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Re: Official Topic - Warlord Total Expansion


Cain
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Pls. report bugs here - This should be the official thread. I am beeing assoulted by reports from so many directions that I can't decide what to fix first.

Remeber to describe the location, and the faction you are playing and the one you are faceing. Thanks.

 

 

>>> EAW: Warlord - 4.0 - Total Mod Expansion <<<

 

Added in Warlord MTE v4.0

 

-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=2154.0

 

Download Link - WMTE 4.0 Mod:

http://pff.swrebellion.com/index.php?action=dlattach;topic=1955.0;attach=398

 

NOTE: To use the Ai's xmls from WTME 4.0 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 v4.0 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 by Cain

- The Trivium Organization - Community Manager -

- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -

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WMTE has a new version availeble - the 2.0 (See compiled mods list topic)

 

It seems that the imps and rebs can now retreat from land battles only - lemme know if you spot new bugs.

- The Trivium Organization - Community Manager -

- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -

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Hey Cain,

 

Here i post you some bugs i have found while playing v2 of your mod, pasted over chriz's mod as you recommended to be able to retreat from space battles (which doesnt work sadly).

 

Warlord Campaign:

-- Right at the start, when you zoom in Corellia, a exception happens, it didnt happen in v1 so it sounds like a small detail in your code. I tried to get the land troops out of the planet and move the fleets out of that system leaving it empty of units, then zoom in but still an exception.

 

Rebel (Recommended) Campaign:

 

-- Land battle on Tatooine (in control of the Empire) crashes the game.

-- I believe you already know, you cant retreat from space battles, the icon for it gets filled with a blue color following the clock direction, in any case, after it fills and before it you cant use it.

-- When launching an (un)tencionally attack on Coruscant (in control of the Empire) with R2-D2 & C3-PO it generates an exception.

-- The AI doesnt build any research buildings and investigate, or at least i wasnt given the option to try to steal it with R2-D2 & C3-PO special unit.

-- I cant build any Calamari Cruisers where i should be able to and where i have maxed space stations, lvl 3 i think, may be that's the problem, that i cant build lvl 4 space stations that would allow me to build the cruisers on those special places.

-- The AI doesnt seem aggresive/competent, It doesnt build many units, neither tries to attack your systems often, but i need to try the "Hard" level, not really a bug till done that.

 

In General terms i find that units need balancing, it's not realistic (more like entertaining) to see a frigate blowed away in a couple of rows from the turbolaser of an ISD without the possibility of doing a tactical retreat on the battle map.

The idea of using a rock, paper & scissors by Petroglyph is good, but the multipliers or whatever bonus the code apply to the units when attacking their -good- targets are way too high.

I find that me, as i believe many other people as well, like to see some hard fighting between the ships for some time (that's Star Wars movies style anyway), which will also includes the possibility to manuever (retreat, wait for support, hold, attack...) your ships if encoutered with their -antiship- to fix the situation.

Capital ships are underpowered anyway, you increased already their shield values, i think they should be more, same for hull.

 

In any case this will probably be done when the final version comes out, *if* the modders can wait a few more weeks till the final products is out in the stores :)

CA, developer of the Total War series did the same with Rome Total War, release a product balanced more for the mayority of consumers who are just looking for fast and explosive gameplay, then let the modders balance for the minority of the people, hardcore (strategy?) players for a more appealing and long game.

 

Seems that Petroglyph has really achieved the high moddability they were looking for, though the final product will dictate the veredict.

 

I am going to try now the Imperial (Hard) Campaign of your mod and see what i can find.

 

I would like to thank you for the work you have put on this great moddification of the DEMO you have being able to get, i cant believe you dont have pages in the forums regarding this subject like some of the other DEMO mods have, you deserve them at least as much as them, just wanted to say, "great job, keep it up".

 

 

Regards.

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Thanks

 

I still can't figure out why the imps can't build space stations above leve 3 ... ehhh I think I will abandon the dev of this mod. Better to wait for the hole game.

