chr0n1x Posted January 21, 2006 Posted January 21, 2006 (edited) I have made a mod where you can play as the empire and more. CURRENT VERSION: v1.2D/L: http://files.filefront.com/empiremod12rar/;4668202;;/fileinfo.html [1.2]======================================================= Empire mod by Chr0n1x To install these files, simply extract them to your \GameData Folder. Features:Play as the Empire!Access the empires arsenal!Build the Venator!Build Captain Piett's Star DestroyerTake Control of Naboo, Dagobah and Bespin (More coming)Use Boba Fett, and his ship Slave 1Fight Han and Chewie, he does steal your vehicles!Rebel AI(Not Great, Put on hard) Due to my terrible upload(56k) where I am now, i am only able to upload the files at a later time when i can get to my connection with faster upload. I will post a screenshot now. I am also going to have to ask Chriz if I can include his exe in the archive since i use it to unlock units.[edit] I can however include the xml files and you can get the swmod.exe from Chriz's mod, in the meantime. Download link: http://files.filefront.com/empiremodNoexerar/;4644999;;/fileinfo.html [Future] Will get more planetsIncrese AI agressiveness. Edited January 26, 2006 by chr0n1x http://i2.photobucket.com/albums/y38/Chr0n1x/sig.gif
Anubis666 Posted January 21, 2006 Posted January 21, 2006 Since nobody said what a good job that was, I decided to do ;D GREAT JOB! It's the most stable mod I played 'til now, go on that good work
shadowsfm Posted January 21, 2006 Posted January 21, 2006 i enjoyed the first imp mod, this should be fun too
virgo Posted January 21, 2006 Posted January 21, 2006 how can I build Venator? I read that it was not in this game... ???
Tenel Posted January 22, 2006 Posted January 22, 2006 its a pirate ship. (Which makes sense since it is outdated) And the models for the ship are still included for the mods. So people who don't pay attention to balance will just toss it in http://www.allgris.com/meg/images/sigtenel.jpg
shadowsfm Posted January 22, 2006 Posted January 22, 2006 he did toss it in change the compaign_singleplayer.xml so that you become tech 5 Empire, 40000 Empire, 5
OMEGA Posted January 22, 2006 Posted January 22, 2006 You've just made an Imperial very happy. Thanks man. ;D "The Dark Side of the Force is a pathway to many abilities some would consider to be unnatural."- Darth Sidious http://img481.imageshack.us/img481/2268/tfomegag25vz.jpg
chr0n1x Posted January 22, 2006 Author Posted January 22, 2006 You get the Venator at tech level 3, and if you have the Chriz mod 4 exe you can get that high, get the research lab and research up, also don't forget to increase your starbase.Funny though, the ship is in there for missions, to be spawned, and it is listed as an Empire, Rebel and Pirate ship, weird.Thanks for the comments, Chriz gave me the permission I needed to add the exe so as soon as I finish testing the new version i will upload. http://i2.photobucket.com/albums/y38/Chr0n1x/sig.gif
Tenel Posted January 22, 2006 Posted January 22, 2006 The Venator is removed from the imperial list for the final version if I am not mistaken. So it just goes to show how old the build we got is http://www.allgris.com/meg/images/sigtenel.jpg
chr0n1x Posted January 22, 2006 Author Posted January 22, 2006 The venator is not normally built ingame, I had to enable it, it had no cost or build-time settings, I had to add them manually.The next version will be released in an hour or so, I have a fully working Rebel AI, and I am just testing some more planet settings.Let me just say that Ion Cannon is annoying! http://i2.photobucket.com/albums/y38/Chr0n1x/sig.gif
SirNuke Posted January 22, 2006 Posted January 22, 2006 It states at the bottom left hand corner of the menu the build date. I believe it was the middle of December. Zing!
chr0n1x Posted January 22, 2006 Author Posted January 22, 2006 Empire Mod 1.1by Me Changelog:<--v1.1-->Enabled Rebel AI Properly, works well!Added CoruscantAdded Cantina to TatooineGave Empire Main fleet on Coruscant and Small force on Tatooine to give chance against higher difficulty rebels.Added Mara Jade (Thermal Detonator & Force Corrupt)Changed starting credits to 80,000 Special Note: This version and all subsequent versions will be released as patches that will use the 1.0 exe since it never changes and is a pain for some to download with every version.So for every version simply keep the 1.0 swmod.exe file and extract the current xml file from the archive, then overwrite the current version's xml files. D/L 1.0 Full: http://files.filefront.com/empiremodrar/;4649118;;/fileinfo.html D/L 1.1 Patch: http://files.filefront.com/empiremod10_11patchrar/;4649193;;/fileinfo.html http://i2.photobucket.com/albums/y38/Chr0n1x/sig.gif
Cain Posted January 22, 2006 Posted January 22, 2006 Make two versions - one were you could start from 0 and evolve. Don't give me too much money. Thx. - The Trivium Organization - Community Manager -- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -
Grand Admiral Thrawn 889 Posted January 22, 2006 Posted January 22, 2006 Why up the starting credits high credits just make the game boring! if you can produce everything at once as well i like to work towards things it keeps the game intresting but i can't stand a level that is just that hard you can't complete it with out masses of ships as well, i do take large fleets but only when i have made that fleet from my own takings 8,000 is more than generous to start with! http://i115.photobucket.com/albums/n292/Admiral_Antilles/Thrawncopy.jpghttp://img525.imageshack.us/img525/3269/pffuserbar2globalmodnx9.jpg I Support the Resistance!
