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Everything posted by Cain
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Seee EAW: Warlord Mod "Zaarin" from here: http://pff.swrebellion.com/index.php?topic=1955.0 At least I managed to add a new one (a third) in my last mod and I suspect that we will have at least 4-5 factions in the official game. the good thing is that a Warlords Mod is 100% possible. The EAW coding is super cool and the engine super stabile. It only crashes when you are missing files and usually not when you make errors. If you make an error that segment will just vanish from the game. Damage a unit line ? No more unit on that planet but no cTD (crash to desktop)
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Take it with Ismael - not me Teradyn look down left. And avoid letting trails back - they don't look nice.
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I will like to see the full Log and not only a quote pls thanks.
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All spam topics should be moved into the slag heap. And yes we need to figure out a better format for the Mod Forum section. And GS and JI are not full admins they are Super- Moderators with admin powers. ;D
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Ok then: Move the non EAW mods into the Games Forum as they are here and create a new forum for EAW WIP Mods. Suggestions anyone?
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Hello Dante and welcome again - Thank you for your help. You have now moderator powers
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Re: Bryant's Mod: 2.0 Featuring Rebel AI
Cain replied to Bryant_pff's topic in EAW Mods General Workshop
LOll - nope it was not that. I am talking about Hoth and why they could not move from there. Bryant knows what I am talking about. -
Re: Bryant's Mod: 2.0 Featuring Rebel AI
Cain replied to Bryant_pff's topic in EAW Mods General Workshop
Hey Bryant - great update. Btw what was wrong with the Rebel AI? -
Its made by Ubisoft Romania
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Look inside the Mod Downloads topic sticked in this forum. SirNuke - what can I say ?! I was happy and worked all my sunday on it. Also the link for download goes on the same page with your mod. Somewere inside the game there is a link for retreat similar to this... Edit: Empire At War Keyboard Commands UNIT CONTROL Select Group 1 1 Select Group 2 2 Select Group 3 3 Select Group 4 4 Select Group 5 5 Select Group 6 6 Select Group 7 7 Select Group 8 8 Select Group 9 9 Select Group 0 0 Select All Ctrl + A Select Like Ctrl + Q Next Unit F Previous Unit D Guard G Attack A Stop S Move M Waypoint W Retreat E Reinforce R Place Beacon B Super Weapon Ctrl + W LAND ABILITIES Force Crush Ctrl + C Force Push Ctrl + F Force Lighting Ctrl + L Force Corrupt Ctrl + R Force Heal H Force Protect Ctrl + P Deploy/Undeploy Ctrl + D Take Cover Ctrl + Z Flame Thrower Ctrl + T Jetpack Ctrl + J Capture Vehicle Ctrl + V Exit Vehicle Ctrl + E Thermal Detonator K Drop Thermal Detonator Ctrl + K EMP Burst Ctrl + S Rocket Weapon Ctrl + G Cable Attack Q Sensor Ping Ctrl + O Control Turret Ctrl + Y Repair Vehicle Ctrl + U Boost Weapon Power Ctrl + B Self Destruct Ctrl + X Deploy Stormtroopers Ctrl + H Maximum Firepower Ctrl + M Sprint Ctrl + N SPACE ABILITIES Boost Shield Power Shift + O Weaken Enemy Shift + K Gravity Well Generator Shift + G Barrage Area Shift + B Hunt For Enemies Shift + H Boost Engine Power Shift + E Lure Enemy Fighters Shift + L Missile Jamming Field Shift + M Lock S-Foils Shift + W Tractor Beam Shift + T Proton Beam Shift + P Call For Wingmen Shift + C Lucky Shot Shift + S Redirect All Firepower Shift + R Ion Cannon Shot Shift + I Seismic Charge Shift + X Invulnerablility Shift + Z Destroy Planet Shift + D INTERFACE Toggle Droid Advisor Subtract Initiate Chat Enter Scroll Up Up Scroll Down Down Scroll Left Left Scroll Right Right Reset Camera End Camera Center Page Up Camera Home Home Tactical Overview Insert Camera Tether Scrlk Movie Mode Space Cinematic Camera Mode C Screen Shot F12 Quick Save F6 Quick Load F5 Mission Holocron Tab Planetary Information Caps Lock Taunt One Numpad 1 Taunt Two Numpad 2 Taunt Three Numpad 3 Toggle Interface I Toggle Player List P
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If anyone has any questions (non Install)...pls. post here. The Ideea was to make the game a bit more "sw realistic".
