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<rss version="2.0"><channel><title>EAW - Modding Arts Inc. Latest Topics</title><link>https://swrebellion.net/forum/106-eaw-modding-arts-inc/</link><description>EAW - Modding Arts Inc. Latest Topics</description><language>en</language><item><title>PFF Feedback, idea generator, and conversation topic</title><link>https://swrebellion.net/topic/8039-pff-feedback-idea-generator-and-conversation-topic/</link><description><![CDATA[<p>Previous topic became spam filled so lets try again with less spam. Sorry that some of them were caused by me and I was vague with some descriptions. </p><p>-------------------------------------------</p><p>This mod is for FoC adding PFF as a faction into EAW FoC fighting the other three factions. Only original units from our minds can be put into the game by putting them on paper/paint/paintshop or anything else. Once they're seen on "paper" they will be modeled and coded into the game for our thirst for blood. A new faction being the 4th that will strive for galactic conquest in the Star Wars world.</p><p> </p><p>-------------------------------------------</p><p>So we have Dragonshadow back willing to help who wants to texture our units after we choose what texture we want? Droid wanna come up with more concept while I come up with more land based ones? Need some land units and a base idea  :<img alt=":)" src="https://swrebellion.net/uploads/emoticons/icon_smile.gif.d2fcb50195cd4691a8ea4f981448f4c9.gif" loading="lazy"></p>]]></description><guid isPermaLink="false">8039</guid><pubDate>Thu, 09 Aug 2007 20:54:37 +0000</pubDate></item><item><title>EaW:FoC - Birth of an Empire (Mod Idea)</title><link>https://swrebellion.net/topic/8211-eawfoc-birth-of-an-empire-mod-idea/</link><description><![CDATA[<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="8211" data-ipsquote-contentclass="forums_Topic"><div>Well I remember going on about EaW 2 and what people would like to see from it so I thought I'd borrow it that idea switching it into a mod idea.<p> </p><p>Brief Summary:</p><p>Galactic Conquest:</p><p> </p><p>You choose which Star Wars faction/empire and start its birth from a single hero (with maybe a few guards). The way the factions would form depend on the factions themselves and how you recruit and build them. Your hero and units will gain money from each kill so less could be focused on buildings at first and more so on seeing how you want to form your Empire. When you get settled in you can start building structures to help you and become more stationary while other factions focus on their own business (if possible). The more area you conquer (or kill) the more your faction will grow unless you want to sit back and build your economy to defend yourself.</p><p> </p><p>So in brief you start with a lone hero on a random planet building your Empire from scratch.</p><p> </p><p>Factions:</p><p> </p><p>- Rebels</p><p>- Imperials</p><p>- Republic (Clone Wars)</p><p>- CIS (Droids)</p><p>- Jedi Army</p><p>- Sith Army</p><p>- 3 Pirate Groups (Black Sun/Consortium/and your own[i.e Concept art from Lucasart)</p><p> </p><p> </p><p>For the three pirate faction, "Your own", could be a contest or use already drawn concepts from Lucasarts prototype/concept section. Well if no copyright issues crossed I think we could have them entered since I saw some pretty cool ones.</p><p> </p><p>Planets:</p><p> </p><p>Current + a few more added to make the galaxy far more sandbox able.</p><p> </p><p> </p><p>Sidenote:</p><p>I know I might be pushing it with this idea and that our community has a "I'm better then you" complex ( that kills mods), but lets put that aside and get something done like the German community. I just feel more satisfaction when I build a Empire and it turns out into something special then have it pre-made and conquer with what they have. If theres no superiority complex or non-helping complex in this community then I can see mods reviving again.</p></div></blockquote><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="8211" data-ipsquote-contentclass="forums_Topic"><div>So just so you know, I'll aim for you having to start with a hero then going around killing other pirates to gain loot money. Once you gain enough loot to start building a HQ, then you can tech to tier one units for your factions.<p> </p><p>Examples:</p><p> </p><p>Vader and Palpy would be on their ship in space near their Death Star after episode 3. They would then go around 2-3 planets building it up while protecting it from Pirates (Rebels would come in far later, or I'll try to have them come later). During this Pirate raid the Republic would turn to the Imperials when teching to Tier one (or have it start from Republic then turn into the Empire somehow) once the researching is done, they would get prototype Tie Fighters. Tier two could being Tie Fighters and what we're used to seeing, Tier three could be after a New Hope and so on into familiar ground.</p><p> </p><p>Rebels could start off with just Obi-Wan on an asteroid going from planet to planet recruiting like minded folks gaining cash somehow. Since they're on an Astroid maybe they could get a bonus from that (As with the Empire having Coruscant). The Rebels can build infantry that hi-jack stuff from the Imperials which they get to keep afterwards to strike back. Using that special ability the Imperials would be careful what to build and leave fortified.</p><p> </p><p>For the Pirate Faction you get a choice at what hero to build and then build up using that lone hero. You would get Chewie's special to hi-jack ships (like the Rebellion) and build up your forces that way. Yes you can still build an HQ but since its already built you can tech right away to other pirate ships (since they're weaker in a way).</p></div></blockquote>]]></description><guid isPermaLink="false">8211</guid><pubDate>Tue, 03 Jun 2008 18:33:17 +0000</pubDate></item><item><title>GSFS's Sconia "homeworld"</title><link>https://swrebellion.net/topic/8184-gsfss-sconia-homeworld/</link><description><![CDATA[<p>Well currently creating a land/water map where my Faction spawns from and builds on in Galactic Conquest FoC. Its a very foresty and watery planet with the only way to get from one side to the other is to have a transport of some sort (Air or hover). Since my faction is mostly a mobile force (more so then the Rebels) they only sit on a planet temperately or as long the situation requires.