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Comment History
edisoncwc
edisoncwc - - 25 comments @ [ARCHIVE] Imperial Civil War 2.2.5 (Full Mod)

Hi, I have been a supporter of this mod for years. I notice one difference since the 2.2 update (I am using the steam workshop version of SWEAW and mod version 2.2.5 now). Some of the planet systems are now inaccessible, with flickering faction colors from red/blue to grey.
The game mode I played was Galactic Conquest, Art of War scenario as New Republic or Imperial Remnants, but some of those planets that are blocked out include The MAW and Z'Fell, making expansion limited to other routes.

I wonder if this is an intended system where blocked systems will be accessible later in era, or there are error in my local files leading to errors in planets in GC?

Good karma+1 vote
edisoncwc
edisoncwc - - 25 comments @ [Deprecated] Medieval Conquests V2 Patch

Is it possible to increase party morale when increasing party size? While the later keeps expanding with renown and mod config, the former is a huge restrain where 200+ party has already been lagging behind.

Good karma+1 vote
edisoncwc
edisoncwc - - 25 comments @ CK2:AGOT 1.4- Windows Installer

The checksum might be wrong, check carefully if the version is 2.7.0.2 instead of 2.7.0.1

Good karma+2 votes
edisoncwc
edisoncwc - - 25 comments @ .Corey.

Oops, I am sorry that I used a guest account. This is my real account.
<ShipNameTextFiles>
Calamari_Cruiser, Data\Calamari_Cruiser.txt,
Dominator_Star_Destroyer, Data\Dominator_Star_Destroyer.txt,
Wingless_Calamari_Cruiser, Data\Wingless_Calamari_Cruiser.txt,
MC90, Data\MC90.txt,
MC80b, Data\MC80b.txt,
Nebula, Data\Nebula.txt,
Endurance, Data\Endurance.txt,
Majestic, Data\Majestic.txt,
Republic, Data\Republic.txt,
Phalanx_Destroyer, Data\Phalanx_Destroyer.txt,
Syndic_Destroyer, Data\Syndic_Destroyer.txt,
Chaf_Destroyer, Data\Chaf_Destroyer.txt,
Victory_Frigate, Data\Victory_Frigate.txt,
Tector_Star_Destroyer, Data\Tector_Star_Destroyer.txt,
Chiss_Star_destroyer, Data\Chiss_Star_destroyer.txt,
Sovereign, Data\Sovereign.txt,
Generic_Executor, Data\Generic_Executor.txt,
Generic_Star_Destroyer, Data\Generic_Star_Destroyer.txt,
Star_Destroyer, Data\Star_Destroyer.txt,
Victory_Destroyer_Mark_2, Data\Victory_Destroyer_Mark_2.txt,
Victory_Destroyer_Mark_1, Data\Victory_Destroyer_Mark_1.txt,
Victory_Destroyer, Data\Victory_Destroyer.txt,
Interdictor_Cruiser, Data\Interdictor_Cruiser.txt,
Imperial_Star_Destroyer_Two, Data\Imperial_Star_Destroyer_Two.txt,
Praetor, Data\Praetor.txt,
Praetor_Empire, Data\Praetor_Empire.txt,
ISD_I_Pentastar, Data\ISD_I_Pentastar.txt,
ISD_II_Pentastar, Data\ISD_II_Pentastar.txt,
Vindicator_Pentastar, Data\Vindicator_Pentastar.txt,
Immobilizer_Pentastar, Data\Immobilizer_Pentastar.txt,
Venator_Pentastar, Data\Venator_Pentastar.txt
</ShipNameTextFiles>

Good karma+1 vote
edisoncwc
edisoncwc - - 25 comments @ Others Crash Testing Needed

My apology for taking the liberty to do some experiments.

There is an error with Runeland Crossbowmen. Whenever you choose that unit in custom battle or have it in campaign battle, it will crash exactly when the real time tactical battle finishes loading.

Good karma+1 vote
edisoncwc
edisoncwc - - 25 comments @ Republic at War

Autoresolve health might be determined by squads.
Just shown by how the structure_production provide the garrison, each unit seems to be the squad only, instead of the whole container.
The health might be actually the total amount of unit divided by maximum squad size then multiply by autoresolve_health, meaning 96 unit battledroid should have the health of 96/12 * 25, which is 8 * 25 = 200, while super battledroid are 36/9 * 100 meaning 400, besides there are garrison units, as well as how many unit need to be destroy to be considered as elimination

Good karma+1 vote
edisoncwc
edisoncwc - - 25 comments @ Republic at War

Anyone can storm through worlds with a couple of battle droids or super battle droids without any losses. The auto-resolve favor large unit size too much that kill-death rate of such result is as high as 4-1 or 5-1.

