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Journeyman_Commando
Journeyman_Commando - - 39 comments @ LeaderOverhaulMod v1.6 (Outdated)

I'm having the exact same problem, the game crashes just before the first falcon is built. I've only tried it on Cutter but after the first crash I started a new match and rush-built the air building to test the theory with the same crashing result. I haven't had any performance issues with the main game or any other mods I've tried for Halo Wars, I also have a Nvidia 1080 and can run TW:WarhammerII with graphics mods at max settings with good fps even with a crazy amount of units so I don't think my PC is the issue.

Good karma+1 vote
Journeyman_Commando
Journeyman_Commando - - 39 comments @ E4X & Interregnum Graphics Minimods 1.86

This download doesn't seem to have the E4X Sins:Re Patch, is it still required?
*Edit* File now included, thanks for the great mod and fast response.

Good karma+2 votes
Journeyman_Commando
Journeyman_Commando - - 39 comments @ Star Wars The Clone Wars Mod Team

This comment has been posted in a private group.

Journeyman_Commando
Journeyman_Commando - - 39 comments @ Star Wars - Clone Wars

try deleting the Shaders folder located
star_wars_clone_wars_iV > Data > Art > Shaders
the mod's steam page should tell you how to find the mod folder, but it'll probably be one folder past Steam\steamapps\workshop\content\32470\

Good karma+1 vote
Journeyman_Commando
Journeyman_Commando - - 39 comments @ Star Wars - Clone Wars

Here are some fixes I made to the original 4.0 mod and posted on ModDB forever ago, I hope they help :)

Abandoned Sensor Array & Merc Outfitter Fix
-go to: PROPS_URBAN.xml
-Remove: Secondary_Mercenary_Outfitter Prop
-Remove: Secondary_Abandoneded_Sensor Prop

Hero Sora Bulq Force Wave Fix
-go to: Units_hero_CIS_Sora_Bulq.xml
-Change:<GUI_Activated_Ability_Name>Vos_Force_Whirlwind
-To: Bulq_Force_Whirlwind

Hero Sevrance Tann Force Wave Fix
-go to: Units_CIS_Minor_Heroes.xml
-Find: Sevrance_Tann
-In a space below </Redirect_Blaster_Ability> Add:
<Force_Whirlwind_Ability Name="Anakin_Force_Whirlwind">
<!-- <Activation_Style>Special_Attack</Activation_Style> -->
<Activation_Style> User_Input </Activation_Style>
<!-- We need to be within this distance of the clicked target to consider activating Force Whirlwind -->
<Activation_Min_Range>0.0</Activation_Min_Range>
<Activation_Max_Range>75.0</Activation_Max_Range>
<Damage_Amount>500.0</Damage_Amount>
<Damage_Range>75.0</Damage_Range>
<!-- How long does it take for the shockwave to spread from the hero to the max range? -->
<Travel_Time_In_Secs>1.0</Travel_Time_In_Secs>
<!-- Percentage chance to activate given a certain number of valid targets in range. -->
<!-- First number in the pair is the number of valid targets, second is the chance to activate. -->
<Activation_Chance>0,0.0, 1,0.0, 5,1.0, 500,1.0</Activation_Chance>
<!-- <Activation_Chance>0,0.0, 500,0.0</Activation_Chance> < ! - - never activate -->
<!-- We only consider the following unit types "valid targets": -->
<Applicable_Unit_Categories>Infantry</Applicable_Unit_Categories>
<Applicable_Unit_Types />
<SFXEvent_Activate>Unit_Force_Whirlwind</SFXEvent_Activate>
<Owner_Particle_Effect>Force_Whirlwind_Particles</Owner_Particle_Effect>
<Owner_Particle_Bone_Name />
<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
<Owner_Light_Effect_Color>4.0, 4.0, 4.0</Owner_Light_Effect_Color>
<Owner_Light_Effect_Color2 />
<Owner_Light_Effect_Duration>0.5</Owner_Light_Effect_Duration>
<Owner_Light_Effect_Pulse_Count />
</Force_Whirlwind_Ability>

Good karma+2 votes
Journeyman_Commando
Journeyman_Commando - - 39 comments @ Star Wars - Clone Wars

Chameleon Droid Cloak Fix
-go to: Units_land_cis_chameleon_droid.xml
-Rename: <Force_Cloak_Ability Name="droid_Force_Cloak"
-To: "Droid_Force_Cloak"

