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Re: EAW: Warlord - 6.0 - Total Mod Expansion
Cain replied to Cain's topic in EAW Mods General Workshop
The WTME has been updated to 6.0 I found a lot of original missing land models and I fixed them all. Piett's ship is now red, etc. Sid421 This must be a game bug by failing to read yes lemme know if it still happening. -
Compiled List of EAW-Demo Mods [Update 02:18:06]
Cain replied to Cain's topic in EAW Mods General Workshop
>>> EAW: Warlord - 6.0 - Total Mod Expansion <<< Added in Warlord MTE v6.0 -Removed more invisible buildings or supplimented with other existing models. -Fixes the new optional AI modes -Fixes tp Zaarin faction when playing Imp or Reb (Gives them a better chance) -Piett ISD ship is now red. -The bigger planets have now only 6 land slots since that's how much Tattoine map can take. -Some buildings tech silce fixed error. -Infiltrator fixed Added in Warlord MTE v5.0 - New ISD ships (Zaarin and Piett) - New unit color for Zaarin's faction (to avoid confusions) - Zaarin can assoult planets with more than one troop. - He is an Admiral so his ground troops support is limitated. His gorund companies have huge costs to build and mantain. (necessary fix-plays well with the story) - The HomeOne has now his own escort and has a limitated number of fighter squadrons on board - his scale and weapons have also been improved. - Fxeshave been done to reb space station 3 to enable it to explode. - Tartan no hull explosion bug is now fixed. - New play mode added (All start with one planet) - Optional new file for difficulty settings - Remaining invisible units removed. - Hero / Troops size issue fixed. - And many other fixes that don't require listing Screens from The Mod: 1. Zaarin troops assoulting my empire on their own. 2. Tartan Bug Fixed (The hull never exploded after death) 3. Piett's own Accuser (Imperial Color for better recognition in battle-this ship only shows up when Piett is in space- Piett's double ico bug is also fixed) http://photobucket.com/albums/y256/Cain2/th_ZaarinTroopsAssoulting.jpghttp://photobucket.com/albums/y256/Cain2/th_TartanBugFixed.jpghttp://photobucket.com/albums/y256/Cain2/th_PiettsShip.jpg 1.The HomeOne can spawn his own limited number of fighters. 2. Me commanding Zaarin's forces in an invasion 3. Three fully playable factions http://photobucket.com/albums/y256/Cain2/th_HomeOneSpawn.jpghttp://photobucket.com/albums/y256/Cain2/th_AfterlandingwithZaarintroops.jpghttp://photobucket.com/albums/y256/Cain2/th_3FactionsSP.jpg 1.The Droids now work (Normal Setting) 2. Zaarin Personal Ship and him. (The Prototype TIE's only spawn from his ships and his ship is not respwanable after death - take care of it - it is also very powerful) 3. The special weapons work - but their power is diminished as well as their firepower ratings.(You see here a hypervelocity in actions - Zaarin can build it too) http://photobucket.com/albums/y256/Cain2/th_DroidsWork.jpghttp://photobucket.com/albums/y256/Cain2/th_TIEAdvanced.jpghttp://photobucket.com/albums/y256/Cain2/th_HyperVelocity.jpg 1. And Again - the space retreat and land retreat fully work. 2. Battle between brothers. 3. Piett's ISD destruction. http://photobucket.com/albums/y256/Cain2/th_Hyprspacejump.jpghttp://photobucket.com/albums/y256/Cain2/th_ZarrinsRevolt.jpghttp://photobucket.com/albums/y256/Cain2/th_DefeatofPiett.jpg Changes in WTME 4.0: -Fully enables the land and space retreat for Imps, Rebs and Zaarin -Fixes to invisible land units. -Fixes to some planets problems. -Polishing of Zarrin faction (*You can only assoult with one unit - use an AT-AT, be careful and bomb the hell out of the enemy while playing on easy) -Fixes VSD unilmited build pop cap -4.0 makes the mod 99,9% playable -Many internal .xml fixes -Report any new bugs on the official topic or in the NMA subforum. Added in Warlord MTE v3.0 - You can now fully build VSDs, ISDs, MCs, etc. - Fixed problematic planets (lemme know if you spot new ones) - Snowspeeders enabled with Y-Wings hulls (They are a nice ground support but I don't think they can cable tow) - Zarrin can now build troops - so its easy to defeat the rebs and imps (but he still can invade with one at a time - lack of suitable transports for his revolt) - Enabled the building of ground large turbolaser's defences. - Fixed the space stations issues - you can now build up to level 5. - A better structurated build tech queque - Build queque icons fixed - they no longer show unbuildable structures or units. - Ion Cannons enabled - Retreat is still possible for