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Compiled List of EAW-Demo Mods [Update 02:18:06]
Cain replied to Cain's topic in EAW Mods General Workshop
Demo Patch Mod 1.3 (Rebel) Based on Bryant's Mod V1.5 mod Please give also credit to Bryant Malaski (Bryant.Malaski@gmail.com) The Demo Patch Mod 1.3 contains: -Play as rebels. -Enabled Imperial Galactic AI. -Pirates are enabled and agressive -20 Planets fully textured in GUI. -Fixes stations that cannot explode. (PM me for anyone that still does not explode) -Reb/Imp stations cost more. -Rebel/Imp level 2-5 stations have one extra level 1 backup shild generator to be activated after the base looses the original. (Fixes station no explode bug) -Longer spawn time in space stations (Fighters/corvettes from 10 sec to 20 sec ). -No known crashes. -No trade routes (they look ugly anyway) -Each side starts with one planet and only 500 credits each. -Tech Level decreased on both sides to 1. (0 is not fun) -Vader,Emperor and Kenobi removed due to crashes in tactical space. -Heroes in the mod:Kyle_Katarn, Han_Solo, Sundered_Heart, Home_One, Mon_Mothma, Piett, Mara_Jade, Grand_Moff_Tarkin, Boba_Fett, Emperor_Palpatine, General_Veers. -Two systems are in pirates hands. -The Imperial AI will expand very fast in the galaxy and will kick your rebel scum a**. -Hyperspace speeds have been changed / Solo=2.0, fighters=1.5, corvettes=1.0, cruisers&frigates=0.6/0,5, capital fero ships=0.4, Mon Cal and ISDs=0.3 and troop transports=0.2 -Small fixes done between 1.2 and 1.3 To install: Copy/Paste the .xml files from the /Demo Patch Mod 1.3/XML/ folder into your Demo\Gamedata\Data\XML (Remember to back up yours) Enjoy - Cain PS. The DPM 1.3 Mod is attached here in this topic. -
Yeah - just invade a planet as rebel with this setting: Empire, BasicEmpire Pirates, None Rebel, BasicEmpire Excelent to create a balanceing verify session. I wonder if we can do that at a galactic level too ?! ???
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Re: Bryant's Mod: 2.0 Featuring Rebel AI
Cain replied to Bryant_pff's topic in EAW Mods General Workshop
Hmmm - Level 2 bases cannot be destroyed since to much hull is left. But anyway The Millenium Falcon could hit a space station hulls and the rest of the ships no - so it must have something that the others have not ....searching now. I think that space stations Level 2 and 5 are missing a hardpoint. -
Re: Bryant's Mod: 2.0 Featuring Rebel AI
Cain replied to Bryant_pff's topic in EAW Mods General Workshop
they are listed here: CAMPAIGNS_SINGLEPLAYER.XML demo campaign. Just use WordPad to edit the files. -
Re: Bryant's Mod: 2.0 Featuring Rebel AI
Cain replied to Bryant_pff's topic in EAW Mods General Workshop
To play imps you need to change the files. Btw always when I want to move vader or Kenobi in a battle (space) I get a crash. So I will remove those. -
To fix the level 5 spave station no destruction bug maybe we should use level 4 hull armor. Man looking into the files it almost makes me try to make a mod.
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Also space stations cannot be destroyed since since their distruction is linked to the hardpoints and estroyng all the hardpoints does not damage the full hull. My advaice to you is to keep it small and advance step by step so you spot faster the bugs. I always did like this when makeing mods. Remove stuff that has no models too.
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There is also a bug on tatooine. It keeps showing 2 buildings in the nord that don't exist (invissible) probably ion cannons - so I loose since I can't destroy them when I am invading. Also the bug with the targeting of the asteroids still exists. The rebels are now too powerful. For such small galaxy combats make sure that the players start with equal forces. You could also add Piett - see what you can learn from other mods The key now is not enabeling all the stuff like other mods did but just a small portion of the galaxy that is fun to play and gives you a progresive game.
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Re: Bryant's Mod: 2.0 Featuring Rebel AI
Cain replied to Bryant_pff's topic in EAW Mods General Workshop
Hey - why I cannot retreat from battle? -
Make two versions - one were you could start from 0 and evolve. Don't give me too much money. Thx.
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Hi there Delphi I was planning to email the EAW Issue Reports and Usability Evaluation to all of you but I will let ya do it. Now that you have seen our feedback I do hope that we will see some more realism settings or features anywere were they can be added without damaging the precious gameplay. And tell the graphic dep to wake up and complete their great work by makeing better icons, human animations and textures! Thanks. As long as I see this done I will agree with you that the eaw gameplay is the best around - but not until then. Btw the player's development to max level is too fast as well as the speeds. PS. Sir_Baron The community is close to petroglyph (to Chris,Mike,Steve,Ted,Adam,[LEC] Brett, etc) from early 2005. And only Delphi can say how much our feedback has influenced the dev decision makeing in eaw.
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I sense that this is a prophecy ....
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Re: Bryant's Mod: 2.0 Featuring Rebel AI
Cain replied to Bryant_pff's topic in EAW Mods General Workshop
Vader has a problem when entering space combat. We get a froze when we want to start it after the load. Btw if this guys see your mod (LEC: Jim Ward and Peter Hirschmann) they going to have a heart attack. -
So you don't have this? Quote Modify Remove Split Topic