Cain Posted January 20, 2006 Posted January 20, 2006 (edited) First - Make sure it works pls. before posting. It's virus free and you have a full set of instructions posted about what it does/enable and how to install it. Also if your work on versions - post your mod version too. Thank you all and keep up the good work,Cain PS. Only replys with a mod in it are allowed here. No questions from fans. Compiled Mod ListLegacy Of WarStargate CommandImperial Assault 2: Rise of the EmpireSW Empire at War: Reality of Rebellion ModThe Sith War Arises from the AshesEAWFile Starship TroopersThe Warlords Mod Demo ModsEmpire ModBryant's ModWarlord Mod Note: If a new version of a mod is submitted then I will delete the last. Pls be as descriptive as you can documenting all your changes. Also post small pictures linked to bigger ones or just links - something that represents the essence of your modification. Edited February 20, 2006 by Cain - The Trivium Organization - Community Manager -- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -
Chriz Posted January 20, 2006 Posted January 20, 2006 (edited) Here is of a small mod i made... Version 7:http://www.eawhq.de/index.php?go=downloads&dl_id=10 Version 4 :-Space battles are possible for Hoth, Asteroids, Tatooine-Activated imperial AI-More starting UNits for the Empire-starting money changeg from 20000 => 50000-more commandpoint (500)-made some Builddings buildable-"new" units T4-B [Tank]needs "Heavy Weapons Factory" Field Commander [soldier]needs "Officer Academie" Rebel Infiltrator [soldier]needs "Infiltrator Academie" Fleet Commander [space ship]needs "Officer Academie" Mon Calamari Cruiser [space ship]]Corellian Gunschip [space ship]Marauder Cruiser [space ship]]Assault Frigate MK II [space ship]]A-Wing [Fighter]Z-95[Fighter] You can download it at http://www.eawhq.de/index.php?go=downloads&dl_id=10(ignore the readme, i havent found time to translate and upload it again) How to install:1. Put the "swmod.exe" in the "Star Wars Empire at War Demo\GameData" directory2. Move "Resources", "Scripts" und "Xml" into the "Star Wars Empire at War Demo\GameData\Data"3. Now simply start "swmod.exe" Edited February 9, 2006 by Cain
di-chan Posted January 20, 2006 Posted January 20, 2006 (edited) I spend some time in the XML Sheets and found a way to remove locked planets, one at a time. So i spend the whole day until i finily had enough Systems up and running. So what do you get with the small universe mod: 1. 22 playable Systems2. new starting Point for the Empire3. one new Hero for each side4. Ki turned on5. Each Planet has a combination of the 4 available maps(currently taken out due to some problems)6. compatible to Chriz mod(Starting Resources and some other features do not work, because they use the same files)7. it now contains 2 Folders, one for the rebels and an other for the Empire And here is the link:http://www.dizzyspages.de/small_universe Ups, forgot the installation instructions.... Simply but the XML-Folder into your Gamedata/Data folder Edited January 22, 2006 by di-chan
Cain Posted January 23, 2006 Author Posted January 23, 2006 (edited) Demo Patch Mod 1.3 (Rebel) Based on Bryant's Mod V1.5 mod Please give also credit to Bryant Malaski (Bryant.Malaski@gmail.com) The Demo Patch Mod 1.3 contains: -Play as rebels.-Enabled Imperial Galactic AI.-Pirates are enabled and agressive-20 Planets fully textured in GUI.-Fixes stations that cannot explode. (PM me for anyone that still does not explode)-Reb/Imp stations cost more.-Rebel/Imp level 2-5 stations have one extra level 1 backup shild generator to be activated after the base looses the original. (Fixes station no explode bug)-Longer spawn time in space stations (Fighters/corvettes from 10 sec to 20 sec ).-No known crashes.-No trade routes (they look ugly anyway)-Each side starts with one planet and only 500 credits each.-Tech Level decreased on both sides to 1. (0 is not fun)-Vader,Emperor and Kenobi removed due to crashes in tactical space.-Heroes in the mod:Kyle_Katarn, Han_Solo, Sundered_Heart, Home_One, Mon_Mothma, Piett, Mara_Jade, Grand_Moff_Tarkin, Boba_Fett, Emperor_Palpatine, General_Veers.-Two systems are in pirates hands. -The Imperial AI will expand very fast in the galaxy and will kick your rebel scum a**.-Hyperspace speeds have been changed / Solo=2.0, fighters=1.5, corvettes=1.0, cruisers&frigates=0.6/0,5, capital fero ships=0.4, Mon Cal and ISDs=0.3 and troop transports=0.2-Small fixes done between 1.2 and 1.3 To install:Copy/Paste the .xml files from the /Demo Patch Mod 1.3/XML/ folder into your Demo\Gamedata\Data\XML (Remember to back up yours)Enjoy - Cain PS. The DPM 1.3 Mod is attached here in this topic. Edited January 23, 2006 by Cain - The Trivium Organization - Community Manager -- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -
