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Re: Empire at War: Total Realism v2.0


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With every rar file we included readme file and a quick installation guide in english and in french.

 

If you are refering to hotfix then you just have to copy files into your gamedata\data\xml directory. This fix is to be used if you have installed modified galactic conquest map.

ok when i go into the game data/data folders i dont see an XML folder i just see a Text and Audio folder with a bunch of separate data icons

 

and there is no readme file

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@The_talented: Right from readme file:

In the compressed file (.rar) you downloaded you should find the below contents:

 

 

 

  1. One folder named "1. Default installation (High-end + GM)" which must contain three folders named "Art", "Text", "XML".

 

        [a] - "Art" folder must contain two sub-folders named "Maps" and "Textures" with 13 files in total.

        [b) - "Text" folder must contain two .DAT files (CreditsText_ENGLISH.DAT, MasterTextFile_ENGLISH.DAT) in total.

        [c] - "XML" folder must contain thirty eight (38) .XML files in total.

       

  2. One folder named "2. French installation files" which must contain one folder named "Text" only two .DAT files (CreditsText_FRENCH.DAT, MasterTextFile_FRENCH.DAT) inside.

  3. One folder named "3. Low-end systems files" which must contain only two .XML files (HARDPOINTS.xml, TACTICALCAMERAS.xml).

  4. One folder named "4. Exclude modified GM" which must contain four .XML files (CAMPAIGNS_SINGLEPLAYER.xml, GAMECONSTANTS.xml, PLANETS.xml, TRADEROUTES.xml).

  5. One text (.txt) file named "_EAW Total Realism v2.0 [README FIRST!]" - english.

  6. One text (.txt) file named "_EaW Total Realism v2.0 (quick installation)" - english.

  7. One text (.txt) file named "_EaW Total Realism [A LIRE AVANT TOUT!]" - french.

  8. One text (.txt) file named "_EaW Total Realism (Installationrapide)" - french.

  9. One excel format (.xls) file named "_EaWTR Ground & Space modifications v2.0" .

  10. One excel format (.xls) file named "_EAWTR Gameconstants ChangeLog v2.0" .

  11. One excel format (.xls) file named "_EaWTR Build costs ChangeLog v2.0" .

  12. One excel format (.xls) file named "_EaWTR Re-scaling ChangeLog v2.0" .

.

.

.

.

The installation of EaW:TR is quite simple. Providing that your .rar extractor kept the formation of

four (4) separate folders described in "1. CONTENTS OF .RAR FILE" section, you are given to choose from

four (4) different installations according to your preferance and your system specs. DO NOT FORGET TO

READ THE LAST NOTE UNDER ALL INSTALLATION OPTIONS EMPHASIZED AS "{IMPORTANT!}".

 

 

-----------

||| 1. Default installation (High-end + GM) 

---------------------------------------------

This installation is the full modification of Empire at War game we have made. In other words, when we (the creators)

refer to "EaW:TR" mod, we refer to this installation. As described in the title, this option aims to "High-end systems",

since it requires more than average computer power to have a smooth gameplay. It also contains the modified Galactic

Map (GM).

 

--> Mind that Single Player campaigns will NOT play with this installation and the game will crush if you attempt

to load a Campaign saved game; the modified GM is only for the two Galactic Conquest modes, the one with the 43 planets

and the smaller one with 21 planets. Yet, it is easy to unistall ONLY the modified GM while keep the rest mod. The fourth

installation option is made exactly for this reason.

 

So, if you see that this installation suits best for you, simply COPY the three (3) folders ("Art", "Text", "XML") which

are inside the "1. Default installation (High-end + GM)" folder, and PASTE them under "Data" directory of Empire at War,

which is located by default in:

 

                          C:\Program Files\LucasArts\Star Wars Empire at War\GameData\Data

.

.

.

.

.

{IMPORTANT!} - From all the required folders that must be copied under Data folder in order for EaW:TR

              to function properly, only TEXT folder will ask you to overwrite an (existing) TEXT folder

              which already exists under the same (Data) folder.

                  ***  IT IS STRONGLY RECOMMENDED THAT YOU BACKUP THIS (ORIGINAL) TEXT  ***

                  ***  FOLDER BEFORE PROCEEDING IN EAW:TR INSTALLATION PROCESS!        ***

              In case you overwrote the original TEXT folder, refer to the Troubleshooting section below.

 

Hope this helps :)

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And some G-R-E-A-T news (direct copy & paste from LF personal message)......

 

The editor is coming! I know I say that a lot, but it's really looking like it will be soon now. The delay was caused by a few new features that we wanted to get into the editor (both for all of you and for ourselves) before we released it.

