chr0n1x Posted January 20, 2006 Posted January 20, 2006 They are out already, mods for Empire at War have been released.Add more units to build:http://www.lucasforums.com/showthread.php?p=1996403(Direct: http://rapidshare.de/files/11370039/chriz_mod2.rar.html ) Build an ISD:http://www.lucasforums.com/showthread.php?t=158864(Direct: http://rapidshare.de/files/11407089/VSD_EAW_DEMO_UNLOCK.rar.html ) My No Intro mod http://chr0n1x.no-ip.info/eawnointro.rar http://i2.photobucket.com/albums/y38/Chr0n1x/sig.gif
budious Posted January 22, 2006 Posted January 22, 2006 I found this one at rage3d... http://www.rage3d.com/board/showthread.php?t=33842444 1.5 Zip:http://www.eawnexus.gamingsource.net/mods/Bryant's%20Mod%20R1.5.zip1.5 Rar:http://www.eawnexus.gamingsource.net/mods/Bryant's%20Mod%20R1.5.rar This is Release 1 of Bryants Mod. This mod edits the EaW Demo WITHOUT tampering with the exe file in any way. Features (All meaning all that are in the demo):Full UniverseAll BuildingsAll FightersImperial AITrade RoutsHerosAggresive Imperials who ATTACK YOU. (For Some Reason only they only do it on hardmode)Whats New?:No More Death StarNew Rebel UnitsEmpire UnlockedAll Empire TechRealistic EaW CampainPirate Fleets Please give all credit to Bryant Malaski (Bryant.Malaski@gmail.com) To Instal: Copy the XML Folder that is in the RAR or Zip to your Star Wars Empire at War Demo\Gamedata\Data\ Folder To Play as the Empire Copy the Files From ...Demo\Gamedata\Data\XML\Play as Empire Full Tech\ and past them into the XML Folder.To Play the Level 1 Tech Campaign Copy the Files From ...Demo\Gamedata\Data\XML\Demo Campaign Level 1 Tech Start\ and past them into the XML Folder.To Go Back to the Original Version Copy the Files From ...Demo\Gamedata\Data\XML\Default Rebel Files Backup\ into the XML folder. Known Bugs: Imperial Space Stations Final 4% can only be destroyed by fightersInvisible BuildingsRebel AI Not Working "In the future it will become easier for old negatives to become lost and be 'replaced' by new altered negatives. This would be a great loss to our society. Our cultural history must not be allowed to be rewritten." - George Lucas, 1988. [u.S. Congressional hearing testimony on film preservation.] My old Rebellion site (very web 1.0) - Bud's Korner and Rebellion Strategy
chr0n1x Posted January 22, 2006 Author Posted January 22, 2006 Empire Mod v1.1by Chr0n1x Features:Play as the Empire!Access the empires arsenal!Fight the full force of teh Rebellion!Build the Venator!Build Captain Piett's Star DestroyerUse Mara Jade and her force abilitiesHire SmugglersTake Control of more planets.Use Boba Fett, and his ship Slave 1Fight Han and Chewie, he does steal your vehicles!Rebel AI (Works very well now!) All releases after 1.0 will come in patch form requiring the 1.0 swmod.exe executable to be installed, since it never changes.To install the patch, keep/get the 1.0 .exe file, and overwrite your xml folder with the one contained in the patch archive. D/L v1.0 Full: http://files.filefront.com/empiremodrar/;4649118;;/fileinfo.html D/L v1.1 Patch: http://files.filefront.com/empiremod10_11patchrar/;4649193;;/fileinfo.html Contact:Petroglyph Fan Forums Thread: http://pff.swrebellion.com/index.php?topic=1980.0Email: chr0n1x@clonetrooper.com Since I have not posted 1.0 here before, there is the link, download that then the patch, and follow instructions. http://i2.photobucket.com/albums/y38/Chr0n1x/sig.gif
chr0n1x Posted January 22, 2006 Author Posted January 22, 2006 Empire Mod v1.1.1by Chr0n1x Hotfix for version 1.1 Changelog:<--v1.1.1-->Changed starting credits to 15,000 for better gameplayFixed Coruscant map bugSet starting tech to a low level, so you can build up. D/L: http://files.filefront.com/empiremod10_111patchrar/;4649741;;/fileinfo.html Contact:Petroglyph Fan Forums Thread: http://pff.swrebellion.com/index.php?topic=1980.0Email: chr0n1x@clonetrooper.com http://i2.photobucket.com/albums/y38/Chr0n1x/sig.gif
budious Posted January 22, 2006 Posted January 22, 2006 Nice mod chr0n1x... more stable than Bryant's, I can't fight more than one battle before the game crashes. I fought about 4 before your's crashed, I had moved the fleet from Coruscant and when the rebs arrived and initiated a ground battle... poof... exception error, but by far the most playable of the mods I found yet. "In the future it will become easier for old negatives to become lost and be 'replaced' by new altered negatives. This would be a great loss to our society. Our cultural history must not be allowed to be rewritten." - George Lucas, 1988. [u.S. Congressional hearing testimony on film preservation.] My old Rebellion site (very web 1.0) - Bud's Korner and Rebellion Strategy
