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Re: EAW: Warlord - 6.0 - Total Mod Expansion


Cain
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Cain, Playing with 6.0(also happened with 5.0), When playing as Zaarin(haven't tried with Reb or Imp) and zoomed in on a planet, if anything is built on that planet or arrives there while you are zoomed in on it, the game creates and exception and crashes.

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Thats not cool...

 

Cain, I was going to make a suggestion... You've added Zaarin but you haven't put in his nemisis during his rogue period.  Put Thrawn in!

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Mistrider No bug here - see pics ... anyone else? Are you sure that you are not useing an old version or maybe you have a bad EAW install.

 

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Hey - Piett dare to face Zarrin ! (They almost have the same ship)

 

http://i7.photobucket.com/albums/y256/Cain2/DefeatofPiett.jpg

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Playing Empire Tech 1 when I use Moff Tarkin in space combat, he is put on board a shuttle. He gets killed quickly by fighters, etc. He used to be grouped onto a capital ship (Piett's etc.) in the older mods.

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Playing Empire Tech 1 when I use Moff Tarkin in space combat, he is put on board a shuttle. He gets killed quickly by fighters, etc. He used to be grouped onto a capital ship (Piett's etc.) in the older mods.

 

And for some reason Mon Mothma is on HomeOne with Ackbar. I removed the option of disable reaterat if Tarkin is present. Maybe I will give him an ISD in the next mod.

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Nope : The issue is that he must have a cap ship around. He will no longer use Piett's ship - maybe because I fixed Piett's double ico bug. Ehhhh ... just make sure you will have an ISD around and Tarkin will be one it.

 

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Yeah... I figured that out later in the game. I was used to using the two together at start of game, before Tarkin could ride around on Piett's ship if they were solo fleet.

 

Noticed that in space battle rebel space communication station lacks textures.

 

Noticed that in land battle zaarin repulsar lift jammer facility lacks textures, and after destruction model is not removed from map.

 

Also on some land battles, when I research the weather infantry immunity at mercenary structure, the ability is not enforced. I have the upgrade completed icon on right side of screen, but my troops still die from the sand storms.

Edited by budious

"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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Hey Cain,

 

I've been playing since v3.0 (hah, for a couple of days) and with every iteration the mod gets better. Still nothing on save, though? I've noticed in my documents a folder for EAW saves and a savefile is created...

 

Thanks.

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Cain, Playing with 6.0(also happened with 5.0), When playing as Zaarin(haven't tried with Reb or Imp) and zoomed in on a planet, if anything is built on that planet or arrives there while you are zoomed in on it, the game creates and exception and crashes.

Ooops, Cain I just got this bug. I was zooming in on Sullust.

 

Canon-wise is it smart to limit planet production to 3 planets? Sneaky Zaarin went and scooped up Sullust and Fondor, the Galactic Empire is effectively shutdown as it cannot build ISDs.

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Hi!

 

First. This is a great mod! I´ve playing around with it since v4.0. I really thank you for this mod. It helps waiting for the full game.

 

However - yeah, there´s ever a BUT.  ;D

I´ve got a strange problem.

If I use Boba Fett or a Drone to spy enemy forces i get no information about space forces. Only "??" and the number of "??" is shown at the fleet section, for example if there 3 mon cal ships it says ??x3.

And I can´t see the space stations (I play as Empire, full tech) level 3, 4 and 5 in galactic view.

I have removed other mods now, but no luck with theese problems. Can someone help me with this? Thanks!

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TheSilencer yes I have noticed that. No clue why - maybe it is something in the Boba's stats that enable him to spy better. This requires testing with Boba I wish someone could help me.

 

As for the space stations - that models don't exist or they are in conflict with the existing level 1 used models in 3D - level 2-3-4-5 Imps space stations seem to be missing. I got a lot of crashes and thats why I removed them. If someone could help and make some testing I will be glad to explain how.