.

YEEEEEeeehaa! You realise what this means?? If the map edittor is released by next week (as we estimate), expect Empire at War: Total Realism v3.0 to blow your EaW experience out of the outer rim, with full remaking of all current maps, plus numerous new planets!!

 

Stay in our frequency to see this game as meant to be ;D !

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ok... when i download it i get ...O N E...  file and thats it

the .rar there is no readme i dont know if im getting a bullsh*t download or not but im downloading it from the same site as 1000+ others or something

 

AND

 

in my data folder i have TWO folders thats IT

 

Audio

  +

Text

 

in the said "XML" folder im supposed to have 38 files in it? i dont even have 38 files to begin with in the entire game folder....

 

thats all ive said this plenty of times and you keep telling me the same thing

 

do i need to create an XML folder? cuz i havnt tweaked with the data folder at all since i installed the game(within the exception of today)... i know your trying to help but nothnig you guys are telling me is actually doing anything in that regard

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The_talented: Do you have latest WinRar? It is version 3.51 and can be found from here . The .rar file was compressed with "best" compression tech, that might not be supported by earlier versions. Try, and if the problem insists, send me personal message.

 

As for XMLs etc, if you see the package contents i quoted above, there's no need for you to create folders etc; all what you need is in the package and is a simple copy & paste to run the mod.

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The_talented: Do you have latest WinRar? It is version 3.51 and can be found from here . The .rar file was compressed with "best" compression tech, that might not be supported by earlier versions. Try, and if the problem insists, send me personal message.

 

As for XMLs etc, if you see the package contents i quoted above, there's no need for you to create folders etc; all what you need is in the package and is a simple copy & paste to run the mod.

 

interesting you have to download and install programs to run mods....

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Hey there newbie in these parts.

 

Wouldnt normally join a forum. All i wanted to do was get the download.  ;D....However hadt to reply..Great work guys. Only a couple of issues. Firstly being the map sizes in space combat.  Which you obviously know about. Also problem with the Imperial Star destroyers. Not sure if its due to the map size. But whle the rebel ships just run rings round you. You cant get the Star destroyers to move. Had 7 wiped out by lesser Rebel ships. Whereas if i use the Victory class. They blast the crap out of the Rebels ;D Also only been playing the original maps on the Empire at War scenario. i left Fondor alone so the Rebels would grab it and build some Mon Calamari Cruisers. Been playing for ages now and they still havnt built any. Infact they have only built their space station to level 2. Think it has something to do with Mon Mothma just planting her rear end on Naboo and it seems the Rebels build their ships there. Oh just one more thing. Will you do the Super Star Destroyer?

 

All in all fantastic guys...Find myself just putting on the cinematic camera during the space battles....Better than watching any of the space battles in the films ;D

 

Regards

 

Duck!

 

Oh one more thing any chance of doing the Empire at War Scenario. As on the original game but increasing the amount of planets. Like what you have done with your one using 43 planets. But it is to easy if your playing the empire.

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Alright The_talented. A .rar file is an archive, which you need Winrar to open. Google it and you should find a download. If you don't have the xml folder in your data folder, you need to download an extractor. Go here: http://eaw.heavengames.com/holocron/index.php?action=view&id=15. Follow the first two sections of that guide (The Tools and Extracting The Files). That should get your XML files out and editable. To edit a specific XML file right-click it and select Open With. Then go to Notepad.

 

Hope that helped.

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This new version is fantastic.

 

But...

 

-Sheilds on Capital Ships are too weak.

-Imperial Class Star Destroyer is a tad too big.

-Space Station is still a bit weak against Capital Ships.

-Hardpoints on Capital Ships are also weak.

-Home One could be a little bit bigger.

 

Essentially, all I'm saying is that battles don't last long enough in my humble opinion. Everything dies so fast. I mean, fighters, yes that's normal, but ... Capital Ships ? No, they should last way, way longer then a frigate for example.

 

Technically I myself would gladly make the necessary changes for my own tastes, but I don't know what to modify, perhaps somebody could point me in the right direction ?

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This new version is fantastic.

 

But...

 

-Sheilds on Capital Ships are too weak.

-Imperial Class Star Destroyer is a tad too big.

-Space Station is still a bit weak against Capital Ships.

-Hardpoints on Capital Ships are also weak.

-Home One could be a little bit bigger.

 

Essentially, all I'm saying is that battles don't last long enough in my humble opinion. Everything dies so fast. I mean, fighters, yes that's normal, but ... Capital Ships ? No, they should last way, way longer then a frigate for example.

