue. Also make sure you are not playing on an older save file prior to when this mod was last updated as that can cause issues too.
The marker is on the planet but if my fleet travels to the planet the mission wont start. But there comes an notification that on carida a battle begins. But you cant satart that battle too. If i reload the savegame and try again, the same things happens...
I'm pretty comfortable with where the mod is now. It accomplished its mission of full restoration of content between games. So I don't think the mod will be adding anything else substantial like other mods do. Outside of my expertise anyway, I've tried model making for personal mods and can't grasp that lol.
My thing is coding and testing. Seeing as there's no major bugs left, if any, I don't see any more updates coming. But I won't say never lol. Something might come up that I deem appropriate to tweak with for this mod.
Look at the lua file for the mission in my mod. Then compare it with the original by Petroglyph. The solution will be obvious, if simplistic.
Use the map editor and zoom out as far as you can go and start clicking around until you select an object labeled DAYLIGHT_SKY_DOME or something like that, I forget. Then delete!
Theoretically it can work with any mod as a sub-mod, but the difficulty of implementing that so that it plays nice with something as extensive in changes as Remake or Sci-Fi at War is very high. That's why generally I recommend it as a sub-mod for other vanilla/minimal changes mods. I think the biggest hurdles would be differing unit types, the text file changes to replace corrupted text, and planet location conflicts. The other stuff like the missions, the ending cutscenes, the restored icons should be fine. But again like most mods of that scale it will take time to integrate properly.
But if you think you can do it then go for it! Thanks in advance for the credit. You can PM me if you have further questions.
The Wayland Rebel Mission (M2) has been fixed! No more freezing! Now available with the newest update.
Credit goes to Discord user Wordsarecool on the Empire at War Discord channel for pinpointing the cause of the glitch. Thank you for your service sir
- Fixed the texture glitch in the Empire Veers mission. Now only one bug remains in this mod!
- Added original icons for the pirate frigate and Death Star 1 back in. This helps distinguish the two units from their similar counterparts, since they ended up sharing the same icon.
- Imperial March for main menu music re-implemented! This will help distinguish the mod from the base FOC. The Zann theme plays after the march is done.
Did an update I've been trying to work towards for a long time now. Galactic Conquest ending cutscenes now work again! I borrowed the basics of this fix from RAW files, so credit goes to them for the concept behind it. I've included optional files inside the mod to reverse this change, if you don't like this addition. That should be the only change made. Let me know if you all find any bugs in the bug report thread.
Enjoy!
Yes they do play for the story campaigns. The Rebels have the ones where the Death Star is destroyed, and the award ceremony. The Empire has the Death Star destroy a planet, and the cutscene aboard the Death Star with Vader and the Emperor.
So yeah, so far it's pretty much doing exactly as described: Brings FoC units, mechanics, and planets into the base EaW campaigns.
Unfortunately it wouldn't be possible, AOTR's galactic map is completely different from the base game's, so it would break if it tried to load.
Yep, software is gimmicky. Very glad to hear its working!
Are you sure you selected the mod in the options menu? If you did the path launch method, check that its the same number I listed in the description that you pasted. The mod isn't broken, I would check again your download. All else fails, unsubscribe and then re-subscribe, that should certainly fix the issue.
Thank you xD