Darth Tyrant Posted January 21, 2006 Posted January 21, 2006 I been having the same problem with vader and obiwan, also when i build a death star and bring it to a space battle I can't see it and I'm not able to shoot at the rebel space station or a rebel capital ship.
Locke Digitalus Posted January 21, 2006 Posted January 21, 2006 Wow, this mod is coming along very nicely. Great work, as always! I hit a bug when going into a space battle over Bothawui (spelling?), got a crash-to-desktop as soon as I pressed "Begin." Still, it's been a lot of fun!
Guest JediIgor Posted January 22, 2006 Posted January 22, 2006 The hypervelocity gun is usually present on Coruscant, but it's invisible, thus totally owning your fleets . The interesting thing is that sometimes it keeps shooting but stops doing damage, wonder if that's just a side-effect or a true EaW bug?
Stellar_Magic Posted January 22, 2006 Posted January 22, 2006 With the space station issue there is a simple solution... Completely replace the Level 2+ Space Stations with Level 1 Space stations and tweak them from there. 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
Revan67 Posted January 22, 2006 Posted January 22, 2006 With the space station issue there is a simple solution... Completely replace the Level 2+ Space Stations with Level 1 Space stations and tweak them from there. The problem there is you get a situation where when the hardpoints are killed your ships no longer fire on the station but the station is still there and has to be bombarded by marauders. Been working on a solution to this but nothing yet.
Kampher Posted January 22, 2006 Posted January 22, 2006 Would there be a way to make each hardpoint cause more structural damage to the station? http://img95.imageshack.us/img95/3958/kamphersig4si.jpg http://steiner-modding.com/gallery/thumbnails.php?album=3 Total Realism Mod Manager
shadowsfm Posted January 22, 2006 Posted January 22, 2006 (edited) yeah, let me look cant find it any more there is a hardpoint.xml Edited January 22, 2006 by shadowsfm
SirNuke Posted January 22, 2006 Posted January 22, 2006 (edited) Grrr, not all of the models are present for the level 3 and level 4 Rebel Space stations. Each level station uses components from all the lower stations, which are the models for the 3rd and 4th that are present. I believe the menu movie shows a level 5 station, which is probably why they included anything higher than the first 2 levels. I am thinking the solution is to make the 3rd and 4th use the first model and hit points, but to increase shield/armor, and weapon damage to attempt to balance. Edited January 22, 2006 by SirNuke Zing!
MD351 Posted January 22, 2006 Posted January 22, 2006 Bryant, I dunno if you going to add this or figured it out, but you can change the the amount of units you can build for each planet simply by editing PLANETS.XML, look for the line: 5 This has to be changed for every planet.
naivaz Posted January 22, 2006 Posted January 22, 2006 If hardpoints are the only problem with using the low space station model with a lvl5 space station, why not just change the hardpoints in the xml\hardpoints.xml file? Seems simple enough edit: actually, it isn't so simple, I guess... oh well
FleetAdmiral AK Posted January 22, 2006 Posted January 22, 2006 also incerase the reload time of the hypervelocity cannon that thing takes out a mon cal in 40 seconds. The rebelion will bring peace to the galaxy! http://miniprofile.xfire.com/bg/sf/type/0/fleetadmiralak.png
Cain Posted January 22, 2006 Posted January 22, 2006 Hey - why I cannot retreat from battle? - The Trivium Organization - Community Manager -- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -
Telstarin Posted January 22, 2006 Posted January 22, 2006 Rebel AI isn't working in your mod because you've put: <AI_Player_Control> Rebel, BasicEmpire </AI_Player_Control> Instead of <AI_Player_Control> Rebel, BasicRebel </AI_Player_Control> If you change that, it should start working.
killerluk Posted January 22, 2006 Posted January 22, 2006 i did found out that when playing as empire and you build a deathstar the ai starts moving fleets around GREAT mod btw loving it
FleetAdmiral AK Posted January 22, 2006 Posted January 22, 2006 To Cain: it's been disabled from the demo(as far as I know) Also I can't play as imps I still only play as the rebs why?(i have 1.5) The rebelion will bring peace to the galaxy! http://miniprofile.xfire.com/bg/sf/type/0/fleetadmiralak.png
jedi mike Posted January 22, 2006 Posted January 22, 2006 i do remember i played a mod that u can retreat ihave so many mods ill have to look but someone did unlock Retreat for space but ill go look "Nothing beats a good blaster at your side"Han Solo My screen name online is (PFF)Jedi_Mike
Cain Posted January 22, 2006 Posted January 22, 2006 To play imps you need to change the files. Btw always when I want to move vader or Kenobi in a battle (space) I get a crash. So I will remove those. - The Trivium Organization - Community Manager -- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -
Kampher Posted January 22, 2006 Posted January 22, 2006 What files do I need to edit to remove obi and vader? http://img95.imageshack.us/img95/3958/kamphersig4si.jpg http://steiner-modding.com/gallery/thumbnails.php?album=3 Total Realism Mod Manager
RogueJedi Posted January 22, 2006 Posted January 22, 2006 To Cain: it's been disabled from the demo(as far as I know) Also I can't play as imps I still only play as the rebs why?(i have 1.5) You have to copy different files, read the readme.
Cain Posted January 22, 2006 Posted January 22, 2006 they are listed here: CAMPAIGNS_SINGLEPLAYER.XML demo campaign. Just use WordPad to edit the files. - The Trivium Organization - Community Manager -- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -
FleetAdmiral AK Posted January 22, 2006 Posted January 22, 2006 You have to copy different files, read the readme. thanks I didn't really pay much attention to tha readme. The rebelion will bring peace to the galaxy! http://miniprofile.xfire.com/bg/sf/type/0/fleetadmiralak.png
Cain Posted January 22, 2006 Posted January 22, 2006 (edited) Hmmm - Level 2 bases cannot be destroyed since to much hull is left. But anyway The Millenium Falcon could hit a space station hulls and the rest of the ships no - so it must have something that the others have not ....searching now. I think that space stations Level 2 and 5 are missing a hardpoint. Edited January 22, 2006 by Cain - The Trivium Organization - Community Manager -- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -
Bryant_pff Posted January 23, 2006 Author Posted January 23, 2006 Thats Fixed in the Next Version. Death Star DisabledRebel AIPirate AIKenobi, Mothma, Inflitrators and Darth Vader Removed. -Caused CrashesFixed the glitch that didnt allow you to kill space stationsHARDER, Yes I Said HARDER AI Empire At War: NexusYour One Site for All your EaW modding needs!http://eawnexus.gamingsource.net/bannersandbuttons/nexussig.gif
Nolano Posted January 23, 2006 Posted January 23, 2006 A glitch I have noticed is that Naboo is impossible to take. It always thinks there is an AT-AA there.
Star Wars Man Posted January 23, 2006 Posted January 23, 2006 mine always crashes when I hit begin, no matter what planet... http://img525.imageshack.us/img525/3269/pffuserbar2globalmodnx9.jpg
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