SirNuke Posted January 23, 2006 Posted January 23, 2006 SirNuke's Mod v 1.9 is released Base of OperationsDownload from RapidShareBackup link (Please RapidShare if possible) Extract the included xml folder to the \Program Files\LucasArts\Star Wars Empire at War Demo\GameData\Data directory. This version has no game stopping bugs (to my knowledge). The goal is to mod the demo so that plays as close to a real campaign in the full version of EaW, as possible. This release fixes all models, mostly fixes the technology tree, and removes the hypervelocity gun The enabled campaign will take multiple hours to complete (I so far have not completely beaten it), since it starts from only a few planets, at tech level 1, with few credits (8000) and with almost all of the planets controlled by pirates. Please email me with any bugs. Thanks to Bryant for the legal method of getting around the Demo's unit restrictions, and for the people who have emailed me bug reports. Zing!
Bryant_pff Posted January 23, 2006 Posted January 23, 2006 (edited) Well guess what guys, I moded the Galactic AI, and when you play against the rebels on hard within 5 minutes they are allready taking planets and building up forces. Also same for the Imps AI, there is no more of a challenge out there! Features:Rebel Full Tech CampaignRebel Level 1 Tech CampaignEmpire Full Tech CampaignEmpire Level 1 Tech Campaign Whats New In Version 2.0 -Special Thanks to Cain for the Help: Death Star Fully Disabeled.Harder, More Agresive AI.Tweaks here and there.Disabled Heros that cause exceptions.Rebel Officer Acedemy Enabled.Fixed Space Stations. YOU CAN KILL THEM NOW!IPV-Patrol Craft added to the Empires Build List.Rebel AI VERY Agresive when playing as Empire.Fully Operational Pirates, with fleets and asteroid bases. Please give all credit to Bryant Malaski (Bryant.Malaski@gmail.com) To Instal: Please Note: I have gotten Countless emails asking how to edit the xml to instal the Empire, please do not overthink this,it is a simple copy and past of the Campainsingleplayer.xml file and the Factions.xml file in the "Empire Full Tech" Folder in the download 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\Empire Full Tech\ and past them into the XML Folder.To Play the Level 1 Empire Copy the Files From ...Demo\Gamedata\Data\XML\Empire Tech 1\ and past them into the XML Folder.To Play as the Empire Copy the Files From ...Demo\Gamedata\Data\XML\Empire Full Tech\ and past them into the XML Folder.To Play the Level 1 Empire Copy the Files From ...Demo\Gamedata\Data\XML\Empire Tech 1\ and past them into the XML Folder. Known Bugs:Space Retreat Hardcoded, Cannot Change, sorry you lost your fleet man, your screwed.Some maps say it supports more then 6 buildings, but because this mod uses the Tatoonie map, it can only hold a max of 6, else the game finds an exception. ZIPhttp://www.eawnexus.gamingsource.net/downloads/BryantsModV2.zip Edited February 4, 2006 by Bryant_pff Empire At War: NexusYour One Site for All your EaW modding needs!http://eawnexus.gamingsource.net/bannersandbuttons/nexussig.gif
Adthrawn_pff Posted January 26, 2006 Posted January 26, 2006 (edited) Empire mod for Chriz mod 5 This is a mod by me. It has all models that are in the demo. It's a very easy version because of balanceing issues. Edited February 8, 2006 by Cain
