STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Galactic Expansion; an AOTR - Dark Times Sub-Mod
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Siskeaux  [developer] 27 Apr @ 8:02pm
Bug Reporting (v1.2.3)
:cogwheel: Please feel free to post any encountered bugs for version 1.2.3 in here. Reports for previous version (1.2.1 & 1.2.2) have been; hopefully; been addressed/fixed by this version. Thank you for your feedback and patience!
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Showing 1-15 of 18 comments
Kujo 28 Apr @ 12:29am 
i keep crashing after lagging hard on some points
Siskeaux  [developer] 28 Apr @ 10:25am 
Originally posted by Kujo:
i keep crashing after lagging hard on some points

While that's unfortunate, I don't really have much to work-off-of with this. On my end, at at least one other person's PC, the mod has thus-far run stable. Please remember to save often, unpaused, in the Galactic Map, and never in-battle!
Dorin 30 Apr @ 8:08am 
I noticed the planets you added in this submod don't give the planetary bonuses, as testing with Sarapin I was unable to build mining facilities, not sure if other planets like Tangerene work that give fighters + bombers 10% shield bonus, etc. I assume you'll get around to it eventually though!
Donovan 30 Apr @ 8:09am 
playing as the CIS, I have encountered hard crashes that are unable to be resolved specifically with ground battles when Hypori and Cato Neimodia are invaded. Hypori was a commando invasion by Han and Cato was a standard invasion force by the Empire
Siskeaux  [developer] 30 Apr @ 9:09am 
Originally posted by Dorin:
I noticed the planets you added in this submod don't give the planetary bonuses, as testing with Sarapin I was unable to build mining facilities, not sure if other planets like Tangerene work that give fighters + bombers 10% shield bonus, etc. I assume you'll get around to it eventually though!

You noticed right! So I've not gotten around to fully cleaning up the new planets quite yet. All of them need custom descriptions, text strings, balanced bonuses, &c. I'll be circling-back around to get them as I have the free-time to do so. Hopefully you'll still enjoy the Mod in the meantime, bonuses or not! lol

Originally posted by Donovan:
playing as the CIS, I have encountered hard crashes that are unable to be resolved specifically with ground battles when Hypori and Cato Neimodia are invaded. Hypori was a commando invasion by Han and Cato was a standard invasion force by the Empire

I've noticed this as well on my end. I will say, however, that this seems to be a Dark Times issue, rather than being caused by Galactic Expansion. I fought a battle on Cato Neimoidia in standard Dark Times and saw a similarly-high crash rate. I think the DT Devs are aware, however, and they should have it resolved with the next version of DT! For now, I would make-sure to save often!
playing as the empire, it seems that when the Black Sun invaded Oba Diah my game completely froze and whenever I try to use the autosave file it starts the battle as if I was the one who invaded.
Siskeaux  [developer] 30 Apr @ 3:03pm 
Originally posted by YourLokalGinger:
playing as the empire, it seems that when the Black Sun invaded Oba Diah my game completely froze and whenever I try to use the autosave file it starts the battle as if I was the one who invaded.

As of v1.2.3, no changes whatsoever have been made to the Galactic Empire or Black Sun as factions; be it units, heros, story, scripting, etc.; therefore, the most-likely error is on the part of Dark Times or base AOTR. Make sure to save often, and occasionally in a different file for redundancy's sake!
Hypnosis 30 Apr @ 6:32pm 
Originally posted by Kujo:
i keep crashing after lagging hard on some points

Try validate your game files and reboot computer (with no fast boot)
Hypnosis 30 Apr @ 7:40pm 
I am doing some QA for you guys on my campaign. I'm playing the main Dark Times with Galactic Expansion campaign as Rebels. Here's what I've discovered so far:


- Probe droids are duplicated in build options for both Empire and Rebellion (Not sure if Rebellion is supposed to have access to probe droids).
Last edited by Hypnosis; 30 Apr @ 8:30pm
Hypnosis 30 Apr @ 7:59pm 
- Hero Aurellia has a field error in text description.

- After building duplicated probe droid I gained full intelligence of the entire galaxy. I can see every unit on the galactic map. I'm assuming you were using this to debug.

- Admiral Raddus builds instantly.
Last edited by Hypnosis; 30 Apr @ 8:31pm
Siskeaux  [developer] 1 May @ 8:59am 
Originally posted by Hypnosis:
I am doing some QA for you guys on my campaign. I'm playing the main Dark Times with Galactic Expansion campaign as Rebels. Here's what I've discovered so far:

- Probe droids are duplicated in build options for both Empire and Rebellion (Not sure if Rebellion is supposed to have access to probe droids).
- Hero Aurellia has a field error in text description.
- After building duplicated probe droid I gained full intelligence of the entire galaxy. I can see every unit on the galactic map. I'm assuming you were using this to debug.
- Admiral Raddus builds instantly.