</p><p> </p><p><span>http://i7.photobucket.com/albums/y292/GhostlyPolovnik/GSFS%20Faction/Sconia01.jpg</span></p><p> </p><p>This will be another faction beside PFF and you will see similar units but slightly modified (if things keep moving).</p>]]></description><guid isPermaLink="false">8184</guid><pubDate>Fri, 28 Mar 2008 22:40:17 +0000</pubDate></item><item><title>PFF Imperium - Unit Stats - Unit renders</title><link>https://swrebellion.net/topic/8038-pff-imperium-unit-stats-unit-renders/</link><description><![CDATA[<p><strong>PFF Imperium:</strong> Galactic Conquest (Faction Add-on)</p><p> </p><p>Will update and keep this thread clean, will be clean regardless. If you have unit ideas, concepts then post em here, if just random chit-chat will be deleted.</p><p> </p><p>------------------------------------------------------------------------------</p><p> </p><p><strong>PFF Hanger Ship</strong></p><p>Modeled by: Dragonshadow</p><p>textured by: Need someone to texture</p><p> </p><p><span>http://i7.photobucket.com/albums/y292/GhostlyPolovnik/PFF%20Mod/hangarship.jpg</span></p><p> </p><p><strong>Ship Class:</strong> Fortress Blue Class Transport Ship (FBCTS)</p><p><strong>Purpose:</strong> Carrying land and space units around the galaxy in a safer environment. Carries tons of fighters, bombers, and frigates for space combat and protection/conquest.  </p><p><strong>Weapons:</strong> Missile pods, anti-fighter, heavy shields, and laser cannons.</p><p> </p><p>-----------------------------------------------------------------------</p><p> </p><p><strong>PFF Medium Frigate:</strong></p><p>Modeled by: Dragonshadow</p><p>textured by: Need someone to texture</p><p> </p><p><span>http://i7.photobucket.com/albums/y292/GhostlyPolovnik/PFF%20Mod/mediumfrigate.jpg</span></p><p> </p><p><strong>Ship Class:</strong> Frigate</p><p><strong>Purpose:</strong> Anti-Fighter/bomber, escort ship.</p><p><strong>Weapons:</strong> -Currently unknown</p>]]></description><guid isPermaLink="false">8038</guid><pubDate>Thu, 09 Aug 2007 20:47:48 +0000</pubDate></item><item><title>PFF Space Colony 01</title><link>https://swrebellion.net/topic/8108-pff-space-colony-01/</link><description><![CDATA[<p>This is the work in progress PFF Space Colony 01 and I'll leave it up to you guys to name it if you want. If not I'll name it if you want me to. This Space colony for PFF will be a Land map but act as if its in space. After this Colony I'll work on a land map where the real PFF Imperium lives and these colonies are just one out of a few that will be added in a group surrounding the main PFF planet.</p><p> </p><p>Keep in mind its still work in progress.</p><p> </p><p><strong>The Landing Pad with the planet in the background</strong></p><p><span>http://i7.photobucket.com/albums/y292/GhostlyPolovnik/PFF%20Mod/PFFColonySpace2.jpg</span></p><p> </p><p><strong>The Park and Air Vents with the power generators and a security check Building:</strong></p><p><span>http://i7.photobucket.com/albums/y292/GhostlyPolovnik/PFF%20Mod/PFFColonySpace3.jpg</span></p><p> </p><p><strong>The Space colony's frigate shipyards:</strong></p><p><span>http://i7.photobucket.com/albums/y292/GhostlyPolovnik/PFF%20Mod/PFFColonySpace1.jpg</span></p>]]></description><guid isPermaLink="false">8108</guid><pubDate>Tue, 06 Nov 2007 05:30:50 +0000</pubDate></item><item><title>PFF faction colors</title><link>https://swrebellion.net/topic/8040-pff-faction-colors/</link><description><![CDATA[<p>Ok guys and gals what do you want as the texture color for the ships and basic unit types? Special Units and heroes will come after. If you want to post pictures showing the color scheme then go for it anything to help progress the mod.</p><p> </p><p>If you wanna see units while voting then right click and open new tab (Firefox) or new window (Windows explorer): <a href="http://pff.swrebellion.com/index.php?topic=4531.0" rel="external nofollow">http://pff.swrebellion.com/index.php?topic=4531.0</a></p><p> </p><p>edit: Petro colors being Brownish,light green, and black.</p>]]></description><guid isPermaLink="false">8040</guid><pubDate>Thu, 09 Aug 2007 20:58:02 +0000</pubDate></item><item><title>Have a look around. </title><link>https://swrebellion.net/topic/7891-have-a-look-around/</link><description>Come on guys this is a forum for more than just Modding updates!&#xA0; Talk to each other in topics other than here. If you have a game you like the play Check out the Master of Games Area! If you want&#xA0; to have a random talk about anything Check out the Bar! Become Active again and help return the Golden Age of a year ago!</description><guid isPermaLink="false">7891</guid><pubDate>Sat, 02 Jun 2007 07:46:55 +0000</pubDate></item><item><title>Galactic Conquest</title><link>https://swrebellion.net/topic/7799-galactic-conquest/</link><description><![CDATA[<p>Don't know if I'm in the right place. But I thought I saw a Galactic Conquest server with your name on it. And I'm haveing trouble with that mod working on my server And I was hoping for a little help. I loaded 5.3 server files up and can't get theem running on a windows game server. Can someone tell me exactly what to do.</p><p> </p><p>And can you tell me what mod your using on your fourms I think I would like to put these on our forums</p>]]></description><guid isPermaLink="false">7799</guid><pubDate>Sat, 14 Apr 2007 19:29:05 +0000</pubDate></item><item><title>Re: MTW2 Regnum Dei All Factions version 1.7</title><link>https://swrebellion.net/topic/7372-re-mtw2-regnum-dei-all-factions-version-17/</link><description><![CDATA[<p>Finally - posted home too <img alt=":)" src="https://swrebellion.net/uploads/emoticons/icon_smile.gif.d2fcb50195cd4691a8ea4f981448f4c9.gif" loading="lazy"></p><p> </p><p>*****************************************************************************</p><p><em><span style="color:#0000FF;"><span style="font-size:8px;"><strong>MTW2: Regnum Dei - All Factions version 1.8.0 Iron</strong></span></span></em></p><p>*****************************************************************************</p><p><a href="" rel=""><span>http://i7.photobucket.com/albums/y256/Cain2/RegnumDeiModFinal2.jpg</span></a></p><p> </p><p><span style="text-decoration:underline;"><strong>Install Note </strong></span> </p><p>- Step 1: Make sure you backup your similar original CA files (*in case you want to put them back).