Mr.Caine Posted March 15, 2006 Posted March 15, 2006 (edited) As you may have seen Ive been working on a realism mod for EAW. Tweaking the XML files and adding from exsisting mods. Such as the Firespary mod, eawaddonmod, SMM, the Galaxy mod, EaW Total Realism v1.0 etc. I didnt really copy from the i used them as a reference. Several changes have occured. ATAT like i mentioned before unstoppable. They are weak only to air speeder cables and turbo lasers. I got the ATAT to target air speeders they can go down pretty quickly in a frontal attack. Adds X-wings and TIE fighters to ground battles as well. T4B and ATATs price has been raised as well as there build time. Takes about 2 mins to produce. T4Bs are monsters for infantry and light tanks. They can take a lot of abuse but dont stand a chance vs ATATs or air support. And since you have so few numbers you have to make use and combine them with other units. T2s are mostly anti infantry, and some tanks. There good vs Maulers and infantry but are a little outgunned vs ATSTs. There speed has been increased they can move in and out quickly. http://i10.photobucket.com/albums/a105/333Super/cantshake.jpg http://i10.photobucket.com/albums/a105/333Super/Evasionma.jpg http://i10.photobucket.com/albums/a105/333Super/Raidingpirates.jpg Though disadvantaged the Rebels have a ability to raid planets with X wings and cause some havoc. Ive been trying to figure out how to get the Xwings to fire rockets that do damage to building strucktures. BTW how do i get Turbo lasers to fire at air targets? Also the scaling has been changed for many of the units. http://i10.photobucket.com/albums/a105/333Super/Scale.jpg http://i10.photobucket.com/albums/a105/333Super/closeup.jpg Marader cruisers no longer fire missles they fire lasers and are extremely fast and agile. There pretty good vs everything. They can hold 1 squadourn. http://i10.photobucket.com/albums/a105/333Super/Monsters.jpg http://i10.photobucket.com/albums/a105/333Super/501stlegion.jpg http://i10.photobucket.com/albums/a105/333Super/ImperialConvoy.jpg Mon Cal 40s and 80s have the abiliy to spawn fighters. But only so many. The Xwing fire power and shields make up for this. Y wings are also hard to take down. Battles can be intense as so much is going on. http://i10.photobucket.com/albums/a105/333Super/Battleovercoursant.jpg http://i10.photobucket.com/albums/a105/333Super/excessiveforce.jpg(they made the mistake of hyperspacing directly into the most heavily defended part of the fleet) Artillary for empire is ... devestating combined with air power and atats. There range has been increased, they can hit objects from almost across the maps. They also are resistant toward small arms. T4Bs and Xwings can eat them up quickly though. Enemy bases go down quickly. ATSTs are excellent vs infantry and smaller units. Maulers are excellent against infantry and shurg off blaster shots. However surpirse attacks from PLEX troopers will demolish them. http://i10.photobucket.com/albums/a105/333Super/RearGuards.jpg infantry has also been tweaked there are several more units aviable for each fraction. Planet credits have also been tweaked. Coursant generates 10,000 +. Kessel has many more land spots for use of mining facilites. More will be done. Music has been updated as well. Theres nothing better than arriving on mustafar and hearing the good ol anakin vs obi wan duel music.I'm trying to decide if i should give all infantry the use of thermal detonatiors but scale it down a little. Edited March 15, 2006 by Mr.Caine http://i10.photobucket.com/albums/a105/333Super/BESERKER.jpg
kingdark Posted March 15, 2006 Posted March 15, 2006 i read somewhere that somebody made it possible to use r2 to build defenses is this included? http://miniprofile.xfire.com/bg/os/type/0/kingdark.png
Nevets Posted March 15, 2006 Posted March 15, 2006 Wow cool, fighter dog fighting on land look nice. The space battles with all the fighters looks a bit cluttered tho, is there a way to shrink the fighter box? Also why would it be hard to take down a y-wing, they are slow and clunky?