The auto-resolve health and the AI strategies need balancing, as I lose 15 x 150 (Clone trooper team) fighting 2 x 25 (battle droid) and 3 military buildings (with 300 health), the math doesn't add up. It doesn't matter even if I change clone autoresolve_health up to 250 or 300, battle droids and super battle droids obliterate clones and even the AV9 cannons, at-rt, at-st, at-te and laat

There are problem even for manual battle, as AI's way of counter such difficulty is to flood the enemy, leading to huge lag in the system and then introducing a unit of 50 clone team, 25+ at-rt team, 20+ tanks and 30+ wookies

Good karma+2 votes
edisoncwc
edisoncwc - - 25 comments @ Sins of the Prophets Rebellion Alpha v0.75.1

I am using windows 10 with 1920x1080 resolution, I have disable the dpi scaling but the UI of the game's menu as well as in-game text are out of scale and outside the text box.

I wonder if there is a way to fix this graphical issue, or I have downloaded the wrong/corrupted version.

Good karma+1 vote
edisoncwc
edisoncwc - - 25 comments @ Republic at War

Well, if we reduce the ability of normal Jedi, balance problem will be less troublesome. E.g. reducing health while slightly increasing blaster reflection rate, making Jedi formidable in small combat but vulnerable facing large amount of enemy.

CIS has dark side adepts but we barely use them. Or maybe it is hidden in v1.1.5

Good karma+1 vote
edisoncwc
edisoncwc - - 25 comments @ Republic at War

We do remember a large group of droids or clones can bring down a bunch of Jedi, in arena or temple. Jedi can be powerful, but only the heroes and heroines are strategic weapons, others still die when being shot at.

Besides, if CIS want to mass produce dark side adepts, they can bring back the Great Sith War anytime

Good karma+1 vote
edisoncwc
edisoncwc - - 25 comments @ Republic at War

Wonder if they can bring in typical Jedi knights and apprentices as unit model for both land and space battles. Blade, unit model, carrier crafts, ability or even the voices can utilize existing masters.

Now with dark side adepts from Korriban, in addition of the famous masters, is it possible to bring in typical Jedi as minor heroes?

Good karma+2 votes
edisoncwc
edisoncwc - - 25 comments @ Massive Overhaul Submod

I think the skins and armors of high tier Elves Archers are different, they are silver instead of gold.

How about making an extra armor upgrade that will bring back the golden armor?

I think we just need to make that level of armor factory only available after the rebuilding of ancient elf empires (using event), then it will be a level up to a extra texture of gold armor covering the original silver ones.

If some of us don't like the old golden skin we can choose not to level up that armor, besides, elf units don't have obvious variation of armor via upgrades.

Good karma+1 vote
edisoncwc
edisoncwc - - 25 comments @ GoT v3.0 for Westeros 0.53

By the way, please update the unit description and information text. All of them seems to be the same like the MIITW; special icon and text can be some of the things that separate the original game from a mod as those decorations make a game cooler. (like religion, building or units, otherwise it feels like medieval ii total war with Britain reversed)

P.s. The AIs are really unwilling to fight, they barely start a campaign and stock their army in their home region or cities. It might be possible to force hostility between certain countries and increase the invasion and attack possibility for factions (especially the North), or even add events at certain turn by spawning army at certain location to emulate a historical events.

Good karma+1 vote
edisoncwc
edisoncwc - - 25 comments @ GoT v3.0 for Westeros 0.53

I think we are supposed to change the folder name of the mod from Westeros to GoT, then use the pathfinder in installer to locate the folder

I think the mod\data\world\campaign\imperial campaign\descr_win_conditions.txt is almost empty, part of the reason that you cannot start campaign because there is no way to win or lose.
I did some random changes which is completely irrelevant to the in-game win condition: (My sincere apology to the author, this is just a desperate action to get the game running)

Just copy these to your txt data file:

venice
hold_regions
take_regions 45
short_campaign hold_regions ;
take_regions 15
outlive scotland

milan
hold_regions
take_regions 45
short_campaign hold_regions ;
take_regions 15
outlive

denmark
hold_regions
take_regions 45
short_campaign hold_regions ;
take_regions 15
outlive venice, spain

scotland
hold_regions
take_regions 45
short_campaign hold_regions ;
take_regions 20
outlive venice

france
hold_regions
take_regions 45
short_campaign hold_regions ;
take_regions 15
outlive england

hre
hold_regions
take_regions 45
short_campaign hold_regions ;
take_regions 15
outlive scotland

england
hold_regions
take_regions 45
short_campaign hold_regions ;
take_regions 20
outlive france scotland

portugal
hold_regions
take_regions 45
short_campaign hold_regions ;
take_regions 10
outlive

moors
hold_regions
take_regions 45
short_campaign hold_regions ;
take_regions 15
outlive

spain
hold_regions
take_regions 45
short_campaign hold_regions ;
take_regions 15
outlive venice, denmark

(End)

Good karma+2 votes
edisoncwc
edisoncwc - - 25 comments @ A Clash of Kings 2.0

Is it possible to reduce the size by dividing GoT into 2 parts, Westeros and Essos. Item will be mutually shared and mission in the other continent will exist just like the current mission of Queen and Prince with special script?

It will reduce the loading time for most of us, and allow us to fight for the Dragon Queen. Of course we can keep the trade (by adding a dummy faction called Westeros or Essos), while having possibly some mutual factions like Bravos. GoT without dragon seems missing something.

