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chr0n1x

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Everything posted by chr0n1x

  1. The question now is, do you guys want the Ion cannon in there still, or shall I keep it disabled? Once I have got the aggressiveness down a it, I will bring the rebels back to a better starting position.
  2. Now you see why I added the extra money. I think I am going to remove teh ion cannons from teh game, sicne they dont showup and empire doesnt have artillery since their artillery unit has no model. Asteroid bug is weird, im not sure whats causing it. Um the rebel AI seems to cheat, they can build ships MUCH faster than what it should be. Piett is in there, but I guess I can add him as a starting hero, he is on tech lvl5 for those interested. Next release will have more planets, many more, not too much, but nto one or two. Plus teh rebels have been given sooo much less, tehy have practically nothing and they still expand so good, they have 5000 credits and Rebel starbase lvl2, 1 x-wing and y-wing, and Han solo. The rest they build. I'm going to play around with the agressiveness and see if they calm down a bit.
  3. Empire Mod v1.1.1 by Chr0n1x Hotfix for version 1.1 Changelog: <--v1.1.1--> Changed starting credits to 15,000 for better gameplay Fixed Coruscant map bug Set starting tech to a low level, so you can build up. D/L: http://files.filefront.com/empiremod10_111patchrar/;4649741;;/fileinfo.html Contact: Petroglyph Fan Forums Thread: http://pff.swrebellion.com/index.php?topic=1980.0 Email: chr0n1x@clonetrooper.com
  4. Best to put this in a new post. Empire Mod v1.1.1 by Chr0n1x Hotfix for version 1.1 Changelog: <--v1.1.1--> Changed starting credits to 15,000 for better gameplay Fixed Coruscant map bug Set starting tech to a low level, so you can build up. D/L: http://files.filefront.com/empiremod10_111patchrar/;4649741;;/fileinfo.html Contact: Email: chr0n1x@clonetrooper.com
  5. Oh, the AI must have really toned down when I reduced the money, when I played on hard they came at me with a lot, at tatooine. Okay, Will change in next release, how does 15,000cr, and a reduction in what coruscant generates sound? @Cain Good idea, I wil make that, but not 2 versions, that will be in the main mod. I will release a new version 1.1.1 with these changes, and upload that, The 80k credits was a testing thing, but I decided to leave it in. On a side note, does anyone know where I can edit the Mission briefing text? @Resender 1) Like in teh tutorial, build the Research Lab and once done click teh build item which looks like the Imperial Logo, 1st option always. 2)Yeah I have noticed that, its weird, not sure what causes that, it only does that at the start. 3)Make sure you have built the Light Fact, Heavy(?) Fact, and Very Heavy Fact, once you build the last and have the right tech level, it will let you build an ATAT. 4)Must be a naming bug, will fix that in 1.1.1 [edit] Sorry it may take a little while, my isp is experiencing slow speeds with international sites, so filefront is a bit of a problem to upload to. THANKS for the support, almost 1gb bandwidth used! 1300+ downloads
  6. Empire Mod v1.1 by Chr0n1x Features: Play as the Empire! Access the empires arsenal! Fight the full force of teh Rebellion! Build the Venator! Build Captain Piett's Star Destroyer Use Mara Jade and her force abilities Hire Smugglers Take Control of more planets. Use Boba Fett, and his ship Slave 1 Fight Han and Chewie, he does steal your vehicles! Rebel AI (Works very well now!) All releases after 1.0 will come in patch form requiring the 1.0 swmod.exe executable to be installed, since it never changes. To install the patch, keep/get the 1.0 .exe file, and overwrite your xml folder with the one contained in the patch archive. D/L v1.0 Full: http://files.filefront.com/empiremodrar/;4649118;;/fileinfo.html D/L v1.1 Patch: http://files.filefront.com/empiremod10_11patchrar/;4649193;;/fileinfo.html Contact: Petroglyph Fan Forums Thread: http://pff.swrebellion.com/index.php?topic=1980.0 Email: chr0n1x@clonetrooper.com Since I have not posted 1.0 here before, there is the link, download that then the patch, and follow instructions.
