STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

(OUTDATED) Star Wars: Empire At War Expanded: Thrawns Revenge: Age of the New Republic v0.1 (TR Submod)
 This topic has been pinned, so it's probably important
NighTMare  [developer] 23 May, 2021 @ 5:17pm
Bug Reports and suggestions:
Put your bug reports and suggestions for the mod here
< >
Showing 1-15 of 52 comments
Ethan 26 May, 2021 @ 8:33pm 
supa fighters are in a different group then the rest of the fighters when you select all units, and their engine lights have a square background on them
Pepper Roni 26 May, 2021 @ 9:20pm 
suggestion - Probe Droids or something like it
LinkkJaxon 27 May, 2021 @ 7:25am 
I absolutely love the mod and I hope that you continue to do good work on it!

Some suggestions/issues

Issues:
Supa fighters are missing their name,
Aggressor cruisers come into battle looking damaged
Tyber Zhan comes into space battles damaged as well

Suggestions:
boarding transport for Zahn would be thematic!
maybe some more clone wars tech to round out the roster
More hardpoints on
Aggressor Cruiser
Acclamator 2
Vengeance Frigate

Once again, excellent mod!
I really wish that I knew enough about this sort of thing to offer help.
RiitterSport 27 May, 2021 @ 11:21am 
This is an interesting addon which brings in some variation to the mod. Due to the early stage of the addon, it is clear that there might be some things which seems to be not correct or missing or where i just have some questions (It is not intended to make your mod/addon bad, but i think you want to have a bugfree addon too so i list them here - maybe you have not recognized some of these):
1. Details about the new Hero skills like "Druglord" and "Zombie Creator" would be good
2. Some Units like the "M.A.L." have no stats shown in their description
3. Vigo Gunships shields and hull have "text_tooltip_..." description and are counted as losses in the battle result (but you dont lose them)
4. Vengeance-Class: Hull type unknown, do not use the Turbolasers, always go broadside
5. Aggressor-Class: Hull/Shield type unknown, low range when targeting, always go broadside, hardpoint placing (engine hardpoint is in the middle of nowhere)
6. Battle Carrier just spawns 6 (2x2 pirate fighter group + 1x2 skipray) instead of 11 squadrons
NighTMare  [developer] 27 May, 2021 @ 1:54pm 
Originally posted by LinkkJaxon:
I absolutely love the mod and I hope that you continue to do good work on it!

Some suggestions/issues

Issues:
Supa fighters are missing their name,
Aggressor cruisers come into battle looking damaged
Tyber Zhan comes into space battles damaged as well

Suggestions:
boarding transport for Zahn would be thematic!
maybe some more clone wars tech to round out the roster
More hardpoints on
Aggressor Cruiser
Acclamator 2
Vengeance Frigate

Once again, excellent mod!
I really wish that I knew enough about this sort of thing to offer help.
Regrettably I have the max number of Hard Points on the Aggressor and Vengeance units. Boarding was a cut feature for the Zann Consortium in base EAW, so that will definetly be a thing. I also can't do anything about the Aggressor and Vengeance broadsiding (That is an issue with EAW's pathfinding, and we all know those calculations are questionable). I will fix the text and Lucrehulk spawn issues next patch.
NighTMare  [developer] 27 May, 2021 @ 1:57pm 


