
MajorPayne
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Everything posted by MajorPayne
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Considering that Delphi is registered and posts semi-frequently here, why not PM him or just ask a question here instead??
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The attached zip file has my population cap limit set to 99 for space (and land skirmish battles) battles, although GC ground based is still retained. Its part of an ongoing minimod which I'm constantly tweaking, but if all you want is a higher population cap (the skirmish land battles are pretty good IMO), then this might be a good starting point.
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Unlimited population mod >Download<
MajorPayne replied to Havoc01's topic in EAW Mods General Workshop
Whislt in theory this is a good concept, the practice however, is something else completely. If you remove the population cap from every part of the game the lag when you have extremely large battles (I set my pop cap to 99 for space and skirmish modes) can be very high. -
Re: Expansion -nearly- confirmed
MajorPayne replied to plokoon9619's topic in EAW General Discussion
Whilst this is excellent news I would say this will take a while. I for one am going to get any expansion for this game. I do know that much. -
I don't know so much. Aside from seeing what we have in the film and read information about the acklay you could always get away with them escaping and breeding. Its not clear or even stated what happened to them AFTER the fall of the empire. As long as they are capable of aclimatising themselves to a planet then theres no reason why ANY creature shouldn't be made available.
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Adding planets to the galactic map??
MajorPayne replied to MajorPayne's topic in EAW Mods General Workshop
Yep. I understand the no space bit, and thanks. Thats something else I can fiddle with. -
Could somebody kindly give me the list of files I need to do to add a new planet in (I'm heavily experimenting at the moment), and if its only the planets.xml file can I say, copy out the entire first entry and then change what I need to and it'll automatically work, or is there something else I need to change?? Thanks to one and all in advance.
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Bryant. What file is that in??
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Shadow. How did you enable the MC?? (I'm not to worried about Kyle on the ground, but I'd love to see it in the normal space game).
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PFF push for an EAW Addon in 2006. Join us!
MajorPayne replied to Cain's topic in FOC Expansion Discussion
Another something I'd love to see would be a redesign of the tactical cine camera. Basically during combat (space more than anything), I'd like to be able to have an option to click a unit and follow that unit as I'm a little tired of seeing the camera tracking action and then changing to show nothing but empty space. -
Rescripting Death Star Superlaser
MajorPayne replied to DragonShadow's topic in EAW Mods General Workshop
Maybe but technically the second ds was targetting ships, not the first. -
EAWExtractor v.1.1.1 [Updated 2:26:06] (Full Version Update)
MajorPayne replied to Cain's topic in EAW Mods General Workshop
Nice Dante. Can't wait. However. Isn't there a way for you to just drop the new version in without needing any registry entries?? I'm asking because my install in on a different drive. -
You missed one option: Other. I'm using my own actually. Its more of a base for a much bigger project at a later time.
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Thanks Cain, Bryant. I know they haven't got an overall great selection to choose from but perhaps they could steal tech from both of the other sides, but only allow them to steal certain types. For example. Perhaps their most powerful ship could be the Venator, and I'm sure they would use V-wings, Z95's and their standard selection of units. I'm sure it would increase the playability if you have the choice of three sides instead of the regular two.
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PFF push for an EAW Addon in 2006. Join us!
MajorPayne replied to Cain's topic in FOC Expansion Discussion
My own personal take is simple: 1) Much larger maps, i.e Courascant (sp??) to allow for a higher unit cap, and space battles could be on a more dynamic scale. 2) Complete map/mission editor. Perhaps a trigger based style for mission creations thereby allowing more ease of use. 3) Hold option. Basically put in every RTS based style game theres an option to make a unit hold its position. A button for this would be extremely useful. 4) Movement capabilities. I've noticed in maps with elevated hills no unit can actually move up on them. How about the allowance for this so that, for example, you could have a rebel scout who can use a specialised ability to stay hidden and have a good LOS if up on high ground. Also this could apply to foot based units. Remember that troops on high ground in reality do have an advantage over those that are on low ground. 5) An expandable galactic map. I'm certain theres a few missing planets. 6) Easier error trapping. Now whilst points one to five do tend to speak for themselves I'll ellaborate further on point 3. As a long time modder and considering that this game is supposed to be highly modabble it would be extremely useful to have some method of error trapping which tell us which files we've edited that have a problem in and maybe even a complete report on where in said file. Doing this would make error finding/correction far simpler (the current method of producing that error text file might be a little off putting). -
TiJiL. Try moving any XML files into: GameData/Data/XML (new folder called XML in the DATA folder) and it should be fine.
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A death star based minicampaign. The basic premise is that the imperials start of using the deathstar itself, and the rebels using a fleet. The space based battle could be a map which is across the deathstars surface (there could be some automatic gun emplacements on the surface to periodically attack rebel craft). If the rebels win and they want to attempt to take the death star (yes, I know its not canon but who cares!!), then they would land in a shuttle bay (as a point of entry for any further landing). The actual map has no vehicles allowed from either side. Just foot based troops and heros. You could setup various mini scenarios if the possibility is allowed. So whats does every think??
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The pause function comes in mighty handy when selecting units. Learn to use it as it will becomes like your best friend. At least thats the way I see it.
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Re: Making EAW ALOT Better
MajorPayne replied to LordRikerQ's topic in EAW Issue Reports and Tech Support
Actually looking at this thread the idea of experience isn't a bad one if its applied to capital ships. I know for one thing it might give players the brain wave of looking after their ships more than just sending them it. Especially where the likes of the Mon cals are concerned. I do, however, think a couple of things need to be addressed. Limitations of missile based weapons would be useful, especially on the ywing (with enough of them its easy to take out a capital ships hardpoints). Also specaking of weapons the xwing is missing its proton launchers. I certainly will be looking to expand the units myself when the necessary tools are released (such as the bwing). -
Re: Venator in full version...
MajorPayne replied to DragonShadow's topic in EAW Mods General Workshop
IIRC the Venators only available as certain planets (I've noticed a few are missing the venator from the build lists even at tech level 5). -
Well Advice I could give on this one would be to see how the other mini campaigns have been made, copy the entries and then experiement.
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Re: Venator in full version...
MajorPayne replied to DragonShadow's topic in EAW Mods General Workshop
Yes I noticed that one, and I tried to remove the "Rebel" reference from the normal one but both disappear from the list.