</p><p> </p><p>- Step 2: Copy / paste all the files we provided in here &gt;&gt;&gt; Example: D:\Games\MTW2\data\world\maps\campaign\imperial_campaign</p><p>Overwrite the old ones. Enjoy. </p><p> </p><p><strong>The RDM Mod</strong> is a WIP (work in progress) - The 1.7 series are just initial working versions in today's MTW2 limits. RDM is a general type modification that mixes different modding styles (EB/RTR) with the game industry style of work and planning. Our goal is to reshape and remake MTW2 to reflect a more realistic and fun gameplay, better art and better historic accuracy. </p><p> </p><p><span style="text-decoration:underline;"><strong>Gameplay tips:</strong></span></p><p> </p><p>-When <strong>attacking with assassins </strong>- always move and strike in the same turn and make sure that your assault starts from outside the visual range of the victim or it's spies - this way you may double your chances for a kill.</p><p>-When your city is attacked also make sure that you <strong>always sally </strong>with your cavalry first and you take out his ranged units and then you move your ranged units to fire even at the closest ranges with leisure until they run out of ammo.</p><p>-The <strong>inquisitor spawning</strong> is in direct relation with the local faction standing with the Pope. They are a sort of punishment. Make sure that you don't forget about your duty for God. </p><p> </p><p><a href="http://i7.photobucket.com/albums/y256/Cain2/2-1.jpg" rel="external nofollow"><span>http://s7.photobucket.com/albums/y256/Cain2/th_2-1.jpg</span></a><a href="http://i7.photobucket.com/albums/y256/Cain2/1.jpg" rel="external nofollow"><span>http://s7.photobucket.com/albums/y256/Cain2/th_1.jpg</span></a><a href="http://i7.photobucket.com/albums/y256/Cain2/3-1.jpg" rel="external nofollow"><span>http://s7.photobucket.com/albums/y256/Cain2/th_3-1.jpg</span></a></p><p> </p><p><a href="http://i7.photobucket.com/albums/y256/Cain2/4.jpg" rel="external nofollow"><span>http://s7.photobucket.com/albums/y256/Cain2/th_4.jpg</span></a><a href="http://i7.photobucket.com/albums/y256/Cain2/5.jpg" rel="external nofollow"><span>http://s7.photobucket.com/albums/y256/Cain2/th_5.jpg</span></a><a href="http://i7.photobucket.com/albums/y256/Cain2/6-1.jpg" rel="external nofollow"><span>http://s7.photobucket.com/albums/y256/Cain2/th_6-1.jpg</span></a></p><p>********************************************************************************</p><p><span style="text-decoration:underline;"><strong>New - Modifications in version 1.8.0 Iron:</strong></span> (Expansion from Nevada Modding Association "<strong>PFF</strong> - Because we care")</p><p> </p><p>- <strong>NCDS</strong> National City Defense System "Iron". This is a massive gameplay modification that targets the city defense national support garrison system. Each city that was/is owned by a national faction (not rebels) will always spawn a spear unit for each siege equipment constructed on the spot by the attacker (*5 rams = 5 spear / 1 ram = 1 spear). Note* In the original capital cities 1 ram will equal 2 spear. This system is for AI and the player but does not apply when assaulting with catapults and such. It is considered that the attack in this conditions was so fast that the defenders didn't had time to prepare city reinforcements because the attack may happen in the same turn. This system helps counter the initial rapid player/AI expansion tactics and counters the AI issue of not garrisoning fast enough his cityies to face your forces. If the local faction will try to retake their city then the local city troops will not spawn and fight against him/you. </p><p>- <strong>CCNG</strong> Capital City National Garrison. This system basically spawns just once a national small garrison army in defense of the capital city. It only applies when the human player is attacking and it is meant to increase the fun and gameplay experience. Even if the capital was conquered by another faction if you are not the local faction it is considered that the remnants of the initial local nobles (traitors) who are allied with the new ruleing faction will fight against you too. Also <strong>Jerusalem</strong> and <strong>Constantinople</strong> are the cities who have the most interesting defending armies also based on the local owner religion (*especially Jerusalem).  so if a muslim factions attacks Jerusalem and it is defended by a christian faction a small crusader army will spawn once in the city defence. Same with the muslim having the city - mulsim troops will be spawned. Pls. note that larger armies spawn just once in the game. </p><p>- <strong>AIS</strong> AI Initial Support. This is a script that gives to the AI factions (not player) at the start of the game 5000 gold to kick start their economy. This counters the fact that the AI sometimes starts to build stuff that he does not immediately needs for the campaign's start.</p><p>- <strong>AFS</strong> AI Financial Security.  It is very easy to disturb the AI's economy and make him go on financial downfall. You just need to take from him some key cities and left most of his deployed armies intact in the provinces. By the time he will manage to raise to face your challenge his upkeep costs will get the best of him and virtually kill/freeze the faction and they will never evolve or recover. It is also possible to request huge sums of money for ceasefire damaging his income flow because he will stupidly accept your offer. Because of this issues the new system will activate it's self each time when an AI faction has -1000 gold so by the end of the turn they will receive a money transaction to help them jump over the zero. This transaction is not felt by the human player in the gameplay - pls note that the AI will avoid hard not to go on minus so the support he gets is only related to your actions so it is very rare and the AI will not exploit it because he does not "know" about it.  The AFS system is designed to keep the game experience fun when fighting a specific faction until that faction is fully destroyed.</p><p>- No other difficulty modifications have been made since we consider this to be sufficient and we are more action orientated. Also we prefer more to help the AI a bit than to handicap the human player.</p><p>- CA Nomad Resistance - If a nomad faction has the last city destroyed and still has a character somewhere on the map they will become nomad again until they are fully destroyed.</p><p>- The diplomatic relations should be a bit calmer now at the beginning of the campaign helping you to establish more lasting alliances. Even so if you love alliances we recommend playing on medium difficulty.