both sides on land (Zarrin can do it in space too) - New imp structures enabled. (Lemme know if you spot buildings without model or any other issue. This mod build should be 99% stablie and very polished) Added in Warlord MTE v2.0: -Removed all known missing units. -The C3PO droid is added back in the game/ -Fixed Bestine space map crash -Added the land retreat ability for rebs and imps(*pure luck - hope it works on your demo too/maybe someone mods it for the space one too) -Note: Zaarin still has both the space and land retreat ability. -Gameplay research - New mod play mode recommended is now availeble. -Tip: Play with the AI on low or medium if you don't want to loose miserably. -Lokecd units&buildings icons are still visible but they are next to the same but enabled ones -Other small general fixes to fighters/ships build time/location and space station level required. -Better shields to cap ships (Mon / ISD) Added in Warlord - Total Mod Expansion: - You can play with the alliance (standard mode/full tech&credits mode) - You can play with the empire (standard mode/full tech&credits mode) - You still can play as a third faction (Zaarin) - Space maps that spawn Nebulon firgates were removed - Fixes to 3 planets that were misssing GUI texture - Fixes to fighters movement - Fixes AT-AT firepower normal against troops - Many space battles crashes removed (if you spot any PM me) - Fixes missing space stations in actual 3D battle - All existing heroes are in. Added in "Zaarin" 1.3: -You are able to build imperial buildings and defenses. -Troops (human) scale and mobility has been improved towards realism. -Known crashes removed. -You are able to call down reinforcements when the planet is allowing it. -Use your bombing runs carefully. -Use your ground troops carefully since they are your loyal troops and the only ones who followed you in this private rebellion. General aspects of the Mod: -This mod is designed to be hard, challenging and fun and you start with only one planet - expanding from that one. -Play the game as a third faction that has followed the Admiral Zaarin in his revolt against the Empire. -Adds all existing heroes and you will have to face them all in battle. (*Kyle_Katarn, Han_Solo, Sundered_Heart, Home_One, Mon_Mothma, Piett, Mara_Jade, Grand_Moff_Tarkin, Boba_Fett, General_Veers.) -Your action as an admiral to turn against the empire has offered you enough support from the imperial fleet at Corellia and the main space station and shipyards in that system - this will allow you to build all the imp ships and buildings. -This uprising has created chaos in the galaxy and many rebel or imperial troops will decide to join your army in battle (*you never know) -Tarkin and his armada is after you and you will not be a friend of the rebellion too. -See how the galactic civil war is evolving right before your eyes and how the rebel AI battle the imperial AI as you can stop them defeating the Rebels and the Palpatine's Imps and rule the galaxy for your self. -Your ground troops will be limited on what you start with - this is more of an imperial fleet rebellion. -New* Be able to retreat your forces from space battles or land battles. -New* The scale of the troops and fighters has been corrected to a more acceptable size as well as their speeds. -New* The other factions AI will partially ignore you if you not upset them. -New* Unit speeds have been modded towards a bit more SW movie realism. -New* 22 planets have been enabled (*but only on with the few maps that are available in the demo) -New* trade routes have been added. Etc. Enjoy - Cain (*Please also give credit to NMA Nevada Modding Association )http://pff.swrebellion.com/http://www.swrebellion.com/phpBB3/viewforum.php?f=3.0 PS. Full play may still be required in case of bugs pls. report them to me in the offical topic: http://pff.swrebellion.com/index.php?topic=2257.0 Download Link - WMTE 6.0 Mod: http://pff.swrebellion.com/index.php?action=dlattach;topic=1955.0;attach=415 Turbolaser 3 Fix: http://pff.swrebellion.com/index.php?action=dlattach;topic=1955.0;attach=447 NOTE: To use the Ai's xmls from WTME 6.0 mod in your mod will require you mentioning in all your mod/info/credits the source of this fix: "Space retreat option availeble thanks to: Warlord TME v6.0 Mod, By Cain, NMA: Nevada Modding Association and PFF: Petroglyph Fan Forums." It is just something I want - to credit our efforts in discovering this. Its up to you in the end to decide - Thanks. -
K thx. Pls try to report bugs in a more detailed manner so I can figure out a solution faster.