DragonShadow Posted March 15, 2006 Posted March 15, 2006 heheh. You're AT-ATs look like mine...towering over all things, so big you usually can't see all of it at once. http://i61.photobucket.com/albums/h65/NightshadowDragon/RyuuKageSIG.jpg http://i61.photobucket.com/albums/h65/NightshadowDragon/AoSW-JCW_Banner.jpg
Sabin Posted March 15, 2006 Posted March 15, 2006 Looks interesting, but does your mod include other stormtroopers like magna, swamp, and royal guards?
Obi-Wan Kenobi Posted March 15, 2006 Posted March 15, 2006 WOW. Looks like those huge battles could cause monster lag tho. http://www.bolt.com/FyroKid/audio/371863?cn=SEARCH_3%20doors%20down_PAGE1
Stellar_Magic Posted March 15, 2006 Posted March 15, 2006 Have you added the Concussion Missile Launcher and secondary Blaster Cannon on the AT-ST? How about the twin Blaster Turrets on the AT-AT? I just did on my ROR mod and I'm investigating the models to see if its possible to reassign torpedo launch points for the X-wing and Z-95 so that they don't shoot out of the laser cannons. Also... Why are there so many starfighter squadrons in that shot? What did you do give VSDs 20 starfighter squadrons or what? Forum and RPG Membership:http://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsTC.jpghttp://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsRPG2.jpg Signature:Sufficiently advanced technology would be indistinguishable from Magic. -Arthur C. Clarke
Mr.Caine Posted March 16, 2006 Author Posted March 16, 2006 i read somewhere that somebody made it possible to use r2 to build defenses is this included? I havent found that article but if I do I will be sure to add it. Wow cool, fighter dog fighting on land look nice. The space battles with all the fighters looks a bit cluttered tho, is there a way to shrink the fighter box? Also why would it be hard to take down a y-wing, they are slow and clunky? I'll try too cut down the number of squads produced I only beefed it up because those rebels managed to get to coursant and launch a massive strike. Looks interesting, but does your mod include other stormtroopers like magna, swamp, and royal guards? Yes WOW. Looks like those huge battles could cause monster lag tho. Indeed. The Rebels managed to attack me with a fleet of 45 Venators 14 assault frigates. The Battle lasted a good 30 mins. But there is a major lag issue. So i'll have to find a way to cut it down. It was possibly because of all the fighters. I'll cut it down as well as the space pop and see what happens. Have you added the Concussion Missile Launcher and secondary Blaster Cannon on the AT-ST? How about the twin Blaster Turrets on the AT-AT? I just did on my ROR mod and I'm investigating the models to see if its possible to reassign torpedo launch points for the X-wing and Z-95 so that they don't shoot out of the laser cannons. Also... Why are there so many starfighter squadrons in that shot? What did you do give VSDs 20 starfighter squadrons or what? You know what i thought about adding concussion missles today, but i dont know how to add them. Do I have to give them hitpoints? If so how do i get them on the sides of the ATST? Is it like atst_missle_launcher_FR? I have the twin blasters on the ATAT. lol yea i gotta change the fighter squads like i said before i got pissed at the rebels for attacking me and i decided to give them some pay back for attacking me. LOL! http://i10.photobucket.com/albums/a105/333Super/BESERKER.jpg
Zer_Teron Posted March 16, 2006 Posted March 16, 2006 Truly, half the map is covered by them. So whens the ETA? http://img20.imageshack.us/img20/3488/zersigef1.jpg
Legion116 Posted March 16, 2006 Posted March 16, 2006 Mr.Caine please look at the description. http://empireatwar.filefront.com/file/Pirates_At_War;58143It is possible.
Mr.Caine Posted March 16, 2006 Author Posted March 16, 2006 Well call my tiffany. That mod is nice! http://i10.photobucket.com/albums/a105/333Super/BESERKER.jpg
Mandalore Posted March 16, 2006 Posted March 16, 2006 When are you going to release it, thats if your going to release it.