</p><p>- The bug showing the Aztecs, Mongols, Timurids in the year reports until they are discovered has been fixed.  </p><p>- The bug showing multiple nomad invasions warn has been fixed.</p><p>- The Hungary's evolution has been better channeled.</p><p>- The Russian development has bee better channeled.</p><p>- Better unfreeze for the nomad factions.</p><p>- All known minor bugs are fixed except CA's ones.</p><p> </p><p><em>Best played on </em><em><strong>Medium/Hard</strong></em><em> settings.</em>********************************************************************************</p><p><span style="text-decoration:underline;"><strong>New - Modifications in version 1.7.7 Premium:</strong></span></p><p> </p><p>-Brigands and Pirates are reverted back to their original CA spawn rate. In previous RDM versions they were spawning twice as fast.</p><p>-1.7.7 Premium has also reverted to the 0.50 timescale (1 year=2 turns). After we did more research we consider that the generals’ age normally.</p><p>-Even if we added one unit of templar and hospitaller, etc in Rome we do consider that nobody will bother the Pope until they will become available historically. Also the Pope is now in Rome and The Papal States will be less aggressive military speaking.</p><p>-Extensive testing has been made so the factions will evolve even more historically. Most of the factions that need to attack the rebels from the early start will do it. All the Premium modifications have been done 95% to rebel armies and only 5% to the faction armies and only in 1 city per faction - to avoid messing with the CA faction balance. (5% = 1 more spear unit, 1 level up of experience for the general, etc). The goal was to keep the modifications minimal as possible.</p><p>-The radar has been removed for the Aztec faction when playing but it will be still restricted/hidden if playing any other faction than Aztecs. This is not affecting the normal radar map unhide for the rest of the factions at the appropriate time.</p><p>-The Aztec armies can only be loaded on ships on the northern parts of the empire (follow the coastline). Also avoid upgrading your cities (CA issue - you will no longer recruit there)</p><p>-The Jerusalem religious troops have been partially reduced - 2 units of Pilgrims have been added and 2 of fanatics removed. The idea is to hold a bit the Egypt’s expansion until the Turks can start to expand too. </p><p>-The Byzantines will take Sofia and only as a second stage they will move towards Asia Minor.</p><p>-Denmark will first concentrate his expansion on the northern lands.</p><p>-The Timurids and Mongols remain allied to the Turks. The invasions will come at their normal time so if you are playing one of the nomad factions pls. consider your self an early expeditionary force.</p><p>-The faction standings have been made more aggressive towards the rebels also some factions are no longer good friends and it will be harder to ally them from the start. Still the changes were in the minimal limits required without really messing with CA's numbers.</p><p>-Wallachia and Moldavia are still strong rebel provinces. (The rebel troops there are more wallachian now - rebel magyar troops have been removed from Bucharest and Iasi).</p><p> </p><p>This version has been named <strong>Premium</strong> because of the extensive testing and balancing involved. Our motto is: "<strong><span style="text-decoration:underline;">Minor</span></strong><strong> changes for </strong><strong><span style="text-decoration:underline;">maximum</span></strong><strong> historic effect while sticking to the original developers gameplay balance and vision".</strong> </p><p> </p><p><em>Best played on </em><em><strong>Hard</strong></em><em> settings.</em></p><p>********************************************************************************</p><p><span style="text-decoration:underline;"><strong>Old - Modifications in version 1.7.6:</strong></span></p><p> </p><p>-All the mod's data has been centralized and there is no need for new-faction separate files.</p><p>-All the new faction's AIs are now freezing from start if not played by human. If the AI plays them they will unfreeze (tested) at the time of the first invasion armies spawning or at the usual time for the Aztecs. By freezing the new factions AI to play before their time the CA strategic balance of the game is maintained. </p><p>-The nomad factions starting number of units on the map if played by human is minimal because of the low upkeep.</p><p>-The Turks, Byzantines, Spain, France, Scotland, England, and Hre are more aggressive now towards rebel settlements and they will attack faster.</p><p>-Jerusalem units have been edited to add 4 religious fanatics units.</p><p>-Rome has also been reduced and edited to reflect more the papal troops present there (+ one cathedral). One unit of fanatics, templars, hospitallers, swiss guard and great cross have been added the city.</p><p>-The Byzantines start now with one orthodox bishop and one high bishop (cardinal).</p><p>-More small tunes to rebels for better historical faction evolution balance.</p><p>-The starting date is now 1080 because of the existing starting historic CA characters at that time. The end date has been moved to 1700 for more playtime.</p><p>-1 year = 1 turn (timescale 1:00) if we reduce it to 0:50 (2 seasons) the characters will have a huge lifetime span - they will get around 100 years old. CA has 2.00 so 1.00 is more than sufficient.</p><p> </p><p>Enjoy and feel free to post your feedback here. (*More feedback = better next versions) Also pls. note that all the old versions can still be downloaded.</p><p>********************************************************************************</p><p><span style="text-decoration:underline;"><strong>Old - Modifications in version 1.7.5:</strong></span></p><p> </p><p>-Aztec faction AI was freezed (if not played with - until normal unfreeze by CA scripts). The aztecs are now added on the same map as playable faction. (*Many thanks to <strong>repman</strong> from TWC)</p><p>-All reported bugs have been fixed.</p><p>********************************************************************************</p><p><span style="text-decoration:underline;"><strong>Old - Modifications in version 1.7.4:</strong></span></p><p> </p><p>- The double year and jihad message reports are now fixed as well as the problems when loading a save game and playing as Mongols or Timurids. Even on this new setting the invasion will come <a href="http://i7.photobucket.com/albums/y256/Cain2/Mongols.jpg" rel="external nofollow"><strong>Invasion Image</strong></a>. When the time is right all your family members will exit the castles and settlements to pray to Allah and greet the incoming clan leaders.