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Re: Empire at War: Total Realism v2.0


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Heh, happened to me all the time ;D

 

The game checks all XMLs at the starting screen (before logos appear). Thus, the game will crush if:

 

1. A code line in an XML file is not closed correclty (mostly happens due to by fault pressing "enter"). For example:

 

ilities>

 

 

2. A code line in an XML file is not tagged correclty. For example:

 

 

3. A code in an XML file does not have adequate support from game engine. For example, making a new unit (ie. Royal Guards  Extreme Slaughtering) without the correct connections among files.

 

If you use a good XML edittor, like MS Visual Web Developer, the wrong code is underlined with red markings. Hope this helps :).

 

oh thanks! i found what was wrong. and it should be good now.

 

but i do have another question, in space skirmish, i cant buy any fighters (ties, x/y-wings etc.). they arent on the production tab. is that supposed to be there?

 

EDIT: AND Vader crashes my game when i bring him into any skirmish battle. i dont know about GC.

Edited by fortune faded13
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@faded13: I think you really messed up with the XMLs somewhere  ;D. Run a fresh re-installation and DELETE any previous mods installed. Below i give you an image that everything works ok...

 

Space skirmish - Buildable fighters, Darth Vader squadron

http://users.auth.gr/~atsiolas/_Resize%20of%20Space%20Skirmish%20-%20fighters.jpg

 

@shadow3dje: About the Piett crawling, it may happen with other capital ships too and it's due to the fighters they carry as i said. One solution is to (temprorarily) set all video options to low, until the memory overcomes the bottleneck.

 

@swgbex: Just checked the turn speeds of capital ships and you are 200% right....till the v2.1, you can justify this by saying that the captain takes the turns with the handbreak on ;D

 

@someone...: Im not sure if this is posted here or in LF forums, but someone said that Interdictor has a laser-battery hardpoint on its engines. just checked it, and no such issue spotted.

 

Interdictor laser-battery hardpoints on engines??

http://users.auth.gr/~atsiolas/_Resize%20of%20Interdictor%20-%20engines.jpg

 

Apart from this, i was wondering the other day in an EaW site (won't say its name) and i fell on an image of an EaW mod (won't say its name either)....i just post it below to remeber what you (and me) were playing all this time........how didn't we fix the scalings right from the first installation, remains a mystery, heh 

 

"Towering ATAT"....you kidding us? :o

http://users.auth.gr/~atsiolas/_Resize%20of%20comparion1%20-%20other%20mod.jpg

 

EaW: Total Realism v2.0

http://users.auth.gr/~atsiolas/_Resize%20of%20comparison1%20-%20EaWTR.jpg

Edited by Athanasios
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Check the very first post of this thread. All the info can be found there ;)

 

Well if you wish to have feedback, here is mine:

 

The game is GREAT. I have never seen the AI do things it has been doing in TR 2.0. One thing I do suggest for any coming additions is that the Neb-B should spawn a Y-Wing and X-Wing squadron instead of 2 Z-95s. This'll help when it is being swarmed with TIE Fighters.

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\Well guys (EAW:TR Crew) Gotta say WELL BLOODY DONE this is prob the ONLY mod out there THAT incorporates what I'm after, Ship/Ground scaling, Combat balancing +added features, that until now you either had to live with 1 mod and have to edit other XML's to get what you were after in another Mod etc :(

 

But i do ? a couple of things... I'm playing 1.02 ATM ill wait till 1.04 before updating etc. But back to my real Question.. Ive played both sides in Ver 1.0 and now 2.0 and no matter what side i play wether it be Rebel or Imperial, the opposite side just ISNT aggressive MOSTLY in the galactic map (moving) and I'm playing on HARD lol. Shead some light on that?

 

1st pic is the Nose of the Victory LOL the nose when destroyed is not well... destroyed :)

 

And the 2nd Pic is of the SD or Accuser (Piets Ship) The engine lighting is kinda little small LOL

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If you want agressive AI, dont build starbases above lvl 2 (of course except those cap ship building sites) do not use ion cannons/turbolaser towers/heavy factories and use mostly troopers with only a handful of plex or vehicles...and you will see aggressive AI.

From experience it seems that whatever mod you play, the AI will NEVER attack any fortified positions...it lacks balls and/or the ability to concentrate fleets/troops

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I thought the rebel capital ships would launch fighters.  So far they havent.  i have tried many different ways.  Everything else is great.  I am doing the 21 planet map and it is a fun up hill battle for the rebels.

