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Comment History
Burninalways
Burninalways - - 25 comments @ Submod: Empire at War Remake 3.3.5 - Overhaul

Images has some screenshots of them, with what units they provide once captured.

Good karma+1 vote
Burninalways
Burninalways - - 25 comments @ Submod: Empire at War Remake 3.3.5 - Overhaul

Download again if you did before the 21st and just override the data folder.

Good karma+1 vote
Burninalways
Burninalways - - 25 comments @ Submod: Empire at War Remake 3.3.5 - Overhaul

A Tech Level 5 Garrison bug has been fixed.
It came from the upgrade to battlegroups to unlock the advance version so I just disabled it for now, I believe I know why just want to take a break from testing, and removed the lock from the content so you get it all free at Tech Level 4.

Not savegame compatible, so sorry to those who just started.

Good karma+1 vote
Burninalways
Burninalways - - 25 comments @ Submod: Empire at War Remake 3.3.5 - Overhaul

Remake Vengeance and the guns will rotate.

You can't lock a unit to two different planets, as soon as you conquer one it will unlock.

Though you could lock the unit to one planet and the tech upgrade it needs to another.

Good karma+2 votes
Burninalways
Burninalways - - 25 comments @ Submod: Empire at War Remake 3.1.5 - Bug Fixes & Changes (Updated)

Included Remake's 3.1.5 Gameconstants.xml as a fix for GoG & Retail CTD.

Good karma+1 vote
Burninalways
Burninalways - - 25 comments @ Submod: Empire at War Remake 3.1.5 - Bug Fixes & Changes (Updated)

There's an addon included to change the music to how it was before 3.1 if that's what you mean.

Good karma+2 votes
Burninalways
Burninalways - - 25 comments @ Submod: Empire at War Remake 3.1.5 - Bug Fixes & Changes (Updated)

I'm sorry to hear that, the only things i changed within that file was fighter hardpoint icons and increased the amount of amount of units that use the ship name txt files.

Good karma+2 votes
Burninalways
Burninalways - - 25 comments @ Submod: Empire at War Remake 3.1.5 - Bug Fixes & Changes (Updated)

Just changing install instructions, for a steam workshop release.

Good karma+2 votes
Burninalways
Burninalways - - 25 comments @ Submod: Empire at War Remake 3.1.5 - Bug Fixes & Changes (Updated)

If you downloaded the submod before the update and plan on doing multiplayer I suggest you delete the whole remake mod and do a fresh install, as you will get duplicated maps if you don't which might cause version mismatches.

Good karma+3 votes
Burninalways
Burninalways - - 25 comments @ Submod: Empire at War Remake 3.1.5 - Bug Fixes & Changes (Updated)

Updated the Submod.

The CTD for Retail & GoG should now be fixed.

Imperial Secutor is now again buildable however still requires you take Kuat.
Removing that restriction removed it from the GC.

Secutor_E has been disabled, so you can only build the Imperial Secutor as the Empire.

Underworld Skirmish matches now again start with fighters.

Underworld's 2nd Venator has been removed.

Addons have been added to dynamically change gameplay.

Good karma+2 votes
Burninalways
Burninalways - - 25 comments @ Submod: Empire at War Remake 3.1.5 - Bug Fixes & Changes (Updated)

The only thing I can think of is the extraction got corrupted.
Download, extract and override again.

You could also apply the addon to reduce lag on the menu.

Good karma+2 votes
Burninalways
Burninalways - - 25 comments @ Submod: Empire at War Remake 3.1.5 - Bug Fixes & Changes (Updated)

Are you using Steam, GoG or the retail version?

Good karma+2 votes
Burninalways
Burninalways - - 25 comments @ Submod: Empire at War Remake 3.0 - Bug Fixes & Changes Part 2

Have you tried downloading file again, the initial release had a missing file.

