STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Rise of the Mandalorians: Definitive Edition
 This topic has been pinned, so it's probably important
the_Farseer  [developer] 21 Jul, 2019 @ 1:08pm
GLOBAL REPLIES TO FREQUENT COMMENTS
Rather than reply to recurring comments individually, I will place global responses here for all to read.
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Showing 1-7 of 7 comments
the_Farseer  [developer] 21 Jul, 2019 @ 1:08pm 
Population cap will not be increased. This game, due to it's age, lags and becomes increasingly unstable the more units/projectiles are currently spawned at once. Increasing pop cap exacerbates this issue... Additionally, this mod was never intended as a "unit spam" mod. Use the units you have with care and deploy tactics, not just waves of endless ships.
the_Farseer  [developer] 21 Jul, 2019 @ 1:09pm 
Game crashes or glitches when trying to switch mods with the built-in mod switcher is a core issue with that function, not a mod issue. Unfortunately it seems the in-game mod switcher was hastily created and is not terribly reliable.
the_Farseer  [developer] 21 Jul, 2019 @ 1:11pm 
Issues with jetpack units getting stuck or bugging out when the units are given a "move" or "stop" order while in-flight is an issue that has existed since the launch of this game. Unfortunately there doesn't seem to be a way to resolve it with the tools and code available to modders. However, I believe the ability is still useful, just take care not to give an in-flight unit any additional orders until the Jetpack move and it's associated animations have completed.
the_Farseer  [developer] 21 Jul, 2019 @ 1:17pm 
For the love of all that is good and holy... Nothing in this mod is stolen, not even close! I can't believe comments like this keep popping up but they do, so I guess I need to address it. This mod is over TEN YEARS of work, literally everything built from the ground up. I have almost 10GB of source files to prove the authenticity of this work. I started work on this mod and have been a part of this modding community since before most of the mods on this platform or on Moddb were even known (in fact, I tutored many of those modders...).

Any similarities you see between our work is likely due to the fact that we, in general, are a very collaborative community. We share our ideas with one another and help each other often. Sometimes we even share assets or code, as a gesture of friendship. Theft does happen in this community but it is INCREDIBLY rare so please, enough with those comments.
Last edited by the_Farseer; 21 Jul, 2019 @ 9:10pm
the_Farseer  [developer] 22 Jul, 2019 @ 9:49am 
The mod IS compatible in Multiplayer, this has been verified in testing. However, there are some inherent issues in the core game which cause multiplayer issues in ALL mods. For example, if you play multiplayer on a custom map, this increases the chance of a desync. These types of errors cannot be resolved in modding. For the most stable multiplayer experience, only use stock/original maps but be aware that these maps have NOT been edited to better fit the mod's art style etc. They have been preserved in their original state to prevent desync as much as possible.
the_Farseer  [developer] 27 Jul, 2019 @ 3:13pm 
No new units will be added to the mod. The current roster is final and complete. The only additional feature added will be galactic conquest.
the_Farseer  [developer] 6 Aug, 2019 @ 1:29pm 
Shader Detail in graphics settings needs to be set to max. This mod is really intended to be played at high to max settings. Low or med settings will causing visual issues. Additionally, white base shield shaders are a conflict with Fog of War on land battles. This only occurs on vanilla/unedited land maps. The shader should function properly on all custom maps for the mod.
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