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Still in the buglist, but I wasn't able to recreate this problem myself. Could it be that this is a problem limited to the Clone Wars GC campaign?
I also wasn't able to recreate the problem of long-battle game crashes that have been reported a lot, even after trying to crash my game on purpose. I threw two 12000 pop fleets against each other for a battle that lasted several hours but still no crashes.
It seems to be mainly it's position/placement on the map - sometimes it's really close to the combat and just looks silly - mainly on the in-atmosphere maps where it's poking it's dish through the clouds. On some maps as well it appears in the middle of the map, so both teams are fighting inside the Death Star.
Another issue is when told to destroy the planet, or attack enemy ships it's superlaser misses - fires off into the abyss. These problems not only make the battles look silly but makes it useless, which is why it is in the mod still but not buildable (raised to tech level 99).
ps. what do i have to do to download the new patch? For some reason the mod does not update.
Are Google Drive video links alright? Have a look, hopefully it helps. [drive.google.com]
It happens at about 16 minutes in.
Hmm well first of all I see the destroyed phases are not correctly de-spawning, but phase 3 becoming un-attackable looks like a mis-match between the hardpoints and unit HP - I can see in the top left while it can't be attacked it still has health. I never touched the hardpoints or stats for the Eclipse so this likely happens in Remake main as well. I can look into both certainly.
EDIT: Confirmed, in the case of the Eclipse P3 the hardpoints have a total HP of 243k, but the ship itself has a HP of 250k. This is identical stats to Remake main so it'll happen there too. I'll raise the superlaser hardpoint's HP by 7000, and check the rest of the SSDs for this mis-match of HP values as well.
- Some buildable fighters have had their tech levels changed, while some that seem redundant or are already spammed by frigates/capitals were removed from production.
- Rakata Prime removed from Sith control for all campaigns.
- Pirate starting forces reduced slightly, major faction forces increased slightly, Sith starting forces increased massively.
- Centurion and Star Home returned to their original stats, meaning Centurion has it's advanced torpedoes again.
- Errors in unit names for AI unit build/command scripts fixed.
- AI budgeting adjustments, making it build more larger ships/battlegroups, hold less money in reserve and build starbases more slowly.
- AI GC attack contrast adjustments.
- Fixed issue allowing Rebel players to instantly advance from tech level 4 to tech level 5.
**NOTE**
Fighters are almost certainly going to require further adjustment, which I'll be needing player feedback on. Are there too many or too few? Are the AI too restricted only have 2 maximum per plan? Is it right to block the AI from building oher faction's fighters? Are some at the wrong tech level? Do some of the more powerful fighters spawn in too high a number? Is 8 a good build limit for each fighter type or should that number be adjusted? These questions are a hard to work out on my own and all are subject to change, so please let me know how you feel. :)
@BigCheese256 Thank you appreciate the quick fix aswell! Great mod!!
- TIE Interceptor Elite carrier garrison fixed.
- Victory condition changed on the Reduced and Core GC campaigns to require full galactic conquest for victory, but exclude the dummy/anti-crash planets.
- Corvettes spawned by level 1, 2 and 3 starbases no longer take up pop cap.
- Corvettes with the point defence ability (Crusader + Lancer) now work correctly.
- Corvettes had their pop cap usage halved when converted to squadrons - this has been undone. Corvettes now take up their full pop cost.
+ This was applied to battlegroups that spawn corvette squadrons.
- AI is now able to cross-build other faction's fighters.
- Quasar Fightercarrier speed increased from 1.75 to 2.5 (not reflected in tooltip currently)
- Battlegroups changed to a maximum of 2 of each fielded at a time.
- Third Ado Superiority Fleet now correctly spawns 6 Ton Folks (was 5).
- Tremendous Battlegroup spawn order changed again to try and fix issue with Hammerheads getting stuck. I'm not sure what is causing this, as it doesn't happen to any other battlegroup spawned ship.
- Incorrect Tremendous Battlegroup countdown timer removed.
- All corvettes had their speed decreased a bit when turned into squadrons - this has been undone and corvettes are back to their original speeds.
- Neutral Underworld Venator missing garrison fixed.
- Rebel Venator double-garrison fixed.
- Venators replaced with MC-75's for Rebel starbase spawns (level 2 and 3).
- Space structures removed from capital ship priority target list.
- All Clone Wars campaign starting level 4 starbases changed to level 3.
- Game crash when the Empire tries to build the Imperial and Republic variants of battlegroups at the same time has been fixed.
- Fixed Golan 2 and 3 stations being considered destroyed after battle if they have lost a hardpoint when the attacker retreats.
- Space pop cap raised again from 180 to 200 - upon playing a bit 180 was awkward to work with, especially with battlegroups.
- Mon Mothma income increased and AI no longer uses her in attack plans. The AI losing Mothma in battle constantly badly hurt the Rebel AI's income and made them too weak.
- Tyber Zann income increase when he upgrades to the Merciless has been removed, as the Underworld has been over-performing in the late game.
- Homeworld income increases for Mandalorians and Hapes, decreases for Underworld.
- Gunship carriers holding only 2 gunship squadrons made them a bit useless - they now carry 3 squadrons.
- Battlegroup pop costs rounded down to the nearest multiple of 10, so it's easier to work out what you can pair with them for your starting fleet.
- AI got some of it's starbase building budget back.
- AI attack script changes for GC.
- AI will keep it's fleets on newly conquered planets for a bit longer, before being allowed to allocate them to other plans.
- Changes to auto-resolve values, so that both sides lose less ships during an anti-resolve retreat.
NOTE: Many attempts were made to try and reduce the issue of overwhelming "fortress worlds", that is planets with a Golan 2 or 3 plus a 200 pop fleet in orbit, but all resulted in failure and didn't work. As a result in the next update changes will be made to starbases and how they work, mostly returning them to their original Remake 4.0 form. Until then be wary of low framerates and potential crashes when attacking or defending these "fortress worlds".
- Starforge cloaking device removed (again).