Good karma+1 vote
Burninalways
Burninalways - - 25 comments @ Submod: Empire at War Remake 3.0 - Bug Fixes & Changes Part 2

Sorry about that a file name was missing from the GameObjectFiles.xml

I've updated the download file, and thank you for reporting this issue.

Good karma+2 votes
Burninalways
Burninalways - - 25 comments @ Submod: Empire at War Remake 3.0 - Bug Fixes & Changes Part 2

You can play using Retail, GoG or even Origin version of the game.

It's just the the steam version can save your a Galactic Conquest game at any point without corrupting the save file.

A Retail, GoG and Origin GC game at some point will get corrupted and there is nothing you can do to fix it.

Good karma+2 votes
Burninalways
Burninalways - - 25 comments @ Submod: Empire at War Remake 3.0 - Bug Fixes & Changes

Sorry to hear that, I've found the problem.
The file names have a missing letter, which makes the game not recognize them.

You can either give the file names their miss "l" in the Data/Xml/SubMod_Patch/Multiplayer_Units folder.
So Mutlipayer_Empire.xml becomes Mutliplayer_Empire.xml do this for all the files in that folder.

Or

Go into GameObjectFiles.xml in Data/Xml scroll to bottom and remove the "l" from <File>SubMod_Patch/Multiplayer_Units/Multiplayer_Empire.xml</File>
So it becomes <File>SubMod_Patch/Multiplayer_Units/Multipayer_Empire.xml</File> do this with the other 2 files below this one.

I suggest your friend does it the same way you do to fix this issue, to avoid version missmatch.

I will be releasing a 2nd patch soon which will fix this.

Good karma+1 vote
Burninalways
Burninalways - - 25 comments @ Submod: Empire at War Remake 3.0 - Bug Fixes & Changes

I'm will be adding more submods and will be patching bugs I find, when both are in a good state to release.

Good karma+1 vote
Burninalways
Burninalways - - 25 comments @ Submod: Empire at War Remake 3.0 - Bug Fixes & Changes

If you go into each unit's xml with Notepad or Visual Studio Code and change their <Tech_Level> to 99 that would prevent them from being built in GC.
All the unit xmls at Data/Xml/SubMod_Patch

Removing their file names from Data/Xml/GameObjectFiles.xml would remove them from the whole game, including any variant that use their code like a Underworld Hero and the last two Freighters, as well as making planets easier to be taken away from pirates.
There files names start with <file>SubMod_Patch/

Good karma+1 vote
Burninalways
Burninalways - - 25 comments @ Submod: Empire at War Remake 3.0 - Bug Fixes & Changes

The only way I've found to have the ground to space weapon is to create a weapon hardpoint on the unlink station that has the ground to space weapon projectile.

Good karma+1 vote
Burninalways
Burninalways - - 25 comments @ Submod: Empire at War Remake 3.0 - Bug Fixes & Changes

The altered GUI was designed for Window Mode, the Skirmish ones are off a bit though will not interfere with the message or ability to play the skirmish battles.

Good karma+1 vote
Burninalways
Burninalways - - 25 comments @ Submod: Empire at War Remake 2.3 - Battle of Endor

Fixed Endor trade routes for Underworld

Good karma+1 vote
Burninalways
Burninalways - - 25 comments @ Submod: Empire at War Remake 2.3 - Battle of Endor

For some reason the Underworld is causing a crash on the ground combat, so I have removed battle when you play as Underworld.

It is still available to the Rebels

Good karma+1 vote
Burninalways
Burninalways - - 25 comments @ Steam Install Guide

Would require the whole of the remake mod to be uploaded to the steam workshop with the changes, which I don't have permission to do and I will not steal the mod from it's Devs.

Good karma+1 vote
Burninalways
Burninalways - - 25 comments @ 2.3 Ai Skirmish Fix

Added folders to simply installation

Good karma+2 votes
Burninalways
Burninalways - - 25 comments @ Global War Mod v2.3

When using this mod I found that resource and intel structures didn't work and production structures broke when building most units

Good karma+2 votes