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Mr.Caine

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Everything posted by Mr.Caine

  1. But then again it gets annyoing when a enemy comes with about 45 corvets and you have a LV5 space and about 5 ISDs and you dont feel like fighting them so you auto resolve.
  2. Lol dont say things like that you make me feel bad for buying this game
  3. What about the tractor beam?
  4. ... no BTW I put a tractor beam on the Victory II but it doesnt work. The icon shows up and the hardpoint is there it just doesnt work. does it have to do with the energy?
  5. When i put a turbo laser on the shield it didnt fire at all. What can I do to fix this?
  6. You forgot to put in the groundcompaines for the rebels. I'll gotta release a beta soon but i gotta work out this lag issue 1st. The fighters act like speeders still and dont engage each other. I did add the fighter locomotovie but the fighters went through the ground and crashed into each other and died. Funny moment. It just looks weird, but they'll move fast like in space. http://i10.photobucket.com/albums/a105/333Super/Firesraysinaction.jpg Firesparys are avaliable at Tech Level 3. They are excellent anti fighter and carry protons. Id give it a discount if you controlled Kuat since its there design but i dont know how to do that. Anyone know? http://i10.photobucket.com/albums/a105/333Super/Surrounded.jpg http://i10.photobucket.com/albums/a105/333Super/Surrounded2.jpg http://i10.photobucket.com/albums/a105/333Super/Hoth.jpg All ranges have been increased, battles are more intense. http://i10.photobucket.com/albums/a105/333Super/March.jpg http://i10.photobucket.com/albums/a105/333Super/T4B.jpg T4B Heavy Tank, Rapid fire and strong shields. Tears up the battle field. http://i10.photobucket.com/albums/a105/333Super/ATSTS.jpg New ATSTs with concussion missles and chain guns. Infanty is nothing. Like i said before ATSTs turn around slow. The best thing to do is distract it with a light tank. (Its shields can take punishement but not long) and hit it with some PLEX troops from the rear.
  7. Nope now they dont fire on anything at all But it was funny how they were firing at the same target and crashed into each other and exploded when i had the space unit behvaior on
  8. Hello, I'm having trouble with land TIEs and X-Wings. As some of you know I have TIEs included in my mod. They work great the only problem is that they dont target other air units since there using the speeder variant. How do i give them the ablity to target air units? I gave them the reg TIEs behavior and i got some surpirsing results. I call them bipolar ties. Since they start floating up facing downward (looking depressed) after they spawn then when i tell them to attack units they go crazy as if it were space combat (going through the map etc) Its cool and all but i need them to be higher up when they attack, but if i make them any higher they will not be seen. Can someone help me?
  9. I made my own version using the speeder version the only problem i have is when i take off my hit points see to get lower... and lower... and lower... then eventually it destroys it self?
  10. How do you get xtra planets to work in the campain? I used the galaxy mod and i got double planets on top of each other for some strange reason. How do I get turbo lasers to attack air craft?
  11. I balanced the ATST out. It has a chain gun, blaster cannons and rocket launcher. Takes infantry down really fast. On the flip side though, they are slower when try turn. So when your turning a paticular postion it'll take a little time to move. So this makes surpirse attacks deadly for ATSTs. In the infantry department blasters do nothing against them. Only PLEX missles. Hit them in the back and they go down faster than a $2 hooker.