 

I just need my rebel capital ships to launch fighters.  it is starting to get one sided when i am fighting victory star destroyers.  i havent finished it yet

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TRUELY?? well that kinda suxs dont it? :(

I was also going to add that like my tech was up too lvl 5 etc can build Deathstar etc

 

Man that is a bummer..Normally on ANY other game you play on hard YOU get RAPED so to speak :)

 

Geez that is a let down :(

Alos they seem to HOARD there base capitals Like you play Imp the hoard Neb's/Corvettes You play Rebs they Hoard Acc's/Tartans as i said im Tech 5 for goodness sake LOL where are the higher end Capitals

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If you want agressive AI, dont build starbases above lvl 2 (of course except those cap ship building sites) do not use ion cannons/turbolaser towers/heavy factories and use mostly troopers with only a handful of plex or vehicles...and you will see aggressive AI.

From experience it seems that whatever mod you play, the AI will NEVER attack any fortified positions...it lacks balls and/or the ability to concentrate fleets/troops

 

So what youre saying is that its a CODE flaw right from the get go from LA/Petro?? Man they REALLY need to fix this...

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Sorry but because of the distribution of the Collectors Edition maps, im going to have to remove the link. Until a version of your mod is created that doesnt coantain the CE maps the link will have to be removed. Once you have created this version you can re post the link. PFF believes that the free distribution is illegal, and if you want the CE maps and you dont live in the USA or Germany please use the internet to order it.

 

EDIT: Thread locked until you create version w/o CE maps or you get Lucas Arts written consent. When you have done so please Private Message me or a different moderator/admin and we will re-open this thread.

Edited by Popcorn2008

http://img525.imageshack.us/img525/3269/pffuserbar2globalmodnx9.jpg

> Petroglyph Forums Moderator

> LucasForums Moderator

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We are in good relations with the devs ...mostly Petroglyph and eaw.net is closer to LEC (in fact all the EAW sites know each other and cooperate). So anyway ...if Eaw.net decides to cut the link it will probably happen on all the forums this included.

 

Until you can post a clear quote after a permision email to release those maps ... we at PFF are forced to ask you to remove those from your mod.

 

Keep in mind that somehow you are makeing us responsable too ... so pls. understand our concerns and desire to play safe.

 

Thank you. And keep it going - nice mod again btw. 

- The Trivium Organization - Community Manager -

- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -

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Well, for evey non-moderator/admninistrator, just calm down and don't send me emails "why?!?!!?!?!", "let's make a strike against LEC offices" and other stuff expressing your disappointment. Due to the great mutual understanding with the moderators (they handled lightsaber better than i could*), the issue of CE maps will be pulled aside until LEC decides to write down the 2-3 letters needed to say "Yes, No". It's a matter of bureaucracy and you may know how this stuff works.......they may answer tomorow, they may answer after the expansion pack is out, or they might not even answer and just send a couple of FBI agents in my house and put me in Al Katraz for the rest of my life making patches for their games ;D

 

Seriously speaking, the mod is now re-packed without the CE maps and any referance to them. You may keep downloading the file from the main site. As soon as we get the "ok" from LEC or Petroglyph, we'll just upload the first package.

 

Now, to cheer things up, here's a short list of "numbers" we scored due to your support:

 

It's been ONLY 4 days from the first announcement of EaW:TR v2.0 and:

 

1. PFF forums: 2100 views, 110 posts (5 pages)

2. LF forums: 2350 views, 100 posts (3 pages)

3. SWR, Filefront, Heavegames: 350 views each, few posts (not over 5 but they're kind of "dead" forums)

 

And the best. Within 2 days we gathered 750 downloads (only from the main site) ! Note, that v1.1 had gathered 280 downloads only after 2-3 weeks but its advertishment campaign was inexistent.

 

So, spread the word out, so that we end up playing MultiPlayer games as meant to be ;) !

 

 

PS1: One small note, everyone who's keeping an eye on LF forums too, i try to update both threads so that people dont have to move from one forum to the other and mess up with 10 explorer windows. Yet, some info (like the first quoted message) can be found only here in PFF forums, since the appearce of it is more easier to be organised.