Resender Posted January 22, 2006 Posted January 22, 2006 i love the mod& only have a few comments & question1)how do you research if possibale2)for some reason star destroyers & smaller capital ships think asteroids are enemies3)can't build AT-AT4)when tactical battle comences in orbit of corusant it just loads & loads over and over
chr0n1x Posted January 22, 2006 Author Posted January 22, 2006 Oh, the AI must have really toned down when I reduced the money, when I played on hard they came at me with a lot, at tatooine. Okay, Will change in next release, how does 15,000cr, and a reduction in what coruscant generates sound? @CainGood idea, I wil make that, but not 2 versions, that will be in the main mod.I will release a new version 1.1.1 with these changes, and upload that, The 80k credits was a testing thing, but I decided to leave it in.On a side note, does anyone know where I can edit the Mission briefing text? @Resender1) Like in teh tutorial, build the Research Lab and once done click teh build item which looks like the Imperial Logo, 1st option always.2)Yeah I have noticed that, its weird, not sure what causes that, it only does that at the start.3)Make sure you have built the Light Fact, Heavy(?) Fact, and Very Heavy Fact, once you build the last and have the right tech level, it will let you build an ATAT.4)Must be a naming bug, will fix that in 1.1.1 [edit] Sorry it may take a little while, my isp is experiencing slow speeds with international sites, so filefront is a bit of a problem to upload to.THANKS for the support, almost 1gb bandwidth used! 1300+ downloads http://i2.photobucket.com/albums/y38/Chr0n1x/sig.gif
chr0n1x Posted January 22, 2006 Author Posted January 22, 2006 Best to put this in a new post. 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:Email: chr0n1x@clonetrooper.com http://i2.photobucket.com/albums/y38/Chr0n1x/sig.gif
Cain Posted January 22, 2006 Posted January 22, 2006 There is also a bug on tatooine. It keeps showing 2 buildings in the nord that don't exist (invissible) probably ion cannons - so I loose since I can't destroy them when I am invading. Also the bug with the targeting of the asteroids still exists. The rebels are now too powerful. For such small galaxy combats make sure that the players start with equal forces. You could also add Piett - see what you can learn from other mods The key now is not enabeling all the stuff like other mods did but just a small portion of the galaxy that is fun to play and gives you a progresive game. - The Trivium Organization - Community Manager -- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -
chr0n1x Posted January 22, 2006 Author Posted January 22, 2006 Now you see why I added the extra money. I think I am going to remove teh ion cannons from teh game, sicne they dont showup and empire doesnt have artillery since their artillery unit has no model.Asteroid bug is weird, im not sure whats causing it.Um the rebel AI seems to cheat, they can build ships MUCH faster than what it should be. Piett is in there, but I guess I can add him as a starting hero, he is on tech lvl5 for those interested.Next release will have more planets, many more, not too much, but nto one or two. Plus teh rebels have been given sooo much less, tehy have practically nothing and they still expand so good, they have 5000 credits and Rebel starbase lvl2, 1 x-wing and y-wing, and Han solo.The rest they build. I'm going to play around with the agressiveness and see if they calm down a bit. http://i2.photobucket.com/albums/y38/Chr0n1x/sig.gif
FleetAdmiral AK Posted January 22, 2006 Posted January 22, 2006 you can cain just bomb them with y-wings it destroys invisi units. The rebelion will bring peace to the galaxy! http://miniprofile.xfire.com/bg/sf/type/0/fleetadmiralak.png
chr0n1x Posted January 22, 2006 Author Posted January 22, 2006 The question now is, do you guys want the Ion cannon in there still, or shall I keep it disabled?Once I have got the aggressiveness down a it, I will bring the rebels back to a better starting position. http://i2.photobucket.com/albums/y38/Chr0n1x/sig.gif
Resender Posted January 22, 2006 Posted January 22, 2006 just tested 1.1.1 money waas correctbuild research facility like in tutorial but research icon did not showbuild all 3 factories but still no ATAT (very big walkers)
Cain Posted January 22, 2006 Posted January 22, 2006 Also space stations cannot be destroyed since since their distruction is linked to the hardpoints and estroyng all the hardpoints does not damage the full hull. My advaice to you is to keep it small and advance step by step so you spot faster the bugs. I always did like this when makeing mods. Remove stuff that has no models too. - The Trivium Organization - Community Manager -- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -
chr0n1x Posted January 22, 2006 Author Posted January 22, 2006 (edited) Well there is one way to fix that space station bug now, just get some bombers or broadside cruisers near it and they will destroy it.I am going to look into removing hardpoints etc for the later levels, see if that helps. I am removing most of the stuff that is not crucial, stations are needed, but the empire artillery has been removed because of no model. @ResenderI will look into this further.[edit] I checked this and research and the ATAT works as it is supposed to. Light fact, Heavy fact, and Adv. Fact, are needed, plus tech level 3. The research button should be the 1st in the buildings row, on the planet where the research center has been built. Edited January 22, 2006 by chr0n1x http://i2.photobucket.com/albums/y38/Chr0n1x/sig.gif
Cain Posted January 22, 2006 Posted January 22, 2006 To fix the level 5 spave station no destruction bug maybe we should use level 4 hull armor. Man looking into the files it almost makes me try to make a mod. - The Trivium Organization - Community Manager -- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -
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