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Don't use the patch, revert to 2.2. That bug in particular can still happen sometimes- we need to track down the specific causes of it.
That specific issue sounds like you download the 2.2.2 patch, which we've since removed- I recommend reinstalling the mod entirely. The save issue is immediately upon loading the save, the game will crash. Having more RAM yourself won't change it, the problem is the game can't use memory pointers beyond 2GB when loading. Petro is fixing it, but only for the Steam version ( we also do recommend the Steam workshop version of the mod in general
The most important thing for not lagging in GC for EaW is your CPU, single-core speed. I have an i7-7700k, 4.2 GHz
The era change bug is a known one, it generally occurs if one of the main 3 factions (IR, NR, EotH) dies before the era change because the game is trying to spawn heroes for them when they no longer exist. The Steam workshop copy of the mod already has the fix, but for ModDB we're waiting til we get the first 5 patches done, bundling them together, and uploading that.
Tech trees are still being worked on- along with other types of documentation, it'll likely be done for 2.2.5. Yevetha in general are fairly buggy on battle start, which is why we've disabled them on the Steam version and will be doing so here as well wheen 2.2.5 hits if we can't find the problem.
The pirate untis for Maldrood require a hero who is not curreently in the progressive GCs.
If you check the graphs, does it show their military goriwng, planets changing, or anything else iondicating movement? Which GC are you playing, and who as?
I'll see if I can recreate and fix it. Thanks for the report.
Make sure you have the FoC Ram fix installed as well:
Some of the AI changes caused other issues, so for now we've removed it
Are you invading the Yevetha (yellow faction)? They're especially problematic at the moment, which is why the next patch will be disabling them.
As soon as it's ready, it depends on the time Slornie has to work on finishing it.
Can you give more specific information on what's going wrong? Does it crash on startup? Does it not start? Does it crash during gameplay?
The patch was tested on both GoG and Steam, both worked fine on startup so I don't *think* there should be any problems as long as you don't have any interfering files installed to your base game folder- if you look in your EaWX\Data folder, do you have any folders named Scripts, XML\AI, or XML\Enum? Also, do you have the FoC RAM Fix?
The patch was tested on both GoG and Steam, both worked fine on startup, so I don't *think* there should be any problems as long as you don't have any interfering files installed to your base game folder- if you look in your EaWX\Data folder, do you have any folders named Scripts, XML\AI, or XML\Enum? Also, do you have the FoC RAM Fix?
That's not an issue with the mod, that's generally due to your own system settings either not allowing or not having enough space to save the game.
That's standard for patching anything.
I doubt we'll know when it's coming til it's already out. That kind of thing has to go through approvals and whatnot.
There are new filters that sort between space units- there's a tab for structures, a tab for frigates, and a tab for capitals. Make sure you're using them.
If you don't see the options change when you use that, this is generally caused by another mod's AI files being installed to the Data folder for the base game, which interferes with all other mods, sometimes causing crashing. To resolve this, go into your corruption\Data\ folder and delete the folder named Scripts, then the XML folder and delete the folders named AI and Enum if they exist.
The EaW community is a big place and it can be hard for them to keep up with everything everwhere, especially since it's one guy working on EaW between other major projects (Forged Battalion was the main focus for the last few months) but they've actually been very communicative with modders directly. We contacted them about it, gave them the crash logs, and they were able to pretty quickly find the cause.
The bug is that when loading saves where certain memory pointers have exceeded a limit, the game will crash and the save can't be loaded (there's also a separate issue where the game will crash when saving especially large save files).
We do know PG is fixing it, 100%. The problem is that like other modern EaW patches, the fix will currently only be for Steam, so we may have to, in the future, do more limited releases for ModDB than for the workshop.
We won't be doing a separate optional download with that stuff because quite frankly it renders the game next to unplayable, especially in larger galactic conqeusts.
No, the mod is set post-Endor, so Dark Troopers have been gone for a while.
Some will, it all depends on our ability to have time to make them (we make our own assets) and whether they're something that adds to the gameplay.
Those are locked until certain story events occur, it's not a bug.
Things involving the Yevetha in particular seem to be rather unstable, so the more you're in Black Fleet Crisis, or the bits of Empires at War that involve them, the more likely you are to come across it.
If you mean it crashes when saving as well, or when initiating battles, there's a secondary bug with the engine where creating save files that are too large will sometimes cause the game to crash (and delete the file), and when you're initiating battles, that creates an autosave which can do the same thing. Petroglyph, the creators of the game, are working on a patch for this (however unfortunately right now they're only patching the Steam version)
There will be in the manual
Ability sets are intended to be different in GC and skirmish (and the garrison units use skirmish variants) because it messes less with scripts, especially for things with Single-Unit retreat (otherwise people could just retreat their garrison units).
We'll be releasing a manual soon. The website will be changed, but it will no longer be full of in-game information.
While we're aware of some more rare crashing issues, having it crash "usually" or deleting saves seems like you like have something else going on.If you go into your base EAWX\Data folder, is there a folder named Scripts? Or in the EZWX\Data\XML folders, folders named AI or Enum?
The capitals vanishing is just a draw distance/result of increased FoV- nothing really bad happening, though it does look werid. We're working on improved camera stuff and other things to fix that.
As for ship movement, that isn't a mod issue, that's just EaW pathfinding at work. There's not really much mods can do about that, positively or negatively.
This is generally caused by another mod's AI files being installed to the Data folder for the base game, which interferes with all other mods, sometimes causing crashing. To resolve this, go into your corruption\Data\XML folder and delete the folders named AI and Enum if they exist.