SithLordAJ SithLordAJ

Return of the Fallen

Return of the Fallen

Ok, so quite a few have noticed Return of the Fallen doesn't work, but I didn't see a direct post on the subject, so here it is.

I've tried modding the game a bit so as to increase the chance to rez... somehow, this causes the game to crash. It's a modifier, so I'm not sure what else I could play around with to try to force it to trigger. Any ideas?

Now, I've been thinking about this ability and the other one that takes opponents' ships on death. 10% doesn't seem like it would be going on all that much. I mean, for every 10 you lose, you get [about] 1 back... And I kind of feel this ability is supposed to be analogous to Returning Armada and Truce Amongst Rogues.... Well, that would grant far more ships than Return of the Fallen and wont just put the ships at your homeworld. Also, Reanimation is only temporary... And I'm not sure that one works either. Thoughts?

Has anyone see Return of the Fallen, the Advent Rebel's Civil Tech ability that has a 10% chance to return destroyed ships to your homeworld, work? What about Reanimation, the one that Temporarily gives you some of the opponent's destroyed ships?

Edit: found name of second ability. populated.

63,415 views 57 replies
Reply #26 Top

Whoops, I didn't realize that I failed to post this in the Beta forums

Reply #27 Top

But still nobody has gotten the 2 resurrection techs to work up to this point right? Not even through modding? :)

 

Just asking because I just read the whole thread, but wasn't able to find anything.

 

Reply #28 Top

nope. Every time I try to mod it, it blows up and crashes the game. Although, I should point out that the only way I see to modify it is the to change the research entity:

researchModifier
modifierType "ChanceToRespawnFrigateAtHomeworldUponDeath"
baseValue 0.000000
perLevelValue 0.050000

If anyone knows of another way, I'm willing to try it. I would also like to see someone else try this method because of my game crashing result. I.... think I know what I'm doing, but I could be wrong.

I would very much like to see this tech work, and I'm sure that applies to a lot of other people.

Reply #29 Top

I don't know if you've modded before, but one thing to keep in mind is that all GameInfo files need to be in the mod's GameInfo folder.  You can't pick and choose files like with the other folders.  That might be responsible.

Reply #30 Top

Not really much of a modder myself, but I attempted to change the value of Return of the Fallen (15% per shot, just to be different) and sure enough it crashed the game.

 

Just for grins, I changed the rate to 3% per shot, and it worked, so I wonder if the 10% max is hard-coded. (which incidentally, would be very strange) Modded again to 9%, still didn't crash (Checked the tech and it did indeed say 9%, but didn't play to see if researching it twice would crash it.) Tried 15 again and now I'm questioning my sanity, because now it doesn't crash at start.

 

Upped it to 35%, still no crash at start, which means I researched it, at 70% chance sent 14 scout frigates to their doom. No resurrections.

 

For reference, here is the modifier used:

researchModifier
    modifierType "ChanceToRespawnFrigateAtHomeworldUponDeath"
    baseValue 0.000000
    perLevelValue 0.350000

Reply #31 Top

yeah, i didnt have all the other files, so that's probably it :P

uh, what do you mean by 'per shot'? There's no shooting involved... interesting that you still got a crash though

Reply #32 Top

I think by "per shot" he means "per potential resurrection".  Poor choice of words on his part.

Reply #33 Top

Quoting SpardaSon21, reply 29
I don't know if you've modded before, but one thing to keep in mind is that all GameInfo files need to be in the mod's GameInfo folder.  You can't pick and choose files like with the other folders.  That might be responsible.

What? This isn't correct at all. You only need to include in your mod's GameInfo folder the files that you have actually changed. This is true for all the expansions.

Edit - Also, my understanding is return of the fallen and reanimation are currently broken. Hopefully they'll be fixed in the next patch.

Reply #34 Top

well, that's what i tried and it caused a crash. I'll try the same file but with all the others.

And before someone asks, yes.... I did remember to convert back to binary.

Quoting ZombiesRus5, reply 33
Edit - Also, my understanding is return of the fallen and reanimation are currently broken.

well, that's what we're trying to determine... and/or how broken it is.