chr0n1x Posted January 26, 2006 Posted January 26, 2006 Empire Mod v1.2by Chr0n1x Note: I will be adding Kuat, and Mon Calamari next version and then I will be reinstating the requirements for buildding an ISD/MonCal, you will have to control either Sullust, Mon Calamari or Kuat, but don't worry, Kuat will be given to you in the beginning, make sure you hold it! Changelog:<--v1.2-->Enabled Fire HyperVelocity Gun buttonAdded Story for EmpireIncreased Reload Time for Ion CannonIon Cannon does not affect objectives in land battles anymoreHypervelocity Gun does not affect objectives in land battles anymoreFixed double hero bug(I think), thanks to DarkArjapaAdded Sullust, Geonosis, Eriadu and Corellia To install, simply extract & overwrite the xml, Scripts and Text folder to \GameData\Data Folder, this will work with any version of my mod 1.0+unless specified. To Uninstall: Delete your xml and Scripts folder, then go into your text folder, delete MasterTextFile_ENGLISH.dat and rename Backup__MasterTextFile_ENGLISH.dat to MasterTextFile_ENGLISH.dat D/L: http://files.filefront.com/empiremod12rar/;4668202;;/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
Necro Posted February 5, 2006 Posted February 5, 2006 (edited) Small mod-fix type dealy, no land battles for those space enthusiasts! Edited February 5, 2006 by Cain
Cain Posted February 5, 2006 Author Posted February 5, 2006 (edited) >>> EAW: Warlord - 6.0 - Total Mod Expansion <<< Added in Warlord MTE v6.0-Removed more invisible buildings or supplimented with other existing models.-Fixes the new optional AI modes-Fixes tp Zaarin faction when playing Imp or Reb (Gives them a better chance)-Piett ISD ship is now red.-The bigger planets have now only 6 land slots since that's how much Tattoine map can take.-Some buildings tech silce fixed error.-Infiltrator fixed Added in Warlord MTE v5.0- New ISD ships (Zaarin and Piett)- New unit color for Zaarin's faction (to avoid confusions)- Zaarin can assoult planets with more than one troop.- He is an Admiral so his ground troops support is limitated. His gorund companies have huge costs to build and mantain. (necessary fix-plays well with the story) - The HomeOne has now his own escort and has a limitated number of fighter squadrons on board - his scale and weapons have also been improved.- Fxeshave been done to reb space station 3 to enable it to explode.- Tartan no hull explosion bug is now fixed.- New play mode added (All start with one planet)- Optional new file for difficulty settings- Remaining invisible units removed.- Hero / Troops size issue fixed.- And many other fixes that don't require listing Screens from The Mod:1. Zaarin troops assoulting my empire on their own.2. Tartan Bug Fixed (The hull never exploded after death)3. Piett's own Accuser (Imperial Color for better recognition in battle-this ship only shows up when Piett is in space- Piett's double ico bug is also fixed) http://photobucket.com/albums/y256/Cain2/th_ZaarinTroopsAssoulting.jpghttp://photobucket.com/albums/y256/Cain2/th_TartanBugFixed.jpghttp://photobucket.com/albums/y256/Cain2/th_PiettsShip.jpg 1.The HomeOne can spawn his own limited number of fighters.2. Me commanding Zaarin's forces in an invasion3. Three fully playable factionshttp://photobucket.com/albums/y256/Cain2/th_HomeOneSpawn.jpghttp://photobucket.com/albums/y256/Cain2/th_AfterlandingwithZaarintroops.jpghttp://photobucket.com/albums/y256/Cain2/th_3FactionsSP.jpg 1.The Droids now work (Normal Setting)2. Zaarin Personal Ship and him. (The Prototype TIE's only spawn from his ships and his ship is not respwanable after death - take care of it - it is also very powerful)3. The special weapons work - but their power is diminished as well as their firepower ratings.(You see here a hypervelocity in actions - Zaarin can build it too)http://photobucket.com/albums/y256/Cain2/th_DroidsWork.jpghttp://photobucket.com/albums/y256/Cain2/th_TIEAdvanced.jpghttp://photobucket.com/albums/y256/Cain2/th_HyperVelocity.jpg 1. And Again - the space retreat and land retreat fully work.2. Battle between brothers.3. Piett's ISD destruction.http://photobucket.com/albums/y256/Cain2/th_Hyprspacejump.jpghttp://photobucket.com/albums/y256/Cain2/th_ZarrinsRevolt.jpghttp://photobucket.com/albums/y256/Cain2/th_DefeatofPiett.jpg Changes in WTME 4.0:-Fully enables the land and space retreat for Imps, Rebs and Zaarin-Fixes to invisible land units.-Fixes to some planets problems.-Polishing of Zarrin faction (*You can only assoult with one unit - use an AT-AT, be careful and bomb the hell out of the enemy while playing on easy)-Fixes VSD unilmited build pop cap-4.0 makes the mod 99,9% playable-Many internal .xml fixes-Report any new bugs on the official topic or in the NMA subforum. Added in Warlord MTE v3.0 - You can now fully build VSDs, ISDs, MCs, etc.