  12. Thanks cleared it right up.
  13. Easy. Scale_factor change that for the desired size. Having TIES was easy also. It uses the speeder variant. Try this: Copy and Paste this in the GroundVehicles file. 2 40.0, 40.0 Generic_Shadow NEW_UNIT_TIEFIGHTER X_SPEEDER SNOWSPEEDER V_SPEEDER X_SPEEDER SNOWSPEEDER UC_REBEL_Buildable_Anti_Aircraft_Turret NEW_TOOLTIP_TIEFIGHTER TEXT_ENCYCLOPEDIA_CLASS_FIGHTER 75, 75, 75, 255 ev_TieFighter.ALO 0.985 2.4 15 40 6 72.0 35.0 .2 .2 7.0 4.5 2.7 20 Frigate Land Solo 4 130.0 150.0 5.0 false 200 SELECTABLE, POWERED AMBIENT_SFX, ABILITY_COUNTDOWN, FLYING_LOCOMOTOR,REVEAL,HIDE_WHEN_FOGGED, AMBIENT_SFX,UNIT_AI,TARGETING,WEAPON,STUNNABLE, WIND_DISTURBANCE,DAMAGE_TRACKING False Speeder Yes Empire 0 Armor_Speeder 105 40.0 0 170 0 1000 999 0.0 400.0 300.0 20.0 50.0 15.0 Proj_Mauler_Cannon_Green 0.0 8 0.0 Infantry, 1.0 Vehicle, 0 Air, 0 Structure, 15.0 P_Smoke_Small02.alo Medium_Explosion_Land Yes 0.2 2.0f Medium_Explosion_Land Unit_A_Wing_Spinning_By true 100 5 0.1 Unit_TIE_Fighter_Fire Unit_Select_TIE_Fighter Unit_Move_TIE_Fighter Unit_Fleet_Move_TIE_Fighter Unit_Attack_TIE_Fighter Unit_Guard_TIE_Fighter Unit_Assist_Move_X_Wing Unit_Assist_Attack_X_Wing Unit_TIE_Fighter_Fly_By 5 10 Unit_TIE_Fighter_Cinematic_Engine_Loop Unit_TIE_Fighter_Death_SFX Unit_TIE_Fighter_Fly_By 5 7 Unit_TIE_Fighter_Cinematic_Engine_Loop EHD_Unit_Destroyed EHD_Reinforcements_En_Route EHD_Reinforcements_Available EHD_Reinforcements_Cancelled i_button_tie_fighter.tga Air | AntiStructure Flying 1x1 yes 1 1 1 1 Yes Yes 50.0 200.0 150.0 5.0 AntiVehicle 200.0 Solo Flying 50 User_Input 10.0 100.0 1.0f 2.5 5 ALPHA W_Cable.tga 110 140 300 0.62f 2.0f AT_AT_Walker, Veers_AT_AT_Walker True 60 and copy this into the GROUNDCOMPANIESREBEL file NEW_UNIT_TIEFIGHTER X_SPEEDER SNOWSPEEDER V_SPEEDERr X_SPEEDER SNOWSPEEDER UC_Rebel_Buildable_Anti_Aircraft_Turret 1 Yes 24 2.1 40 Empire 450 25 Yes Yes No No 2000 1 0 1 0 E_Ground_Light_Vehicle_Factory DUMMY_GROUND_COMPANY 1 yes walker imperial_landing_craft tie_speeder, tie_speeder, tie_speeder i_button_tie_fighter.tga RV_snowspeeder.ALO 70 0 0 0 45 EHD_Build_Vehicle EHD_Unit_Canceled Unit_Complete_Tie_Fighter> Unit_TIE_Fighter_Fire Unit_Select_TIE_Fighter Unit_Move_TIE_Fighter Unit_Fleet_Move_TIE_Fighter Unit_Attack_TIE_Fighter Unit_Guard_TIE_Fighter Unit_Asteroids_TIE_Fighter Unit_Nebula_TIE_Fighter Unit_Health_Low_TIE_Fighter Unit_Health_Critical_TIE_Fighter Unit_Enemy_Health_Low_Tie_Fighter Unit_Enemy_Health_Critical_Tie_Fighter HARD_POINT_WEAPON_LASER, Unit_HP_LASER_TIE_Fighter HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_TIE_Fighter HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_TIE_Fighter HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_TIE_Fighter HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_TIE_Fighter HARD_POINT_ENGINE, Unit_HP_ENGINES_TIE_Fighter HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_TIE_Fighter Unit_TIE_Fighter_Fly_By 5 10 Unit_TIE_Fighter_Cinematic_Engine_Loop 225 1000 16 RC_Level_Two_Tech_Upgrade Tactical_Units NEW_TOOLTIP_TIEFIGHTER TEXT_ENCYCLOPEDIA_CLASS_FIGHTER 0.05 1
  14. Those dont work My ATSTs still fire reg lasers
  15. You should use this site to upload. http://s40.yousendit.com The only problem is that you get only 7 days. So you'll have to update frequently. use your own email both times.
  16. I'm working on a realism mod, adding units, etc.since there is so much to be done my job is not over. Look in my thread for screenies
  17. How do you make the units further from the ground? SO they wont be too close. I'm trying make my TIEs like stukas.
  18. Is it possible to hide a planet from the site of a faction until? Like I hide certain planets from Imperials and give the rebels more of an edge since there disadvantaged. I dont want it to be permantly hidden I would like it hidden until you say find a main planet or several planets which would lead to a open hyper space route. You could do more hit and runs and dont have to worry about being invaded any time soon.
  19. I'm looking to add more things so this may take a little while. But i'm going to release a beta. I would today but i cant. I'll do it tomorrow probaly. I need testers anyway. The game is a little unbalanced and victory IIs dont die. For some reason when you destroy there hardpoints they come back and are impossible to destroy...