Originally posted by -HSG-RiitterSport:
This is an interesting addon which brings in some variation to the mod. Due to the early stage of the addon, it is clear that there might be some things which seems to be not correct or missing or where i just have some questions (It is not intended to make your mod/addon bad, but i think you want to have a bugfree addon too so i list them here - maybe you have not recognized some of these):
1. Details about the new Hero skills like "Druglord" and "Zombie Creator" would be good
2. Some Units like the "M.A.L." have no stats shown in their description
3. Vigo Gunships shields and hull have "text_tooltip_..." description and are counted as losses in the battle result (but you dont lose them)
4. Vengeance-Class: Hull type unknown, do not use the Turbolasers, always go broadside
5. Aggressor-Class: Hull/Shield type unknown, low range when targeting, always go broadside, hardpoint placing (engine hardpoint is in the middle of nowhere)
6. Battle Carrier just spawns 6 (2x2 pirate fighter group + 1x2 skipray) instead of 11 squadrons
I'll put in the trait tooltips soon, but fyi here's what they do:
Druglord = Income Boost
Zombie Creator = 75% discount of infantry units
Like I said above, I can't do anything about the Aggressor and Vengeance pathfinding, but the string issues will be fixed. I have no idea why the Vengeance doesn't use it's Turbolasers (Which should really be massdrivers), but I'll look into it
Last edited by NighTMare; 27 May, 2021 @ 1:58pm
Ethan 27 May, 2021 @ 3:13pm 
Suggestion: there are several sub-mod creations for TR that include aggressor and vengeance ships with improved path-finding and hard point locations, is it possible you could ask those creators to use their versions of the aggressor and vengeance ships?
NighTMare  [developer] 27 May, 2021 @ 5:42pm 
Originally posted by ethanestevez2:
Suggestion: there are several sub-mod creations for TR that include aggressor and vengeance ships with improved path-finding and hard point locations, is it possible you could ask those creators to use their versions of the aggressor and vengeance ships?
Syke is currently inactive, so that'll have to be put on hold
Ethan 27 May, 2021 @ 6:32pm 
Originally posted by Executrix:
Originally posted by ethanestevez2:
Suggestion: there are several sub-mod creations for TR that include aggressor and vengeance ships with improved path-finding and hard point locations, is it possible you could ask those creators to use their versions of the aggressor and vengeance ships?
Syke is currently inactive, so that'll have to be put on hold
You could check with MarMarBunBun YT, She has vengeance and aggressor units that work well
NighTMare  [developer] 27 May, 2021 @ 6:34pm 
Originally posted by ethanestevez2:
Originally posted by Executrix:
Syke is currently inactive, so that'll have to be put on hold
You could check with MarMarBunBun YT, She has vengeance and aggressor units that work well
That's Sykes model I think
RiitterSport 28 May, 2021 @ 8:20am 
Originally posted by Executrix:
I'll put in the trait tooltips soon, but fyi here's what they do:
Druglord = Income Boost
Zombie Creator = 75% discount of infantry units
Like I said above, I can't do anything about the Aggressor and Vengeance pathfinding, but the string issues will be fixed. I have no idea why the Vengeance doesn't use it's Turbolasers (Which should really be massdrivers), but I'll look into it

Thank you for the information.
The Turbolaser name of the Vengeance are a bit different than those of other ships ( "Turbo Laser" instead of "Turbolaser")
Fyi the quad laser cannons currently have the Turbolaser audio
Pepper Roni 28 May, 2021 @ 3:39pm 
those capter carriers you added crash game on fly in as reinforcements i believe its bcuz it has no model to use
NighTMare  [developer] 28 May, 2021 @ 4:00pm 
Originally posted by Pepper Roni:
those capter carriers you added crash game on fly in as reinforcements i believe its bcuz it has no model to use
Fixed! Sorry, the TR devs hadn't mentioned they removed the Captor model from TR
Pepper Roni 28 May, 2021 @ 4:57pm 
Originally posted by Executrix:
Originally posted by Pepper Roni:
those capter carriers you added crash game on fly in as reinforcements i believe its bcuz it has no model to use
Fixed! Sorry, the TR devs hadn't mentioned they removed the Captor model from TR
bad devs bad lol, no prob
Pepper Roni 28 May, 2021 @ 6:35pm 
ok i take back the "no prob" after you fixed the mod you mightve broke it to where now i cant choose "Zann Consortium" on GC Faction Selection,maybe its on my end ether way just letting you know
< >
Showing 1-15 of 52 comments
Per page: 1530 50