- Fixed problematic planets (lemme know if you spot new ones)- Snowspeeders enabled with Y-Wings hulls (They are a nice ground support but I don't think they can cable tow)- Zarrin can now build troops - so its easy to defeat the rebs and imps (but he still can invade with one at a time - lack of suitable transports for his revolt)- Enabled the building of ground large turbolaser's defences.- Fixed the space stations issues - you can now build up to level 5.- A better structurated build tech queque- Build queque icons fixed - they no longer show unbuildable structures or units.- Ion Cannons enabled- Retreat is still possible for both sides on land (Zarrin can do it in space too)- New imp structures enabled. (Lemme know if you spot buildings without model or any other issue. This mod build should be 99% stablie and very polished) Added in Warlord MTE v2.0:-Removed all known missing units.-The C3PO droid is added back in the game/-Fixed Bestine space map crash-Added the land retreat ability for rebs and imps(*pure luck - hope it works on your demo too/maybe someone mods it for the space one too)-Note: Zaarin still has both the space and land retreat ability.-Gameplay research - New mod play mode recommended is now availeble.-Tip: Play with the AI on low or medium if you don't want to loose miserably.-Lokecd units&buildings icons are still visible but they are next to the same but enabled ones -Other small general fixes to fighters/ships build time/location and space station level required.-Better shields to cap ships (Mon / ISD) Added in Warlord - Total Mod Expansion:- You can play with the alliance (standard mode/full tech&credits mode) - You can play with the empire (standard mode/full tech&credits mode)- You still can play as a third faction (Zaarin)- Space maps that spawn Nebulon firgates were removed- Fixes to 3 planets that were misssing GUI texture- Fixes to fighters movement- Fixes AT-AT firepower normal against troops- Many space battles crashes removed (if you spot any PM me)- Fixes missing space stations in actual 3D battle- All existing heroes are in. Added in "Zaarin" 1.3: -You are able to build imperial buildings and defenses.-Troops (human) scale and mobility has been improved towards realism.-Known crashes removed.-You are able to call down reinforcements when the planet is allowing it.-Use your bombing runs carefully.-Use your ground troops carefully since they are your loyal troops and the only ones who followed you in this private rebellion. General aspects of the Mod: -This mod is designed to be hard, challenging and fun and you start with only one planet - expanding from that one.-Play the game as a third faction that has followed the Admiral Zaarin in his revolt against the Empire.-Adds all existing heroes and you will have to face them all in battle. (*Kyle_Katarn, Han_Solo, Sundered_Heart, Home_One, Mon_Mothma, Piett, Mara_Jade, Grand_Moff_Tarkin, Boba_Fett, General_Veers.)-Your action as an admiral to turn against the empire has offered you enough support from the imperial fleet at Corellia and the main space station and shipyards in that system - this will allow you to build all the imp ships and buildings.-This uprising has created chaos in the galaxy and many rebel or imperial troops will decide to join your army in battle (*you never know)-Tarkin and his armada is after you and you will not be a friend of the rebellion too.-See how the galactic civil war is evolving right before your eyes and how the rebel AI battle the imperial AI as you can stop them defeating the Rebels and the Palpatine's Imps and rule the galaxy for your self.-Your ground troops will be limited on what you start with - this is more of an imperial fleet rebellion.-New* Be able to retreat your forces from space battles or land battles.-New* The scale of the troops and fighters has been corrected to a more acceptable size as well as their speeds.-New* The other factions AI will partially ignore you if you not upset them.-New* Unit speeds have been modded towards a bit more SW movie realism.