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Everything posted by Mistrider
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Re: EAW: Star Wars Realism v2.0 (Space Combat)
Mistrider replied to MistenTH's topic in EAW Mods General Workshop
any chance you could release the new multiplayer mode as a seperate mod? I'd really like to try it with RoR -
in story mode the empire can't research, you get better tech as you progress through the story(first major upgrade after the geonosis mission)
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No, Wedge was raised in the Corellian system, we have no idea where his parents come from, simply that they ran a refueling platform in the Corellian System. Kind of like saying people in the United States are Americans, but their heritage is Irish or German or English etc.
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That is the point of the Mauler, low health but if it gets close enough, you are screwed. I can guarantee I won't be downloading this "patch"
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Re: Need help with a few things please
Mistrider replied to Mistrider's topic in EAW Mods General Workshop
Could someone help me figure out why the game isn't utilizing the modified build times in the xml I have attached? If you figure it out, could you attach a working version of the file, thanks. -
Re: Need help with a few things please
Mistrider replied to Mistrider's topic in EAW Mods General Workshop
not done thoroughly testing, but I think I found the damage stats(modified the infiltrator stats against armor types in the gameconstants file. But for some reason I can't get the game to utilize the spaceunitsfighters.xml file. I've gotten every single unit in the game except fighters to have a different build time(0 for testing purposes) but the fighters just won't take. also, X-Wings don't have a tag in their XML. -
Re: Need help with a few things please
Mistrider replied to Mistrider's topic in EAW Mods General Workshop
ok, thanks. The special structures editing worked, space stations are in starbases.xml if anyone needs them. Still can't see a difference when I change the value of the damage tags. -
How do you get Vader to Geonosis in mission 4?
Mistrider replied to Darksythe's topic in EAW General Discussion
I haven't had the disappearing problem, but I had a duplicate of the sundered heart, it wasn't real, but when I moved his fleet away from Fresia after stealing the X-Wing a fake pic of his fleet remained there. I just had to move him back to that spot and than away again and it disappeared. -
Hi, I'm trying to mod a few things, into my game, but I'm not sure how to get them working. Where do I find the buildable structures for each faction(ion cannons, barrack, factories, etc.) I want to modify their build times and garrison amounts. Also, how do I change the damage a single shot from each unit does? I've tried changing the damage value in the .xml files but it doesn't seem to have an effect. Thanks in advance for the help.
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put it in your data folder. run it. type config than hit enter. hit any key to close once it finishes extracting. you will have to move all the files into proper directories though, they are put into a folder with the name of whatever file they came out of.
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I got all my changes to work. it appears you may have to start a new game to have the changes you have made since a particular save work(ie. no changing ship stats halfway through the campaign)
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Possebilities of modding savegames
Mistrider replied to kingdark's topic in EAW Mods General Workshop
its because they are encrypted. each game uses a different encryption method, and breaking the encryption is usually considered illegal. -
sounds good for the imps, but don't forget that the rebs get 25 points at a time(because their fighters take pop points, they get extra) 4 ISDs 4 Tartans
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The Empire, once it became the Empire, did not use diplomacy. The Imperial Senate was a sham. The Empire used a rule by fear doctrine, someone opposed them, that planet got bombarded by a fleet of Star Destroyers(Toprawa is one such case, they helped the Rebels get the Death Star plans). Other planets saw this and decided to stay safe under the protection of the empire, rather than be crushed by its iron fist.
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Try the Jedi Academy trilogy or the X-Wing series. both are expertly written. You could also try I, Jedi which is a side story to the jedi Academy trilogy. Truce at Bakura is also very good.
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There are countless examples of unused code being left in games(two words: Hot Coffee) and from what we have seen in the demo, EaW is not the exception. they have unused code coming out their @$$ in the XML files.
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Re: New discovered level (Sort of)
Mistrider replied to Obi-Wan Kenobi's topic in EAW Mods General Workshop
I just tried it with the raw demo(replaced Vergesso with the new map) and it started the Rebs with 2 Mon Cals, 3 Nebulon-Bs, 2 Assault Frigates, 2 Corellian Corvettes, 2 Corellian Gunboats, roughly 15 single X-Wings(not squadrons), and 1 Marauder Cruiser. It also gave me the level 5 space station. The only unit I actually brought with me was Han Solo... The Imps started with 4 ISDs, 1 VSD, 1 INT, 2 ACCs, numerous Tartans, and 2-3 Broadside cruisers. I won the battle, only lost 1 Mon Cal, 1 Assault Frigate, half the X-Wings, and the Marauder. -
Re: EAW: Warlord - 6.0 - Total Mod Expansion
Mistrider replied to Cain's topic in EAW Mods General Workshop
probably something along the lines of adding in a dummy hangar hardpoint, and tricking the ship into thinking it is an imperial star destroyer with rebel fighters on it. -
ROR: A Taste of Rebellion Beta V0.3
Mistrider replied to Stellar_Magic's topic in EAW Mods General Workshop
As far as I am concerned the trade routes shouldn't increase speed, and in a "realistic mod" there should only be the historically accepted trade route(The perlemian and corellian come to mind). There was nothing in Star Wars lore that says trade routes increase speed, if anything speed is decrease because of the extra traffic. Increase travel speed all around, and remove the trade route speed bonus. Also, the rim worlds should have little signifigance. The only reason to go there would be if the empire is chasing the rebels, or cutting off their more significant bonuses. Why are you travelling to these backwater planets anyways? just drop a basic garrison, and move on. build it up from there. -
Re: EAW: Warlord - 6.0 - Total Mod Expansion
Mistrider replied to Cain's topic in EAW Mods General Workshop
Cain, Playing with 6.0(also happened with 5.0), When playing as Zaarin(haven't tried with Reb or Imp) and zoomed in on a planet, if anything is built on that planet or arrives there while you are zoomed in on it, the game creates and exception and crashes. -
Re: EAW: Warlord - 6.0 - Total Mod Expansion
Mistrider replied to Cain's topic in EAW Mods General Workshop
Just wait guys, come next week We will never see Cain again, not that any of us will get out of game long enough to care anyways =P -
I can't stand the Broadside. It reminds me too much of the Decimator from Star Wars: Galaxies(god I hate SOE for what they did to that game, but that is a rant for another time...). Back on topic, I think one of the first mods I will download is to change the Assault frigate to the cersion from X-Wing Alliance.
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I say take a leaf from the NFL, use a seed system. Use a random number generator and assign people a seed spot. I'm too tired to crunch the numbers atm, but I think 6-8 seeds with a bye in the first round will make the rest of the tournament work with the current number of contestants we have.
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I had a total of 6 speeders in my assault on Byss(planet with AT-AT bonus) The first 3 fired their tow cables and it didn't work, the fourth ones cables took it down. It seems(from reading the tow cable special ability thumbnail) that the cables only work against a moving AT-AT. However, my speeders(using the Y-Wing model) were never hit, it appears that only AA units and turrets can attack them.