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Teradyn_pff

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Everything posted by Teradyn_pff

  1. If you click on the link you can see his Avatar and his sig. Since Iraq was never communist it seems to me that the only intent of this poster is to offend, a view supported by this PM he sent me. While the PM didn't offend me personally, I am not sure that, his post count being this low, this person is going to be a constructive member of our forum. On a side note, I think he was trying to make a rhyme...
  2. One big help to us in future modding attempts is to find where different options, links, images, etc are stored. The first objective should probably be to find where the locks are for the different options for the Demo. After that, determining if we can find out where the AI was disabled for the Demo Campaign will be a big boost to the Demo Replayability, as well as helping us with further efforts. Please use this thread to post valid changes with: what you changed where you changed it (file and also location in the file) what the effect was any negative side effects that you have noticed Do not post questions in here on general modding, items that haven't been tried, etc. Lets keep this thread clean and informative.
  3. There are some pitfalls in changing things in that file with notepad, my first guess was that the file had to stay the same size, so I went on that assumption and didn't have any crashes. Akula, is there any guidelines that you followed to be able to edit the file in notepad without crashing? As for unlocking everything, just set your tech to level 5 and your space station to level 5. This freed up some units for me, but there were still the ones that were locked for the Demo. If you find out where this lock is set, please post. I haven't had a chance to look at it today as I am at work.
  4. The CPU is a part of the processor along with the ALU, etc. Usually CPU is used interchangeably with processor though.
  5. Did the Emperor get mad at someone on that VSD? I thought that ION canon shots looked more like sheet lightning.
  6. From LucasForums: http://www.lucasforums.com/showthread.php?p=1994907#post1994907
  7. I think Supreme Commander will hold a high spot IF 1. It gets released this year and 2. If it is smooth to operate. Although there are a few iffy things about EAW, I don't think your average RTSer or SW fan will notice.
  8. If you look in the Games & Mods forums you can see some more examples of people changing things. AoErat gave himself a Death Star for the rebellion and blew up Tatooine in the Demo Campaign . Look here:
  9. Heh, I forgot about that. I noticed that the VSD and the Accl both did that after I took out their engines. And they were changing course as well, so it wasn't their "inertia" carrying them forward.
  10. The Hidden MP forum is no longer here for some reason. Do me and Myzrael need to be re-added to that group?
  11. These are the types of things where "realism" is sacrificed for "balance". Expect to see some differences in mods. One thing I would like to toy around with is having more units but them dying more realistically. Time will tell.
  12. I would venture a guess that the maps, as you say, are what is mainly missing. I could see that as being a big portion of the content depending on how the maps are done.
  13. Heh, I wonder... Imperial walkers that can drop troopers every 5 seconds and can capture reinforcement points.
  14. Heh, I wondered whether they left that model in or not. I wonder what other models are in there? Also, how did you modify the Config.meg file? Did you have to preserve the original file size?
  15. I think you can set something in your personal prefs to have you go back to the thread you were in after a post.
  16. Use the Options.meg file to modify the starting units in the Demo Campaign. I had a fleet of 4 Mon Cal Cruisers to start with and set my starting tech to level 4 so I could build Assault Frigates and A-Wings. It looks like they disabled things for the demo for the tech you were at, but not higher things. I haven't had time to find out how they do the disable though, once I figure that out, it is all over. By they way, if you change the reveal adjacent planets (or something like that) to TRUE you can jump to different ones. I would recommend making the changes to the .meg file with a hex editor as it seems that modifying the .meg file in notepad caused the game to crash. I don't know if there is a file size check or I inadvertently did something, but more testing will tell.
  17. Ah, the memories. I don't believe I will be playing this again now that we have EAW. The interface is just too horribly painful. But it was the only option, until now. That one picture makes it look like Gorman blew up
  18. I also liked doing the space battle with 4 Mon Calamari Cruisers, 2 Assault Frigates, and an A-Wing. You have to be careful with the large ships and bombers, they have very few hard points vs a realistic model (something I will be looking into fixing maybe). You can have a Mon Calamari taken out pretty easily if you don't watch out. The A-Wing has a very cool ability that "taunts" enemy fighters to attack it. I can see a string of these leading enemy fighters away into a nasty ambush before your enemy can react and save their stupid selves .
  19. Well, the interesting thing about this is the fact that there is a double dish shield generator in one of the tutorials or the demo campaign, I can't remember. I am thinking that this is the double shield that was mentioned, but I haven't tested the effects.
  20. While the XML in the Config.meg file is pretty straitforward, has anyone had a look at the models.meg (I think that is the name, am at work right now)? Being able to parse out the information for the individual models there would help someone reconstruct the (I assume) 3DSMax files. This will be important for modifying the current model's hardpoints as well as adding new models in (or replacing if there is some kind of file-size check in the exe).
  21. What part is a bug? I feel like I missed reading a post in there somewhere.
  22. Well, I don't know about the space station issue for sure yet. The design from the get go was for the Imperial fighters to be free in all aspects I think. As for the Tie Scout, I don't quite know what its capabilities are so it may or may not be worth a pop point.
  23. In addition to all of the cool formatting options, these boards have a very useful feature that not all of us need to use all of the time, but there are those that need to use it with every post just about. I am talking about the spell check button. Some of you (and you know who you are) have already received requests and warnings about the spelling. While we are not sitting here trying to be spell freaks, there is just no excuse for some of the posts that show up. And I know that English is not everyones primary language here, but the sad thing is, that these people who speak it as a second language are usually not the ones who have the biggest issue. What is a personal peeve of mine is when someones' signature is misspelled horribly. The spell check interface is very nice and is fairly easy to use.
  24. Just remember that all of those Imperial fighters (with the possible exception of the Tie Scout), you fired at and was fired upon with cost the Imperial player absolutely 0 pop cap and 0 credits. The only exception would possibly be the ones produced from the space station. The Imperial Walker was most impressive as well, and those (explicative deleted) speeder bikes were very useful against infantry and will also be very useful tools against the rebel Artillery.
  25. Please report this in the feedback forum. You might want to give it more time though, I thought there was something wrong with mine, but I just had to wait for a bit.

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