 

Technically I myself would gladly make the necessary changes for my own tastes, but I don't know what to modify, perhaps somebody could point me in the right direction ?

 

Just turn the speed down in the space battles....That way they will last longer...Plus when you watch in cinematic view...You get more of a slower motion atmosphere. Which is very cool

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Well, I meant without changing the actual game speed.

 

All I'd like to would be to make it so all Capital Ships (at least) take much more than what they currently can.

 

You know, something simple like ... shield generator would take 20 hits instead of 5 before being destroyed. Or a shield depleting much slower from enemy attacks than it current does.

 

Just to make the battles last longer, each and every Capital Ships would be present on the "battlefield" simply longer, making for a more "epic", long-term battle.

 

Right now it feels like an arcade game. You bring up a oh so mighty Imperial Class Star Destroyed, but it gets half-destroyed by a single Rebellion frigate and a few Y-Wing squadrons.

 

I really do like this new version, much better overall than 1.0, but everything happens too fast for my own tastes. That's why I asked for help so I myself could do the changes to satisfy my personal preferences.

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Some good suggestion here.

 

We gave more hitpoints to hardpoints on capitals allready but we also need to consider the following fact.

 

If you make battles last longer would you get bored if after let's say 25 minutes you only managed to destroy a single hardpoint.

 

The problem is how long do we want the battle to last ?

 

5 minutes, 10 minutes or 1 hour ?

 

If we refer to tactical naval battles in history then I think that you will have to fight for 1 day.

 

As an exemple Trafalgar battle (British Navy Vs French Navy) started with first rays of sun and lasted till 3 AM next day.

 

In modern era (India Vs Pakistan) the biggest naval battle since the WW2 lasted only 15 minutes. Indian Navy stroke with anti-ship missiles.

 

If you refer to the WW2 then we can talk about the battle between Royal Navy and KriegMarine. Sunking of Bismarck (the greatest battleships ever made) was done in 2 phases. 1 phase destroying its ability to move with torpedo planes and the second phase rush of the Royal Navy.

 

2 phases lasted for almost 48 hours. Eventhough Bismarck was disabled she was able to return fire. On other hand her armor was strong enough to reppel all attacks from 220 mm guns. A lucky shot in her ammo storage sent her down.

 

So you see it is all about finding the compromise between what is acceptable by players and what happens in reality.

 

Now for ppl who want to tweak by them self you can play with the file called hardpoints.xml Just increase the hitpoints of corresponding hardpoins.

 

 

Concerning the rescaling.

 

Yes I know that capitals are looking too big. I was discussing with Athanasios about this. When this was done the fighter has been taken as the reference and everything else was rescaled acording to it. We also tryed to take Capital as refrerence. Here you can see what is the end result when the capital is taken as the refrence.

 

 

About the space station being too weak agains capitals.

 

If you make research on gun enhancement for space station I'm sure that you will find space station too powerfull compared to capitals. When my gun and armor enhancements are at maximum no capitlal can take out the space station alone.

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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@Zenoth: I think we communicate in the same frequency concerning "epic" term, if you get what i mean ;)....stay tuned for v2.1 and don't hassle in the labyrinth of xmls. As Orao said, we've already headed for this feature of "epic-battles" and we'll increase it even more. Yet, we don't intend to make them last 1-2 hours, since this will kill part of gameplay, if you understand us. Yet, they will last longer than they do now ;).

 

@GenocidalDuck: LOL, thanks mate. The best we could get from the community (apart from the 1150 downloads in 5 days ;D) is the feedback we need to move on. And what really impressed us is that many people subscribed to forums (PFF, LF etc) only to say us "thanks", "great mod" etc.....we hope coming versions will face the same applause too.

 

Now, for the space battles, we tried to scale down all relative scales (put it simple, make all simple by decreasing them the same relative amount), but it isn't actually what we expected as Orao already mentioned......however, now that the edittor is coming, our first and foremost priority will be to make all maps bigger (so that you have more parking place ;D) and more complex, with choke points, hills and valleys, swamps and forest and more!

 

As for the turn speeds of cap ships you mention, it's already a known issue (and an already fixed one ;)).

 

@Dude70: I think The_talented doesn't intend to modify himself, he just had problem with the installation/rar file (i hope he overpassed them). And to cheer you up (although i am not allowed to tell anything about 2.1 yet, only 2 days before its release :)), because we do realise that TR gets a bit complicated (and we're only in the beginning) with the many installation options, version 2.1 will come bundled with a shiny and 1-2-3 installer! .....everything to make your life "hassle-free" ;)

Edited by Athanasios
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Ok A rar file is compressed file which contains other files inside. Something like ZIP only little better. In order to open it you need a program such as winrar. Once you open it with winrar you extract all files. Then follow instruction in the readme file for installation. If some foldders don't exist then you will have to create them.

