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Re: EAW: Warlord - 6.0 - Total Mod Expansion


Cain
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Ok, I gave him a Level 5 Space Station on Corellia, but how do I block Zaarin's Space Stations at level 2?

Should I change its Max Tech Level and Starting Tech Level?

 

Remove "Pirates" from here:

 

 

     

0.025

TEXT_EMPIRE_STAR_BASE_3

TEXT_TOOLTIP_STATION3 TEXT_TOOLTIP_GARRISON_ES_03

TEXT_ENCYCLOPEDIA_CLASS_STATION

 

0

No

EB_STATION_01.ALO

I_EB_STATION_LEVEL1.ALO

1200

-50

Empire, Pirates

 

 

Btw Question - Why from 5 stations Zaarin's Number 3 crashes in zoom mode? And only number 3 ??????????????? and why if you don't zoom works fine ... ohh well

Edited by Cain

- The Trivium Organization - Community Manager -

- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -

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To play different fasctions you need to copy different files. Just investigate the mod folders more ... and you will find what you need.

- The Trivium Organization - Community Manager -

- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -

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I really want to play as the rebels so i read the readme

 

"To play Empire or Rebel select their two main files (*from the "copy'come back here'paste" folder) and paste over the existion ones in XML."

 

When i goto that folder it is empty?

 

What do i do?

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cain, as rebels, i can only get to tech level 2. After I research all the things (off the top of my head, a-wing, infiltrator academy, shutter shield, light factory heavy factory, y-wing, neb B frig. ect ect ect for tech 1)

my robots cant go to any other planet to steal, so i can only get to tech level 2. help maby?  :P thx

http://starwars.wikicities.com/images/thumb/7/73/300px-Imperial_Fleet.jpg

Long live the Venator!

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hmmm - try other play modes :) but if you can build all the ships and such - why you need a differnet level. Anyway I will mod only the gold from now one :)

- The Trivium Organization - Community Manager -

- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -

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Cool mod. Nice to see extensive modding. The mixture of technical and design creativity reminds me of the old days of game development where the programmer was also the designer. Another side effect is that we can see design experimentation which helps with future expansions/product development.

Petroglyph Lead Designer

Las Vegas. Nevada, USA

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another problem, the rebel files are there but when i move the rebal FACTIONS xml to the right place when i try to play the game at the start the start button isn't pressable so i click on the words "demo campaign" which enables the start button but when i press it the game come up with a exeption error, any idea how to fix?
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Cool mod. Nice to see extensive modding. The mixture of technical and design creativity reminds me of the old days of game development where the programmer was also the designer. Another side effect is that we can see design experimentation which helps with future expansions/product development.

 

 

Thank you Joe, it means a lot to me to hear this from you. WTME is a bit an extensive mod since even now I don't have the time to fully port WTME on the eaw full version. Personally WTME reminds me of PTESB - another extensive and unorthodox mod that polished Rebellion to a new level:

 

http://pff.swrebellion.com/index.php?topic=409.0

 

and to my huge surprise even if it was submitted one year later that the SWR Warlords Mod it has surpased Eville's Jedi swr mod in downloads numbers PTESB Downloads 10233 vs. Warlords Downloads: 7195:

 

http://www.swrebellion.com/modules.php?name=Downloads&d_op=viewdownload&cid=3

 

And if you look closely at PTESB you ill see that it is an extensive polished bold mod that challenges the LEC mian vision a bit (at polishing games and haveing a more interesting and "real" story).

 

I don't intend to use it on EAW ... maybe ... for now I just want to polish the stuff that can be improved. I estimate that if I force my self in 6 months I can polish EAW enough to get the same effect that on PTESB.

 

The key to a successful mod is not to go against the developer’s main vision but to perfect it to a level that they never planned to with it go. A good mod has to be accesible to most of the games players. Radical changes & mod designs will always fall short of their true potential.

 

Btw Joe you are a visionary like I am so pls. feel free to use my mods as an alternative source of inspiration. The stats, balance, story twists, art, and fan feedback can be useful design concept feedback for you to improve even more the EAW's path into the future.

 

The Force :) is telling me that this winter the EAW add-on will feature the SW timeline of Episode 5 and Zaarin as a new faction besides the Pirates.

 

My only starting advice will be for you to give EAW a huge graphics/textures polishing and rebalance the stats/speeds for more strategic depth (+ add 40% totally new units and 50% same units types variations). Maybe increase the maps sizes by 35% and the Galaxy by 45%. This is what I will do anyway if I have had been an EAW Producer.

 

Thanks for the mod feedback,

Cain

Edited by Cain

- The Trivium Organization - Community Manager -

- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -

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you have put the xml folder in the wrong place, it needs to be in a folder called data, that you need to creat yourself, and that new data folder needs to be put in the already existing data from the game itself

 

 

You sure, i done it and it just basically uninstalled the mod and the demo was back to normal?

 

edit: i have managed to get it working as the rebels BUT strangly the ai is the rebels aswell so as soon as i build something the ai starts making it go planet to planet and there is no ai for the empire?

 

edit2: Fixed all of it :)

Edited by cyclonetwist
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