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Re: EAW: Warlord - 6.0 - Total Mod Expansion
Cain replied to Cain's topic in EAW Mods General Workshop
Hmmmm - if the problem persists - play Rebels on (Full Tech) And I need to know exactly what buildings don't have models. -
Re: EAW: Warlord - 6.0 - Total Mod Expansion
Cain replied to Cain's topic in EAW Mods General Workshop
Ok - Red it is then for Piett. Thanks - I could use some help - since I do not have too much time for testing. The Snowspeeder has been replaced with the Y-Wing. As for the invisible unit - I have no clue who he is .... mmmm Mon Mothma on land? Myabe I opened a unit by accident - I am also working to give the imps artilery. If you figure out who he is I can easly fix it. Any help is appreciated - thank you guys. To make a 6.0 I need more bugs to fix. -
Re: EAW: Warlord - 6.0 - Total Mod Expansion
Cain replied to Cain's topic in EAW Mods General Workshop
Be more specific - i played that map and it works - what exactly you had and what exactly they had - see it it is happening again. See ... no bug here: http://i7.photobucket.com/albums/y256/Cain2/Kessel.jpg -
>>> EAW: Warlord - 6.0 - Total Mod Expansion <<< Added in Warlord MTE v6.0 -Removed more invisible buildings or supplimented with other existing models. -Fixes the new optional AI modes -Fixes tp Zaarin faction when playing Imp or Reb (Gives them a better chance) -Piett ISD ship is now red. -The bigger planets have now only 6 land slots since that's how much Tattoine map can take. -Some buildings tech silce fixed error. Added in Warlord MTE v5.0 - New ISD ships (Zaarin and Piett) - New unit color for Zaarin's faction (to avoid confusions) - Zaarin can assoult planets with more than one troop. - He is an Admiral so his ground troops support is limitated. His gorund companies have huge costs to build and mantain. (necessary fix-plays well with the story) - The HomeOne has now his own escort and has a limitated number of fighter squadrons on board - his scale and weapons have also been improved. - Fxeshave been done to reb space station 3 to enable it to explode. - Tartan no hull explosion bug is now fixed. - New play mode added (All start with one planet) - Optional new file for difficulty settings - Remaining invisible units removed. - Hero / Troops size issue fixed. - And many other fixes that don't require listing Screens from The Mod: 1. Zaarin troops assoulting my empire on their own. 2. Tartan Bug Fixed (The hull never exploded after death) 3. Piett's own Accuser (Imperial Color for better recognition in battle-this ship only shows up when Piett is in space- Piett's double ico bug is also fixed) http://photobucket.com/albums/y256/Cain2/th_ZaarinTroopsAssoulting.jpghttp://photobucket.com/albums/y256/Cain2/th_TartanBugFixed.jpghttp://photobucket.com/albums/y256/Cain2/th_PiettsShip.jpg 1.The HomeOne can spawn his own limited number of fighters. 2. Me commanding Zaarin's forces in an invasion 3. Three fully playable factions http://photobucket.com/albums/y256/Cain2/th_HomeOneSpawn.jpghttp://photobucket.com/albums/y256/Cain2/th_AfterlandingwithZaarintroops.jpghttp://photobucket.com/albums/y256/Cain2/th_3FactionsSP.jpg 1.The Droids now work (Normal Setting) 2. Zaarin Personal Ship and him. (The Prototype TIE's only spawn from his ships and his ship is not respwanable after death - take care of it - it is also very powerful) 3. The special weapons work - but their power is diminished as well as their firepower ratings.(You see here a hypervelocity in actions - Zaarin can build it too) http://photobucket.com/albums/y256/Cain2/th_DroidsWork.jpghttp://photobucket.com/albums/y256/Cain2/th_TIEAdvanced.jpghttp://photobucket.com/albums/y256/Cain2/th_HyperVelocity.jpg 1. And Again - the space retreat and land retreat fully work. http://photobucket.com/albums/y256/Cain2/th_Hyprspacejump.jpg Changes in WTME 4.0: -Fully enables the land and space retreat for Imps, Rebs and Zaarin -Fixes to invisible land units. -Fixes to some planets problems. -Polishing of Zarrin faction (*You can only assoult with one unit - use an AT-AT, be careful and bomb the hell out of the enemy while playing on easy) -Fixes VSD unilmited build pop cap -4.0 makes the mod 99,9% playable -Many internal .xml fixes -Report any new bugs on the official topic or in the NMA subforum. Added in Warlord MTE v3.0 - You can now fully build VSDs, ISDs, MCs, etc. - Fixed problematic planets (lemme know if you spot new ones) - Snowspeeders enabled with Y-Wings hulls (They are a nice ground support but I don't think they can cable tow) - Zarrin can now build troops - so its easy to defeat the rebs and imps (but he still can invade with one at a time - lack