</p><p>- The 2 turns = 1 year - fully fixed. Timescale 1.00 was changed to 0.50 (*Many thanks to <strong>Trajan</strong> from TWC).</p><p>*******************************************************************************</p><p><span style="text-decoration:underline;"><strong>Old - Modifications in version 1.7.3:</strong></span></p><p> </p><p>- The Mongols and the Timurids do have the invasions coming/spawning when the time is right. Also please note that you will get the "end of year rapport" twice as well as any religious war message. The inactive year message is actually inactive - don't bother about it.</p><p>- The Aztec invasion files have been separated (from the main mod files) to avoid them being too active while you play another faction.</p><p>- The simple CA rebalanced optional play file has been also upgraded. </p><p>******************************************************************************</p><p><span style="text-decoration:underline;"><strong>Old - Modifications in version 1.7.2:</strong></span></p><p> </p><p>- The Turks are rebalanced to better face the Byzantines. (*very small changes)</p><p>**************************************************************************</p><p><span style="text-decoration:underline;"><strong>Old - Modifications in version 1.7.1 Patch:</strong></span></p><p> </p><p>- The Aztecs, Mongols and Timurids campaign are now supplied on different files/folders to avoid them being on the same map enabled. If you want to play any other faction just use only the single txt file from this folder "Simple rebalanced CA campaign version" on the clean CA install.</p><p>- Scotland &amp; England AI problems are now solved and other fine tunes have been introduced to affect a bit more some faction AIs in a historic manner of evolution.</p><p>Pls. note that v1.8 is still in work - this is more of a gameplay patch for v1.7</p><p>******************************************************************************</p><p><span style="text-decoration:underline;"><strong>Old - Modifications in version 1.7:</strong></span></p><p> </p><p>- The Aztec faction is fully enabled (in the building limits of CA). You can buy your way around the Americas or you can use a huge amount of gold to get a chance for a preemptive invasion of Europe. But first you need to defeat a huge uprising at home by Aztec nobles and native clans upset with your rule.</p><p>- The Mongol faction is fully enabled. (*You are an early clan leader but at war with some of the nomad clans and Russia - This was enabled because your units don't have upkeep and you will receive less money too to rebalance the low costs). When the rest of the unseen Mongol clans will unite under your rule the invasion will start).It is preferable to use the "more reasonable nomad invasions" file if you play a nomad factions. Also because the upkeep is zero we strongly suggest playing on hard difficulty campaign setting - so you will still have a challenge when playing.</p><p>- The Timurid faction is fully enabled. Use the same indications as for the Mongols. They are allied with the turks and not at war with Russia but only with the mongols. Also mos of their units have upkeep so the faction will recieve a bit more money.</p><p>- The Papal States are playable with ease. Calling a crusade is a bit difficult though. Attacking a faction will excommunicate it instantly and you also get to play with the inquisitors. You have no family btw.</p><p>- Walachia, Moldavia, Zaragosa and the Hamburg region have been modified to better channel the neighboring factions historic evolution.</p><p>- Spain, France, Germany, Byzantines and Russia got 2-3 more units to help with their AI evolution.</p><p>- 1 year= 2 turns remains</p><p>- Starting ending dates remain like in 1f.</p><p>- Two additional files (in folders) have been provided in case you don't want to have the new factions enabled but keep the existing faction tunes or you want to have more reasonable nomad invasions.  </p><p>****************************************************************************</p><p><span style="text-decoration:underline;"><strong>Old - Modifications in version 1f:</strong></span></p><p> </p><p>- Starting date is 1054 and ending date 1630 (covers the need for more time).</p><p>- All factions playable except the unfinished ones by CA  (that will give CTDs opr miss buildings&amp;units).</p><p>- 1 year = 2 turns (seasons)</p><p>- Wallachian regions a bit stronger (most independent regions in the area - +2 units)</p><p>- Spain Armies a bit stronger. (+1 unit)</p><p>- Papal States playable - still WIP.</p><p> </p><p><span style="text-decoration:underline;"><strong>Old - Modifications in versions 1a-1e</strong></span></p><p> </p><p>-Small tunes to unit locations, rebels, money updates, extesnive testing.</p><p>*****************************************************************************</p><p><span style="text-decoration:underline;"><strong>DOWNLOAD LINKS:</strong></span> (RDM Moid: <strong>18.262</strong> cumulated downloads)</p><p><a href="http://www.modcraft.net/community/index.php?act=Attach&amp;type=post&amp;id=319" rel="external nofollow">NMA Last 1.8.0 Iron</a></p><p><a href="http://www.modcraft.net/community/index.php?act=Attach&amp;type=post&amp;id=266" rel="external nofollow">Last 1.7.7 Premium</a></p><p><a href="http://www.modcraft.net/community/index.php?act=Attach&amp;type=post&amp;id=263" rel="external nofollow">Last 1.7.6 Modcraft</a></p><p><a href="http://www.modcraft.net/community/index.php?act=Attach&amp;type=post&amp;id=258" rel="external nofollow">Last 1.7.5 Modcraft</a></p><p><a href="http://www.modcraft.net/community/index.php?act=Attach&amp;type=post&amp;id=257" rel="external nofollow">Last 1.7.4 Modcraft</a></p><p><a href="http://www.modcraft.net/community/index.php?act=Attach&amp;type=post&amp;id=250" rel="external nofollow">Last 1.7.3 Modcraft</a></p><p><a href="http://www.modcraft.net/community/index.php?act=Attach&amp;type=post&amp;id=225" rel="external nofollow">http://www.modcraft.net</a> </p><p><a href="http://www.modcraft.net/community/index.php?act=Attach&amp;type=post&amp;id=230" rel="external nofollow">Modcraft Server (Free mod hosting server)</a> </p><p> </p><p>The <strong>public </strong> discussion topic is this this one (TWC,ORG,PFF,MC)</p><p>The <strong>official</strong> dev thread is <a href="http://www.modcraft.net/community/index.php?showtopic=3684" rel="external nofollow">here</a>. </p><p> </p><p><strong><span style="text-decoration:underline;">Published by </span></strong><strong>Nevada Modding Association</strong> and developed by <strong>The Trivium Organization</strong>.