Reply #35 Top

Quoting ZombiesRus5, reply 33
What? This isn't correct at all. You only need to include in your mod's GameInfo folder the files that you have actually changed. This is true for all the expansions.

Damn, I'm out of the loop when it comes to modding then.  IIRC that was a requirement in OS.

Reply #36 Top

Quoting SithLordAJ, reply 34
well, that's what i tried and it caused a crash. I'll try the same file but with all the others.

I set it to 100% and it doesn't work. I'm not sure why your mod mini-dumped. Changing RESEARCHSUBJECT_REANIMATION.entity and RESEARCHSUBJECT_RETURN_OF_THE_FALLEN.entity to 100% worked fine on my end.

Quoting SithLordAJ, reply 34
And before someone asks, yes.... I did remember to convert back to binary.

This isn't necessary. Don't bother converting them back to binary.

Quoting SithLordAJ, reply 34
well, that's what we're trying to determine... and/or how broken it is.

I'm pretty sure they confirmed it wasn't working. 

Reply #37 Top

Sorry, my fault for being unclear, Spardason21 was correct, I meant per research level.

Reply #38 Top

Quoting ZombiesRus5, reply 36

I'm pretty sure they confirmed it wasn't working. 

Ok, well that's good to hear they know about it. I started this thread because others mentioned it wasn't working, but there was no specific thread about it. Haven't seen a confirmation, but if zombie says it, and it's not monday, it must be so...

Edit: found this in the 'Known Issues' sticky... go figure :p

  • Some Advent Rebel Research Topics Not Working - Fixed internally.
Reply #39 Top

Quoting SithLordAJ, reply 38
Haven't seen a confirmation, but if zombie says it, and it's not monday, it must be so...

Funny, I'm sensing you had a little animosity towards me  ;)

Quoting SithLordAJ, reply 38
Edit: found this in the 'Known Issues' sticky... go figure

Some Advent Rebel Research Topics Not Working - Fixed internally.

I knew it was mentioned somewhere they were onto it.

 

 

Reply #40 Top

Quoting ZombiesRus5, reply 39

Quoting SithLordAJ, reply 38Haven't seen a confirmation, but if zombie says it, and it's not monday, it must be so...

Funny, I'm sensing you had a little animosity towards me  
 

 

It is taking every bit of willpower I have to restrain my urge to drop a Radiance Battleship themed pun/quip.

Reply #41 Top

The radiance of your willpower shows.

 

Reply #42 Top

Zombie must now attack me for 20 seconds

Reply #43 Top

Quoting SithLordAJ, reply 42
Zombie must now attack me for 20 seconds

I hate that they fixed that damn ability. *tries to attack Sparda*, *keeps attacking back at SithLord*

Reply #44 Top

GO FOR THE FACE!  or better yet... THE SHINS!!!

Reply #45 Top

reanimation seems to work now, but i havent been able to tell if Return of the Fallen is working now...

Reply #46 Top

Quoting StarFallArmada, reply 45
reanimation seems to work now, but i havent been able to tell if Return of the Fallen is working now...

It does. I played a (short) game and both techs work. They are slightly bugged, but they work. Your ships, when destroyed, will have a chance of appearing at your capital world.

Reply #47 Top

... this thread is epic.  ^_^

Reply #48 Top

Too bad about ships reviving at your homeworld(rather then on the field).  Guess it's not so much meant to be a combat tech but rather a war-of-attrition tech. 

 

I assume Return of the Fallen only works for frigates?(just want to confirm as that was always my assumption but the tech's description never specified)

Reply #49 Top

I ran dev.exe, made like a gazillion (500) scouts, and killed them. Nothing came back.

Reply #50 Top

I just finished a game playing as Advent Rebels, and both techs work now.  As noted above, Return of the Fallen returns your units to your homeworld, while Reanimation spawns the unit next to the ship that killed them.  Also of note, Reanimated ships also have a chance of coming back; imagine my surprise when I have a permanent pirate ship and no level 6 Rapture!