 

* PS2: The truth (the above is just for people's eyes) is that my lightsaber battery turned off in the middle i had both Pop and Cain.......@!#%$!@#$ batteries and they were just recharged!! ;D

Edited by Athanasios
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Nice to see some common sense in these matters instead of the USUAL flame war LOL

 

Athanasios just a quick thing through youre travels in the XML's etc...Have you seen anywhere to increase the AI ability to make and attack/Defend with a little more vigor??? I think if you could crack that area as well this MOD will be the top of the list for some time :)

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TRUELY?? well that kinda suxs dont it? :(

I was also going to add that like my tech was up too lvl 5 etc can build Deathstar etc

 

Man that is a bummer..Normally on ANY other game you play on hard YOU get RAPED so to speak :)

 

Geez that is a let down :(

Alos they seem to HOARD there base capitals Like you play Imp the hoard Neb's/Corvettes/ You play Rebs they Hoard Acc's/Tartans as i said im Tech 5 for goodness sake LOL where are the higher end Capitals

 

the AI rarely builds higher starbases then lvl 2, thus cannot produce anything then corvette and first frigate..if you have much luck it builds lvl 3 base somewhere and gets some VSDs, but i have never seen them building lvl 4+ starbases and only seen those they get from the start. Only chance the empire go an ISD its because there is a script wich spawns them above planet (like when you get new recruits as rebels)..same way it gets VSD

 

Same for ground bases, usualy it builds X heavy/advanced factories/mines only on all planets, no diversity no plan, just the heaviest factories on planet, and cheapest/lowest space units in fleets with ground units for you to breakfast...

 

Just try it, mod it yourself, lower the cost of all IMP starbases to 1 credit, give the computer 100.000 start credits and see how they build :) my guess (or shall i call it bad experience) is it will spam tartans,acclamators,broadsides,heavy/advance factories, till they are out of money..dooing nothing

 

Really this game is awesome only for multiplayer experience, sadly the singleplayer part for us older is like when you play MP with your 6age old cousin, who can click only on few icons over and over because they look nice...

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hey just something that I have noticed, I downloaded this shortly after it came out...and I don't think I purchased a CE, at least I cannot find anything on my box that says CE....either way I had those maps, the planets anyway, before your intial download, and playing v2.0 in campaign did not affect my game at all.  The only thing that I did notice was that  during the space battle of Wayland, I invaded with two MK II's and they popped out of hyperspace within firing range of the space station.  Now I know that you adjusted the scaling.  I think with those two being my only ships on the screen that it kinda messed up.  Would like to provide you with a screen shot...just do not know where to download the movie thingie....tell me where and I will get more info to you.
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the AI rarely builds higher starbases then lvl 2, thus cannot produce anything then corvette and first frigate..if you have much luck it builds lvl 3 base somewhere and gets some VSDs, but i have never seen them building lvl 4+ starbases and only seen those they get from the start. Only chance the empire go an ISD its because there is a script wich spawns them above planet (like when you get new recruits as rebels)..same way it gets VSD

 

Same for ground bases, usualy it builds X heavy/advanced factories/mines only on all planets, no diversity no plan, just the heaviest factories on planet, and cheapest/lowest space units in fleets with ground units for you to breakfast...

 

Just try it, mod it yourself, lower the cost of all IMP starbases to 1 credit, give the computer 100.000 start credits and see how they build :) my guess (or shall i call it bad experience) is it will spam tartans,acclamators,broadsides,heavy/advance factories, till they are out of money..dooing nothing

 

Really this game is awesome only for multiplayer experience, sadly the singleplayer part for us older is like when you play MP with your 6age old cousin, who can click only on few icons over and over because they look nice...

 

 

Yeah after playing for a bit now i can see that the AI REALLY lacks sooo much and really is VERY inept in what it should be able to do... I really hope this can be fixed via a official patch or some guy with the brains to figure it all out :)

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A clumsy solution would be to change...

 

2

 

...on all space units...

 

perhaps then the lazy AI would consider to build anything else except his usual trio :/

 

But im to busy..or lazy..to mod it myself

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Sorry for not replying immediately at the AI/Graphic issues feedback, but i didn't even see them with the whole CE-maps problem in the middle :). Anyway, here it goes:

 

@malric, havoc: The outstanding AI of EaW is currently tutored in the highest Artificial Intelligence universities of the world, not to mention that LISP and PROLOG languages (for experienced/AI systems) acquired it as the base for their future progress ;D. Seriously speaking, we can't do anything until we have some script modifying tools. What we can try, and which will be done in coming version, is simply making AI cheat more......higher credits multiplier, more aggressivenes etc etc, but we cant promise antyhing  ::)

 

tbohner: Both rebel and capital ships spawn fighters....unistall any previous mods and follow the installation instructions step by step. Reply back if the problem insists.