Death Watch Explosive Fix
-go to: Groundinfantry.xml
-Find: <GroundInfantry Name="Death_Watch"> (Second to Last)
-Replace everything between <!--Primary ability-->
-and <Galactic_Stealth_Ability Name="Boba_Fett_Galactic_Stealth">
-With:
<Unit_Ability>
<Type>STICKY_BOMB</Type>
<Recharge_Seconds>23.0f </Recharge_Seconds>
<Alternate_Icon_Name>I_SA_SELF_DESTRUCT.TGA</Alternate_Icon_Name>
<Alternate_Name_Text>TEXT_TOOLTIP_ABILITY_DETONATOR</Alternate_Name_Text>
<Alternate_Description_Text>TEXT_TOOLTIP_ABILITY_DETONATOR_DESCRIPTION</Alternate_Description_Text>
<GUI_Activated_Ability_Name> DW_Grenade_Attack </GUI_Activated_Ability_Name>
<SFXEvent_Target_Ability> Unit_Grenade_Boss </SFXEvent_Target_Ability>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>

<!-- Secondary ability -->
<Unit_Ability>
<Type>JET_PACK</Type>
<Recharge_Seconds>30.0</Recharge_Seconds>
<GUI_Activated_Ability_Name> </GUI_Activated_Ability_Name> <!-- GUI Command Bar support -->
<SFXEvent_Target_Ability> Unit_Move_Boba_Fett </SFXEvent_Target_Ability>
<!-- Disabling these, since we now want Boba to be able to fly anywhere on the map, even into FOW -->
<!-- <Area_Effect_Decal_Distance> 50.0 </Area_Effect_Decal_Distance> -->
<!-- <Effective_Radius> 300.0 </Effective_Radius> -->
<Effective_Radius> -1.0 </Effective_Radius> <!-- For the Jet Pack jump, the effect radius of -1.0 means unlimited range -->
</Unit_Ability>

</Unit_Abilities_Data>

<Abilities SubObjectList="Yes">

<Grenade_Attack_Ability Name="DW_Grenade_Attack">
<Activation_Style> User_Input </Activation_Style> <!-- Was Special_Attack -->
<!-- We need to be within this distance of the clicked target to consider throwing the grenade -->
<Activation_Min_Range>20.0</Activation_Min_Range>
<Activation_Max_Range>400.0</Activation_Max_Range>
<Requires_Direct_Player_Command> No </Requires_Direct_Player_Command> <!-- Was NO -->

<Grenade_Type>Proj_Thermal_Detonator</Grenade_Type>
<Grenade_Toss_Anim>BOMBTOSS_00</Grenade_Toss_Anim>
<Grenade_Spawn_Frame>12.0</Grenade_Spawn_Frame>
<Grenade_Spawn_Bone>MuzzleA_00</Grenade_Spawn_Bone>
<Grenade_Explode_Timer_In_Secs>1.0</Grenade_Explode_Timer_In_Secs>
<!-- Percentage chance to activate given a certain number of valid targets in range. -->
<!-- First number in the pair is the number of valid targets, second is the chance to activate. -->
<Activation_Chance>0,0.0, 1,1.0, 5,1.0, 500,1.0</Activation_Chance>
<!-- We only consider the following unit types "valid targets": -->
<Applicable_Unit_Categories>Infantry, Vehicle, Structure</Applicable_Unit_Categories>
<Applicable_Unit_Types />
<SFXEvent_Activate>Unit_Grenade_Boss</SFXEvent_Activate>
</Grenade_Attack_Ability>

Good karma+3 votes
Journeyman_Commando
Journeyman_Commando - - 39 comments @ Star Wars - Clone Wars

MTT Unlock and Weapon Activation
-go to: Groundcompaniesrebel.xml
-Find: Gallofree_HTT_Company
-Scroll Down to: <Build_Initially_Locked>Yes</Build_Initially_Locked>
& <Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
-Change Both "Yes" commands to "No"
-Now go to: Groundvehicles.xml
-Find: Gallofree_HTT_Transport
-Replace: <Ranged_Target_Z_Adjust>13.0</Ranged_Target_Z_Adjust>
-With:
<Targeting_Max_Attack_Distance>300.0</Targeting_Max_Attack_Distance>

<Ranged_Target_Z_Adjust>13.0</Ranged_Target_Z_Adjust>
<Mouse_Collide_Override_Sphere_Radius> 10.0 </Mouse_Collide_Override_Sphere_Radius>

<Projectile_Types>Proj_Ground_Laser_Cannon_Red_ATAT</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>0.5</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>4</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
<Projectile_Damage>30.0</Projectile_Damage>

