RogueJedi Posted January 23, 2006 Posted January 23, 2006 There were lots of planets using the space and/or land map that already had units on them, is this fixed? (I fixed it manually for myself, but have since removed the file.) Also, removing mothma but not palpatine makes it unbalanced since they both reduce costs of everything at the planet. There's a bug (and this might even be a EaW bug not a mod bug) where if you raid a planet, and kill everything in the raid, you will not capture the planet and your units will get stuck on the ground until you bring in another unit to assault normally. Another note: The fix that was posted earlier to get rebel ai working doesn't seem to do the job, at least not until about half an hour into the game.
Sparky Posted January 23, 2006 Posted January 23, 2006 There's a bug (and this might even be a EaW bug not a mod bug) where if you raid a planet, and kill everything in the raid, you will not capture the planet and your units will get stuck on the ground until you bring in another unit to assault normally. I know there has been a problem with invisible units, i've defended a planet for an hour with my units firing at something that i couldn't see, might be the same.
Bryant_pff Posted January 23, 2006 Author Posted January 23, 2006 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. 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. RARhttp://www.eawnexus.gamingsource.net/mods/Bryant's%20Mod%20V2.0.rarZIPhttp://www.eawnexus.gamingsource.net/mods/Bryant's%20Mod%20V2.0.zip Empire At War: NexusYour One Site for All your EaW modding needs!http://eawnexus.gamingsource.net/bannersandbuttons/nexussig.gif
Teradyn_pff Posted January 23, 2006 Posted January 23, 2006 Can you get them to attack you though? I have had the empire spread like flies in my own mod, but once they have all the neutral planets that are available.... they don't do anything but sit there. My Death Star is bigger than your Death Star!"The XML is strong with this one!"http://miniprofile.xfire.com/bg/bg/type/0/teradyn.png
plokoon9619 Posted January 23, 2006 Posted January 23, 2006 Can you add kaut back in? Plus the ai takes over every planet in 3 minutes while i get like 9 planets.
Bryant_pff Posted January 23, 2006 Author Posted January 23, 2006 then play it on normal sure kaut can come back in, next version. Empire At War: NexusYour One Site for All your EaW modding needs!http://eawnexus.gamingsource.net/bannersandbuttons/nexussig.gif
Nabobalis Posted January 23, 2006 Posted January 23, 2006 I swear that in the Empires mod you can retreat from a space battle
AquaIllusion Posted January 23, 2006 Posted January 23, 2006 The stations not be able to be destroyed is annoying. Even more so when it's the enemy doing the attacking as they don't know to bring in the torpedo launchers. Emotion, yet peace.Ignorance, yet knowledge. Passion, yet serenity. Chaos, yet harmony. Death, yet the Force.http://miniprofile.xfire.com/bg/bg/type/0/aquaillusion.png
Resender Posted January 23, 2006 Posted January 23, 2006 about the empire mod its true retreat option is possibale in space combat i'll check the 2.0 later todayive noticed thats it to diffucult to remove 1 mod at the moment & replace it with anotherso i have to reinstall every time i change mod
Cain Posted January 23, 2006 Posted January 23, 2006 Hey Bryant - great update. Btw what was wrong with the Rebel AI? - The Trivium Organization - Community Manager -- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -
Telstarin Posted January 23, 2006 Posted January 23, 2006 I already posted what was wrong with it on the last page. He was trying to use the BasicEmpire AI instead of BasicRebel AI.
Cain Posted January 23, 2006 Posted January 23, 2006 LOll - nope it was not that. I am talking about Hoth and why they could not move from there. Bryant knows what I am talking about. - The Trivium Organization - Community Manager -- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -
RogueJedi Posted January 23, 2006 Posted January 23, 2006 (edited) Yeesh, do you even get time to sleep Bryant? Amazing work and turn around time. EDIT: Cantinas are still invisble/unkillable on planet surfaces, encountered on Thyferra playing as empire. Edited January 23, 2006 by RogueJedi
RogueJedi Posted January 23, 2006 Posted January 23, 2006 Hope you don't mind Bryant, but I took the liberty of fixing the planets that use the maps with units already on them (so when you assault or defend certain planets, it has the correct amount and type of units and the correct space station, rather then me assaulting an imperial planet and then getting my own space station in the map.) The updated PLANETS.xml file is available here:http://www.gablarski.com/eawJust replace your existing one from bryants mod 2.0 with the one there.
garbagechov Posted January 23, 2006 Posted January 23, 2006 Hi everyone! First post so my first words go to thank all you guys working hard on those mods! Thx everyone! I encountered some bugs in v2.0, rebel version (full tech, tech 1 and and with the above planet fix..) After completing land battle on a planet my units I had left are suddenly gone, replaced by some Imperial pod walkers... My heroes I used during the battle are also lost (the droids and solo/chewie). If I then try to attack the planet again with some land units, I suddenly end up in a space battle with only the transports of my land units... Second, don't know if Kyle Katarn is supposed to be in the game? Came accros him in the xml files but never seen him in game. Haven't tried the imperials yet, maybe later tonight if I have some time left...
