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There were also individual sector forces.
go into ...corruption\Data\XML and delete the folder named AI, and it should all work again
The updated versions in the download section address that issue, the EaW patch changed how shaders work.
There are at least a dozen if I remember correctly. They're in the Mod Maps tab, you won't find them in the "Don't Use" tab.
The mod has nothing that would interfere with the base game, in any way. Do you have Republic at War installed, or have you had it installed? That mod installs essentially broken AI files to the data folder, which breaks it for Raw, every other mod, and the base game.
In all versions except the 2.15 one updated for Steam compatibility, you need to be playing on the Mod maps where you start with three stations, one of which has your tech upgrades and heroes on it.
There's nothing we'd be doing in the Steam versions that we wouldn't be able to do for the other versions, unless you're suggesting we not support multiplayer until all versions have easier access to multiplayer. The problem with that is the multiplayer is run through Steam's P2P system, there's absolutely 0 chance of that being applied to the other versions. What exactly are you terrified about from it?
This is still version 2.15, it's not 2.2. we just re-uploaded it for the changes to make it compatible with the new EaW patch changes/multiplayer stuff.
The version number on the main menu is the version number for FoC, not for the mod.
Any tech related to that goes in the culture tree. Not every faction has access to all types of tech/vision, though.
Which specific alien faction?
For people who play on multi-galaxy (or in basegame terms, multi-star) maps.
This is the same version which is currently on the steam workshop.
This is the version currently present on the Steam workshop.
Gonna try to get the updated 2.2 Demo (green fix) and 2.1 (AI travel fix and multiplayer compatibility up today)
Having them not go through shields makes them both more lore friendly and less massively OP.
Yes, when it's released it will be here and on the workshop.
The breakup of the Shadow Hand forces isn't entirely clear and doesn't necessarily match what they had beforehand. This seems to be what matches Harrsk's path during and after best, though.
Yes, which is why that's what we've always used it for.
Multiplayer support is already there, and the version on the Steam workshop already has a few fixes to help with compatibility with the new update, which will eventually make there way here as well.
Yes, the patch broke it but it's an easy fix, you just need to delete the folder named Shaders in ICW22Demo/Data/Art.
With the patch for EaW, I've had to archive the download for the 2.2 demo for the moment- will be working on getting it back up here and on the workshop ASAP.
Yes, era 2 for the Remnant is run by Thrawn.
You're potentially missing some files, or they didn't load properly. I suggest redownloading the mod if this problem persists.
Apparently the fix for the galaxy travel did not go through (basically, the game didn't like when I set it back to being a free, automatic upgrade). This will be fixed for the next version, sorry for any inconvenience.
The galaxy gun is available whether heroes are on or not, that text string just needs to be updated. It's like half the point of the Palpatine tech branch.
There's no way to create a custom script for anything in Sins, there's no scripting environment/language used by the game (at least, nothing that's not hardcoded). You are limited to the constraints available to random events.
I'm sure that'll be in at some point.