  7. I sent you a PM concerning this budious, awaiting reply.
  8. Empire Mod 1.1 by Me Changelog: <--v1.1--> Enabled Rebel AI Properly, works well! Added Coruscant Added Cantina to Tatooine Gave Empire Main fleet on Coruscant and Small force on Tatooine to give chance against higher difficulty rebels. Added Mara Jade (Thermal Detonator & Force Corrupt) Changed starting credits to 80,000 Special Note: This version and all subsequent versions will be released as patches that will use the 1.0 exe since it never changes and is a pain for some to download with every version. So for every version simply keep the 1.0 swmod.exe file and extract the current xml file from the archive, then overwrite the current version's xml files. D/L 1.0 Full: http://files.filefront.com/empiremodrar/;4649118;;/fileinfo.html D/L 1.1 Patch: http://files.filefront.com/empiremod10_11patchrar/;4649193;;/fileinfo.html
  9. The venator is not normally built ingame, I had to enable it, it had no cost or build-time settings, I had to add them manually. The next version will be released in an hour or so, I have a fully working Rebel AI, and I am just testing some more planet settings. Let me just say that Ion Cannon is annoying!
  10. You get the Venator at tech level 3, and if you have the Chriz mod 4 exe you can get that high, get the research lab and research up, also don't forget to increase your starbase. Funny though, the ship is in there for missions, to be spawned, and it is listed as an Empire, Rebel and Pirate ship, weird. Thanks for the comments, Chriz gave me the permission I needed to add the exe so as soon as I finish testing the new version i will upload.
  11. I have made a mod where you can play as the empire and more. CURRENT VERSION: v1.2 D/L: http://files.filefront.com/empiremod12rar/;4668202;;/fileinfo.html [1.2] ======================================================= Due to my terrible upload(56k) where I am now, i am only able to upload the files at a later time when i can get to my connection with faster upload. I will post a screenshot now. I am also going to have to ask Chriz if I can include his exe in the archive since i use it to unlock units. [edit] I can however include the xml files and you can get the swmod.exe from Chriz's mod, in the meantime. Download link: http://files.filefront.com/empiremodNoexerar/;4644999;;/fileinfo.html [Future] Will get more planets Increse AI agressiveness.
  12. For www.ethersoft.net/EmpireAtWar/Kaelic's% ... ractor.zip You can drag n' drop the .meg file onto the icon, since its a console application, it will automatically extract the files to the directory the extractor is in, make sure its extracted 1st.
  13. I use the Kaelic one and it works for me, drag n' drop. What comment are you referring to Teradyn? Edit: Here is a small mod to prove it works. No Intro Mod http://chr0n1x.no-ip.info/eawnointro.rar
  14. They are out already, mods for Empire at War have been released. Add more units to build: http://www.lucasforums.com/showthread.php?p=1996403 (Direct: http://rapidshare.de/files/11370039/chriz_mod2.rar.html ) Build an ISD: http://www.lucasforums.com/showthread.php?t=158864 (Direct: http://rapidshare.de/files/11407089/VSD_EAW_DEMO_UNLOCK.rar.html ) My No Intro mod http://chr0n1x.no-ip.info/eawnointro.rar
  15. I think I may have found a way to solve the problems with filesize and character limitations. Get one of the extractors, and extract config.meg into the Data dir, so you get resources, scripts, and xml folders. Leave config.meg where it is and edit the files in the folders, the game will take them over the .meg files. You can edit these with notepad. I did a simple edit to change the credit amount and it works. The filesize limit was in the .meg header, since it is an archive. I will continue to test. Oh yeah forgot to mention, the demo campaign file is in XML\CAMPAIGNS_SINGLEPLAYER.xml [EDIT] I can confirm it does work, I gave myself a victory destroyer and it was there waiting.