<Targeting_Fire_Inaccuracy> Infantry, 50.0 </Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy> Vehicle, 5.0 </Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy> Air, 50.0 </Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy> Structure, 5.0 </Targeting_Fire_Inaccuracy>

Sidious Force Heal
-go to: Units_heroes_cis_darth_sidious.xml
-In a space below </Force_Whirlwind_Ability> Add:
<Force_Healing_Ability Name="Sidious_Self_Heal">
<Activation_Style>Ground_Automatic</Activation_Style>
<Heal_Range>5.0</Heal_Range>
<Heal_Amount> 0.0 </Heal_Amount>
<Heal_Percent> 0.08 </Heal_Percent>
<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
<Single_Target_Heal>Yes</Single_Target_Heal>
<Heal_Range_Blob_Material>Reinforcement_Point_Radius_Overlay</Heal_Range_Blob_Material>

<Applicable_Unit_Categories />
<Applicable_Unit_Types>Droid_R2D2</Applicable_Unit_Types>
<Excluded_Unit_Types />

<SFXEvent_Target_Affected>Unit_Force_Healing_Pulse</SFXEvent_Target_Affected>
<Target_Particle_Bone_Name>B_HEAD</Target_Particle_Bone_Name>
<Target_Light_Effect_Type>Color_Flash</Target_Light_Effect_Type>
<Target_Light_Effect_Color>1.2, 2.0, 1.2</Target_Light_Effect_Color>
<Target_Light_Effect_Color2 />
<Target_Light_Effect_Duration>0.6</Target_Light_Effect_Duration>
<Target_Light_Effect_Pulse_Count>1</Target_Light_Effect_Pulse_Count>
<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
<Owner_Light_Effect_Color>1.2, 2.0, 1.2</Owner_Light_Effect_Color>
<Owner_Light_Effect_Color2 />
<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
</Force_Healing_Ability>

Good Luck with the Mod!

Good karma+3 votes
Journeyman_Commando
Journeyman_Commando - - 39 comments @ Awakening of the Rebellion 2.8

There are capturable turbolaser towers on some maps that are not linked to any generators, perhaps it was one or more of those?

Good karma+1 vote
Journeyman_Commando
Journeyman_Commando - - 39 comments @ Awakening of the Rebellion 2.8

swfoc MODPATH=Mods\AotR2.60

Good karma+1 vote
Journeyman_Commando
Journeyman_Commando - - 39 comments @ Awakening of the Rebellion 2.8

Captain Needa should show up around Fresia some time after your spy appears on Naboo. I can't remember if Han stealing the x-wing plans from Fresia triggers it, but it might.

Good karma+1 vote
Journeyman_Commando
Journeyman_Commando - - 39 comments @ Star Wars - Clone Wars

Abandoned Sensor Array & Merc Outfitter Fix
-go to: PROPS_URBAN.xml
-Remove: Secondary_Mercenary_Outfitter Prop
-Remove: Secondary_Abandoneded_Sensor Prop

Good karma+1 vote
Journeyman_Commando
Journeyman_Commando - - 39 comments @ Awakening of the Rebellion 2.8

Does anyone have a list of imperial, rebel, and black sun events?

Good karma+1 vote
Journeyman_Commando
Journeyman_Commando - - 39 comments @ Star Wars - Clone Wars

Clone Wars Mod: Bugs & Fixes

Abandoned Sensor Array & Merc Outfitter Fix
-go to: PROPS_URBAN.xml
-Remove: Secondary_Mercenary_Outfitter Prop
-Remove: Secondary_Abandoneded_Sensor Prop
Thanks to ChaosKitty5000 in download comments!

Hero Sora Bulq Force Wave Fix
-go to: Units_hero_CIS_Sora_Bulq.xml
-Change:<GUI_Activated_Ability_Name>Vos_Force_Whirlwind
-To: Bulq_Force_Whirlwind