-New* 22 planets have been enabled (*but only on with the few maps that are available in the demo)-New* trade routes have been added.Etc. Enjoy - Cain (*Please also give credit to NMA Nevada Modding Association )http://pff.swrebellion.com/http://www.swrebellion.com/phpBB3/viewforum.php?f=3.0 PS. Full play may still be required in case of bugs pls. report them to me in the offical topic:http://pff.swrebellion.com/index.php?topic=2257.0 Download Link - WMTE 6.0 Mod:http://pff.swrebellion.com/index.php?action=dlattach;topic=1955.0;attach=415 Turbolaser 3 Fix:http://pff.swrebellion.com/index.php?action=dlattach;topic=1955.0;attach=447 NOTE: To use the Ai's xmls from WTME 6.0 mod in your mod will require you mentioning in all your mod/info/credits the source of this fix: "Space retreat option availeble thanks to: Warlord TME v6.0 Mod, By Cain, NMA: Nevada Modding Association and PFF: Petroglyph Fan Forums."It is just something I want - to credit our efforts in discovering this. Its up to you in the end to decide - Thanks. Edited February 13, 2006 by Cain - The Trivium Organization - Community Manager -- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -
Star Wars Man Posted February 6, 2006 Posted February 6, 2006 (edited) EAW SW Man - MM Mod Modificatin 1.0 (finally). What it does is: -Increases Size Of ISD-Increases Home One Size-Increases Correlian Corvette Size-Home One Now Has 10000 Health Hardpoints (he is, after all, the main ship of the Alliance)-ISD has 500 health Harpoints (still working on it)-5 man Y-Wing Squadrons-Other Edits Note: I have the approval to use Cain's WTME - newest 6.0 mod version as a base for my modification.*Space retreat option available thanks to: Warlord TME v4.0 Mod, By Cain, NMA: Nevada Modding Association and PFF: Petroglyph Fan Forums.* Link To Mod Edited February 6, 2006 by Star Wars Man http://img525.imageshack.us/img525/3269/pffuserbar2globalmodnx9.jpg
Stellar_Magic Posted February 7, 2006 Posted February 7, 2006 A Taste of Rebellion Beta V0.4 ROR and NMA Team Project: A Taste of Rebellion modification BETA V0.4 NOTE: This is a Beta version, several units haven’t had their stats and cost adjusted yet to the new format. Most of these units are units which haven’t been given a cost suitable for their utility. Images:http://img.photobucket.com/albums/v436/StellarMagic01/NewGalacticMap.jpghttp://img.photobucket.com/albums/v436/StellarMagic01/ExtremeCloseup.jpghttp://img.photobucket.com/albums/v436/StellarMagic01/AllianceAssault.jpghttp://img.photobucket.com/albums/v436/StellarMagic01/AccurateScaling1.jpg Features included in V0.1: 1.) 12 Member Starfighter Squadrons 2.) 40 Man Infantry Platoons 3.) Revamped weapon system 4.) Realistic unit capabilities 5.) Accurate costs for procurement of finished units. 6.) Space Battle Unit Cap increased to 100 (You'll probably never reach it though) New Features in V0.2: 1.) A Planet’s Credit value is directly tied to the world’s taxable population; this has made some worlds much more valuable then before, and others almost worthless. 2.) Dramatically increased the cost of buildings and space stations as an interim measure to counterbalance the increased income from 1. 3.) Reworked the speed value of all units. 4.) Reworked the population value of units to reflect the size of their crew (1 Pop Point = 1,000 Crewman), a number of corvette class ships and all starfighter squadrons have 0 pop value. 5.) Disabled the Ion Cannon and Hypervelocity Gun. 6.) Temporarily removed training levels for rebalancing. 7.) Assigned all heavy frigates and destroyers to be available only on certain worlds. 8.) Reworked the rebel starting position for the demo campaign, removed all space units (Except Pirate units) from the game’s start. (Later I’ll put the hero units back in.) 9.) Fixed a number of UI problems with certain worlds. 10.) Added an Imperial version of the Nebulon B to the build list for the empire, the AI will build them, but not all that often. New Features in V0.3: 1.) Revamped the acceleration system of all the starship and starfighter units. 2.) A brand new galactic map based on the accurate positions of known planets. 3.) A rebalance of costs for units and assignment of damage classes to the fighters. New Features in V0.4 1.) Revamped acceleration system for ground units. 2.) Reworked weapons of ground troops, infantry now fire much faster (400 rpm). 3.) Tweaks to unfinished units. 