 

@Havoc04: The engine glow issue, as well as  ATAT shadow (if you didn't notice) are two separate issues we are aware of but we can't do anything to fix them. I have contacted Torpid and after he forwared these to artists, the answers were clear: (a) The engine glow is not part of the ships but a separate texture and as such, it will no rescalle along with ships rescaling. Orao tried to rescale the relevant .dds files but with no luck. (b) The ATAT shadow is an unknown game bug ("of those that never happen" as Torpid said) which we are proud to announce that we are the first modders to discover  ;D . The ATAT will "cut" its shadow (only legs shown) after a 1.15 scale increment...so, don't pull your hairs if you fall into the same bug as we did. Concernign the VSD "not destroyed" nose, it might occur due to the +2 anti-fighter/bomber laser batteries we've attached to that bones. However, it can be due to a particular game mis-handling (like many others). Tell me if this re-occurs; ill check it myself too.

 

@VileMrrrgh : The program you're looking for is called FRAPS and you can download it from our site (it's free). You can find the link in the very first post of this thread. However, the problem you are describing it's not due to rescaling modifcations. Actually, it's a known problem (along with the forementioned AI); the maps are small, full of asteroids, and the locations where your fleet will jump in are pre-specified. Untill we get bmap editor to make maps bigger and change these values, you may run in the same problem in other planets too.

 

 

 

Below is a screenshot from Rebel Campaign "The Final Battle", when the victory was in my hands (i might make another thread to post your images/videos from EaW:TR v2.0 .... hmmm......). Believe it or not, i didnt spare any time completeing the campaigns (not to mention GC modes...) till now that EaW:TR reached a steady version, since we were modding all the time. I hope to finish them now before the map edittor is released...... anyway, enjoy and expect v2.1 within next week (we hope) or later. The more feedback in the meanwhile, the better ;) !

 

"Wreacking havoc from safe distance..." - The Final Battle

http://users.auth.gr/~atsiolas/_Resize%20of%20The%20Final%20Battle.jpg

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Ok guys I've been busy all the day so as a co-moder of TR I'll try to bring you some answers.

 

As far as AI is concerned we can't do nothing at present state. The AI behaviour is described in LUA script at which we don't have any kind of access. Let's all hope that Petro will make AI more aggressive in the next patch.

 

@Havoc04

 

The glow effect of engines. Before release we tyred to fix that thing. We didn't find any reference in code to how glow effect is big.

Then we came across texture file. In those files you have the full circle and some kind of strap (it supposed to tell to the engine when to shut down the glow). We were playing with those files, trying to increase the radius and the size of the strap.

But we didn't see any change.

 

For the upcoming fix expect to see GC map starting positions rearranged. The Empire will still have core worlds but almost all outer rim worlds will be given to the Rebelion with exception of few which will remain in hands of pirates.

 

Present version is a challenge for rebel player. You can achieve victory on this map but for that you have to use droids. They can travel from planet to planet without being seen. Meaning that you can tech up eventhough you are in the bottleneck at the beginning.

 

Thank you to all for your support.

http://goranmost78.free.fr/orao1.jpg

Empire at War: Total Realism v2.0 mod.... 1200 downloads in 5 days and counting...

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There is a file called budgetallocation.XML for AI. It tells to AI how to spend money. This file make call to some values which are described in the LUA file. And inside that  file (budgetallocation.xml) all you can see are equation.

http://goranmost78.free.fr/orao1.jpg

Empire at War: Total Realism v2.0 mod.... 1200 downloads in 5 days and counting...

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* PS2: The truth (the above is just for people's eyes) is that my lightsaber battery turned off in the middle i had both Pop and Cain.......@!#%$!@#$ batteries and they were just recharged!!

 

You must have those new "tricupidil" batteries...they die within 1-2 hours of charging... ::)

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@swgbex: Just checked the turn speeds of capital ships and you are 200% right....till the v2.1, you can justify this by saying that the captain takes the turns with the handbreak on  ;D

I wish i could do that in my x wing..

 

i mean.. my car.. :P

So the engine glow needs to be scaled up a bit.. but that has  been asked.. i have not seen many errors yet beyond that exept a few TEXT errors such as on a certain ship it says there are 3 tie bombers

but someone held shift and it came out as # tie bombers.. or something similar.. i have lost which ship it was on... but its such a minor detail.. ..

 

I havnt actually gone into a land battle strangly enough.. (i guess i spend too much time moddin the game than playing it :P)

http://www.swgbex.com/sig.jpg

Hehe IA 2 venator :P

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