of suitable transports for his revolt) - Enabled the building of ground large turbolaser's defences. - Fixed the space stations issues - you can now build up to level 5. - A better structurated build tech queque - Build queque icons fixed - they no longer show unbuildable structures or units. - Ion Cannons enabled - Retreat is still possible for both sides on land (Zarrin can do it in space too) - New imp structures enabled. (Lemme know if you spot buildings without model or any other issue. This mod build should be 99% stablie and very polished) Added in Warlord MTE v2.0: -Removed all known missing units. -The C3PO droid is added back in the game/ -Fixed Bestine space map crash -Added the land retreat ability for rebs and imps(*pure luck - hope it works on your demo too/maybe someone mods it for the space one too) -Note: Zaarin still has both the space and land retreat ability. -Gameplay research - New mod play mode recommended is now availeble. -Tip: Play with the AI on low or medium if you don't want to loose miserably. -Lokecd units&buildings icons are still visible but they are next to the same but enabled ones -Other small general fixes to fighters/ships build time/location and space station level required. -Better shields to cap ships (Mon / ISD) Added in Warlord - Total Mod Expansion: - You can play with the alliance (standard mode/full tech&credits mode) - You can play with the empire (standard mode/full tech&credits mode) - You still can play as a third faction (Zaarin) - Space maps that spawn Nebulon firgates were removed - Fixes to 3 planets that were misssing GUI texture - Fixes to fighters movement - Fixes AT-AT firepower normal against troops - Many space battles crashes removed (if you spot any PM me) - Fixes missing space stations in actual 3D battle - All existing heroes are in. Added in "Zaarin" 1.3: -You are able to build imperial buildings and defenses. -Troops (human) scale and mobility has been improved towards realism. -Known crashes removed. -You are able to call down reinforcements when the planet is allowing it. -Use your bombing runs carefully. -Use your ground troops carefully since they are your loyal troops and the only ones who followed you in this private rebellion. General aspects of the Mod: -This mod is designed to be hard, challenging and fun and you start with only one planet - expanding from that one. -Play the game as a third faction that has followed the Admiral Zaarin in his revolt against the Empire. -Adds all existing heroes and you will have to face them all in battle. (*Kyle_Katarn, Han_Solo, Sundered_Heart, Home_One, Mon_Mothma, Piett, Mara_Jade, Grand_Moff_Tarkin, Boba_Fett, General_Veers.) -Your action as an admiral to turn against the empire has offered you enough support from the imperial fleet at Corellia and the main space station and shipyards in that system - this will allow you to build all the imp ships and buildings. -This uprising has created chaos in the galaxy and many rebel or imperial troops will decide to join your army in battle (*you never know) -Tarkin and his armada is after you and you will not be a friend of the rebellion too. -See how the galactic civil war is evolving right before your eyes and how the rebel AI battle the imperial AI as you can stop them defeating the Rebels and the Palpatine's Imps and rule the galaxy for your self. -Your ground troops will be limited on what you start with - this is more of an imperial fleet rebellion. -New* Be able to retreat your forces from space battles or land battles. -New* The scale of the troops and fighters has been corrected to a more acceptable size as well as their speeds. -New* The other factions AI will partially ignore you if you not upset them. -New* Unit speeds have been modded towards a bit more SW movie realism. -New* 22 planets have been enabled (*but only on with the few maps that are available in the demo) -New* trade routes have been added. Etc. Enjoy - Cain (*Please also give credit to NMA Nevada Modding Association )http://pff.swrebellion.com/index.php?board=23.0 PS. Full play may still be required in case of bugs pls. report them to me in the offical topic: http://pff.swrebellion.com/index.php?topic=2257.0 Download Link - WMTE 6.0 Mod: http://pff.swrebellion.com/index.php?action=dlattach;topic=1955.0;attach=414 NOTE: To use the Ai's xmls from WTME 6.0 mod in your mod will require you mentioning in all your mod/info/credits the source of this fix: "Space retreat option availeble thanks to: Warlord TME v6.0 Mod, By Cain, NMA: Nevada Modding Association and PFF: Petroglyph Fan Forums." It is just something I want - to credit our efforts in discovering this. Its up to you in the end to decide - Thanks.