Hero Sevrance Tann Force Wave Fix
-go to: Units_CIS_Minor_Heroes.xml
-Find: Sevrance_Tann
-In a space below </Redirect_Blaster_Ability> Add:
<Force_Whirlwind_Ability Name="Anakin_Force_Whirlwind">
<!-- <Activation_Style>Special_Attack</Activation_Style> -->
<Activation_Style> User_Input </Activation_Style>
<!-- We need to be within this distance of the clicked target to consider activating Force Whirlwind -->
<Activation_Min_Range>0.0</Activation_Min_Range>
<Activation_Max_Range>75.0</Activation_Max_Range>
<Damage_Amount>500.0</Damage_Amount>
<Damage_Range>75.0</Damage_Range>
<!-- How long does it take for the shockwave to spread from the hero to the max range? -->
<Travel_Time_In_Secs>1.0</Travel_Time_In_Secs>
<!-- Percentage chance to activate given a certain number of valid targets in range. -->
<!-- First number in the pair is the number of valid targets, second is the chance to activate. -->
<Activation_Chance>0,0.0, 1,0.0, 5,1.0, 500,1.0</Activation_Chance>
<!-- <Activation_Chance>0,0.0, 500,0.0</Activation_Chance> < ! - - never activate -->
<!-- We only consider the following unit types "valid targets": -->
<Applicable_Unit_Categories>Infantry</Applicable_Unit_Categories>
<Applicable_Unit_Types />
<SFXEvent_Activate>Unit_Force_Whirlwind</SFXEvent_Activate>
<Owner_Particle_Effect>Force_Whirlwind_Particles</Owner_Particle_Effect>
<Owner_Particle_Bone_Name />
<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
<Owner_Light_Effect_Color>4.0, 4.0, 4.0</Owner_Light_Effect_Color>
<Owner_Light_Effect_Color2 />
<Owner_Light_Effect_Duration>0.5</Owner_Light_Effect_Duration>
<Owner_Light_Effect_Pulse_Count />
</Force_Whirlwind_Ability>

Good karma+5 votes
Journeyman_Commando
Journeyman_Commando - - 39 comments @ Star Wars - Clone Wars

Chameleon Droid Cloak Fix
-go to: Units_land_cis_chameleon_droid.xml
-Rename: <Force_Cloak_Ability Name="droid_Force_Cloak"
-To: "Droid_Force_Cloak"

Death Watch Explosive Fix
-go to: Groundinfantry.xml
-Find: <GroundInfantry Name="Death_Watch"> (Second to Last)
-Replace everything between <!--Primary ability-->
-and <Galactic_Stealth_Ability Name="Boba_Fett_Galactic_Stealth">
-With:
<Unit_Ability>
<Type>STICKY_BOMB</Type>
<Recharge_Seconds>23.0f </Recharge_Seconds>
<Alternate_Icon_Name>I_SA_SELF_DESTRUCT.TGA</Alternate_Icon_Name>
<Alternate_Name_Text>TEXT_TOOLTIP_ABILITY_DETONATOR</Alternate_Name_Text>
<Alternate_Description_Text>TEXT_TOOLTIP_ABILITY_DETONATOR_DESCRIPTION</Alternate_Description_Text>
<GUI_Activated_Ability_Name> DW_Grenade_Attack </GUI_Activated_Ability_Name>
<SFXEvent_Target_Ability> Unit_Grenade_Boss </SFXEvent_Target_Ability>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>

<!-- Secondary ability -->
<Unit_Ability>
<Type>JET_PACK</Type>
<Recharge_Seconds>30.0</Recharge_Seconds>
<GUI_Activated_Ability_Name> </GUI_Activated_Ability_Name> <!-- GUI Command Bar support -->
<SFXEvent_Target_Ability> Unit_Move_Boba_Fett </SFXEvent_Target_Ability>
<!-- Disabling these, since we now want Boba to be able to fly anywhere on the map, even into FOW -->
<!-- <Area_Effect_Decal_Distance> 50.0 </Area_Effect_Decal_Distance> -->
<!-- <Effective_Radius> 300.0 </Effective_Radius> -->
<Effective_Radius> -1.0 </Effective_Radius> <!-- For the Jet Pack jump, the effect radius of -1.0 means unlimited range -->
</Unit_Ability>

</Unit_Abilities_Data>

<Abilities SubObjectList="Yes">

<Grenade_Attack_Ability Name="DW_Grenade_Attack">
<Activation_Style> User_Input </Activation_Style> <!-- Was Special_Attack -->
<!-- We need to be within this distance of the clicked target to consider throwing the grenade -->
<Activation_Min_Range>20.0</Activation_Min_Range>
<Activation_Max_Range>400.0</Activation_Max_Range>
<Requires_Direct_Player_Command> No </Requires_Direct_Player_Command> <!-- Was NO -->