 

Stanton

Thanks - spreading the news were? :)

 

lt_wentoncha

I remember that I enabled the ISD to be build on all the planets:

 

Originally it was like this:

1

MonCalimari, Kuat, Fondor, Sullust

And now its like this:

                         5

                         

                         

 

So you could build now ISD's all over the galaxy.

 

As for the save file - were did you see it? The only way I can think of now is to enable save from the same place were I enabled the space retreat. Or we may be missing a file that enables that .... who knows.

 

budious thanks ... Those models don't have textures by them selfs. We got them not tesured in the demo. If you find something with textures that could replace them I will be more than glad to enable them.

 

As for the new infantry abilities - I never got the chance to verify those.

 

If someone wants to help and learn modding I will be more than gald to teach him easy ways to test changes in xmls and mods.

Edited by Cain

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C:\Documents and Settings\<>\Application Data\Petroglyph\Empire At War Demo\Save\Slot0.sav

 

Ah, I didn't try building up Stations but will now. The Zaarin mod is great, too bad he didn't abscond with the Defender design and cloak generator.

 

Do you think in the future the modding community would support pilot hotseat so that the player could actually fly a space battle? Or maybe as a separate expansion pack?

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Hi there, great mod it's progressing greatly, i've only had the chance to play upto version four due to your amazing fast debugging ;D however i noticed something.

 

It's not really a bug of such but with the victory class destroyer it says it has fighters and bombers but unfortunatly doesn't. Also the ISD says it has more than it does. Just little things not really bugs.

 

Once again great work.

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Mystic Gohan in the 6.0 version the VSD spawns TIEs and also the HomeOne spawns x-wings and y-wings. Zaarins ship spawns TIE Prototypes and Tie Bombers.

 

Zaarin ship also fires missile salvos.

 

lt_wentoncha I hope so ... who knows

 

As for the save ... interesting. But I think we should wait for the game. This may be to much work for 12 days before release.

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mh. Well. If I use bryans mod 2.0 starbases.xml, I can´t build stations over level 2. However, if I edit the campaign file to start with level 4 or 5 stations (even the planet can´t hold stations over level 2 or 3), they have a galactic model. I compared the files, edited the galactic model entry and so on. but it didn´t work. I will try something more with that. Maybe the naming is differrent and makes it impossible to work.
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Cain, I had Piett's ISD and a regular ISD both target a corellian corvette with a tractor beam and the CC disappeared and the textures started blinking in and out for a bit and later when I tried to use a tractor again, the game threw up an exception and crashed.

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Hmmm .... i think i have removed his tractor from the ship but its still listed somewere ...maybe its removed from the capital ship xml but still is in unique units xml .... that should be the issue.

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Yeah... I figured that out later in the game. I was used to using the two together at start of game, before Tarkin could ride around on Piett's ship if they were solo fleet.

 

Noticed that in space battle rebel space communication station lacks textures.

 

Noticed that in land battle zaarin repulsar lift jammer facility lacks textures, and after destruction model is not removed from map.

 

Also on some land battles, when I research the weather infantry immunity at mercenary structure, the ability is not enforced. I have the upgrade completed icon on right side of screen, but my troops still die from the sand storms.

 

um, that reserch saves them from things like 50% acuracy.

but you can't train troops to stand in the middle of a torando and stay alive

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How'd you get Home One to launch fighters?  I know there are the and lines, but that alone doesn't seem to make fighters actually spawn.

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probably something along the lines of adding in a dummy hangar hardpoint, and tricking the ship into thinking it is an imperial star destroyer with rebel fighters on it.

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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Cain, I had Piett's ISD and a regular ISD both target a corellian corvette with a tractor beam and the CC disappeared and the textures started blinking in and out for a bit and later when I tried to use a tractor again, the game threw up an exception and crashed.

 

I noticed this bug in very early mod's such as bryant's 1.0... this is not exclusive to Zaarin 6.0

 

um, that reserch saves them from things like 50% acuracy.

but you can't train troops to stand in the middle of a torando and stay alive

 

Hover the mouse over the icon and read the help description, it says otherwise.

"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.]

 

My old Rebellion site (very web 1.0) - Bud's Korner and Rebellion Strategy

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