  20. *Pats Darthscharnhorst2 on the back* There, there. In the future there will be a mod to place back the diplomacy and more! Time is on our side. Unless Petro gets bossed around by LA. Look what happened to avp2. Some many promises then the game tools were released and the same day taken away by FOX. Greedy ****s. They betrayed us and we still remain broken and scattered. Some losts hope in a AvP3 game.
  21. Well call my tiffany. That mod is nice!
  22. I havent found that article but if I do I will be sure to add it. I'll try too cut down the number of squads produced I only beefed it up because those rebels managed to get to coursant and launch a massive strike. Yes Indeed. The Rebels managed to attack me with a fleet of 45 Venators 14 assault frigates. The Battle lasted a good 30 mins. But there is a major lag issue. So i'll have to find a way to cut it down. It was possibly because of all the fighters. I'll cut it down as well as the space pop and see what happens. You know what i thought about adding concussion missles today, but i dont know how to add them. Do I have to give them hitpoints? If so how do i get them on the sides of the ATST? Is it like atst_missle_launcher_FR? I have the twin blasters on the ATAT. lol yea i gotta change the fighter squads like i said before i got pissed at the rebels for attacking me and i decided to give them some pay back for attacking me. LOL!
  23. As you may have seen Ive been working on a realism mod for EAW. Tweaking the XML files and adding from exsisting mods. Such as the Firespary mod, eawaddonmod, SMM, the Galaxy mod, EaW Total Realism v1.0 etc. I didnt really copy from the i used them as a reference. Several changes have occured. ATAT like i mentioned before unstoppable. They are weak only to air speeder cables and turbo lasers. I got the ATAT to target air speeders they can go down pretty quickly in a frontal attack. Adds X-wings and TIE fighters to ground battles as well. T4B and ATATs price has been raised as well as there build time. Takes about 2 mins to produce. T4Bs are monsters for infantry and light tanks. They can take a lot of abuse but dont stand a chance vs ATATs or air support. And since you have so few numbers you have to make use and combine them with other units. T2s are mostly anti infantry, and some tanks. There good vs Maulers and infantry but are a little outgunned vs ATSTs. There speed has been increased they can move in and out quickly. http://i10.photobucket.com/albums/a105/333Super/cantshake.jpg http://i10.photobucket.com/albums/a105/333Super/Evasionma.jpg http://i10.photobucket.com/albums/a105/333Super/Raidingpirates.jpg Though disadvantaged the Rebels have a ability to raid planets with X wings and cause some havoc. Ive been trying to figure out how to get the Xwings to fire rockets that do damage to building strucktures. BTW how do i get Turbo lasers to fire at air targets? Also the scaling has been changed for many of the units. http://i10.photobucket.com/albums/a105/333Super/Scale.jpg http://i10.photobucket.com/albums/a105/333Super/closeup.jpg Marader cruisers no longer fire missles they fire lasers and are extremely fast and agile. There pretty good vs everything. They can hold 1 squadourn. http://i10.photobucket.com/albums/a105/333Super/Monsters.jpg http://i10.photobucket.com/albums/a105/333Super/501stlegion.jpg http://i10.photobucket.com/albums/a105/333Super/ImperialConvoy.jpg Mon Cal 40s and 80s have the abiliy to spawn fighters. But only so many. The Xwing fire power and shields make up for this. Y wings are also hard to take down. Battles can be intense as so much is going on. http://i10.photobucket.com/albums/a105/333Super/Battleovercoursant.jpg http://i10.photobucket.com/albums/a105/333Super/excessiveforce.jpg(they made the mistake of hyperspacing directly into the most heavily defended part of the fleet) Artillary for empire is ... devestating combined with air power and atats. There range has been increased, they can hit objects from almost across the maps. They also are resistant toward small arms. T4Bs and Xwings can eat them up quickly though. Enemy bases go down quickly. ATSTs are excellent vs infantry and smaller units. Maulers are excellent against infantry and shurg off blaster shots. However surpirse attacks from PLEX troopers will demolish them. http://i10.photobucket.com/albums/a105/333Super/RearGuards.jpg infantry has also been tweaked there are several more units aviable for each fraction. Planet credits have also been tweaked. Coursant generates 10,000 +. Kessel has many more land spots for use of mining facilites. More will be done. Music has been updated as well. Theres nothing better than arriving on mustafar and hearing the good ol anakin vs obi wan duel music. I'm trying to decide if i should give all infantry the use of thermal detonatiors but scale it down a little.

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