<Grenade_Type>Proj_Thermal_Detonator</Grenade_Type>
<Grenade_Toss_Anim>BOMBTOSS_00</Grenade_Toss_Anim>
<Grenade_Spawn_Frame>12.0</Grenade_Spawn_Frame>
<Grenade_Spawn_Bone>MuzzleA_00</Grenade_Spawn_Bone>
<Grenade_Explode_Timer_In_Secs>1.0</Grenade_Explode_Timer_In_Secs>
<!-- Percentage chance to activate given a certain number of valid targets in range. -->
<!-- First number in the pair is the number of valid targets, second is the chance to activate. -->
<Activation_Chance>0,0.0, 1,1.0, 5,1.0, 500,1.0</Activation_Chance>
<!-- We only consider the following unit types "valid targets": -->
<Applicable_Unit_Categories>Infantry, Vehicle, Structure</Applicable_Unit_Categories>
<Applicable_Unit_Types />
<SFXEvent_Activate>Unit_Grenade_Boss</SFXEvent_Activate>
</Grenade_Attack_Ability>

Good karma+4 votes
Journeyman_Commando
Journeyman_Commando - - 39 comments @ Star Wars - Clone Wars

MTT Unlock and Weapon Activation
-go to: Groundcompaniesrebel.xml
-Find: Gallofree_HTT_Company
-Scroll Down to: <Build_Initially_Locked>Yes</Build_Initially_Locked>
& <Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
-Change Both "Yes" commands to "No"
-Now go to: Groundvehicles.xml
-Find: Gallofree_HTT_Transport
-Replace: <Ranged_Target_Z_Adjust>13.0</Ranged_Target_Z_Adjust>
-With:
<Targeting_Max_Attack_Distance>300.0</Targeting_Max_Attack_Distance>

<Ranged_Target_Z_Adjust>13.0</Ranged_Target_Z_Adjust>
<Mouse_Collide_Override_Sphere_Radius> 10.0 </Mouse_Collide_Override_Sphere_Radius>

<Projectile_Types>Proj_Ground_Laser_Cannon_Red_ATAT</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>0.5</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>4</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
<Projectile_Damage>30.0</Projectile_Damage>

<Targeting_Fire_Inaccuracy> Infantry, 50.0 </Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy> Vehicle, 5.0 </Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy> Air, 50.0 </Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy> Structure, 5.0 </Targeting_Fire_Inaccuracy>

Sidious Force Heal
-go to: Units_heroes_cis_darth_sidious.xml
-In a space below </Force_Whirlwind_Ability> Add:
<Force_Healing_Ability Name="Sidious_Self_Heal">
<Activation_Style>Ground_Automatic</Activation_Style>
<Heal_Range>5.0</Heal_Range>
<Heal_Amount> 0.0 </Heal_Amount>
<Heal_Percent> 0.08 </Heal_Percent>
<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
<Single_Target_Heal>Yes</Single_Target_Heal>
<Heal_Range_Blob_Material>Reinforcement_Point_Radius_Overlay</Heal_Range_Blob_Material>

<Applicable_Unit_Categories />
<Applicable_Unit_Types>Droid_R2D2</Applicable_Unit_Types>
<Excluded_Unit_Types />

<SFXEvent_Target_Affected>Unit_Force_Healing_Pulse</SFXEvent_Target_Affected>
<Target_Particle_Bone_Name>B_HEAD</Target_Particle_Bone_Name>
<Target_Light_Effect_Type>Color_Flash</Target_Light_Effect_Type>
<Target_Light_Effect_Color>1.2, 2.0, 1.2</Target_Light_Effect_Color>
<Target_Light_Effect_Color2 />
<Target_Light_Effect_Duration>0.6</Target_Light_Effect_Duration>
<Target_Light_Effect_Pulse_Count>1</Target_Light_Effect_Pulse_Count>
<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
<Owner_Light_Effect_Color>1.2, 2.0, 1.2</Owner_Light_Effect_Color>
<Owner_Light_Effect_Color2 />
<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
</Force_Healing_Ability>

Those are all the bugs/missing bits I know of (Aside from trying to get the Umbaran fighter to land), hopefully moddb's comments spacing doesn't break the fixes. To those who can, I recommend rebalancing this mod as it is relatively easy to do and some of the health/damage/healing/spawn values are strange. May the 4th be with you all.

Good karma+3 votes
Journeyman_Commando
Journeyman_Commando - - 39 comments @ Star Wars - Clone Wars

Don't use the shortcut, use steam.
Go to EaW properties in steam and set launch options as
swfoc MODPATH=Mods\star_wars_clone_wars_iV
then launch FoC

Good karma+2 votes
Journeyman_Commando
Journeyman_Commando - - 39 comments @ Star Wars - Clone Wars

Didn't you already ask this?