4.) Improved and more usable Galactic map 5.) Slower hyperspace speed. Thanks go to Bryant’s 2.0 Modification upon which this mod is based, Cain for his support and sharing of information and the entirety of the EAW Modding community. Space retreat option available thanks to: Warlord TME v4.0 Mod, By Cain, NMA: Nevada Modding Association and PFF: Petroglyph Fan Forums. Installation:Just extract the Data folder and place it in the game’s GameData Directory. That’s it. Note:Downloading this mod may cause your existing mods not to work, backup any mod and install on a clean version of the EAW Demo. Also this file will replace the original Text lists of names for vessels with ones from the Star Wars unofficial encyclopedia. Downloadhttp://pff.swrebellion.com/index.php?action=dlattach;topic=1955.0;attach=421 Forum and RPG Membership:http://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsTC.jpghttp://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsRPG2.jpg Signature:Sufficiently advanced technology would be indistinguishable from Magic. -Arthur C. Clarke
Bodin Posted February 20, 2006 Posted February 20, 2006 (edited) Space Commander | Core Conquest V3.0 - Play as the Rebels or the Empire -- Same Features as the other two -- New Galactic Map, the Core of the Galaxy -- Space Commander, so land battles disabled -- Realistic ships - - Empire Ships are now bigger and powerful - - Rebel Ships are now a bit bigger, faster and more manuverable - - Fighters are scaled now, their speed balanced -- Retreat Enabled -- The Mon Calamari Cruiser now spawns 2 X-Wing Squadrons and 1 Y-Wing Squadron -- Alderaan and Coruscant Additional Pop Cap and income increased -- Death Star enabled -- Hyper-Velocity Gun enabled -- Ion Cannon enabled -- Home One can now spawn 2 X-Wing Squadrons, 1 Y-Wing Squadron and 1 A-Wing Squadron -- Fixed Home One Spawning Problems - - Cain :: Lots of help, thanks -- Cain :: Enabling the Retreat guide -- Cain :: Warlord Mod 6.0, needed two things from that - I have permission from him to borrow them, thanks a lot again -- My brain :: Yet again -- EAWH and PFF :: Great and helpful comunities - To play as the Rebels copy the Xml files from Rebel Play Mode in the XML folder and chooseyes when asked to replace. Do the same when you want to play as the Empire only from theEmpire Play mode. Downloadhttp://pff.swrebellion.com/index.php?action=dlattach;topic=1955.0;attach=462 Edited February 20, 2006 by Cain BODiNEmpire at War ModderPFF Moderator
Star Wars Godzilla Ruler Posted May 7, 2007 Posted May 7, 2007 Any more COMPLETE mods out there that are good? By the way, I'm writing this in May of 07, the last time someone posted on this was February 06! I wonder why people aren't reading or posting for new mods.
Empireftw Posted May 8, 2007 Posted May 8, 2007 Most likely becuase this is for demo mods most of these people have the full game now. http://i12.photobucket.com/albums/a245/loverdog/pffuserbar2.jpg
HK-47 Posted May 8, 2007 Posted May 8, 2007 (edited) lolI'm writing this in May of 07, the last time someone posted on this was February 06! I wonder why people aren't reading or posting for new mods.They ARE posting for new mods!!! Take a look at the other topics of the General Workshop Board... Most likely becuase this is for demo mods most of these people have the full game now.^Yep... I think modding the game demo is now completelly useless... Wish good mods? Take a look at the Hosted Projects board and make some searchs throughout the forums and EaW Files, also I recommend the already 'finished' mods for FoC from: Jeteye, Droid803, 1upD, Major Payne, z3r0x, Mr. Caine and many others that I forgot now... ;D Edited May 8, 2007 by HK-47
1upD Posted May 8, 2007 Posted May 8, 2007 They ARE posting for new mods!!! Take a look at the other topics of the General Workshop Board... LOLWhere were you godzilla? Thanks for mentioning me! But, my beta mod isn't actually on EaWfiles yet... I would reccomend D803's. It adds the Mandalorians as a new playable faction. "I feel fantastic and I'mStill Aliveand when you're dying I will beStill Aliveand when you're dead I will beStill AliveSTILL ALIVE"~GLaDOSAnybody who thinks Palpatine is a sepratist knows NOTHING about star WarsWhen in doubt- rocket it.Dowload The Underworld's Might beta from Filefront!
commander_cody Posted June 19, 2007 Posted June 19, 2007 thanx for this sticky, it really helps. *Beta Tester*XML & Master Text File Coder*Icon Maker & Editer*MapperMy hosted site: http://hosted.filefront.com/DrkSbr22My email: dark_sabre22@yahoo.comMy Filefront Forums user name: DrkSbr22
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