STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

EaWX: Fall of the Republic (1.5) – More Persistent Damage Units - Capitals & Dreadnoughts Submod
Mostrando 1-6 de 6 aportaciones
Actualización: 1 SEP a las 5:01 p. m.

Fix attempt for non SuperCapital units not having their shields recharge according to the message displayed during tactical battle. (Now each unit has a its own dummy shield recharge)
Shield recharge should apply after being deployed.
Unintended side effect is that all units of the same type will get the shield recharge effect after being deployed.
I've added some extra logic to track the shield increase and revert it to the correct value before shield recharge effect.

Tidied up some file formatting for easier reading + adjusted persistent damage unit data to include max shields value.

Actualización: 29 AGO a las 7:25 a. m.

Modified PROVIDENCE_CARRIER.lua to remove inheritance flag in script as this was causing the persistent damage tactical script to use the inherited units stats as opposed to its own, which resulted in the unit destroying itself.

Actualización: 28 AGO a las 2:39 a. m.

Fixed major bug with methods used to detect if unit is considered as a hero across certain scripts, impacted units:
* Colicoid Swarm
* Lucid Voice

Fix is not save compatible and will require a new save.
If using an ongoing save, any battle with the units listed above will need to be autoresolved otherwise the framework will crash.

Actualización: 27 AGO a las 7:40 a. m.

Applied same extra logic as PeristentDamageGalactic.lua to improve compatibility

Actualización: 27 AGO a las 7:18 a. m.

Fixed potential compatibility issue with other mods that alters unit XML data (has removed entries).
Added extra logic in PersistentDamageGalactic.lua script.
Ensures units listed to have persistent damage are valid by confirming it has an XML entry first.

Actualización: 21 AGO a las 12:28 p. m.