Ah already made a Moddb, exciting!
Ah already made a Moddb, exciting!
I broke it with the last update, I fixed it on steam, I need to roll a patch out for moddb.
I need to test it but it may have been my fault all along. When I increased the amount of population given by each reinforcement point, I forgot a single line of code which may be the reason those certain spawn points weren't showing up, you may have solved it lol. Thank you!
Wait do you mind explaining to me how that fixed it?
Yep I will definitely continue my work on all of that!
Im confused by what you mean.. They start off with a commander, it's mostly up to you to train regular troops to go with them.
I'm glad you enjoy it! I am learning how to fix the RaW AI but its taking time lol
Yep it will be fixed.
It will not work with old saves.
So each unit type (frigates, capital ships, etc) has a weight, which determines how the AI builds them, so i've gone in and given most of the units their own individual weights, so a providence now has less weight than a lucrehulk, so the AI should build less of them. Same thing with the ground defensive buildings.
Of course lol, I didn't even finish cropping out all the edges of the cockpit. I just thought I'd ask for feedback before I continue.
In the current released version, I haven't made any changes to the AI. The new version that's yet to be released will have the tweaks.
It will not work with older versions of RaW.
I do actually. It'll obviously take some time though.
Added to my to-do list. I agree completely.
Hmm, I'll admit I don't ever use them, so I didn't even know there was an issue. I'll take a look though!
Actually I haven't tried using this version with the new update of RaW. I think it should work, they didn't change anything major.
I could, but I think the RaW model is a lot better.
Also to help the CIS get a stronger ground presence. Republic easily destroys them but having a tank like him might help a little.
It could, and I might make that change as well.
Ki-Adi-Mundi bug will be fixed.
I changed the frigate name to consular, and I haven't changed the tech tree mostly because I don't understand it lol. But I did update the units on it with the new units.
AT-AP is actually really great, it's relatively quick and it has a long range cannon. You can snipe tanks with it no problem. Made the change because the AT-TE was used super early in the war.
I have been tweaking the unit weights for the AI and I think I've cut down some of the spamming, but I haven't done a full playthrough to test it yet.
Also I looked into the firing while moving and it's just not something I can do with my knowledge. That ability is tied to the models of the infantry, and I'm no good at modelling.
Is there anything you guys need help with? You have here what could be the ultimate EaW mod when it's complete. Not saying I'm a pro modder, but if you guys need help testing anything I'd be happy to help out.
Clone wars, I made a custom GC that has imperial stuff in it though.
I included install instructions that should be pretty easy to follow. Moddb.com
This version on Moddb requires RaW. The steam workshop version is standalone.
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