budious Posted January 23, 2006 Posted January 23, 2006 chr0n1x, what were the changes to the swmod.exe ? I ask because I used ur modified XML files with the sweaw.exe and didn't find any noticeable changes. "In the future it will become easier for old negatives to become lost and be 'replaced' by new altered negatives. This would be a great loss to our society. Our cultural history must not be allowed to be rewritten." - George Lucas, 1988. [u.S. Congressional hearing testimony on film preservation.] My old Rebellion site (very web 1.0) - Bud's Korner and Rebellion Strategy
chr0n1x Posted January 23, 2006 Author Posted January 23, 2006 Eh what the, swmod.exe should have unlocked those buildings and ships that say "Locked in Demo", so you can access everything. http://i2.photobucket.com/albums/y38/Chr0n1x/sig.gif
budious Posted January 23, 2006 Posted January 23, 2006 (edited) Ah... your right. I assumed it was tech level lockout. I found most of the crashes in land/space combat are from characters that have icon/abilities in the demo but don't have the associated model. Bryant's mod has Palpatine/MonMothma in it which gives each teams homeworld a 25% production discount, can you tell me how to modify the XML in your mod to test those characters? And any chance of using your six planet layout as rebels? Pic from my game earlier... Rebel AI is a bit tarded in this demo: A space station, home one, and oh... 80+ transports? I got a pretty high-end system and things were crawling, in fact the screenshot got some matrix motion to it http://mywebpages.comcast.net/mmoldavan/images/eaw_rebel_transports_small.jpg (1280x1024) http://mywebpages.comcast.net/mmoldavan/images/eaw_rebel_transports_small.jpg Edited January 25, 2006 by budious "In the future it will become easier for old negatives to become lost and be 'replaced' by new altered negatives. This would be a great loss to our society. Our cultural history must not be allowed to be rewritten." - George Lucas, 1988. [u.S. Congressional hearing testimony on film preservation.] My old Rebellion site (very web 1.0) - Bud's Korner and Rebellion Strategy
budious Posted January 23, 2006 Posted January 23, 2006 (edited) Cinema view is especially sweet! To everyone complaining about the graphics, they are as good as you can get with as many ships in combat. The jpg compression takes away some of the image quality of the attached shot, but here is the game at 1920x1200 from a nVidia 7800GTX Go powered laptop with chr0n1x's mod in play. http://mywebpages.comcast.net/mmoldavan/images/eaw_ps_5.jpg full size 1920x1200: http://mywebpages.comcast.net/mmoldavan/images/eaw_1920_1200_5.jpg Edited January 25, 2006 by budious "In the future it will become easier for old negatives to become lost and be 'replaced' by new altered negatives. This would be a great loss to our society. Our cultural history must not be allowed to be rewritten." - George Lucas, 1988. [u.S. Congressional hearing testimony on film preservation.] My old Rebellion site (very web 1.0) - Bud's Korner and Rebellion Strategy
happil Posted January 24, 2006 Posted January 24, 2006 Anyway i can get a full descrip on what to do to get these files to work. I have unziped them into the eaw/gamedata/data folder but nothing has happened.
budious Posted January 24, 2006 Posted January 24, 2006 Put the swmod.exe in the Star Wars Empire at War\GameData folder. The rest should go in ...\Data\XML folder run swmod.exe to play "In the future it will become easier for old negatives to become lost and be 'replaced' by new altered negatives. This would be a great loss to our society. Our cultural history must not be allowed to be rewritten." - George Lucas, 1988. [u.S. Congressional hearing testimony on film preservation.] My old Rebellion site (very web 1.0) - Bud's Korner and Rebellion Strategy
DarthTofu Posted January 24, 2006 Posted January 24, 2006 Wow... Might have to make that pic my avatar and/or sig Sweet looking screen shot, there. 12/14/07Nu kyr'adyc, shi taab'echaaj'la Not gone, merely marching far away
chr0n1x Posted January 24, 2006 Author Posted January 24, 2006 Empire Mod v1.1.2by Chr0n1x Changelog:<--v1.1.2-->Removed Ion CannonsFixed bug where AI would "build" any heroReduced AI agressivenessFixed Hardpoint issue with space stations higher than lvl 2 D/L: http://files.filefront.com/empiremod10_112rar/;4658962;;/fileinfo.html Contact:Petroglyph Fan Forums Thread: http://pff.swrebellion.com/index.php?topic=1980.0Email: chr0n1x@clonetrooper.com http://i2.photobucket.com/albums/y38/Chr0n1x/sig.gif
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