Phase 1 Bacara is indeed invisible, fortunately, this is a known issue and should be included in the next patch. Regarding the tech issue, this was done intentionally to capture this period of the Clone Wars more accurately. The last issue is an interesting one that I don't believe has been reported for any GC; I'll have this one forwarded. Thank you for point this out!
As a temporary fix, open The clone wars "data" folder and copy the "script" and "xml" folder. Then place these two files in the "data" folder for the game itself. This should improve the aggressiveness of the Ai.
Commander Gree can be found alongside Luminara as Diggory kindly pointed out.
The unit recruitment tab has long been an issue on planets such as Coruscant that allow the production of various infantry, light and heavy vehicles alongside other speciality units. For now, the best course of action would be to sell some of the buildings to make space for the other units you're more interested in recruiting.
Vehicle factories can be built on all worlds, so losing one or two on a specific planet in favour of, for example, a Cloning Facility shouldn't hurt too much.
At present no such version exists, but I could push forward the idea of that being a separate addon if there's enough support from the community.
I'd tweak the darkness of the Death Troopers but other than that it looks rather promising.
There's a reason why the Lucrehulk was such an effective blockade vessel which most, if not all Clone Wars Era mods seem to recognize and as such, it would be incredibly underwhelming if its combat effectiveness was significantly reduced. Three to five Venators against an unsupported Lucrehulk is reasonable.
Crashes after completing battles on Umbara are a known issue; we're working on a fix.
Forwarded the issue; it appears to be a known problem that is currently being looked into.
Looking good, keep it coming.
Could you provide some more information surrounding the CTD, such as the GC and faction, please?
It's so beautiful!
Looks great, I can't wait to see it in action!
An interesting choice to say the least, although considering that this mod stretches out into the reign of the Galactic Empire, this does not strike me as a likely predecessor to the AT-AA that the Empire began deploying shortly after its formation.
Admittedly there isn't much to work with (unless the Heavy Anti-Air Tank from Galactic Battlegrounds: Clone Campaigns is considered a worthwhile reference) so while I disagree with the current model choice I think it is brilliant that you guys are coming up with new ideas.
I don't believe being able to recruit Coruscant Guards, Senate Guards and/or Senate Commandos on a galactic-scale is the best of ideas, after all, they were for the most part operating only on Coruscant. Nonetheless, I'm sure we can find a way to incorporate these units even if it means placing build caps, limiting recruitment to Coruscant or attaching them as an escort unit for heroes such as Padme.
Don't be sorry, any ideas or criticisms are greatly appreciated !
If I understand the problem correctly this is a known issue that occurs with really long mod campaigns in this game. The Thrawn's Revenge team have a neat programme that should resolve the issue: Moddb.com
If you are having difficulty finding your save file location when using this fix, check:
C:\Users\(User's Name)\Saved Games\Petroglyph\Empire At War - Forces of Corruption\Save
C:\Users\(User's Name)\Saved Games\Petroglyph
Just a heads up, if you're using Google Chrome it will block the file as malware; simply ignore this and proceed with fixing the issue.
Best of luck, I hope this helps.
Make sure your game is updated to the most recent version of Eaw:FoC; also as a temporary fix, open The clone wars "data" folder and copy the "script" and "xml" folder. Then place these two files in the "data" folder for the game itself. This should resolve any issues regarding Ai inactivity.
We are working. Development has been moving slowly, but progressing all the same. New content is in the works as well as some important bug fixes.
It's a possible addition that can be made although for some units such as the Venator this would come at the expense of replacing some abilities. All the same, I'll forward the idea.
I like the concept of Havoc Squad, but find the idea of using Old Republic Era helmets bizarre and immersion breaking; the helmet itself is at least 3,000 years older than its Clone Grand Army counterpart which makes its inclusion very questionable.
Although I fully understand that this is all a work in progress and that there's still pretty of room for further tweaks, I'd like to point out that visually the helmet doesn't seem to suit the clone battle armour at all, but of course, this is a personal opinion. Perhaps you could phase out the standard clone armour and the current choice of helmet in favour of a Clone Commando model instead?
All the same, I'm loving the progress you guys are making. Keep pumping out the content!
It's certainly aesthetically pleasing, although I prefer the idea of sticking to colour patterns on Phase II Armour representing unit affiliation instead of rank.
The abilities for individual officers is definitely something you should keep; I would, however, propose that the enhanced grenade toss for the Clone Commander is shifted to an officer further down the chain of command, and that you instead give the Commander a Prowler 1000 Exploration Droid. In the first part of the Republic Commando campaign we see these being used to observe troop movement on Geonosis.
How I envision this working in EaW:FoC, is simply having it spawn in a similar manner to how Silri spawns her Rancor in the base game. Ability wise the droid itself would function in a similar manner to the spotter unit that accompanied the Rebel MPTL-2a in the base game.
Loving the progress this mod is making; keep it coming.
Switching to the Rebel Alliance as we know it would indeed be very premature. The Rebel Alliance was not officially declared until 2BBY, 17 years after the official end of the Clone Wars. CIS Remnant, however, is completely viable and probably the most appropriate way to go about it.
As far as units are concerned, I would probably bolster the CIS roster with mercenary units / higher priced variants of Droid units to simulate the side effects of the large scale deactivation of the droid armies. Having Gizor Dellso as a hero to replace any of the significant CIS heroes lost in the tech transition would also be a neat nod towards Battlefront II.
Certainly a lot of potential here; keep up the good work.
Looks promising; keep it coming.
It could be done, no promises there, although not likely as a playable faction.
As a temporary fix, open The clone wars "data" folder and copy the "script" and "xml" folder. Then place these two files in the "data" folder for the game itself.
Editing the Planet credit value line within the Planets XML ought to do the trick. It should look something like this: <Planet_Credit_Value>120</Planet_Credit_Value>
Best of luck.
You can mind me under the name Veteran-501st
Impressive stuff, keep up the good work.
The Valiant class Jedi Cruiser was purposely removed; it was never canon nor did it feel necessary with the Venator in place.
This seems to be a recurring issue with EaW FoC. Usually, the common cause of this problem is EaW FoC lacking writing permissions for the save folder. In my experience running Steam, not the game exe, as administrator fixes this issue.
Based on my search, having strange symbols in your windows username can also contribute to the problem.
Hope this helps out; feel free to PM me if the issue persists.
Hello, you are not alone with this issue. Unfortunately, a few [missing] found their way into Version 4, but rest assured these are being identified and corrected for Version 5.
If you are playing the 'Begun the Clone Wars Has' GC the inability to advance in tech is intentional, as for other GCs advancing in tech functions exactly as it did for the Empire in the base game.