Jump to content

MajorPayne

Members
  • Posts

    210
  • Joined

  • Last visited

Everything posted by MajorPayne

  1. I know and thanks. I realised that AFTER I had posted but its my own step in the right direction. I've never messed with XML files before as I'm more of a modeller.
  2. Well i tried directly copying the text from one of the other missions (Empire At War) it enabled all the rebel hero's but told me the emperor was removed from the game etc.etc and disabled the demo planets (except for hoth).
  3. Hello everyone. Now considering that I've never used XML I didn't realise this would be easier than I expected. Anyway. For those that want to try this (and I suggest you back up the necessary file incase of messing it up), you'll firstly need to have installed the latest version of Chriz's mod (available from http://www.eawhq.de/) as this gives you a completely unpacked set of XML files. For those who can't read german: 1) Unrar the Chriz version 4 mod so the folder structure is retained. 2) Copy/paste the Resources, Scripts and XML folders to the GAMEDATA/DATA folder of your demo installation. 3) Copy/paste the SWMOD.EXE file to the GAMEDATA folder. I suggest you check the mods installed correctly by running the demo. If all has gone you'll need to gather a list of all the planets in the demo that are locked out. For this example I tested doing Bespin and use the following method: 1) Firstly make a backup of the file STORY_SANDBOX_DEMO_REBEL.XML file (this is located in the XML folder that oyu installed from Chriz's mod). 2) Open the original file with Notepad (I'm using notepad because this is what I used), and add the following to the file under the entry for Hoth: STORY_TRIGGER REVEAL_PLANET Bespin 1 Universal_Story_Start 3) Save the file and test it. You should be able to send units over to the planet and the construct a starbase etc.etc. Bespin seemed to give me about 800 additional credits per day. As far as I know adding entries in this manner bue changing the planet name should enable them, and heres my proof. http://i7.photobucket.com/albums/y279/major58/bespin.jpg
  4. Cain. Would it be useful to have a specific thread only for these mod releases?? with a specific set of installation instructions (not that its difficult to do anyway).
  5. first of all go into your GAMEDATA/DATA subfolder where you installed the demo to and backup the original CONFIG.MEG file. Then copy/paste the one from the zip straight into the DATA folder and confirm any overwrite. Thats it.
  6. Excellent. Now all we need is some of the additional planets unlocked and the AI to fight back and the demo is set.
  7. What I'd like to know is what did he use to extract all the files from the .meg archive. Either way its quite an accomplishement. Looking through the file I would say theres alot thats just disabled (not the locked items) including practically all the units, planets and other things.
  8. It actually states in the information popup thingie when you hover the mouse cursor over the shield generator that it can deflect energy weapons but not protect against solid objects such as artillery and if you place the bombing run in the right place its pretty easy to win the demo galactic mini campaign.
  9. Thanks Skyrunner, although thats good to know what I'm talking about is mobile repairal units.
  10. Now I know the demo only gave us a taster and quite frankly I was highly impressed with it, but does the full game contain units which can repair vehicles and heal troops in the field?? I felt that playing the demo I could have done with having a field medic and a repairal engineer, especially after obtaining that lovely ATAT.

Copyright (c) 1999-2025 by SWRebellion Community - All logos and trademarks in this site are property of their respective owner. The comments are property of their posters. Star Wars(TM) is a registered trademark of LucasFilm, Ltd. We are not affiliated with LucasFilm or Walt Disney. This is a fan site and online gaming community (non-profit). Powered by Invision Community

×
×
  • Create New...