Locke Digitalus Posted January 23, 2006 Posted January 23, 2006 Hope you don't mind Bryant, but I took the liberty of fixing the planets that use the maps with units already on them (so when you assault or defend certain planets, it has the correct amount and type of units and the correct space station, rather then me assaulting an imperial planet and then getting my own space station in the map.) The updated PLANETS.xml file is available here:http://www.gablarski.com/eawJust replace your existing one from bryants mod 2.0 with the one there.Hey, that's a great fix! I was having some funny experiences before, assaulting a space station only to see my OWN space station and a few extra fighters (not to mention that damaged Nebulon-B frig) make the fight insanely easy. Shocked me the first time, but it's a great laugh. Great job as always, you guys are really kicking some tail here and making the demo a bunch more fun to play. It was waaaay to short, now it's a lot more interesting! I can't wait to see what kind of things you guys will be able to do with the final product when I buy it on release day.
RogueJedi Posted January 23, 2006 Posted January 23, 2006 Hey, that's a great fix! I was having some funny experiences before, assaulting a space station only to see my OWN space station and a few extra fighters (not to mention that damaged Nebulon-B frig) make the fight insanely easy. Shocked me the first time, but it's a great laugh. Thanks Locke
noian Posted January 23, 2006 Posted January 23, 2006 Great Mod I didn't find any bugs with Mon Mattha(sp.)(you have to have a extra Mon calamari ship in your fleet though. It works like the space commander.) On thing I noticed. All the campains are in the file Campains but we can't play them?! You should see if you can unlock them. Or if you can't, alter the demo campain so it is exactly like another (copy+paste)[and create a folder in the xml and use tell us to use the same method as you are using to switch sides.] Hope that made sense. ;D http://www.lucasforums.com/images/avatars/tiedefender.jpgMay the force be with you, always. http://homepage.ntlworld.com/susangillan/EDF-Avatar-X-Wing.jpg http://www.userbars.com/galerie/images/files/3/4/ffuser.jpghttp://www.pixelpwnage.com/sigs/grouptag.jpg.Check for Updates!...Imperial Assault II Mod for Empire at War!!.....Empire at War Nexus, Modding for a Galaxy Far Far Away!!!.......Use the Spell Check Feature People!!!!.........International Battlefront Clan!!!!!.....
Sith Vrix Posted January 23, 2006 Posted January 23, 2006 Hello guys, great mod bryant!! but i have one question ???, how can i deal with invisible space stations?? Its annoying > trying to conquer a world with one of this space station. :-\ It`s a demo bug, or missing texture, or what? Sith Lord Darth V`rix<> Sith Lord Darth V`rix<>C&C Fan + SW Fan = EAW Fan (Thats me)
marine436 Posted January 24, 2006 Posted January 24, 2006 also rank 3 imperial space stations cant die, id apperciate a fix to this anyone know if there's a way to surender a tactical battle without leaving the gallatic battle
Gen.Vader Posted January 24, 2006 Posted January 24, 2006 coruscant seems to have a lvl 5 station, but always is shown as a lvl 3, so your always stuck on that battle! i tried 3 times to no avail also, you say we can play as the empire? how do we enable that? I've have you now - Lord Vader
squishy Posted January 24, 2006 Posted January 24, 2006 coruscant seems to have a lvl 5 station, but always is shown as a lvl 3, so your always stuck on that battle! i tried 3 times to no avail also, you say we can play as the empire? how do we enable that? try reading the directions? or even Bryant's post just a few above yours?
Darth Plagueis Posted January 24, 2006 Posted January 24, 2006 Just copy and past the tow files CAMPAIGNS_SINGLEPLAYER and FACTIONS from the C:\Documents and Settings\buddymander\Desktop\XML to the C:\Documents and Settings\buddymander\Desktop\XML\Empire Full Tech or if you want to start with basic tech copy and past to C:\Documents and Settings\buddymander\Desktop\XML\Empire Tech 1 Simple as that. "Kool-aid is a pathway to some abilities many would consider to be... unnatural"
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