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They planned but after discussin this with Brett the LEad Producer he told me that he never played it in 3 mode. Btw WTME 5.0 is ready. and I'm starting a new topic here.
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Re: Official Topic - Warlord Total Expansion
Cain replied to Cain's topic in EAW Mods General Workshop
Topic closed - new 5.0 version is availeble. http://pff.swrebellion.com/index.php?topic=2257.0 -
>>> EAW: Warlord - 6.0 - Total Mod Expansion <<< http://upload.wikimedia.org/wikipedia/en/f/f1/Zaarin.jpg Added in Warlord MTE v6.0 -Removed more invisible buildings or supplimented with other existing models. -Fixes the new optional AI modes -Fixes tp Zaarin faction when playing Imp or Reb (Gives them a better chance) -Piett ISD ship is now red. -The bigger planets have now only 6 land slots since that's how much Tattoine map can take. -Some buildings tech silce fixed error. Added in Warlord MTE v5.0 - New ISD ships (Zaarin and Piett) - New unit color for Zaarin's faction (to avoid confusions) - Zaarin can assoult planets with more than one troop. - He is an Admiral so his ground troops support is limitated. His gorund companies have huge costs to build and mantain. (necessary fix-plays well with the story) - The HomeOne has now his own escort and has a limitated number of fighter squadrons on board - his scale and weapons have also been improved. - Fxeshave been done to reb space station 3 to enable it to explode. - Tartan no hull explosion bug is now fixed. - New play mode added (All start with one planet) - Optional new file for difficulty settings - Remaining invisible units removed. - Hero / Troops size issue fixed. - And many other fixes that don't require listing Screens from The Mod: 1. Zaarin troops assoulting my empire on their own. 2. Tartan Bug Fixed (The hull never exploded after death) 3. Piett's own Accuser (Imperial Color for better recognition in battle-this ship only shows up when Piett is in space- Piett's double ico bug is also fixed) http://photobucket.com/albums/y256/Cain2/th_ZaarinTroopsAssoulting.jpghttp://photobucket.com/albums/y256/Cain2/th_TartanBugFixed.jpghttp://photobucket.com/albums/y256/Cain2/th_PiettsShip.jpg 1.The HomeOne can spawn his own limited number of fighters. 2. Me commanding Zaarin's forces in an invasion 3. Three fully playable factions http://photobucket.com/albums/y256/Cain2/th_HomeOneSpawn.jpghttp://photobucket.com/albums/y256/Cain2/th_AfterlandingwithZaarintroops.jpghttp://photobucket.com/albums/y256/Cain2/th_3FactionsSP.jpg 1.The Droids now work (Normal Setting) 2. Zaarin Personal Ship and him. (The Prototype TIE's only spawn from his ships and his ship is not respwanable after death - take care of it - it is also very powerful) 3. The special weapons work - but their power is diminished as well as their firepower ratings.(You see here a hypervelocity in actions - Zaarin can build it too) http://photobucket.com/albums/y256/Cain2/th_DroidsWork.jpghttp://photobucket.com/albums/y256/Cain2/th_TIEAdvanced.jpghttp://photobucket.com/albums/y256/Cain2/th_HyperVelocity.jpg 1. And Again - the space retreat and land retreat fully work. 2. Battle between brothers. 3. Piett's ISD destruction. http://photobucket.com/albums/y256/Cain2/th_Hyprspacejump.jpghttp://photobucket.com/albums/y256/Cain2/th_ZarrinsRevolt.jpghttp://photobucket.com/albums/y256/Cain2/th_DefeatofPiett.jpg Changes in WTME 4.0: -Fully enables the land and space retreat for Imps, Rebs and Zaarin -Fixes to invisible land units. -Fixes to some planets problems. -Polishing of Zarrin faction (*You can only assoult with one unit - use an AT-AT, be careful and bomb the hell out of the enemy while playing on easy) -Fixes VSD unilmited build pop cap -4.0 makes the mod 99,9% playable -Many internal .xml fixes -Report any new bugs on the official topic or in the NMA subforum. Added in Warlord MTE v3.0 - You can now fully build VSDs, ISDs, MCs, etc. - Fixed problematic planets (lemme know if you spot new ones) - Snowspeeders enabled with Y-Wings hulls (They are a nice ground