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chr0n1x

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Everything posted by chr0n1x

  1. I am going to release a new version this weekend, I have been delayed and not modding lately because I have been doing some programming and school has started. I will try to fix as many of these bugs as possible and open up the map a bit more.
  2. Yeah but the V-Wing crashes a bit, its unstable in the build menu.
  3. V-wing must be spawned from a ship, its like the TIE fighter, and the Venator, add the appropriate tech level and build reqs, cost, and speed to the listing. Delete or comment out the Jedi_cruiser_e and Jedi_cruiser_r, well both under it, so only the top large listing is still active, otherwise you get 2 icons.
  4. There are more advanced versions, they will be used by Darth Vader in space, plus there are TIE Defenders and many others, but they were not being used really, so they did not get in teh game, but other mods will have them for the full game. Jsut to make sure there is no confusion: Full EaW Release: Feb 16th My Mod release: Shortly, need to do some more things.
  5. Release date is Feb 16th. Mara Jade should work, she should not crash. Now Obi-wan should not be in there but the AI has found a way to build him so I will try more things to disable him.
  6. Well they won't be done for the demo, but perhaps someone (maybe me) will do a mod to add some more heores to the full game, those that are missing. Someone with modelling experience as well perhaps, or maybe in one of the bigger mods.
  7. The hacked exe is in v1.0 of my mod, goto http://chr0nos.filefront.com and choose empiremodexe.rar, I think thats it, it should be the second last one.
  8. If they do not give support for the big packages then there will be problems, unless they make their own modeller. (Not likely)
  9. Empire Mod v1.2 by Chr0n1x Note: I will be adding Kuat, and Mon Calamari next version and then I will be reinstating the requirements for buildding an ISD/MonCal, you will have to control either Sullust, Mon Calamari or Kuat, but don't worry, Kuat will be given to you in the beginning, make sure you hold it! Changelog: <--v1.2--> Enabled Fire HyperVelocity Gun button Added Story for Empire Increased Reload Time for Ion Cannon Ion Cannon does not affect objectives in land battles anymore Hypervelocity Gun does not affect objectives in land battles anymore Fixed double hero bug(I think), thanks to DarkArjapa Added Sullust, Geonosis, Eriadu and Corellia To install, simply extract & overwrite the xml, Scripts and Text folder to \GameData\Data Folder, this will work with any version of my mod 1.0+ unless specified. To Uninstall: Delete your xml and Scripts folder, then go into your text folder, delete MasterTextFile_ENGLISH.dat and rename Backup__MasterTextFile_ENGLISH.dat to MasterTextFile_ENGLISH.dat D/L: http://files.filefront.com/empiremod12rar/;4668202;;/fileinfo.html Contact: Petroglyph Fan Forums Thread: http://pff.swrebellion.com/index.php?topic=1980.0 Email: chr0n1x@clonetrooper.com
  10. Empire Mod v1.2 by Chr0n1x Note: I will be adding Kuat, and Mon Calamari next version and then I will be reinstating the requirements for buildding an ISD/MonCal, you will have to control either Sullust, Mon Calamari or Kuat, but don't worry, Kuat will be given to you in the beginning, make sure you hold it! Changelog: <--v1.2--> Enabled Fire HyperVelocity Gun button Added Story for Empire Increased Reload Time for Ion Cannon Ion Cannon does not affect objectives in land battles anymore Hypervelocity Gun does not affect objectives in land battles anymore Fixed double hero bug(I think), thanks to DarkArjapa Added Sullust, Geonosis, Eriadu and Corellia To install, simply extract & overwrite the xml, Scripts and Text folder to \GameData\Data Folder, this will work with any version of my mod 1.0+ unless specified. To Uninstall: Delete your xml and Scripts folder, then go into your text folder, delete MasterTextFile_ENGLISH.dat and rename Backup__MasterTextFile_ENGLISH.dat to MasterTextFile_ENGLISH.dat D/L: http://files.filefront.com/empiremod12rar/;4668202;;/fileinfo.html Contact: Petroglyph Fan Forums Thread: http://pff.swrebellion.com/index.php?topic=1980.0 Email: chr0n1x@clonetrooper.com
  11. The rebels are still able to build the heroes somehow, I don't know why, i am going to try some other solutions.
  12. That bug, I think someone had that before, make sure your files are 'clean' as in do not have another mod installed, that seems to fix it. Look at Resender's posts, hes the one who had the problem, he 'cleaned' his demo and it works. As for the Ion cannon, it was not liked by many people, however you have a good point, I might lower the firerate then re-add it. [edit] Increased the reload time of the Ion Cannon and I may have a fix for the lack of model stopping/delaying victory.