</p><p><strong>Mod Developers</strong>: Burebista (Cain), Spartan, bdtj1815</p><p>(*Pls note that anyone can ask for membership and join the RDM mod team, NMA or TTO)</p>]]></description><guid isPermaLink="false">7372</guid><pubDate>Sat, 18 Nov 2006 12:46:09 +0000</pubDate></item><item><title>Namge change</title><link>https://swrebellion.net/topic/7447-namge-change/</link><description><![CDATA[<p>The NMA has been changed to MAI - Modding Arts Incorporated.</p><p> </p><p> </p><p><img alt=":)" src="https://swrebellion.net/uploads/emoticons/icon_smile.gif.d2fcb50195cd4691a8ea4f981448f4c9.gif" loading="lazy"> Nevada = casino and stuff</p>]]></description><guid isPermaLink="false">7447</guid><pubDate>Tue, 12 Dec 2006 18:25:02 +0000</pubDate></item><item><title>What happened to the PFF Mod?</title><link>https://swrebellion.net/topic/7154-what-happened-to-the-pff-mod/</link><description><![CDATA[<p>Did it get un-stickied or something? I can't find it. </p><p> </p><p>Don't say you deleted it. I wasn't finished. Do you hear me, I wasn't through!!!</p>]]></description><guid isPermaLink="false">7154</guid><pubDate>Mon, 09 Oct 2006 19:55:38 +0000</pubDate></item><item><title>[ROR] - Soldiers of the Empire</title><link>https://swrebellion.net/topic/6694-ror-soldiers-of-the-empire/</link><description><![CDATA[<p>Okay, my experimentation has led to some interesting ideas of my own, but I'd like to share them with you before moving to the next steps.  This thread is dedicated to the debate of unit composition of infantry squads.  Each company includes five squads, but what we'll be doing is debating the load out of each individual squad, for each arm of the Imperial Military.  The first two squads have already been implemented.</p><p> </p><p>Stormtrooper Squad: 10 Men</p><p>5 Stormtroopers with Blaster Carbines (3 shot burst fire, 300 meter range)</p><p>1 Stormtrooper with a Repeating Blaster (6 shot burst fire, 400 meter range)</p><p>4 Stormtroopers with a Blaster Rifle (Single shot firing, 400 meter range)</p><p> </p><p>Stormtrooper Scout Squad: 3 Men</p><p>3 Scoutroopers with Blaster Pistols (Single shot firing, 120 meter range)</p><p> </p><p>Imperial Army Squad: 10 Men</p><p>6 Troopers with Blaster Carbines (3 shot burst fire, 300 meter range)</p><p>2 Troopers with Flechette Guns (10 blasts per shot, 120 meter range)</p><p>2 Troopers with PLX-2M Micro Torpedo Launchers (5 shot burst fire, 400 meter range)</p><p> </p><p>Imperial Fleet Squad: 10 Men</p><p>4 Troopers with Blaster Pistols (Single shot firing, 120 meter range)</p><p>4 Troopers with Blaster Carbines (3 shot burst fire, 300 meter range)</p><p>2 Troopers with Blaster Cannons (Single shot firing, 400 meter range)</p>]]></description><guid isPermaLink="false">6694</guid><pubDate>Tue, 14 Mar 2006 05:57:58 +0000</pubDate></item><item><title>[ROR] - Progress Reports</title><link>https://swrebellion.net/topic/7034-ror-progress-reports/</link><description><![CDATA[<p>Well, thanks to the forum's sudden loss of an enormous amount of work and posts I might as well get started with some ROR progress reports.</p><p> </p><p>I've just finished the recruitment tree for Imperial Stormtroopers... As some of you may already know each Branch (Imperial Stormtroopers, Imperial Army, Imperial Navy, Alliance SpecForce, Alliance Army, and Alliance Fleet) will have its own recruitment tree. This tree will include five tiers for the mainstream units, a split of branch of specialists, and their own commando team.</p><p> </p><p>For Example:</p><p> </p><p>Imperial Stormtrooper Branch:</p><p> </p><p>Basic Infantry: <em>Imperial Stormtroopers</em></p><p>Specialized Infantry: <em>Imperial Storm Marines</em></p><p>Commando Infantry: <em>Imperial Storm Commandos</em></p><p> </p><p>I've also discovered something pretty interesting with the ground units while I was searching for a way to cut lag in the ground battles.</p><p> </p><p>It's possible to have armored units move and fight in formations (Squads like the Infantry).  When you use the infantry locomoter it dramatically cuts down the amount of lag in ground battles and enables us to have much larger scale engagements.</p><p> </p><p>I'm planing on releasing a short modification to the basic game called EAW - Grand Battles or something along those lines to showcase the change and the dramatic increase in scale it makes available to us.  Unfortunately I'm also going to have to make some dramatic changes as to how maps are designed to fully take advantage of this change... If you're familiar with the open environments that were in Total War, you should easily get an idea of what I want.</p>]]></description><guid isPermaLink="false">7034</guid><pubDate>Mon, 25 Sep 2006 14:58:36 +0000</pubDate></item><item><title>NMA - Gundam Invasion (EAW FoC)</title><link>https://swrebellion.net/topic/7026-nma-gundam-invasion-eaw-foc/</link><description><![CDATA[<p>Well thought I would add this back in on the forums and say that its still alive since Bex helped me keep it alive. Well this is just a basic mod that lets you play with any mobile suit I find interesting and let it loose in the Galactic Conquest for both Multiplayer and Singleplayer. I'm still thinking where I should put the mechs and tanks if it should be another faction but if that fails where else could it go? I find that mods are better when they also leave the other original factions alone and untouched to see how they would fair against your new faction(s). If anybody wants to help Bex mod up the units and me with the unit powers then your welcome to.</p><p> </p><p>One last thing, yes I maybe a mech addict but i'm still sane enough to leave Star Wars original and if you don't like anime well then tough luck  ;D Well its not dead since one unit is being rendered finally after 2 months -.- <span style="text-decoration:underline;">Don't blame me that modders don't want to help me, I asked everywhere.......