support but I don't think they can cable tow) - Zarrin can now build troops - so its easy to defeat the rebs and imps (but he still can invade with one at a time - lack of suitable transports for his revolt) - Enabled the building of ground large turbolaser's defences. - Fixed the space stations issues - you can now build up to level 5. - A better structurated build tech queque - Build queque icons fixed - they no longer show unbuildable structures or units. - Ion Cannons enabled - Retreat is still possible for both sides on land (Zarrin can do it in space too) - New imp structures enabled. (Lemme know if you spot buildings without model or any other issue. This mod build should be 99% stablie and very polished) Added in Warlord MTE v2.0: -Removed all known missing units. -The C3PO droid is added back in the game/ -Fixed Bestine space map crash -Added the land retreat ability for rebs and imps(*pure luck - hope it works on your demo too/maybe someone mods it for the space one too) -Note: Zaarin still has both the space and land retreat ability. -Gameplay research - New mod play mode recommended is now availeble. -Tip: Play with the AI on low or medium if you don't want to loose miserably. -Lokecd units&buildings icons are still visible but they are next to the same but enabled ones -Other small general fixes to fighters/ships build time/location and space station level required. -Better shields to cap ships (Mon / ISD) Added in Warlord - Total Mod Expansion: - You can play with the alliance (standard mode/full tech&credits mode) - You can play with the empire (standard mode/full tech&credits mode) - You still can play as a third faction (Zaarin) - Space maps that spawn Nebulon firgates were removed - Fixes to 3 planets that were misssing GUI texture - Fixes to fighters movement - Fixes AT-AT firepower normal against troops - Many space battles crashes removed (if you spot any PM me) - Fixes missing space stations in actual 3D battle - All existing heroes are in. Added in "Zaarin" 1.3: -You are able to build imperial buildings and defenses. -Troops (human) scale and mobility has been improved towards realism. -Known crashes removed. -You are able to call down reinforcements when the planet is allowing it. -Use your bombing runs carefully. -Use your ground troops carefully since they are your loyal troops and the only ones who followed you in this private rebellion. General aspects of the Mod: -This mod is designed to be hard, challenging and fun and you start with only one planet - expanding from that one. -Play the game as a third faction that has followed the Admiral Zaarin in his revolt against the Empire. -Adds all existing heroes and you will have to face them all in battle. (*Kyle_Katarn, Han_Solo, Sundered_Heart, Home_One, Mon_Mothma, Piett, Mara_Jade, Grand_Moff_Tarkin, Boba_Fett, General_Veers.) -Your action as an admiral to turn against the empire has offered you enough support from the imperial fleet at Corellia and the main space station and shipyards in that system - this will allow you to build all the imp ships and buildings. -This uprising has created chaos in the galaxy and many rebel or imperial troops will decide to join your army in battle (*you never know) -Tarkin and his armada is after you and you will not be a friend of the rebellion too. -See how the galactic civil war is evolving right before your eyes and how the rebel AI battle the imperial AI as you can stop them defeating the Rebels and the Palpatine's Imps and rule the galaxy for your self. -Your ground troops will be limited on what you start with - this is more of an imperial fleet rebellion. -New* Be able to retreat your forces from space battles or land battles. -New* The scale of the troops and fighters has been corrected to a more acceptable size as well as their speeds. -New* The other factions AI will partially ignore you if you not upset them. -New* Unit speeds have been modded towards a bit more SW movie realism. -New* 22 planets have been enabled (*but only on with the few maps that are available in the demo) -New* trade routes have been