Mr.Caine Posted March 16, 2006 Author Posted March 16, 2006 I'm looking to add more things so this may take a little while. But i'm going to release a beta. I would today but i cant. I'll do it tomorrow probaly. I need testers anyway. The game is a little unbalanced and victory IIs dont die. For some reason when you destroy there hardpoints they come back and are impossible to destroy... http://i10.photobucket.com/albums/a105/333Super/BESERKER.jpg
Star Wars Man Posted March 16, 2006 Posted March 16, 2006 Same thing happened to me when I used a snowspeeder model....anyway, Mr. Caine, could you release 2 different mods: One with all of your files, and one with just ground unit modification and like Space unit sizes. I speak for some people when I say that the one screenie with all of those fighters will cause my computer to have EXTREME lag. So releasing 2 (one with all of them, one Lag Version) would be great. http://img525.imageshack.us/img525/3269/pffuserbar2globalmodnx9.jpg
Stellar_Magic Posted March 16, 2006 Posted March 16, 2006 I'm a nice guy... Here's how you add the secondary weapons to the AT-AT and AT-ST, you make (Or in the case of the AT-AT, modify) hardpoints. Just add this code (You'll want to change the projectiles, these projectiles are from my mod and aren't in the default game) and tweak it the way you want it. HARD_POINT_WEAPON_LASER No No Damage_ATAT MuzzleB_00 MuzzleB_00 55.0 60.0 Proj_Blaster_Class_3_Red 0.3 0.3 800.0 Unit_AT_AT_Fire Infantry, 60.0 LandHero, 60.0 Vehicle, 60.0 Air, 60.0 Structure, 60.0 HARD_POINT_WEAPON_LASER No No Damage_ATAT MuzzleB_01 MuzzleB_01 55.0 60.0 Proj_Blaster_Class_3_Red 0.3 0.3 800.0 Unit_AT_AT_Fire Infantry, 60.0 LandHero, 60.0 Vehicle, 60.0 Air, 60.0 Structure, 60.0 HARD_POINT_WEAPON_LASER No No Damage_ATST MuzzleB_00 MuzzleB_00 55.0 60.0 Proj_Blaster_Class_2_Red 0.3 0.3 2 0.05 800.0 Unit_AT_ST_Fire Infantry, 60.0 LandHero, 60.0 Vehicle, 60.0 Air, 60.0 Structure, 60.0 HARD_POINT_WEAPON_MISSILE No No MuzzleB_00 MuzzleB_00 55.0 60.0 Proj_Class_4_Concussion_Missile 60.0 60.0 800.0 Unit_Tank_Missile_Fire Infantry, 60.0 LandHero, 60.0 Vehicle, 60.0 Air, 60.0 Structure, 60.0 Then just tell the unit in Ground Vehicles that it has the hardpoints. Forum and RPG Membership:http://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsTC.jpghttp://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsRPG2.jpg Signature:Sufficiently advanced technology would be indistinguishable from Magic. -Arthur C. Clarke
Mr.Caine Posted March 17, 2006 Author Posted March 17, 2006 Those dont work My ATSTs still fire reg lasers http://i10.photobucket.com/albums/a105/333Super/BESERKER.jpg
Saron2of4 Posted March 17, 2006 Posted March 17, 2006 I myself would like to see how to add missles to the AT-ST and the other lasers to the AT-AT. Also how do you adjust the size of ships.Makem bigger ie Home One? Also how do you add TIES etc to land. I don't want to change to much as I have made my own personal mod for myself just want to add a few more things. "The attack on me by the Jedi has left me physically deformed. But, my Resolve has never been Stronger"Palpatine