  16. The demo is great adn since its a small slice, the full game is going to be one hell of an rts. AA fire comes from buildings in the demo, you build them on a build pad, you see excluding skirmish mode, all buildings are build in the galactic conquest view, and are in place on the ground. You cannot get any aerial units to combat aircraft, the only fighters are in space mode. The only aircraft you can get in ground mode is the bomber for the bombing run. That is why you have AA buildings, to stop them. The game is very much like Battlefront 1/2, you capture reinforcement points by holding them for an amount of time after all enemies have been cleared from the surrounding area, and turrets/bacta tanks/repair stations are built on build pads which, according to the ingame encyclopedia, can be build by infantry. So just think Battlefront 2 rts with huge units and loads more in the space combat bits, plus you can choose your own fleet.
  17. heavybomber190
  18. The demo has been released! http://www.gamespot.com/promos/2006/starwarsdemo/index.html?tag=psbox_hp_eaw http://www.download.com/Star-Wars-Empire-at-War-demo/3000-7488_4-10492455.html?tag=lst-0-1 http://www.3dgamers.com/dlselect/games/swempireatwar/empireatwardemo.exe.html http://empireatwar.filefront.com/file/Empire_at_War_Demo;55229 http://files.filefront.com/Star+Wars+Empire+at+War+Demo/;4632916;;/fileinfo.html http://www.fileplanet.com/promotions/empireatwar/ http://filecloud.com/files/file.php?file_id=2753 http://www.fileshack.com/file.x?fid=8255 http://www.worthdownloading.com/download.php?gid=1466&id=6431 http://www.3ddownloads.com/Strategy/Star%20Wars%20Empire%20at%20War/Demo/EmpireAtWarDemo.exe http://www.actiontrip.com/rei/filedownload.phtml?link=starwarsempireatwar&platform=&type=demo&size=741.9MB&datum=2006-01-18&description=single+playable The xfire ingame profile i made: [4727] LongName=Empire At War Demo ShortName=eawdemo LauncherDirKey=HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\{1E875C1C-7BFF-47D6-8A01-E9C93A244B41}\InstallLocation LauncherDirAppend=\GameData LauncherExe=sweaw.exe Launch=%UA_LAUNCHER_EXE_PATH% %UA_LAUNCHER_EXTRA_ARGS% %UA_LAUNCHER_NETWORK_ARGS% InGameRenderer=D3D9 InGameFlags=DISABLE_RELEASE Change the number if needed, put this in xfire_games.ini [edit] Xfire released a games update with my game profile in it.
  19. Ok then, good to know, it does look cool, so how come mine is forced to on? Ill just remove the patch then.
  20. Where? I didn't see an option like that, but I will look again. [edit]Looked again, didnt see any options like that.
  21. I was just paying the beta 0.5 after downlaoding it a while back, I applied the patch first then went in to see the 0.5 ships etc, I knew there might be bugs and this isn't a complaint about one. I go ingame and anytime I build something with a hangar bay and, the ship, or my X7 factory starts spawing different types of fighters. I fist saw this in reinforcements and I thought this might be a nice addition but then realised it spawned weird mixes of fighters, just random types. I played again, facilities, as empire, and i built a large frigate, (the bottom one) and my X-7 fact would not stop spawing fighters, I scuttle them and more come. I was wondering if this was a feature that is in the wrong place, a bug, or something else, is there any way to turn this off?
  22. That is not avaliable from this website anymore, you could try looking for it on google, but I don't think you will have much luck (I may be wrong). 0.91 is the latest, you should get that rather.
  23. You want version 0.91 http://www.swrebellion.com/modules.php?name=Downloads&d_op=viewdownload&cid=6 It has an asterisk (*) before it. 2nd from the top.
  24. Galactic Conquest Online (See DarthFelth's Sig for more info)

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