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Re: Empire Mod [1.2]


chr0n1x
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I will keep the ion disabled, and I have fixed the space station bug. How? I removed the extra hard-points, trade-offs you must make. I will look further into it in future, maybe re enable them by changing something else. Expect next release to have more+++ planets, an slightly toned down rebel AI (I think), and since I know that the rebels know how to "acquire" their research, I will revert them back to tech level 1.

 

Cain, when I look further into the space station bug, I will consider your suggestion, it sounds like it really would work, but not right now, have to sleep, will continue mod tomorrow, and release.

 

Update on stats:

Publicity on 3 sites (Here, filefront & LucasForums) has gotten 1788 downloads at time of posting, and a total of 1.6gb bandwidth used. :D With over 1000 downloads of the original noexe 1.0 mod.

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the invisable buildings on tatoine can be destroyed but you have to use 2 or more bombing runs that worked for me

 

I did have a crash on going to space battle above dantoine

 

Also i encoutered double heroes

 

had 2 x chewie and han  attacking me (its hard with 2 of em both lol they stole both my at-at's defending it and emped my at-st's)

 

i love the rest specially that you dident increase the popcap by honderds like some other mod's  ! this makes the mod

feel more like the game will be :)

 

the ai of the rebels seemed fine to me they attacked me like 3 times in space and did some blockade run attacks on planets wich made it a very nice experience

 

the ion cannons are a b**** in space lol  they kept my best sd grounded at one place so i had to use vics and acc's to win :D

 

all in all a great mod keep working on it !

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The AI seems to be building things they should not, 2 Han & Chewies!?! I am going to change the tech level for them so they cannot build them. They start with them. Wait, the game should lock it as 1 of the same hero only. What the...

As for those crashes, they might just be a little sloppiness on my part, I did this when it was very late here in aus last night, so I will go over these files today and fix.

 

Yes the shield generator can be built.

 

Wait a minute, I didn't include dantooine...

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yeah lol i meant dagobah lol my bad

 

yeah the 2 x han chewie things was weird experience hehe

 

for the rest great mod really playing it a lot :) keep it up ! looking forward to more planets

 

only one thing i am wondering is the fire rate of the ioncannons normally this high ?

 

2 ion cannons on tatoine can hold like 6 sd's disabled nearly all the time i noticed

maybe its possible to decrease their fire rate as it would make it nearly impossible to win a battle where there would be 4 ion cannons imo

 

also is it possible to build the euhm big sd's? dont mean ssd's but the one after victory class ? you start with one but i cant seem to build them

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For some reason, I can't build Imperial Class Star Destroyers. All I get is the two that come with it. Also, I am not able to build an officer academy. Can you fix these minor problems, oh Imperial mod master? ;D

"The Dark Side of the Force is a pathway to many abilities some would consider to be unnatural."- Darth Sidious

 

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Whats the problem with the officer academy? If it is locked out make sure you use the hacked exe.

One thing I have found is that if there are problems, you may still have other mod's files on your system, eg. in a config.meg file, that will mess around with pretty much any new mod.

 

edit:

@killerluk

Ion cannons are now disabled, too much of a problem, but yeah, I hope they are not this bad in the full game.

I looked at the files, its not a naming problem with those space battles, maybe the rebels used a bad hero.

You should be able to build them, you must have space station lvl4, and tech lvl4, I did not set these values, that is what you will require in the full game(It seems). I will look into this further.

Edited by chr0n1x
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Hey I played your demo mod and its really good. I also like the small scale of the galactic map.

There are a few things I noticed.

The rebels seem to produce a lot of those transport ships. I attacked the vergesso astroids and defeated the rebel scum. Only I still had to kill more then 30 transport vessels before I could claim victory.

The ION cannon is really lame but someone posted that already.

 

anyway I was wondering if it would be possible to play this demo mod with the Rebels. Because I like the small number of planets compared to the other mods.

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this mods is great ! well done ! but i have the same problems than vers vlees: when i attack a system there are more than 50 transporteur ship and it tooks me half an hour to destroys them as SD' cannot destroy them ! can you fix this quickly because it makes the game impossible...
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The rebels keep their ground forces with their space fleet, so if you have fighters just set them to "Hunt for Enemies". But I saw a screenshot and wow, scary, ill look into that bug, but it may be fixed by the reduction of the Rebel AI.

 

I might remove Mara Jade since she has no texture ingame, was wondering what you guys think about this move.

Edited by chr0n1x
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Empire Mod v1.1.2

by Chr0n1x

 

Changelog:

<--v1.1.2-->

Removed Ion Cannons

Fixed bug where AI would "build" any hero

Reduced AI aggressiveness

Fixed 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=1980.0

Email: chr0n1x@clonetrooper.com

 

=============================================================

 

This is a question for the fans, the Hypervelocity gun has no model ingame, I have enabled it for space combat, do you guys want it to stay in the mod or be removed?

Edited by chr0n1x
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Chr0n1x, I don't know if this is a problem caused by your mod, or by the version of SWMod.exe included in the first version, but when I build a research facility, I cannot increase my tech level because the research tech level 2 does not appear. I have tried this several times in GC, and also in the research tutorial, but it seems that the ground production building buttons don't move over to make room for the research button.

 

 

In regards to your question, please keep it in. Also, please re-add the ion cannon. the whole point of it was to be a throne in the empire's side by knocking our ships out. A good commander would have enough ships in their fleet to not be hurt by the loss of 1.

And when he reaches Heaven,

To St. Peter he will tell,

"Just another soldier reporting Sir,

I've served my time in Hell."

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That bug, I think someone had that before, make sure your files are 'clean' as in do not have another mod installed, that seems to fix it.

Look at Resender's posts, hes the one who had the problem, he 'cleaned' his demo and it works.

 

As for the Ion cannon, it was not liked by many people, however you have a good point, I might lower the firerate then re-add it.

[edit] Increased the reload time of the Ion Cannon and I may have a fix for the lack of model stopping/delaying victory.

Edited by chr0n1x
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I reinstalled the demo, than reinstalled the mod and it is working fine, though the rebels still seem to have access to an invisible ground unit, as I was unable to beat them when they attacked me on Naboo. had to retreat =(

And when he reaches Heaven,

To St. Peter he will tell,

"Just another soldier reporting Sir,

I've served my time in Hell."

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Thiers no way you can fix those transporter problems in any of the mods, uless you lower the caps completly for population, its because the planet that your attacking in space has to many troops and all rest that cant go on the planet, so when you go in space combat thier there like that, so only way to d3eal with it is get your Corvettes or Tartans and shot them, those ships that do well against fighters etc do well against transports so.
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Empire Mod v1.2

by 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 button

Added Story for Empire

Increased Reload Time for Ion Cannon

Ion Cannon does not affect objectives in land battles anymore

Hypervelocity Gun does not affect objectives in land battles anymore

Fixed double hero bug(I think), thanks to DarkArjapa

Added 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=1980.0

Email: chr0n1x@clonetrooper.com

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The Rebels still have an invisible ground unit, I believe it may be the snowspeeder or possibly one of their heroes(Obi-Wan perhaps)

And when he reaches Heaven,

To St. Peter he will tell,

"Just another soldier reporting Sir,

I've served my time in Hell."

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