Good karma+1 vote
Journeyman_Commando
Journeyman_Commando - - 39 comments @ Star Wars - Clone Wars

Clone Wars GC Tech 2 bug-
On the ARCs' second deployment one of the commandos (Casey?) was replaced by a second Commander Blitz. (Planet Christophsis)

Good karma+1 vote
Journeyman_Commando
Journeyman_Commando - - 39 comments @ Star Wars - Clone Wars

Nope. (Tech 4 CIS)

Good karma+1 vote
Journeyman_Commando
Journeyman_Commando - - 39 comments @ Star Wars - Clone Wars

CIS tech 1 bug - clone wars GC
The game crashes when I take Thyferra at the end of land combat, I used a commando raid and won with the enemy retreating with no reinforcement/capture points in both attempts (loaded autosave).

Good karma+1 vote
Journeyman_Commando
Journeyman_Commando - - 39 comments @ Star Wars - Clone Wars

Trench works fine in the clone wars GC.

Good karma+1 vote
Journeyman_Commando
Journeyman_Commando - - 39 comments @ Star Wars - Clone Wars

It's easy enough, if children don't overcome challenges they won't grow from such experiences.
(and I don't consider this to be a challenge for most kids who know how a computer works)

Good karma+3 votes
Journeyman_Commando
Journeyman_Commando - - 39 comments @ Star Wars - Clone Wars

Found more bugs - Clone Wars GC tech 5 Republic
-No Captain Tarkin
-Plo Koon is on the flagship in space
(I assume this isn't intentional since he has his own fighter when solo)
-Mace Windu's Eta is green
(I think it's supposed to be purple but I could be wrong)
-The AT-TE likes jumping ~20 degrees off to the right every time it moves
(looks like the movement animation always starts by turning even when going in a straight line)
-Phase 1 red clone commander needs movement animation

Suggestion:
Maybe give Mundi & Torrent company something stronger than a LAAT/ETA shuttle for space?

Good karma+7 votes
Journeyman_Commando
Journeyman_Commando - - 39 comments @ Star Wars - Clone Wars

I've been playing the re-uploaded version of the mod 4/28/14 and I've found a couple bugs.
-Jedi Master Luminara can't attack on land
(she just runs up to the enemy and stops but abilities work)
-The game crashed when loading a space battle over Kashyyyk
(This also happened to me on the original upload and I've lost my autosave both times)
Both of these things occurred playing Clone Wars GC with tech 4 Republic.

Good karma+2 votes
Journeyman_Commando
Journeyman_Commando - - 39 comments @ Star Wars - Clone Wars

Republic Bug-
P1 Red clone commander is still buildable tech 5
CIS possible bug-
At a cantina, there are three IG droids, two named IG-88, one is buildable once and the other infinitely.
Suggestion: Clones-
You could probably add more clones without overtaxing the build bar. It makes sense to build many cloning vats on Kamino to produce clones as quickly as possible and if you do this there are still 5 empty unit construction slots (tech 5). It's a similar story with commanders and captains, they are valuable and take so long to build that I constantly produce them on select worlds leaving most of the build bar empty. I just type this in the hopes of seeing more units like captains for each clone group (41st elite, 104th wolfpack, etc.) it's a great mod already.
Suggestion: Mandalore/Death Watch-
For 4.1 would it be possible to do something like the dark troopers in FOC where the Death Watch can be built/recruited/summoned on whatever planet Mandalore (their leader) is on?
I have no idea how hard this would be but it would make more sense since the Death Watch spent most of their time off world, plotting the takeover of the Mandalorian planet. Plus it would be awesome to take the planet with Death Watch & dark Jedi, kinda like in the show.
Republic Question:
Are ARF troopers meant to be 1 group max?

Good karma+1 vote
Journeyman_Commando
Journeyman_Commando - - 39 comments @ Star Wars - Clone Wars

I haven't found him.(Clone Wars GC tech 5)

Good karma+1 vote
Journeyman_Commando
Journeyman_Commando - - 39 comments @ Star Wars - Clone Wars

Why make the platoons bigger?
You want jedi? Build them.
Want more clones? You can build those too.
Same thing with a commander or captain, IMO customization wins over big spawn groups. In other words, I rather have five groups with a unit count of one (letting me choose the five) than one large generic group that costs five.

Good karma+3 votes
Journeyman_Commando
Journeyman_Commando - - 39 comments @ Star Wars - Clone Wars

The "Begun the clone wars have" GC has no tech, "The Clone Wars" does.

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