 

I hope this helps you.

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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Athanasios and Orao, thanks a lot of taking into consideration my suggestions.

 

Much appreciated. You guys rule !  :D

 

So the battles/ships will last longer in version 2.1 ? I can't wait for it !  :o

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Some good suggestion here.

 

We gave more hitpoints to hardpoints on capitals allready but we also need to consider the following fact.

 

If you make battles last longer would you get bored if after let's say 25 minutes you only managed to destroy a single hardpoint.

 

The problem is how long do we want the battle to last ?

 

5 minutes, 10 minutes or 1 hour ?

 

If we refer to tactical naval battles in history then I think that you will have to fight for 1 day.

 

As an exemple Trafalgar battle (British Navy Vs French Navy) started with first rays of sun and lasted till 3 AM next day.

 

In modern era (India Vs Pakistan) the biggest naval battle since the WW2 lasted only 15 minutes. Indian Navy stroke with anti-ship missiles.

 

If you refer to the WW2 then we can talk about the battle between Royal Navy and KriegMarine. Sunking of Bismarck (the greatest battleships ever made) was done in 2 phases. 1 phase destroying its ability to move with torpedo planes and the second phase rush of the Royal Navy.

 

2 phases lasted for almost 48 hours. Eventhough Bismarck was disabled she was able to return fire. On other hand her armor was strong enough to reppel all attacks from 220 mm guns. A lucky shot in her ammo storage sent her down.

 

So you see it is all about finding the compromise between what is acceptable by players and what happens in reality.

 

Now for ppl who want to tweak by them self you can play with the file called hardpoints.xml Just increase the hitpoints of corresponding hardpoins.

 

 

Concerning the rescaling.

 

Yes I know that capitals are looking too big. I was discussing with Athanasios about this. When this was done the fighter has been taken as the reference and everything else was rescaled acording to it. We also tryed to take Capital as refrerence. Here you can see what is the end result when the capital is taken as the refrence.

 

 

 

I think in a way the space battles should be similier to that of WW2 naval warfare...As Mr Lucas said when he did the space battle in "A New Hope" he wanted the fighters to look like WW2 aircraft dog fighting. With the ships in EAW you also get the sense that they are WWI-WW2 dreadnoughts engaged in battle. Looks very good and right IMO. Quite a few years ago there was a game series called Great Naval Battles. Only ever played the second one. But ship to ship engagements were fantastic. It wasnt just about destroying the guns of the opposing ships but to destroy enough of the ship to the point is was sunk or completely put out of commision. Each ship was divided into sections. for a battleship for example. There would probably be about 50 sections. If you caused enough damage for water to pour into enough sections the hsip would sink. Or if it had been hit enough times above the water line the ship would catch fire in one section then spread to others. Unless your damage control teams could put the fires out. I've not seen another game that has used that technique, to this day. And it may be a old game and the graphics etc wernt great. But for realism it was fantastic. Point is...You can destroy a ship without taking out all its weapons.

 

As for the scaling of the ships i think it is spot on.....Once the maps are enlarged it will be excellent.

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Personally maybe having a few "power" hardpoints on the ship that make energy recharge..

 

.until dead. :P

 

if u had a whole bunch of ion cannon frigates this wouuld be a nice target with y wings :P

maybe a sensors hardpoint.. a bridge .. and all other types  of ship systems

 

 

If you refer to the WW2 then we can talk about the battle between Royal Navy and KriegMarine. Sunking of Bismarck (the greatest battleships ever made) was done in 2 phases. 1 phase destroying its ability to move with torpedo planes and the second phase rush of the Royal Navy.

I thought they disabled its ability to turn..

2 phases lasted for almost 48 hours. Eventhough Bismarck was disabled she was able to return fire. On other hand her armor was strong enough to reppel all attacks from 220 mm guns. A lucky shot in her ammo storage sent her down.

So the british had luke with them eh :D

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

Hehe IA 2 venator :P

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Personally maybe having a few "power" hardpoints on the ship that make energy recharge..

 

.until dead. :P

 

if u had a whole bunch of ion cannon frigates this wouuld be a nice target with y wings :P

maybe a sensors hardpoint.. a bridge .. and all other types  of ship systems

 

Yes think that would work well

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Oh one other thing...I only put the low end mod on my system...Not sure if my puter is high end or low end...Not smart when it comes to such things. So not sure if its because i only installed the low end mod but i cant build interdictor cruisers :-\
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