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Cain

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Everything posted by Cain

  1. All the issues popsted in the feedback forum will influence the design of the first patch for eaw. (*this I know for sure) Crazylegsmurphy thank you for your effort and imput. It is appreciated.
  2. Thanks - I will look into it.
  3. cool btw just stumbled upon sone Petro chat in the xmls
  4. It will show the model in a window or something ? Nice work btw. Thank you.
  5. Nope I don't think this is the case. I can enable the AI quite easly. Ahhh If I could only knew what enables the retreat from space and land - it is also in the xmls.
  6. They are a lot of dummy units and notes in the xml's - I have no clue what they exactly do ??? Didn't have time to test this.
  7. Yes - thanks - I do need testers that can pin-point the bugs so I can go and fix them - or maybe they can be fixed by them - and then we are a team makeing the mod
  8. Cain

    Stratus

    Pesky like you
  9. So the level 3 imp space station has a problem? K I will investigate. As for Level 5 space stations. Ok I will do something about that - I will make them all 3 and only a few 5 or I may go back on the last version planets xml. Suggestions anyone?
  10. WMTE Mod has been updated to v3.0 - try that one. [move] EAW: Warlord - 3.0 - Total Mod Expansion [/move] Added in Warlord MTE v3.0 - Can now build VSDs, ISDs, MCs, - 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=2154.0 Download Link - WMTE 3.0 Mod: http://pff.swrebellion.com/index.php?action=dlattach;topic=1955.0;attach=394 Known issues: -Some space stations were impossible to destroy. A level 1 shield backup has been added that will activate it self after the last hardpoint is destroyed. Then you can attack this respawned shield and the space station will blow up eventually. Lemme know if you spot any other truble. -The space retreat seems still to be loked hardcoded for the empire and rebel factions (*for Zaarin works) use the swmod.exe from Chriz mod - it may to make (second mod here in the topic list) it work if you desire retreat when playing imps or rebs (Better - paste this mod over his)
  11. That shield can be attacked after the last hardpoint is destroyed. I took this solution since any other hardpoint added was not strong enough to stay up until the base hull is blowed. This may also be fixed useing the health point- but I don't have time to experiment. 3.0 is at least is fully polished and playable and only needs ... maybe ...small fixes here and there. So guys - try the new 3.0 version ! Btw I just wish I get to see the day when I will search to find out how in the God's name I enabled the ground retreat but not the space one ??? And how come Zaarin has them both ... Also the damn droids don't seem to spy well ??? Help anyone ?
  12. Hi guys. I want to introduce you to someone dear to me. His help once in the past timeline when I was pretty much like Fosh helped me to become what I am now. He hosted my first mod and when nobody else did. For that I will always be grateful. He is as nice as a person like Ismael is and he is very skilled at site tech stuff. I am sure that he wil be a great addition to our team. So for any tehnical problem you can ask him for advaice especially when JI is not around. I given him a position of global moderator (with increased acces) and I hope that he will like our team and integrate well in it. Thank you all, Cain
  13. Is it me or BFME2 is closeing in on us ? I think we need to call down reinforcements Btw Delphi I got stuck in the xmls - i do hope you will give us a nice tutorial
  14. Thanks - I a bit stuck with my mod Do you know how to enable the retreat options?
  15. Thanks I still can't figure out why the imps can't build space stations above leve 3 ... ehhh I think I will abandon the dev of this mod. Better to wait for the hole game.
  16. Question: How I can increase the number of troops availeble in land assoults ?
  17. WMTE has a new version availeble - the 2.0 (See compiled mods list topic) It seems that the imps and rebs can now retreat from land battles only - lemme know if you spot new bugs.
  18. Pls. report bugs here - This should be the official thread. I am beeing assoulted by reports from so many directions that I can't decide what to fix first. Remeber to describe the location, and the faction you are playing and the one you are faceing. Thanks. >>> EAW: Warlord - 4.0 - Total Mod Expansion <<< Added in Warlord MTE v4.0 -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=2154.0 Download Link - WMTE 4.0 Mod: http://pff.swrebellion.com/index.php?action=dlattach;topic=1955.0;attach=398 NOTE: To use the Ai's xmls from WTME 4.0 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 v4.0 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.
  19. Yup that one is disabled.
  20. Beowulf, Jmaster3265 and GIR - you have all 3 or 2 a notification. We do not tolerate flaming - think before you post pls. Thanks. Jmaster3265 ... you remember what happened last time ?! Pls. don't forget it - I didn't.
  21. Come on - I know french - but going true all of it is a pain I can't get to a fair speed and its frustateing. Pls translate it
  22. Thanks - I appreciate it. They are all fixable bugs. Useing scraps from Bryant's mod gived me some errors like you mention. But they can be all fixed The Tartan didn't do that initially - so it must be something new. A quick compare may explain why it has that glich. As for the planets - its simple - but if Naboo does that it is because the planet map has his own specifications will see what can be done. Modding EAW is simple as long as you think schematic and link changes in one .xml with changes needed in other. I know that petro was a bit surprised with the new faction thing, mike like it. I will try to fix what I can monday and I appreciate any help of any kind since its time consuming to do it all alone. budious I will add you in the mod's credits and you can join "the team" if you wish Lemme know if you discover more problems.
  23. Its hardcoded you will be needing to make a new faction like I did. As for Zarrin - if I add him I will need a face for his ico. I will not mod this weekend pls. coordinate with Chris C.
  24. Cool then The Warlord Mod will have a two members team Pls suggest and even do changes you may see fit - I will be away for a while. We should start a Warlord work topic so we could keep track of each other.

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