- The Trivium Organization - Community Manager -

- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -

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I havn't tried v3.0 yet but I have seemed to ponder a thought.

If as you said, a backup shield appears after the last hardpoint is destroyed, how can you attack the shield if you can't select to attack it?

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That shield can be attacked after the last hardpoint is destroyed. I took this solution since any other hardpoint added was not strong enough to stay up until the base hull is blowed.

 

This may also be fixed useing the health point- but I don't have time to experiment.

 

3.0 is at least is fully polished and playable and only needs ... maybe ...small fixes here and there.

 

So guys - try the new 3.0 version ! ;)

 

Btw I just wish I get to see the day when I will search to find out how in the God's name I enabled the ground retreat but not the space one  ??? And how come Zaarin has them both ...

 

Also the damn droids don't seem to spy well  ??? Help anyone ?

Edited by Cain

- The Trivium Organization - Community Manager -

- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -

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So the level 3 imp space station has a problem? K I will investigate.

 

As for Level 5 space stations. Ok I will do something about that - I will make them all 3 and only a few 5 or I may go back on the last version planets xml. Suggestions anyone?

- The Trivium Organization - Community Manager -

- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -

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Another bug I found in version 3 (and the older ones).

I can't enter ground battle on Geonosis. When I drag my ground forces to the ground slot on the planet, I wind up in space with 1 transport.

 

Came across this bug again on several different planets... Could this have something to do with the amount of buildings on the planet I'm attacking? I read somewhere the Tatooine map doesn't support more than six (?) buildings? Seeing that Geonosis has more buildings on it than can be displayed on the Tatooine map, this might cause the bug?

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I think I fixed all the reported bugs in WTME 4.0 and added the space retreat. But since I was so concentrated on the retreat if you spot any new bugs - just let me know. Thanks.

- The Trivium Organization - Community Manager -

- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -

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Crap - I forgot the Rebs with to power genreators availeble - updated the zip at 17 downloads with a fix.

- The Trivium Organization - Community Manager -

- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -

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What unit is invissible?

 

As for the STORY_SANDBOX_DEMO_EMPIRE.xml I think he will search for the original anyway - no damage done (corecting this in a new fix)

- The Trivium Organization - Community Manager -

- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -

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What unit is invissible?

 

As for the STORY_SANDBOX_DEMO_EMPIRE.xml I think he will search for the original anyway - no damage done (corecting this in a new fix)

 

I don't know i retreated, lost veers for some gay reason, I attacked again but i took over coreilla as if the unit left.

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I don't remeber haveing an invisible unit there. Try looking into Zaarin's files or play Zarrin. Myabe the unit was hidden inside the asteroids. It happens sometime.

- The Trivium Organization - Community Manager -

- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -

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I had this problem on Corellia as well, i simply retreated, and sent in a probe droid, couldn't see any units, so I landed my troops again and won the planet without conflict. Apparently Zaarin isn't telling the game that all his men are dead, so the battle doesn't end.

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To St. Peter he will tell,

"Just another soldier reporting Sir,

I've served my time in Hell."

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I was playing Warlord and fought a space battle at Corellia. Everything went ok, and after the battle I zoomed onto Corellia's planetary view, and an exception error occured.

"In the future it will become easier for old negatives to become lost and be 'replaced' by new altered negatives. This would be a great loss to our society. Our cultural history must not be allowed to be rewritten." - George Lucas, 1988. [u.S. Congressional hearing testimony on film preservation.]

 

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I was playing ok, like 1 1/2 hr or 2, but when i enter in space battle in sullust there is an invisible space station, i was playing the empire recommend

 

 

 

 

C&C Fan + SW Fan = EAW Fan

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Ok.

 

So I need to double check the imperial space stations.

 

And do something about Corellia. Maybe I will enable their AI.

 

Btw did anyone faced the Ion Cannons? Do they work well? I also keep trying to enable the damn Hyperveolocity gun. On what else should I concentrate on?

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- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -

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