Twenty third update of UGC CE on Moddb - Also available on Steam !
Update 58.
CHANGELOG:
- Added a brand new German translation, made by LordCain!
- Made changes to the AI files and the difficulty adjustments.
- Increased Galactic_Influence_Range of the Rebel Long Range Scanner from 0 to 140.
- Increased Hyperspace_Fleet_Reveal_Range of the Rebel Long Range Scanner from 0 to 200.
- Fixed required planet text string for the Lucrehulk.
- Added AT-AT to the AT-TE "Weak against" UI list.
- Tarkin retreat prevention will now only take effect during space battles. Retreating ground battles while him being present will now be possible.
- Added a galactic markeup file
- Added galactic markups for all "UGC CE" Galactic Conquest sets.
- Removed the pirate forces over Hypori when player is playing the Zann Consortium.
- Fixed spelling errors on Polis Massa's in-game description.
- Fixed spelling errors on Druckenwell's in-game description.
- Fixed spelling errors on Fallen's in-game description.
- Applied the same starting layout in UGC CE and LAGFEST GC sets for the Consortium in order to prevent the black screen bug to occur in LAGFEST.
- Fix applied to LAGFEST - "The Galaxy Awaits" - Regular start.
- One planet start will have the issue as long as the planet the mission is on is not controlled by either the Empire or the Alliance.
- Some "UGC CE" gc sets might still have the issue. When reporting the bug, please specify which set you are playing on.
- As always, the "v1.0" sets don't have any fixes applied, those are present just for legacy purposes.
- Increased rebel slicing costs proportionnaly to the Empire tech costs increase we did the 10.02.19 update.
- Increase table in-code(in-game):
- Tech 0(1) : +100%
- Tech 1(2) : +150%
- Tech 2(3) : +150%
- Tech 3(4) : +350%
- Tech 4(5) : +500%
- Unit slicing cost table :
- Tech 0(1) :
- Y-Wing squadron : from 400 to 800
- Nebulon-b frigate : from 400 to 800
- Tech 1(2) :
- Marauder Cruiser : from 640 to 1600
- Corellian gunboat : from 800 to 2000
- Tech 2(3) :
- T4B tank : from 1800 to 4500
- Assault Frigate : from 1400 to 3500
- Tech 3(4) :
- Rebel airspeeder : from 2000 to 7000
- MC80 cruiser : from 2000 to 7000
- A-Wing squadron : from 2000 to 7000
- Tech 4(5) :
- *Generic Home One : from 0 to 15000
- If I missed any, do not hesitate to tell me!
- These changes were made to better reflect the costs and incomes of the UGC galactic conquest. Since the empire saw an overall technologies price increase, there was no reason the rebels would not have one either.
- Since there is only one level 4(5) ship on the rebel roster, it's not impossible these slicing costs further increase in the future to better balance the costs.
- Softened the Gia and Naboo Speeder unit icons.
- Softened the Lucrehulk unit icon.
- Softened the TIE Striker unit icon.
- Changed the colour of the few UI elements that still had the yellow FOC colour scheme (+160 blue tint).
- Globally changed GUI font colour, from FOC Yellow (195,171,2,255) to plain white (255,255,255,255).
- Changed the font colour of the commandbar text (credits, tech, pop, ...) from (255 212 33 255) to (175 213 242 255).
- Increased the population cap for the Pirates, from 30 to 60.
- Set the AI of the Independent faction from "BasicRebelNoGalacticAI" to "BasicRebel" in the LAGFEST GC sets.
- Because who wouldn't want it?
- Build cost of the Death Trooper squad decreased from 1500 to 1000 credits.
- Re-gave the <Is_Named_Hero> tag for Emperor's squad container in an attempt to fix that damn bug where he's disapearing...
- Dunno if all the changes to the guards will fix palpy. I might revert him to vanilla at some point.
- Fixed a bug where the recruitable imperial guards didn't have population value.
- Fixed a bug where the Mon Calamari soldiers didn't have population value.
- Fixed a bug where the recruitable imperial guards didn't have any FOW reveal range.
- Fixed a bug where the Emperor's guard didn't have any FOW reveal range.
- Adjusted stats for the recruitable imperial guards.
- Updated all language packages.
Special thanks to JonK for his help testing the mod and to Geir389 for his great work on the AI!
FILES THAT CHANGED :
- [text files] - [AI files] - DifficultyAdjustments.xml - SpaceUnitsCapital.xml - SpaceUnitsCorvettes.xml - SpaceUnitsFriagtes.xml - GroundCompaniesRebel.xml - GroundCompaniesIndigenous.xml - Squadrons.xml - Units_Land_Rebel_AT-TE.xml - Units_Land_Empire_Death_Trooper.xml - NamedHeroUnits.xml - CAMPAIGNS_EIGENE_KAMPAGNEN.xml - CAMPAIGNS_UGC_LAGFEST.xml - CAMPAIGNS_MULTIPLAYER_UGC.xml - CommandBarComponents.xml - Factions.xml - Markers.xml - Containers.xml - *GUIDialogs.xml
Discuss this update in the discussions section.
Hi, when I played the previous version I ran into such a bug as a non-playable faction, namely a syndicate, it does not develop at all, what should I do?