  13. Empire Mod v1.1.2 by Chr0n1x Changelog: <--v1.1.2--> Removed Ion Cannons Fixed bug where AI would "build" any hero Reduced AI agressiveness Fixed Hardpoint issue with space stations higher than lvl 2 D/L: http://files.filefront.com/empiremod10_112rar/;4658962;;/fileinfo.html Contact: Petroglyph Fan Forums Thread: http://pff.swrebellion.com/index.php?topic=1980.0 Email: chr0n1x@clonetrooper.com
  14. Empire Mod v1.1.2 by Chr0n1x Changelog: <--v1.1.2--> Removed Ion Cannons Fixed bug where AI would "build" any hero Reduced AI aggressiveness Fixed Hardpoint issue with space stations higher than lvl 2 D/L: http://files.filefront.com/empiremod10_112rar/;4658962;;/fileinfo.html Contact: Petroglyph Fan Forums Thread: http://pff.swrebellion.com/index.php?topic=1980.0 Email: chr0n1x@clonetrooper.com ============================================================= This is a question for the fans, the Hypervelocity gun has no model ingame, I have enabled it for space combat, do you guys want it to stay in the mod or be removed?
  15. Well we can only try this in the full game, but probably not becuase it has a different targeting system I think.
  16. There are no SSDs ingame, but there is a mod with the Executor already modelled, and ready for implementation! Budious, play the tutorials for and extra hour or so, lol. Mara Jade can sabotage buildings in the full version, going from what I can see from files. C3PO and R2D2 can steal tech for the rebels.
  17. The rebels keep their ground forces with their space fleet, so if you have fighters just set them to "Hunt for Enemies". But I saw a screenshot and wow, scary, ill look into that bug, but it may be fixed by the reduction of the Rebel AI. I might remove Mara Jade since she has no texture ingame, was wondering what you guys think about this move.
  18. Whats the problem with the officer academy? If it is locked out make sure you use the hacked exe. One thing I have found is that if there are problems, you may still have other mod's files on your system, eg. in a config.meg file, that will mess around with pretty much any new mod. edit: @killerluk Ion cannons are now disabled, too much of a problem, but yeah, I hope they are not this bad in the full game. I looked at the files, its not a naming problem with those space battles, maybe the rebels used a bad hero. You should be able to build them, you must have space station lvl4, and tech lvl4, I did not set these values, that is what you will require in the full game(It seems). I will look into this further.
  19. He he, it works at galactic level, but why use BasicEmpire, the rebel AI works, see my mod. The empire AI will try to get a research lab to advance, the rebel AI will use droids.
  20. The AI seems to be building things they should not, 2 Han & Chewies!?! I am going to change the tech level for them so they cannot build them. They start with them. Wait, the game should lock it as 1 of the same hero only. What the... As for those crashes, they might just be a little sloppiness on my part, I did this when it was very late here in aus last night, so I will go over these files today and fix. Yes the shield generator can be built. Wait a minute, I didn't include dantooine...
  21. Thank You! I really needed this for my empire mod.
  22. Eh what the, swmod.exe should have unlocked those buildings and ships that say "Locked in Demo", so you can access everything.
  23. About that AI, I do not think is is as incomplete as you say, it is pretty good if setup right, both empire and rebel are in there and they can be pretty tough given right conditions, stuff has to be unlocked though, the demo was not designed for AI.
  24. I will keep the ion disabled, and I have fixed the space station bug. How? I removed the extra hard-points, trade-offs you must make. I will look further into it in future, maybe re enable them by changing something else. Expect next release to have more+++ planets, an slightly toned down rebel AI (I think), and since I know that the rebels know how to "acquire" their research, I will revert them back to tech level 1. Cain, when I look further into the space station bug, I will consider your suggestion, it sounds like it really would work, but not right now, have to sleep, will continue mod tomorrow, and release. Update on stats: Publicity on 3 sites (Here, filefront & LucasForums) has gotten 1788 downloads at time of posting, and a total of 1.6gb bandwidth used. With over 1000 downloads of the original noexe 1.0 mod.
  25. Well there is one way to fix that space station bug now, just get some bombers or broadside cruisers near it and they will destroy it. I am going to look into removing hardpoints etc for the later levels, see if that helps. I am removing most of the stuff that is not crucial, stations are needed, but the empire artillery has been removed because of no model. @Resender I will look into this further. [edit] I checked this and research and the ATAT works as it is supposed to. Light fact, Heavy fact, and Adv. Fact, are needed, plus tech level 3. The research button should be the 1st in the buildings row, on the planet where the research center has been built.

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