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Will be doing another playthrough session as Warlord Zsinj today (thursday) at 4:30 PM EST at www.hitbox.tv/CoreyLoses,, for those interested. There's also a poll there for who people want to see next.
Even if we wanted to, the alamo exporter has some issues with stealth meshes, so until it decides to actually export them properly we can't do stealthed units.
Just wanted to **** Slornie off.
The easiest way is to copy the contents of the ICW data folder and paste it into the FoC data folder, then setup an FoC multiplayer game on a virtual LAN client like Hamachi, Gameranger, Tunngle, etc. Unfortunately since Gamespy shut down, there's been no dedicated EaW multiplayer servers.
That's not the kind of thing that's moddable.
Go into Forces of Corruption/Data/XML and delete the AI/Enum folders (may just be one that's actually there, I don't remember). Piemanlives, you can ahve as many mods installed as you want, the reason RaW in particular is a problem is they install AI changes that break the AI to the data folder, which not only breaks it for RaW but for the base game and any other mod you try to play.
You can't change the actual build limit, but if you know how to handle buff chains and abilities and whatnot, you can spawn them that way. It can get pretty complicated.
Sins has a hardcoded limit of one for titans, there's not an easy way to get around.
It's not a notepad file. Extract the .rar and inside is an exe you run exactly how you'd open any other program in windows. There's not really much more instruction we can give you, it's just opening a program, unless you don't know how to extract.rars, in which case get 7zip ( 7-zip.org )
You're not meant to put it in the game. Extract the .rar and inside is an exe you run exactly how you'd open any other program in windows. There's not really much more instruction we can give you, it's just opening a program, unless you don't know how to extract.rars, in which case get 7zip ( 7-zip.org )
Do you have or have you ever had the mod "Republic at War" installed?
Images existing doesn't necessarily mean we're allowed to use them, and we'd prefer not to photoshop actors into Star Wars characters, especially since a lot of them don't look like who they're supposed to, honestly.
We changed the orbital bombardment specifically because ground battles in EaW essentially turned into "I'm going to hide one unit and just fast forward through while I blow everything up with orbital bombardments and bombing runs, because there's literally nothing anyone can do to stop them within the actual battle." Strikes from orbit are best used on high concentrations of units; it makes more sens that you'd use them that way rather than a huge AoE precision nuke that takes out an entire base at once.
"Only they get." Only get get doesn't make any sense.
The Remnant has something only get get connected to heroes, however everyone gets heroes (and they can be disabled in game options).
If we find something worth changing, everything is always subject to change.
Second Death and Razor's Kiss are the exact same ship, Second Death is just after it was destroyed. It wasn't really a functional ship.
We appreciate it, but the mod doesn't really have a patreon. I do create other video content (which included previews for our mods) at Youtube.com . I have a patreon for that if you'd like to check it out at www.patreon.com/CoreyLoses
It's not a patch, it's a tool/program on its own. You open the savefile with this utility and then click "defreeze."We can't patch it out of the game because it's a hardcoded issue with the game itself.
The reasoning behind not having to build the Praxeum being that the Jedi just moved into the existing Massassi temple structures.
Second Death was Razor's Kiss after it was destroyed in the failed capture attempt. If it had succeeded, which is what were giving people the chance to do, he would have just had Razor's Kiss. We can't really make it a mission with the option of failing because Zsinj can't use story scripting, and EaW can't recreate the Second Death thing in the first place. Faking a hero's death in EaW would be completely pointless.
This is probably from conflicting files. Either you have something else installed in your FoC data folder, or all the aubmods you installed don't work together, which is most likely.
Usually these issues are caused by weird windows permission settings with EaW and your save folder.
Look literally right above where this comment is. Where it says "Imperial Civil War 2.1 (Installer/ZIP)" in the section called Files. That is where you download it.
That still really depends. EaW has a lot of issues with accessing and running the software needed to add models, for example, and ground combat adds a whole layer of work you don't need to worry about in Sins while in Sins there's all the buff chains and tech you don't need to worry about in EaW. In Stellaris there's a completely different set of criteria to worry about. Pick whichever game best fits what you want your mod to be.
Those factions will only be in ICW. Factions work very different in Sins vs EaW. In Sins, if you want to represent different groups, you can use multiple instances of a faction. Sins doesn't care if you have one Remnant or 10 on the map. In EaW, if we wanted to represent the different Imperial splinters, we had to code them as their own entities, and gave them some different units so that they at least brought something different to the table. If we wasted faction slots on that in Ascendancy, you'd just end up with a ton of cookie-cutter factions with essentially the same tech, rosters and playstyle. We were even hesitant to split the Remnant into two (with the Remnant and the PA), and that already cut down on a lot of the options either had in the tech tree.
Its actually any Imperial leader being killed when a faction has been destroyed. And it's so well k own that it's even been fixed in the patch at the top of the downloads section.
I never said which Thursday.