The duplicate probe-droid is a Dark Times thing, and (I believe) will be removed with the next version of their mod. Regarding Aurellia, once again, is a part of the regular DT mod. I'll eventually get around to cleaning-up Republic/Clone Rebellion content, but my focus is on CISR content until I flesh them out to my heart's content before moving on to other factions. Admiral Raddus' build-time is odd--I've just reported it to the DT team.

Thanks!
Thias 3 May @ 9:26pm 
Been doing a clone run for around 100 weeks not sure If these are your problems or the original sub mods problem or what but issues exist. Their are pro's and cons in this mod. The return of the full galaxy is a great move hated the lose of the Hapes and other such groups for reasons in original submod even when at one point the original submod didn't change any such planets. The Clones now have access to Arquitens by upgrading the shipyards and this mod does address that issue of lack of new ships when upgrading shipyards. The clones also have solid routes for expansion though I assume that won't remain the case. For right now though the build up you can do as clones in this mod compared to the original submod is greatly improved.

This is where the cons begin and their are plenty to be had. Most of the new planets do not give me the mines they promise from ground mines to Tibana refineries at all. Many of these new planets [I've been to] lack enough space slots to upgrade shipyards to gain these new types ship. The clones still entirely lack the ability to build capital ships of any kind have 2 planets that can build capitals and yet no options appear so either a this mod or original submod issue. Chuchi is still unable to clear corruption leaving only 1 corruption cleaner in all clone leader rooster.

If you lose Kamino or your capital it appears you cannot rebuild a new capital building nor rebuild the original cloning facility on Kamino. For some reason if you have no cloning facility you can still hire clones on Kamino so no clue if bug or feature. The Arquitens being locked behind an upgraded medium dockyard is criminal as without capital ships or cheaper carrier options I cannot reliably take down capital ships without massive casualties. I still cannot recruit more of the anti-trooper squads as I've built near everything besides the small arms warehouses and no option for them. In space battles as clones their station still cannot be destroyed even when all subsystems are blown up having around 20% health remaining permanently. The clones have no ability to build turbo laser towers generators and what not.

As for Skirmish the clones still have the same issues in original submod lack of any ships beyond fighters cannot build space mines and on ground the clones start with no base and couple squads of infantry. Had generalized issues of game stability worse than original submod however unable to replicate crashes reliably and they seemingly go away so could be client side. Finally both clones and droids have starting funds half of the Empire, Rebels, and Criminals which is brutal early game especially as clones.

This mod has potential the extra planets and space add strategic depth to the clones the original submod lacks. The best improvements for the clones would be adding a single capital ship hero unit. The fixing of arquitens to not be locked behind advanced shipyard upgrade instead placing it earlier to make fights far easier. Adding a clone planet that can build capitals right at start possibly Farstine as a strong candidate. Finally after all those issues are fixed perhaps more hero units for both space and ground alike although bottom of the list issues at hand their.

Excited to see your progress and what comes next. Will be doing a droid run soonish so could give you similar overview as this one and try to find issues their as well.
Last edited by Thias; 4 May @ 4:00pm
Thias 4 May @ 4:09pm 
Went 50 weeks as droids but game stability has gotten far to bad for me to continue on. Again their are positives and negatives both with the placement of forces and what not. I'll keep this short on offensives battles against Boba Fett it seems like midway through fighting him my game continued to crash had to lose the planet. Although in an offensive battle against him game didn't crash. It seems in defensive planet side battles you as the droids are very likely to crash for some reason or another though not 100% chance of crashing. The planet abilities might not apply across faction/planet but already mentioned.

As for the positives their position and planet ownership is good though the Luckerhulk being moved south was an interesting choice. This might be a solid move to create a scramble for planets in the south between Clones and Droids so not the worst change and can be dynamic. The Droids have solid spread of troops and ships across the galaxy and make their campaign challenging in more of a where do I take over and make a static hold next type deal. The munificent still has no carrying capacity for a single wing of vulture droids similar to the dreadnoughts ability to hold a single wing of fighters.

Otherwise a solid mod though for the droids the stability is really shown off as needing major work to correct.
Anyone else has a problem with Clone Rebellion? For me they have no tech no upgrades only base units.
Siskeaux  [developer] 4 May @ 6:04pm 
Originally posted by KindOfACreep:
Anyone else has a problem with Clone Rebellion? For me they have no tech no upgrades only base units.


This mod thus-far only adds planets, edits icons/text descriptions, and adds 1 CIS Space hero. Any issues with the Clone Rebellion at this point should be directed to the Dark Times team. :)
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