</span></p><p> </p><p>When my unit is finally rendered it will be shown around only if anybody is interested  :<img alt=":)" src="https://swrebellion.net/uploads/emoticons/icon_smile.gif.d2fcb50195cd4691a8ea4f981448f4c9.gif" loading="lazy"> Well thats if work stops swamping poor bex here  :<img alt=":)" src="https://swrebellion.net/uploads/emoticons/icon_smile.gif.d2fcb50195cd4691a8ea4f981448f4c9.gif" loading="lazy"> If your interested post here to see the new weapon of war (if your out of the loop and don't know which unit i'm talking about).</p>]]></description><guid isPermaLink="false">7026</guid><pubDate>Fri, 22 Sep 2006 16:12:11 +0000</pubDate></item><item><title>[ROR] Topics - DUMB AI!!!</title><link>https://swrebellion.net/topic/6945-ror-topics-dumb-ai/</link><description><![CDATA[<p>Well my modding is begining to approach a playable level and I'm afraid there may be a major problem.</p><p> </p><p>The AI hasn't been doing much in my playtests and I'm afraid that my new tech tree may have something to do with it.</p>]]></description><guid isPermaLink="false">6945</guid><pubDate>Tue, 04 Apr 2006 19:26:30 +0000</pubDate></item><item><title>NMA - Regnum Dei Mod - Recruitement Topic</title><link>https://swrebellion.net/topic/7023-nma-regnum-dei-mod-recruitement-topic/</link><description><![CDATA[<p>Hi there,</p><p> </p><p>If you want to join the team who will create the <strong>RDM</strong> modification for <strong>MTW2</strong> pls. reply here. Our final design documents are still in work and we wil appreciate if you want help with them. Now we are proud to present our alpha splash screen:</p><p> </p><p><span>http://i7.photobucket.com/albums/y256/Cain2/RegnumDeiModFinal.jpg</span></p><p> </p><p>If you already have experience in modding pls. post links and project names were you worked before.</p><p> </p><p>Thanks,</p><p>Cain</p>]]></description><guid isPermaLink="false">7023</guid><pubDate>Thu, 21 Sep 2006 13:24:11 +0000</pubDate></item><item><title>[ROR] Topics - T-2B Armament</title><link>https://swrebellion.net/topic/6981-ror-topics-t-2b-armament/</link><description><![CDATA[<p>Okay I've been thinking about the T-2B's performance and I was wondering which of the following armaments would you prefer?</p><p> </p><p>4 Blaster Cannons (4 Shot burst with better armor penetration)</p><p>- Or -</p><p>4 Autoblaster Cannons (12 Shot burst with poor armor penetration)</p>]]></description><guid isPermaLink="false">6981</guid><pubDate>Fri, 07 Apr 2006 20:35:52 +0000</pubDate></item><item><title>ROR, Death Star and Total Realism</title><link>https://swrebellion.net/topic/6977-ror-death-star-and-total-realism/</link><description><![CDATA[<p>Hi Stellar, i'm a big fan of ROR and i'm also a big fan of SW - Total realism, wich is like a 1.04 patch or even a mini expansion to me. Do you think it could be a good idea to use some Total Realism features ? It would be so awesome ! Or even using TR like if it was vanilla EaW, meaning that you would mod Total Realism rather than EaW  ;D ( you can beat me if i'm an idiot, but it sounds good to me, and it would be easier to add TR features )</p><p> </p><p>About the Death Star - do you think it would be a good idea to have all the ground troops in a space battle garrisoned in the Death Star, if present, rather than waiting in their defenseless space transport ? Much like the Imperial heroes before the 1.03. I think the Death Star is big enough to carry troopers and AT-AT ... And it would be more logical, i guess.</p><p> </p><p>( About that, do the DS count as a capital ship when you want to use TIE Bombers in a ground battle ? And do you have an unlimited supply of TIE Fighters when doing the Death Star space battle ? I didnt build it since ages )</p>]]></description><guid isPermaLink="false">6977</guid><pubDate>Fri, 07 Apr 2006 15:56:45 +0000</pubDate></item><item><title>[ROR] - Development Images.</title><link>https://swrebellion.net/topic/6729-ror-development-images/</link><description><![CDATA[<p>What will come next out of Reality of Rebellion, see it now!</p><p> </p><p>The AT-ST/A makes its presence felt on the battlefield.</p><p><span>http://ror.250free.com/ROR_Screenshots/008.jpg</span></p><p><span>http://ror.250free.com/ROR_Screenshots/010.jpg</span></p>]]></description><guid isPermaLink="false">6729</guid><pubDate>Thu, 16 Mar 2006 01:28:15 +0000</pubDate></item><item><title>[ROR] - Positions open!</title><link>https://swrebellion.net/topic/6108-ror-positions-open/</link><description><![CDATA[<p>Well, with the end of ATOR mod its time to get the "Real" Mod started.  As such its time to assemble a mod team.  These are positions we'll need filled and those that have taken the positions.</p><p> </p><p><strong>Mod Coordinators:</strong></p><p> </p><p>Lead Mod Coordinator: </p><p><span style="color:#0000FF;">Stellar Magic</span></p><p> </p><p>Assistant Mod Coordinators:</p><p><span style="color:#0000FF;">Megajames</span></p><p> </p><p><strong>XML Scripters:</strong></p><p> </p><p>Lead Scripter: </p><p><span style="color:#0000FF;">Stellar Magic</span></p><p> </p><p>Assistant Scripters:</p><p><span style="color:#0000FF;">CyBS43</span></p><p><span style="color:#0000FF;">swgbex</span></p><p> </p><p>Lead Galactic Map Designer:</p><p><span style="color:#0000FF;">sven8136</span></p><p> </p><p>Assistant Galactic Map Designer:</p><p><span style="color:#0000FF;">Plokoon9619</span></p><p> </p><p><strong>Modelers:</strong></p><p><span style="color:#0000FF;">swgbex</span></p><p> </p><p><strong>Map Makers:</strong></p><p><span style="color:#0000FF;">Kingdark</span></p><p><span style="color:#0000FF;">Megajames</span></p><p><span style="color:#0000FF;">Sorgoth</span></p><p> </p><p><strong>Conceptual Artists and Skinners:</strong></p><p> </p><p>Skinners:</p><p><span style="color:#0000FF;">swgbex</span></p><p> </p><p><strong>Text File Coordinators:</strong></p><p><span style="color:#0000FF;">Zorromorph</span></p><p> </p><p><strong>Beta Testers:</strong></p><p><span style="color:#0000FF;">AT-AT Controller</span></p><p><span style="color:#0000FF;">Erzengel</span></p><p><span style="color:#0000FF;">Kingdark</span></p><p><span style="color:#0000FF;">Megajames</span></p><p><span style="color:#0000FF;">Plokoon9619</span></p><p><span style="color:#0000FF;">swgbex</span></p>]]></description><guid isPermaLink="false">6108</guid><pubDate>Tue, 14 Feb 2006 17:56:31 +0000</pubDate></item><item><title>Re: [ROR] Topics - Help with infrastructure.</title><link>https://swrebellion.net/topic/6908-re-ror-topics-help-with-infrastructure/</link><description><![CDATA[<p>Well, I've been working on the corporate tech tree and I've hit a problem, I'm on the verge of completely filling the command bar.  