The Biggest Change Empire at War Still Needs
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- Опубликовано: 3 окт 2024
- Star Wars: Empire at War has had several official updates, but there's still one thing I want to see, and I think most modders would agree.
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#EaWX #EmpireAtWar #StarWars
The biggest upgrade they could make to the game is letting you give orders and fully control units on the strategic layer while paused.
God yes please
The only reason i can think of why they haven't is it must be a pretty big engine change for some reason
I'd honestly be happy if they made a hotkey for pausing the game. And I'm not talking about using esc to open the menu, I mean to pause it.
not at all
under the hood coding stuff beatsflashy stuff like that
Go play a turn based game If you want that.
I'll pass this request on to the programmers. It seems like a good improvement.
Any chance of better multithreading support too?
@@TheFlawlessHost this 👍👍👍👍👍👍
The programmers are looking into this feature now. No promises, but they seemed like it would be possible. We still have to get any patch approved through Disney, so don't hold your breath. There are some other bug fixes we are sitting on that we want to roll into the next patch as well.
That's great, thank you!
Y'all are keeping star wars alive
Very specific thing I just noticed 10 mins ago while playing. In FOTR the CIS’s Hex emblem on the Recusant Dreadnought is incorrectly orientated, has a point at the top instead of a flat side. Immersion broken, I will never play again… xD
Being able to have the build bar and reinforcements widows scroll so you can see more units would also be helpful.
You're telling me the reason why the NR AI stills gets to build the Viscount even though I took MonCala early is because they don't need to interact with the menu😮
lmao
no any shipyard 4 would do, also ai gets research for free since its pretty weak and needs help :P
They have the same actual build requirements as the player, but when it comes to systems we've finaggled in using build options as essentially UI buttons, the AI doesn't need to interact with those, they just make the resulting decision. The AI isn't physically pressing buttons to build units.
The love for this game i played the demo and bought on release almost twenty years ago is unbelievable
I remember when people were making mods for the demo during the wait for the game's release. Some of them were pretty darn impressive given the demo's limitations.
@@sentrysapper45 Yes must have played Vergesso asteroids dozens of times
An unlikely update as it would essentially merit rebuilding the game from the ground up but multithreading capability would be such a godsend.
The like and subscribe joke alone was worth the watch 😂. But anyway, great video. Thanks.
Being able to queue up movements while paused would be top of my list.
A change that may not be needed for modders but would be great for players would be being able to give movement orders on the Galactic Map shile paused.
It seems like that's the key to making an almost entirely different game in the sense that you could upgrade AI behavior and incorporate more new mechanics and gimmicks that both the player and AI can utilize to spice the game up.
On the ground there is/was a feature where you could point and position your troops. Think something like the drag and position function in a Total War game. Something like that would be really nice to see in EaW to make creating and maintaining formations easier.
With the new ability to target the same unit on the tactical and galactic level, it'd be cool if there was some sort of mechanic where you could rename a ship and maybe it gets some small bonus from surviving a certain number of battles or the amount of damage it has output or something.
Heyoooo
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Hope you get your changes, but even if not, I know you and the team will continue to do amazing work!!
Having more than three faction hyperspace control colors.
They added individual unit ids keeping connection bewteen campaing and battle map? Great. I somehow missed it.
It was a fairly recent change, I don't think it has been used in EaWx yet, but that seems promising, even for modding in general. I was thinking that it could be used to give certain units a veterancy system, which is common in many RTS games, because now modders can keep track of those units and what they did between different layers of the game.
@@NiiRubrait is used in eawx for the World Devastators and while a veterancy mechanic would be doable, it won’t still be communicatable to the player because the units all stack regardless so you’d never know if you pull in your level 10 or level 1 guy
Idk if this has been implemented since I've not played for several years now but, being able to select multiple units during deployment would be amazing so I don't have to individually set up a few dozen ships every time I start a battle in the late game.
Like control groups? Like in Halo Wars where you can group certain units and fast select those groups on the fly? Would be pretty useful.
@@twojacksandanace3847 I think they mean dragging ships from the little pop up onto the screen to make those ships jump in from hyperspace, that is definitely one of the small common annoyances of EaW. And hey, control groups are in the game! I use them all the time.