And if character and item were mutual, then we can somehow continue our game between continents with same character leveling up (using export and import character), while discarding known relationships and parties. This is actually accurate since everyone that cross the narrow sea in some way discard their past. The only problem might be the inventory, which require a different script. Save is not compatible but character will be.

Good karma+1 vote
edisoncwc
edisoncwc - - 25 comments @ The Great War

If your game is missing files, check your bottom left corner for version number:
it should be something like version 1.3.0 (Build 1754), or maybe other steam patches;
If you play ignoring missing file, then your might have memory crashes once they are used, and your interface misses texts

Though, some true bugs might be the chain of building doesn't always work (especially educational);

And the AI are not good enough, especially for German Empire, two-fronts-war is hard enough and without "support", Germany is always crushed by French, Britain and Russia before 1917. besides, the neighboring countries like Holland and Denmark sometimes step in even if they are not supposed to, making it even hard for AI or player Germany to contain the warfare.

Lastly, unless Britain is used by player, otherwise it just sits there and enjoys the show, no expedition and navy only fight once your get too close to the British Isles

Good karma+4 votes
edisoncwc
edisoncwc - - 25 comments @ Sins of the Prophets

I did not know why but it seems to remain in that flood base. Maybe I can try more experiments.

But when I am playing large maps, the computer automatically slow down a lot during the middle of the game. I know flood is default off, but if I want to play with flood active, the game itself will be lagging once flood started expanding. This never occurs in this mod before, or in any other mod.

Good karma+1 vote
edisoncwc
edisoncwc - - 25 comments @ Sins of the Prophets

Longer the wait, bigger the excitement...

Meanwhile, flood has an extra side effect, while human can still manage to be careful not to go near the flood planets, AI doesn't deal with them properly. I got my whole computer lagging only when flood is active and the AIs are in panic for the flood invasion, it ruins AI decision making. And they engulf the ship with their supply points, try that if your flagship is under flood control; or you might deliberately sail it to their base and make them keep it for you, even in inactive mode.

P.s. a star-base might be your best defense, even if theoretically it is the first to die; I manage to stop the flood by building a great wall across planets. Please allow maximum points for space-station upgrade.

Good karma+1 vote
edisoncwc
edisoncwc - - 25 comments @ Gekokujo

I wonder if any modder try to mod the skin color, height or size of the body too. I often get very distinct differences between the face and body.

This looks especially weird with Asian faces...

Good karma+4 votes
edisoncwc
edisoncwc - - 25 comments @ Forgotten Hope 2

I missed the "battle of Britain" map, it is not compatible with version 2.46 -2.48. The AI doesn't respond.
I wonder if anyone can expand the map pack to introduce 64 single-player/coops map for "battle of Britain", cannot wait for more aerial combats

Good karma+5 votes
edisoncwc
edisoncwc - - 25 comments @ Sins of the Prophets

Is it possible to have only 2 factions who are in the same team? (or maybe 2 factions plus a very weak AI in the far end). It will be fun to re-fight the forerunner-flood war, even if flood are pirates behaving like NPC

In the same time, can you add technological victories like "flood control"/ "halo control", which will lead to victory?

I would love to do these once we have Forerunner Remains, then turn on the flood and eradicate them, or die trying to.

Good karma+1 vote
edisoncwc
edisoncwc - - 25 comments @ RaW 1.2 "Rush to Victory"

I wonder if we can get minor heroes like Jedi or Apprentice from Jedi temple just like dark side adepts?

It won't require much new model but use the existing effect and light Sabre of major heroes; I tried to edit the xmls, but I can only get known heroes to be built in larger quantity, or produce dark side adepts with changed name in Republic

And it will be very awesome, if the fall of Jedi Script will directly change the Allegiance of all Jedi across the Empire, like to pirate, giving them a fighting chance.

Good karma+1 vote
edisoncwc
edisoncwc - - 25 comments @ Forgotten Hope 2.46 (2/2) (obsolete)

I am just a player, but for those having error with 7-zip while unzipping 2.46 (2/2), a possible suggestion might be: restart your computer after installing 1/2, then install 2/2. It worked for me.

Good karma+2 votes
edisoncwc
edisoncwc - - 25 comments @ [OUTDATED] The Great War 5.1.3

These are some situations...
having level 2 or above industrial building: crash after research finishes (start of turn)
having tech finished and upgrade/convert an industrial building: crash after building finishes (start of turn)
capture a level 2 industrial building from another country: crash after pressing end-turn
conclusion: they just cannot occur together
(I suggest keeping the buildings and prevent researching the tech, as "improved field gun" is an intermediate tech that enables other techs, which are not available anyway as they also require industrial building)

Good karma+1 vote
edisoncwc
edisoncwc - - 25 comments @ [OUTDATED] The Great War 5.1.3

For anyone having a crash in the start of your turn during middle of campaign, I got this problem when I finished researching "improved field artillery"; it seems that it cannot co-exist with any level 2 or above industrial buildings, you can destroy those building to get the technology to work, but then you won't be able to research technologies beyond it. So it is either tech or building (or crash).

Good karma+1 vote