Mr.Caine Posted March 17, 2006 Author Posted March 17, 2006 Easy. Scale_factor change that for the desired size. Having TIES was easy also. It uses the speeder variant. Try this: Copy and Paste this in the GroundVehicles file. 2 40.0, 40.0 Generic_Shadow NEW_UNIT_TIEFIGHTER X_SPEEDER SNOWSPEEDER V_SPEEDER X_SPEEDER SNOWSPEEDER UC_REBEL_Buildable_Anti_Aircraft_Turret NEW_TOOLTIP_TIEFIGHTER TEXT_ENCYCLOPEDIA_CLASS_FIGHTER 75, 75, 75, 255 ev_TieFighter.ALO 0.985 2.4 15 40 6 72.0 35.0 .2 .2 7.0 4.5 2.7 20 Frigate Land Solo 4 130.0 150.0 5.0 false 200 SELECTABLE, POWERED AMBIENT_SFX, ABILITY_COUNTDOWN, FLYING_LOCOMOTOR,REVEAL,HIDE_WHEN_FOGGED, AMBIENT_SFX,UNIT_AI,TARGETING,WEAPON,STUNNABLE, WIND_DISTURBANCE,DAMAGE_TRACKING False Speeder Yes Empire 0 Armor_Speeder 105 40.0 0 170 0 1000 999 0.0 400.0 300.0 20.0 50.0 15.0 Proj_Mauler_Cannon_Green 0.0 8 0.0 Infantry, 1.0 Vehicle, 0 Air, 0 Structure, 15.0 P_Smoke_Small02.alo Medium_Explosion_Land Yes 0.2 2.0f Medium_Explosion_Land Unit_A_Wing_Spinning_By true 100 5 0.1 Unit_TIE_Fighter_Fire Unit_Select_TIE_Fighter Unit_Move_TIE_Fighter Unit_Fleet_Move_TIE_Fighter Unit_Attack_TIE_Fighter Unit_Guard_TIE_Fighter Unit_Assist_Move_X_Wing Unit_Assist_Attack_X_Wing Unit_TIE_Fighter_Fly_By 5 10 Unit_TIE_Fighter_Cinematic_Engine_Loop Unit_TIE_Fighter_Death_SFX Unit_TIE_Fighter_Fly_By 5 7 Unit_TIE_Fighter_Cinematic_Engine_Loop EHD_Unit_Destroyed EHD_Reinforcements_En_Route EHD_Reinforcements_Available EHD_Reinforcements_Cancelled i_button_tie_fighter.tga Air | AntiStructure Flying 1x1 yes 1 1 1 1 Yes Yes 50.0 200.0 150.0 5.0 AntiVehicle 200.0 Solo Flying 50 User_Input 10.0 100.0 1.0f 2.5 5 ALPHA W_Cable.tga 110 140 300 0.62f 2.0f AT_AT_Walker, Veers_AT_AT_Walker True 60 and copy this into the GROUNDCOMPANIESREBEL file NEW_UNIT_TIEFIGHTER X_SPEEDER SNOWSPEEDER V_SPEEDERr X_SPEEDER SNOWSPEEDER UC_Rebel_Buildable_Anti_Aircraft_Turret 1 Yes 24 2.1 40 Empire 450 25 Yes Yes No No 2000 1 0 1 0 E_Ground_Light_Vehicle_Factory DUMMY_GROUND_COMPANY 1 yes walker imperial_landing_craft tie_speeder, tie_speeder, tie_speeder i_button_tie_fighter.tga RV_snowspeeder.ALO 70 0 0 0 45 EHD_Build_Vehicle EHD_Unit_Canceled Unit_Complete_Tie_Fighter> Unit_TIE_Fighter_Fire Unit_Select_TIE_Fighter Unit_Move_TIE_Fighter Unit_Fleet_Move_TIE_Fighter Unit_Attack_TIE_Fighter Unit_Guard_TIE_Fighter Unit_Asteroids_TIE_Fighter Unit_Nebula_TIE_Fighter Unit_Health_Low_TIE_Fighter Unit_Health_Critical_TIE_Fighter Unit_Enemy_Health_Low_Tie_Fighter Unit_Enemy_Health_Critical_Tie_Fighter HARD_POINT_WEAPON_LASER, Unit_HP_LASER_TIE_Fighter HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_TIE_Fighter HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_TIE_Fighter HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_TIE_Fighter HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_TIE_Fighter HARD_POINT_ENGINE, Unit_HP_ENGINES_TIE_Fighter HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_TIE_Fighter Unit_TIE_Fighter_Fly_By 5 10 Unit_TIE_Fighter_Cinematic_Engine_Loop 225 1000 16 RC_Level_Two_Tech_Upgrade Tactical_Units NEW_TOOLTIP_TIEFIGHTER TEXT_ENCYCLOPEDIA_CLASS_FIGHTER 0.05 1 http://i10.photobucket.com/albums/a105/333Super/BESERKER.jpg
Stellar_Magic Posted March 17, 2006 Posted March 17, 2006 Did you add this tag in the groundvehicles xml? HP_AT-AT_00, HP_AT-AT_01 HP_AT-ST_00, HP_AT-ST_01 And remember you'll have to change the projectile because what I posted is straight from my mod and you guys don't have the same projectiles as I do. Forum and RPG Membership:http://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsTC.jpghttp://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsRPG2.jpg Signature:Sufficiently advanced technology would be indistinguishable from Magic. -Arthur C. Clarke