One thing I think would be really good to add to EAWX is the option to pre make the reinforcement groups. Like for space I want to be able to go into a tutorial space battle, summon 5 corvettes in certain positions, and save that. Then when there's an actual battle, if I have the units, I have the option to just drag the 5 corvettes out of the reinforcement menu together, not individually.
That's not something EaWX can add
I understand. Thank you for all your hard work on the incredible mods!
Make pause button bindable
I would have thought the biggest reqequest would have been to enable multi core CPU support as I know larger space battles can really chug; or has it been established to be infeasible?
Good points, very informative
The biggest change I'd personally want to see is the re-enabling of all those systems that were SUPPOSED to be part of the game and still have code snippets all over the place - like the things for political control, maintenance costs, etc...I also wouldn't say no to logic for multiple resource types (because credits alone is just way too basic), or adding a chance to fail for CERTAIN UI-based abilities *glares at Sabotage*.
EDIT: Another two things I wouldn't mind getting directly concern the Superlaser ability. 1: Firing arc restriction (because 360d might work for the Eclipse, but it looks really derpy on units like the Darksaber or the Harrower Dreadnought - Silencer variant. 2: Either a damage delay setting or a setting for forcing the firing sound to play all the way through at least once, so if a ship gets one-shot by the initial firing, the sound still has a chance to play more than a nanosecond of the file.
it just needs multicore support and a devkit modding tool
nothing more
Holy cow! I've not modded or played EAW for years. I didn't realise it was still being modded or even played. Kudoes.
I just hope they find a way to reduce lag and stuttering.
Nice all these modding things but the game is getting pretty close to being unplayable.
But that would probably require eaw 2 to be made 😭
I haven't had any issues with lag and stuttering in the game in over a year. Its more than likely a hardware issue.
@@thatdollfin3369 and how would that work?
What part of my computer could be broken for it to have issues only with EAW?
@@GekkeHenkie1313 Hard to say, but it's probably less that something is broken and more that EAW is REALLY old, being pushed way past anything it was designed for by modders and just might not like some hardware configuration that came out decades after it was designed. Though the biggest thing is that it's likely not optimized for multithreading at all since most people didn't have more than 2 cores back in the day. If you've got a processor with pretty weak single core performance and a lot of cores, it might actually struggle with super modded games
TLDR: Computers are black magic and this is a particularly ancient and unstable bit of black magic
@@stormtemplar97 yeah, it was designed to work in 32bit on a single thread.
While my computer is made to work with 64bit and many many threads 😂
The game is just poorly optimized for todays computers.
Unless you hit a very few specific targets.
The game has been updated to be 64bit.
But like this video said, not everything is 64bit yet.
Maybe i should look for a 2004 computer just to play EAW 😋
Note I am not sure it's possible two thing I would like to change is being able to manually set up ships in defense battles some of the formations are annoying especially with super capital ships but also being able to do the building pads if you own the planet in the galactic conquest map would be nice
Essentially, you're trying to communicate with the AI (not to mention the game itself) about how it should react/behave - but you're limited to a flannelgraph... in the dark! xD
I just want better performance on galactic map
I wish i could put ships of any faction any where from the troop menu in fleet builder
I am really really really hoping that they are working slowly and diligently on a new sandbox overhead strategy Star Wars game. I’m holding out hope
Posting at 4am is crazy Corey but great video keep up the amazing work
I’d love to see some more quality, comprehensive beginner guides. I just started playing Thrawns Revenge a week ago and pretty much everything I found on RUclips has lacked quite a bit (your beginner and economy guides were great I just want way more beginner content)
Any chance of better multithreading support too?
Haven’t played in a good bit. Are we able to set a pathfinder and start sending fleets while game is paused now? Would be great quality of life upgrade
I'd love some multi thread or something more for us players to make battles not slow down so badly. and with those background changes you mentioned for the modders to make life better.
disney could basically print money if they just did small but significant things like this and remastered it. But then again they haven't really been listening to fans for a while.
I wish I could play these cool mods in multi, but that would require some major changes is my understanding.
my top request would be control groups it's one of the better quality of life improvements in modern strategy games
I'd say manual deployment of units in the defensive battles would be nice 🤔
I get what you're saying, but as a player, my GOD I wish we could give orders to fleets on galactic while the game is paused and to organize fleets while paused...
