Everything posted by swgbex
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Re: How do you make an Executor SSD
because shields would have to be down by having the home one use its "concentrate all firepower on that target" ability.. and then u could take the BRIDGE down.. maybe not the whole thing.. it would spiral uncontrollably .. and maybe hit something.. and u could no longer control it..
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Re: How to change infantry range !! I got it FInally ~!
not when i was playin ur mod.. have u checked to see if they ACTUALLY fire farther.. ? or if its not a trick by how u changed all their sizes? I remember it because i said "i havnt seen a mod yet that actually had infantry firing farther"
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Smuggler question
Well considering you could only use it . (and gain a profit since they cost 500 credits) on planets that you have lots of mines on.. /bespin i would notice if i was missing lets say 1.2k credits a day.. :/ But otherwize i agree with the above
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Re: [ROR] Topics - Help with infrastructure.
We were all noob ish at one point
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Re: [ROR] Topics - Help with infrastructure.
Just right click on the untits in the gallactic view and u can sell most things
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Re: How to change infantry range !! I got it FInally ~!
Many people. including me have long asked this question and i found out why!! i have not seen this awnser anywhere.. and if it is somewhere..then i need a link and you may delete this topic I found out that u cant change infantry range just from their GroundInfatry.xml file or their Groundcompanies.xml entry.. you must also change this range value in Containers.XML because u could never seem to change the range of any infantry because they all come in groups.. or "containers" Take the rebel trooper team for example.. Search "rebel_trooper" until you get to the rebel trooper team .. change their targeting range from 150 to any #.. and change their ranges in all other XML files that you normally change range in and it works
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Re: [ROR] Topics - Help with infrastructure.
U can just sell units and u get half of ur money back..
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Re: Empire at War: Total Realism v2.0
I wish i could do that in my x wing.. i mean.. my car.. So the engine glow needs to be scaled up a bit.. but that has been asked.. i have not seen many errors yet beyond that exept a few TEXT errors such as on a certain ship it says there are 3 tie bombers but someone held shift and it came out as # tie bombers.. or something similar.. i have lost which ship it was on... but its such a minor detail.. .. I havnt actually gone into a land battle strangly enough.. (i guess i spend too much time moddin the game than playing it )
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Re: AT-AT deploy troopers question
I dont think u can do it from a Battle .. but in gallacic view u can have LIfetimeCAP or someting similar that only lets u build a unit once.. forever.. such as the DS .. not sure if this would be applicable in game as a Battlelifetimecap> thing
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Re: [ROR] Topics - Help with infrastructure.
Complexity is what i love about games like this.. A game soo deap it keeps me entertained.. .. its as close to the rebelllion experience as we could get... i need to reinstall that game I have a question tho.. what happens when you are outta credits for upkeep.. i saw the system for upkeep seems to be in place in EAW but what does happen when ur outta money??
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Re: Stupid Star Wars DATABANK!
maybe thats why it was replaced but i totally agree. databank is @^@#@3 Explicit deleted Wiki isnt exactly reliable either.. .. it depends.. sometimes yes.. sometimes.. eh.. :/ we just have to actually search for information we want.. :/. .damn
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Re: How do you make an Executor SSD
yes Best line of code ever
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Re: How do you make an Executor SSD
I think A wings should be able to crash into ships' bridges..
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Re: Empire at War: Total Realism v2.0
I have noticed this as well the rebels are a bit bottlenecked.. but not extremely. I was able to get a good game goin .. and i actualy enjoyed being bottlenecked it was a bit more of a challenge.. but then again.. i was at tech 5 so i can see how tech 1 could really hurt the rebels.. and the imperials could take nearly the entire "map" I like the way you guys utilized trade routes as the only way around the gallaxy.. its really fun because it creates a mini campaign.. you have to go around half the map to finally make your way into the center of the gallaxy .. its great because u cant just rush towards the center anymore its all about fighting your way through the planets to get there.. So if rebs are in tech 5.. good but if they have some techs to go. it could hinder the rebels considerably
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Re: Empire at War: Total Realism v2.0
Np man things get through even in retail games.. it was expected.. ill keep lookin for some more bugs.. nice work
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Re: How do you make an Executor SSD
Why not ?!?! and yeah.. maybe hes workin on EAW 2.. maybe it goes all the way to ep 6... im getting ahead of myself. now.. and off topic.. So.. yeah.. Intensify the forward firepower.. for extreme firepower to the front of the ship.
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Re: How do you make an Executor SSD
INTENSIFY THE FORWARD FIREPOWER!!! that one
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Star Wars: Legacy of War
O.o.... O.O :!!! .. who isnt pullin one these days :/ nice one
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Re: About modding the alliance for AT_ATs..
sure..
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Re: Empire at War: Total Realism v2.0
I was talking about piett star destroyer it also happens with most cap ships.. i assume u havnt changed the values.. it just doesnt look right.. i would suggest reducing their speed a bit and their turn speed as well well here is my favorite pic from the mod .. its coo watchin all the super hyped space battles http://members.cox.net/hiho_boy/EAWpic.jpg
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Re: Empire at War: Total Realism v2.0
I found something that bugs me.. I just had my first battle with the mod.. and piett seems to turn waaay to fast.. like he was still a normal sized ISD.. looks too funny .. i havnt tried all the other big ships yet but i like what i see so far
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Re: About modding the alliance for AT_ATs..
try copying it from the rebel tank
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Re: About modding the alliance for AT_ATs..
alliance_shuttle2.. that cant be right?? .. can it.. did u edit it.. or is that really how it is written.. with a 2 at the end?
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Re: About modding the alliance for AT_ATs..
right now also change that here
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Re: About modding the alliance for AT_ATs..
1st of all it woulnt even drop because the 2nd one isnt the same as the first one AT_AT_Walker 2 the second one is missing a _ also u cant have a space between AT_AT_Walker(here)2 u must do this i do believe AT_AT_Walker_2 so change them all to AT_AT_Walker_2 and make sure they are IDENTICAL!