Mr.Caine Posted March 17, 2006 Author Posted March 17, 2006 Thanks cleared it right up. http://i10.photobucket.com/albums/a105/333Super/BESERKER.jpg
Saron2of4 Posted March 17, 2006 Posted March 17, 2006 (edited) Thanks .What about the Rebels? Adding a Victory /ISD and Rebel ship? Also what do you mean change the projectile?To what?Laser?Missle? Can you make a Zip that contains only the info needed to add ships, fighters, the missle to the AT-ST and second laser to AT-AT to the ground and a example of a scaled up version of Homeone. I'm having trouble figuring out which Scale factor to change the first one for the model or the Death Clone or both?Thanks in advance. Edited March 17, 2006 by Sarron2of4 "The attack on me by the Jedi has left me physically deformed. But, my Resolve has never been Stronger"Palpatine
Mr.Caine Posted March 17, 2006 Author Posted March 17, 2006 I balanced the ATST out. It has a chain gun, blaster cannons and rocket launcher. Takes infantry down really fast. On the flip side though, they are slower when try turn. So when your turning a paticular postion it'll take a little time to move. So this makes surpirse attacks deadly for ATSTs. In the infantry department blasters do nothing against them. Only PLEX missles. Hit them in the back and they go down faster than a $2 hooker. http://i10.photobucket.com/albums/a105/333Super/BESERKER.jpg
Obi-Wan Kenobi Posted March 17, 2006 Posted March 17, 2006 I'm having trouble figuring out which Scale factor to change the first one for the model or the Death Clone or both? You change the scale factor for both to the same number, or else Home One would be massive, but it's death would shrink to regular size. http://www.bolt.com/FyroKid/audio/371863?cn=SEARCH_3%20doors%20down_PAGE1
DragonShadow Posted March 17, 2006 Posted March 17, 2006 Did you add this tag in the groundvehicles xml? HP_AT-AT_00, HP_AT-AT_01 HP_AT-ST_00, HP_AT-ST_01 And remember you'll have to change the projectile because what I posted is straight from my mod and you guys don't have the same projectiles as I do. So you added new projectiles, right? Could you post them here? http://i61.photobucket.com/albums/h65/NightshadowDragon/RyuuKageSIG.jpg http://i61.photobucket.com/albums/h65/NightshadowDragon/AoSW-JCW_Banner.jpg
Stellar_Magic Posted March 17, 2006 Posted March 17, 2006 um... you don't want me to do that. Seriously the projectiles are specifically designed for my game modification and really wouldn't work that well for other mods. I've changed the game constants extensively for one thing, and if that isn't enough the hitpoint system is a lot different. Just change the projectile they fire to something you've already got, its one line of code. Forum and RPG Membership:http://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsTC.jpghttp://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsRPG2.jpg Signature:Sufficiently advanced technology would be indistinguishable from Magic. -Arthur C. Clarke
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