Like 1400 hours of EAW - like 1300 of which have been EAWX since 2.2 and this is still my #1 wish.
Second choice would be WASD support instead of the arrow keys and a keyboard bindable pause button...
It needs a sequel that updates and changes but doesn't drift a lot from the og essence and soul .
Will not happen in todays Gaming Industry...sadly.
Honestly it really doesn't. All a sequel will do (other than costing us more money) will divide modders between the two titles.
@chrismdb5686 yeah, even in the infinitesimal chance it does happen, that's the unfortunate fact that would follow
@@chrismdb5686 yeah
But this engine needs a younger brother
You are expecting this game to run forever ?!
@@youcefsiouda Yes, why can't it? Age of Empires 1&2 are still played today both in their original forms and with the basic expansions in disk format. You don't need a shiny new toy with a gilded coat of paint and a dead soul. (Read: barren game with no content but nice graphics)
Here's something we still need: support for modelling programs _that aren't 3DS Max._
Blender plugins have existed for years, that's what basically everyone uses now
Better AI pathfinding and actual collision detection for ships in space combat.
I would like a way to do diplomacy cause I can’t maintain combat capable fleets let alone armies at every planet that borders another faction
First person views and control of that soldier. Lol
have you tried applying to the company and or just asking for the code? You have done more for the game then they have lately. Please keep up the work.
The biggest change we need is a new rts Star Wars game
I said I wish games wouldn’t crash every time you capture a planet
That seems like a very system or install-specific issue, it's certainly not the standard.
I want deploying fighters to be an option rather then automatic
Is it possible to un-hardcode many of the pathfinding variables that units use to calculate movement in the tactical map? Im not a modder, but Ive heard that if you wanted to change how the pathfinding works, much of that is hardcoded. I think it would open alot of interesting gameplay decisions regarding firing arcs and manuveurs that the AI and player could make if the pathfinding could be changed more.
I wonder if it's possible to make a custom faction option in Empire at war?
Wdym?
@@MetaSarcasm like add units(Ground & Space) from other factions to create your own faction with a custom symbol with it.
Corey when will the next big update be available. I'm looking to do a fall of the Republic play through. And I know how the non compatible saves are.
Think you'll be good for the year at least. Work is currently on Revan's Revenge I think
@@elizapony8736 i figured they would drop a big update around December as usual.
Why is it always Empire at War? Why not Empire at PEACE?!
Its abeloth Causing the endless cycle of wars on the Star Wars Galaxy
Can the game run on multiple CPU cores or do you still recommend reducing to two?
It's still only single core. The affinity thing doesn't change the number it is running on, just tells it to run on one of those specific ones. It's not really going to change much for you.
Yay! BITS!
Does anyone know when they are adding the Yuuzhan Vong
making the cpu use all cores
I want an easy to use GC editor :)
Have you tried using the Custom GC in Thrawn’s Revenge? Probably not exactly what you want but it’s pretty close probably
When is the mod coming out for old reblic
I'm still waiting on them to bring the 64bit upgrade to the GOG version. C'mon, don't sell people an inferior version of the game!
that will never happen because these files are unaccessible anymore for PG, but the game costs just 5 bucks or so right now on steam
Does EAWx have any plans to add unit XP?
How would that work? Would units not stack then? Not being able to bring in the units you want because you brought too many different ones is already a problem
SW Rebellion forever
Someone points out a problem, corey ignores it and or silences them. Someone tells corey the mod needs some work they're told to shut up by the fans/corey's staff. Corey finds a problem with the mod and all of a sudden it was an unknown problem that no one could have figured out. It's 2024 and Thrawn's Revenge still plays like its 2015, how is it other mods have figured out this issue and you're still struggling in 2024? Probably has to do with the lack of criticism this garbage mod has gotten and any time you get criticism you just remove/ban/silence anyone who says otherwise.
What problem are you even talking about people having pointed out? What issue are you referring to other mods having figured out? If you're referring to the topic of the video then you must have missed the fact that this is entirely hardcoded. There's no workaround for this, other mods haven't solved it. It's not a *new* issue, it's one that *other* modders want changed as well.