if u can't amaze people with your intelligence confuze them with your bullshit! Enough said

Comment History
supamat
supamat - - 8 comments @ Republic at War

Cant wait!! thanks for the update and thanks for keeping up work on this great mod. The main fix I want to see is the special ability of the venator breaking when one ship gets disabled they all stop working

Good karma+6 votes
supamat
supamat - - 8 comments @ Star Wars - Clone Wars

used Sly442 to fix the CIS AI, but now im encountering a new problem. Every time the CIS takes the neutral system of bothtowe the game instantly locks up. the planet has a listening post bonus so im thinking that may have something to do with it. Made 2 new games and I determined its a recurring problem. let me know if anybody knows of a workaround for this

Good karma+1 vote
supamat
supamat - - 8 comments @ Star Wars - Clone Wars

its up and working now,
put the files in and now the AI is working for me now.
Thanks so much for this. Time for a real campaign against some capital ships

Good karma+1 vote
supamat
supamat - - 8 comments @ Star Wars - Clone Wars

The link doesn't seem to be working. it says the item is no longer available. u have it set as a public item?

Good karma+2 votes
supamat
supamat - - 8 comments @ Star Wars - Clone Wars

I did a play through with the following edits and the CIS AI still did not build capital ships or spacestations above lvl 3. so I still don't think they are teching up.

renamed CIS tech upgrades in RebelAdvanceTechPlan.lua from 01,02,03,04 to 1,2,3, and completely removed 4.
I also added the research facility for the CIS to some of their planets. I confirmed that they start with the research facilities but arnt doing the tech upgrades.

I have one final test before I give up on this mod for a while. Im will try to edit Campaigns_underworld_gc.xml and change the campaign equal footing (clone wars) to have the CIS start at a higher or highest tech lvl and see if the AI builds any of the upped lvl stuff.

that should confirm if the AI is teching up or not. for the problem could be the AI does tech up and just wont build the capital ships and shipyards. will post back with results

Good karma+1 vote
supamat
supamat - - 8 comments @ Star Wars - Clone Wars

I edited the file in the mods folder and the ai still didn't tech up so ill try again later by moving the files into the main data folder. I would really love to play against the CIS when they have capital ships instead of stacks of 20 to 40 frigs

Good karma+2 votes
supamat
supamat - - 8 comments @ Star Wars - Clone Wars

I also want to say I really enjoy this mod. It really excels at ground combat making for some really fun strategies to take out the enemy. The only flaws I have encountered are with the enemy AI as described above. besides that the space combat is enjoyable. I feel it is more balanced than Republic at war. the vindicators and bombers in this mod are not as OP. I like having to use tactics in the space battles. Went through the Difficulty xlm file and it seems difficulty does not effect enemy stacks. it does effect build rate so maybe ill try a hard mode run. maybe at day 100 the AI just has not had time to build or research what they need.

Good karma+2 votes
supamat
supamat - - 8 comments @ Star Wars - Clone Wars

When playing as the Republic in GC the CIS does not seem to upgrade their tech level. They do not build capital ships only mass amounts of Munificent Frigates. They also seem to only make 3 ground unit types. battle droids, super battle droids and one type of tank. this is about 100 days into the conquest. Wondering if anybody can help me alter the AI so they will build hulks and providences. Space battles have become to easy even when fighting 50 frigs every battle. can I make it so both factions are max tech level at the start of a new GC. or is this how the mod is supposed to work? If I play as CIS myself I have access to everything so I think its installed correctly. please help I want more exiting and varied battles. All may GC have been medium settings. does difficulty affect what unit stacks the AI is using?

Good karma+3 votes