In an effort to keep that from happening I'm going to make it so that different corporations are only buildable on worlds that fit their needs.  I'm going to do this by giving an assignment of two values to each planet (These values aren't going to be in the code but expect them to appear in a world's description later).  The values will be raw material wealth, and local development level (a function of cultural wealth, technological complexity, and population).  The numerical values will be 1-5 as well.</p><p> </p><p>So... for example.</p><p> </p><p><strong>Coruscant:</strong></p><p>Local Development Level: 5</p><p>Raw Material Wealth: 1</p><p> </p><p><strong>Tatooiene:</strong></p><p>Local Development Level: 2</p><p>Raw Material Wealth: 2</p><p> </p><p><strong>Hoth:</strong></p><p>Local Development Level: 1</p><p>Raw Material Wealth: 1</p><p> </p><p><strong>Geonosis</strong></p><p>Local Development Level: 3</p><p>Raw Material Wealth: 5</p><p> </p><p>So, since I'm so busy I'd like you guys to compile those two values for all the planets in the game.  I'll then plug the values in to enable different corporations to be available with each group of values.  Thanks.</p>]]></description><guid isPermaLink="false">6908</guid><pubDate>Fri, 31 Mar 2006 17:30:52 +0000</pubDate></item><item><title>[ROR] - News</title><link>https://swrebellion.net/topic/6744-ror-news/</link><description><![CDATA[<p>I thought I'd start a news thread.</p><p> </p><p>Spring Break! I'll be offline for the next week, but that doesn't mean I'll be lazy, expect the next version of the mod a couple days after I get back. And to my fellow College Students, have fun and be safe!</p><p> </p><p>-Stellar_Magic</p>]]></description><guid isPermaLink="false">6744</guid><pubDate>Fri, 17 Mar 2006 15:58:01 +0000</pubDate></item><item><title>[ROR] - We Have a Website Now!!!</title><link>https://swrebellion.net/topic/6726-ror-we-have-a-website-now/</link><description><![CDATA[<p>After hours of work, and $50 bucks to destroy the pop ups and ads for a year I must announce that Reality of Rebellion now has a website!!!</p><p> </p><p><a href="http://ror.250free.com/" rel="external nofollow">http://ror.250free.com/</a></p><p> </p><p>Not all that cool right now, but its a start.</p>]]></description><guid isPermaLink="false">6726</guid><pubDate>Wed, 15 Mar 2006 22:40:18 +0000</pubDate></item><item><title><![CDATA[EAW MS:G & Heroes Playground - Recruiting]]></title><link>https://swrebellion.net/topic/6146-eaw-msg-heroes-playground-recruiting/</link><description><![CDATA[<p>Well I tried filefront and a modding forum MyZrael gave me but no luck. If anybody wants to help me with the mod then come forth so we can make this dream a reality and theres enough fans to support this mod  <img alt=":)" src="https://swrebellion.net/uploads/emoticons/icon_smile.gif.d2fcb50195cd4691a8ea4f981448f4c9.gif" loading="lazy"> I haven't updated my mod status in so long since I promised I wouldn't annoy anybody until release  <img alt=":P" src="https://swrebellion.net/uploads/emoticons/icon_razz.gif.de14df23ef87c928992d34b311e47262.gif" loading="lazy"> Well if anybody wants to help message or pm me. If not then well it will keep on getting delayed.</p><p> </p><p><strong>Mod Leader:</strong></p><p><span style="color:#0000FF;">Ghostly Substance</span></p><p> </p><p><strong>Assistant Leader:</strong></p><p>Open</p><p> </p><p><strong>XML coder:</strong></p><p>open</p><p> </p><p><strong>Singleplayer campaign Designer/Story teller:</strong></p><p>Possible - open</p><p> </p><p><strong>Multiplayer Coders(Adding in a Fourth playable faction):</strong></p><p>Open</p><p> </p><p><strong>Map/Planet Designers:</strong></p><p>Open</p><p> </p><p><strong>Modellers/skinners:</strong></p><p><span style="color:#0000FF;">MyZrael</span> - Kusanagi Ship/Mass-produced</p><p> </p><p><strong>Beta Tester:</strong></p><p>Open</p><p> </p><p> </p><p><strong>Hero Playground</strong></p><p> </p><p><strong>Mapper:</strong></p><p><span style="color:#0000FF;">Ghostly Substance</span></p><p> </p><p><strong>XML Coder:</strong></p><p>Open (Once full game comes into my hand of course I will be fiddling around)</p><p> </p><p><strong>Death Star Map</strong> </p><p>Description (If tools allow me): </p><p>This map will be for up to 8 players on a single map so 4 vs 4 if you want. Rebels will start you in an empty Hanger bay and the Imperials will start out inward in the more protected area of the map. Imperial Guards and free storm troopers will constantly pour out of the Elevator shafts to drive out the Imperials. I'll figure out the rest when the tools come out but there will be 2 other hangers which will be for AT-ST's, AT-AT's and those other vehicles (except Tie Scouts). The Second other hanger would be for Tie Fighters and Bombers and if anybody wants to expand on this they could or I could leave this something like Kuat.</p><p> </p><p><strong>XML Coder:</strong></p>]]></description><guid isPermaLink="false">6146</guid><pubDate>Thu, 16 Feb 2006 00:10:47 +0000</pubDate></item><item><title>[ROR] - Skirmish is a Seperate Game Entirely</title><link>https://swrebellion.net/topic/6713-ror-skirmish-is-a-seperate-game-entirely/</link><description><![CDATA[<p>Well I was banging my head on the table as I though about the manner in which skirmish differs from galactic conquest and came to some conclusions about how Skirmish will work in ROR.</p><p> </p><p>Ground Skirmish formations will be completely seperated from the galactic conquest and campaign formations, they will be different in their performance as well to reflect the difference in Gameplay that Skirmish will represent.</p><p> </p><p>Ground skirmish formations will have a rate of fire equal to Legendary units (With a few exceptions) but an accuracy equal to untrained formations, thus making combat swifter then in Galactic Conquest.  Also the skins used by the sides will be the normal ones from the game in Skirmish, while the skins used in Galactic Conquest will be of my own design  ;D  Also some units will not be available in skirmish mode, specifically those infantry formations that utilize custom skins (Army Troopers, Swamp Troopers, Hazard Troopers...)</p><p> </p><p>So Skirmish will play different then the primary campaign... no big deal.</p>]]></description><guid isPermaLink="false">6713</guid><pubDate>Wed, 15 Mar 2006 05:55:21 +0000</pubDate></item></channel></rss>