added. Etc. Enjoy - Cain (*Please also give credit to NMA Nevada Modding Association )http://pff.swrebellion.com/http://www.swrebellion.com/phpBB3/viewforum.php?f=3.0 PS. Full play may still be required in case of bugs pls. report them to me in the offical topic: http://pff.swrebellion.com/index.php?topic=2257.0 Download Link - WMTE 6.0 Mod: http://pff.swrebellion.com/index.php?action=dlattach;topic=1955.0;attach=415 NEW*: http://dynamica.us/Warlordv6.0.Total.Expansion.zip Turbolaser 3 Fix: http://pff.swrebellion.com/index.php?action=dlattach;topic=1955.0;attach=447 NOTE: To use the Ai's xmls from WTME 6.0 mod in your mod will require you mentioning in all your mod/info/credits the source of this fix: "Space retreat option availeble thanks to: Warlord TME v6.0 Mod, By Cain, NMA: Nevada Modding Association and PFF: Petroglyph Fan Forums." It is just something I want - to credit our efforts in discovering this. Its up to you in the end to decide - Thanks.
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Re: Official Topic - Warlord Total Expansion
Cain replied to Cain's topic in EAW Mods General Workshop
Renameing should be simple but I don't have time for that ... now. 5.0 is alomst ready. -
Re: Official Topic - Warlord Total Expansion
Cain replied to Cain's topic in EAW Mods General Workshop
Here it is what I promised. And the dude on the ship should be Zaarin since his forces can't train officers - I guess. As you can see I given him the fleet collor since this is prinarly a imp fleet revolt. And his TIE Advanced are shielded - and close to TIE stats. Only hid Flag Ship can spwan them. His Flag ship can't respwan - but the Rebs and Imps can / The rebs will have 2 flag ships and the imps too. http://i7.photobucket.com/albums/y256/Cain2/TIEAdvanced.jpg -
SonicNZ2 its ok - the new ruleing only applies from the last week. And you are a close firnd of petroglyph more present on this forums than Lion or DMUK will ever bee
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Re: Official Topic - Warlord Total Expansion
Cain replied to Cain's topic in EAW Mods General Workshop
I will give to Zarrin ship its TIE Advanced .... just give me a moment. 5.0 will come today. -
Re: does an E or R at the end mean its unlocked or locked
Cain replied to Megajames's topic in EAW Mods General Workshop
Clone it and add it an _E or _R or _Megajames. To stop the old unit to bee seen * it has been shown in the game as "Not availeble in Demo" set its Tech_Level 99 Cheers. -
Yes indeed I have a quick fix - and I think I know how to fully fix it - but this will take more time. As for tech 1 start. They don't seem to be able to do research ... so level 4 will do until I find a way to clone them the imp research. You will also get Zaarin's comand ship. An ISD that has the ability to take on 2 ISDs and win. I also find out that the game was never designed to have a third playable faction in the SP - nobody at played this before - I mean the devs.
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Cool find ! I have cced my hole company with it anyway at least my division Thank you - it feels quite real to me ....
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Yeah I will love such a mod too If I could get enough model makers and people willing to work I think that it could be done.
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It seems that we don't have a 3D model of the DS in the demo Or I am wrong?
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Did you used a speeder 3D model?
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Hey is someone trying to do this or I will have to do it again my self?
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Cool now we need JI to add them. And maybe insert the same colors in the rest of the forum ?
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Any help will be appreciated
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Ugh... Looking fo the codes for the 2D Galaxy Map.
Cain replied to Stellar_Magic's topic in EAW Mods General Workshop
Can we move planets up and down ? -
I fixed that in 5.0