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just make sure you get it from the NVidia website and not Geforce experience. That seemed like the crucial bit of information.
When you say the screen turns light gray, do you mean it basically desaturates and is like an overlay over the graphics, or it turns into a solid colour? If it's a solid colour, hen I've seen reports of similar occurrences (haven't seen one with EaW, but other games having the exact same problem) it's typically been graphics card failure, and the suggested fix, which seems to work from what I've found, is to install latest graphics drivers directly from the NVidia website, not from GeForce Experience, ideally getting rid of all previous installations which may mess with it. Hope that helps.
This patch fixes that issue:
The ones being removed (or being reworked/renamed significantly enough to call them 'removed') are only the redundant ones or incoherent ones, for example, we don't need both Into the Cluster and Hunt for Zsinj. The Thrawn Campaign is essentially the only untouched GC in the mod.
Not really. Like I said, any factions beyond the first three can't use story scripting for much, since the game doesn't have a way to assign them story scripts.
Keep in mind, because of engine limitations story scripting is essentially non-existant for any faction that is not one of the primary three (in the mod, this is the NR, IR and EotH). The only stuff which is possible for them is what can be done through another faction's story script, ie the intro speeches for the Pentastar Alignment piggybacking off of the NR or IR AI's scripts since multimedia is considered universal and shown to the player no matter who is spawning it. This is why even the era system is so limited for the Alignment in 2.1
You just need to download 2.1 (either the installer or the Zip, not both) and the 2.15 patch. the other patches are just alternate language versions of the mod.
I'm a fan of cost/benefit analysis, however as far as the general principle goes, at this point we're looking to add more depth as opposed to breadth. Sure, adding a ton of maps is a fair bit easier, but there's only so much you can do before that's just repetitive. What we're looking to do is capture the feel of specific different conquests via some scripted events (not quite to the same extent as the Katana Fleet ission, but just little flavour things to give context and meaning to what people are doing). Of course, this only means where it's possible; there's not much scripting we can do for Warlords, since they can't be given their own story scripts.
That being said, I'm not really sure how we'd put in a scripted battle of Endor for this, or what purpose that would really serve. We'd have to force the Remnant to lose, since the GC (and mod) don't really make sense if they don't. There's no really much room for player input there, it just comes down to Rogue vs Death Star.
The lonely one on the left there is Endor. The really far south one is Saijo.
We already have From the Ground Up. An era-progressive single-planet GC wouldn't make much sense, since the eras would probably progress all the way through before the factions even come close to touching each other. Making a GC of that sort with more planets than FTGU would run terribly too. There's over 170 different planets in the mod, so the CPU lag would be considerable, a bunch of planets would overlap, and the game would hit its selection freeze bug incredibly early (FTGU with just 25-30% as many planets is already one of the most prone GCs to that issue).
We were unable to complete all the voice overs for 1.0. For those its a matter of how many people volunteer with suitable voices and recording equipment as opposed to how long or hard we work, so it's something we have to work on as we go.
We'll have a post about heroes soon.
All I can suggest is trying to turn it off while you download it.
Gul will be posting a slightly shortened version on his channel.
If you're trying to activate the mod from the ingame menu, most mods suggest not doing that. Uee the enabledmods file in your mods folder.
Look! Still here! You just forgot where you posted it.
If you're referring to the post you made on our download page, it's still there.. Moddb.com You apparently just forgot where you posted it before you decided to continue being a ****.
Way to get ****** off over something that didn't even happen, though. You should also know that posts that get downvoted to hell do tend to get auto-deleted, so I'm going to ask people NOT to downvote this so your little shitfit over something that didn't happen gets to stick around and you don't accuse of us deleting it.
As far as your actual points, plenty of those things are WIP, we've always said are WIP, or we've explained the reasoning behind being that way. It's also almost all changed, and you could see the changes in pictures or news posts if you'd taken literally 3-5 minutes to check before feeling the need to attack people on the internet.
Have a fun-tastic day.
They will be in 1.1
The NR's hero roster is already pretty stacked, and there's no much Jan could do; she's essentially there with Kyle, but other than that she wouldn't do anything that 5-6 other NR heroes don't already do, and probably better. Really, with 20 heroes already, the NR is unlikely to get any that aren't specifically relevant to a given GC.
Lowbacca was the same age as Jaina and Jacen; technically a bit older, but because of the way Wookies age he was still an adolescent. He started his training with Jaina and Jacen. Jaden Korr is also not that much older. He was apparently a 13-15 year old apprentice at the time of JK:JA, so the oldest he'd be at any point in the mod is about 18. The NR also already has Luke, Mara, Cilghal, Corran Horn and Kyle Katarn for Jedi heroes by that point which is more than some faction have for any heroes whatsoever, all of whom are much more experienced than Jaden. If we were to add another Jedi hero, Kam Solusar and Kyp Durron would probably be better options.
They were ten years old by the end of the mod.
Why give them something and limit it to a one-off thing? The only balance reason to do that would be because it's something incredibly powerful on its own, which would mean its gotta be pretty huge, since the Phalanx and Intego are already basically maxed out for strength per meter (I guess the Nebula probably beats them out in that, even if overall its a weaker ship). The Empire of the Hand already get six regular ships that fill actual roles We're not going to shoehorn something in just to be unique. The point of the Empire of the Hand fleet is specifically NOT to be organized around something like that. It would be a significant change to their direction as a faction and take them away from a unique niche that doesn't exist with other factions.
What Chiss Battlecruiser from 2.15? 2.15 didn't add any units,a dn there's no units in ICw that aren't in Ascendancy except the small Decimator frigate. You may be thinking of the one community submod where the person used the terrible old Ascendancy model as a large EotH ship for some reason. The Praetor is already bigger than they'd likely have used, and they're not in need of a stronger ship than the Phalanx and Intego.
That's still larger than they would have liked, and not really necessary. If the game is balanced around who has the largest, strongest single ship then that's not really balance. The Phalanx and Intego are already pretty much the strongest in their respective roles, and the Intego is a similar size to the Allegiance and Secutor.
It should update automatically.
OH MY GOD IT'S MASTER CHEF 111!!!!1ONE!
You may have other files interfering with the mod.
Yep. Its actually the most complicated of the SSD designs, and turrets quickly add up. That's why we tend not to model them.onto things; one decent turret can often be a couple hundred polies
It may, but we also have to take into account that this is a game, and not one that allows particularly high poly counts/has a restrained memory limit. This ring is currently the second largest filesize, only second to the Bellator.