Everything posted by RogueJedi
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Hunting for the EAW Game Engine Limits...
It can handle bigger battles on your system
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ROR-New Challenges
Tactical fleet population is governed by individual faction in the XML\FACTIONS.xml file.
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Death Star laser weapon!!!
I don't see why not, although I haven't looked into everything, it certainly seems possible with the way projectiles are set up.
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Which demo mod has the most content?
Not sure, but I wonder if any of them have added Kamino as a planet. All they need to do is add it to the list
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Population Cap
There we go. Sounds like 40-50 would be a good number.
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Population Cap
You say your getting no frame lag, yet you didn't specify your settings or specs Good find though.
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Re: Bryant's Mod: 2.0 Featuring Rebel AI
Thanks Locke
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Your Battlefield 2 stats
http://bf2s.com/player/roguejedi/
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EAW DAT Editor - From RenEvo
Now all we need is proper lua files and we're golden
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Re: Bryant's Mod: 2.0 Featuring Rebel AI
Hope you don't mind Bryant, but I took the liberty of fixing the planets that use the maps with units already on them (so when you assault or defend certain planets, it has the correct amount and type of units and the correct space station, rather then me assaulting an imperial planet and then getting my own space station in the map.) The updated PLANETS.xml file is available here: http://www.gablarski.com/eaw Just replace your existing one from bryants mod 2.0 with the one there.
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Re: Bryant's Mod: 2.0 Featuring Rebel AI
Yeesh, do you even get time to sleep Bryant? Amazing work and turn around time. EDIT: Cantinas are still invisble/unkillable on planet surfaces, encountered on Thyferra playing as empire.
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Re: Bryant's Mod: 2.0 Featuring Rebel AI
There were lots of planets using the space and/or land map that already had units on them, is this fixed? (I fixed it manually for myself, but have since removed the file.) Also, removing mothma but not palpatine makes it unbalanced since they both reduce costs of everything at the planet. There's a bug (and this might even be a EaW bug not a mod bug) where if you raid a planet, and kill everything in the raid, you will not capture the planet and your units will get stuck on the ground until you bring in another unit to assault normally. Another note: The fix that was posted earlier to get rebel ai working doesn't seem to do the job, at least not until about half an hour into the game.
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Re: Bryant's Mod: 2.0 Featuring Rebel AI
You have to copy different files, read the readme.