
FormulaRedline
Members-
Posts
74 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Blogs
Gallery
Events
Downloads
Everything posted by FormulaRedline
-
How do you enable a disabled unit?
FormulaRedline replied to Hymster's topic in EAW Mods General Workshop
I use cooktop because it's free...but it sucks. You don't NEED any special tools, you can edit the files with notepad and even with cooktop I still view them in Internet Explorer. -
Hey man, for the space ships in the ground battles feel free to look at the code (or just copy and paste it) from my Victory Mod (link in sig), just throw my name in the credits or something. I got it all working pretty well, in fact in my build I even had the SPMA-T working as an anti-capital ship weapon like you say it does in your screenshots. With very few exceptions, all of the changes are located at the end of the xml files. If you have any questions, feel free to contact me here or e-mail me at foot@mit.edu
-
Re: Empire at War: Total Realism v2.0
FormulaRedline replied to Athanasios's topic in EAW Mods General Workshop
lol...I don't think guy knows what a .rar file is I think it'll be real obvious after he figures it out -
What is in that mod? Does it just add a buildable royal guard company? If so, I imagine all you would have to do is make sure the RG company from that mod is cut and paste into the GROUNDCOMPANIESEMPIRE.xml file from this mod...and then include the ground infantry file if they've made one. As for progress on this mod, I'm not sure how I'm going to procede form here. This was mostly just done as a fun demonstration of the possibilities. I'd kind of like to work with someone else on integrating this into a larger "Realism" mod...but I wouldn't do it myself because I'd just be duplicating work others have already done. But if there is interest, I'll certainly look into it.
-
Re: Empire at War: Total Realism v2.0
FormulaRedline replied to Athanasios's topic in EAW Mods General Workshop
Just finished up the Imperial GC and in the last few space baatles I ran into the same problem with Boba Fett that people seem to have been having with the Falcon. He just sits there no matter what you tell him to do. Wierd. Somehow I doubt you changed some crazy variable in both these ships the same way...so its probably an issue that relates to that size of hero unit. Maybe another pathfinding issue like the capital ships? As in, your fleet is so big that the Hero units start in such a strange position they don't know what to do? Who knows ??? -
Re: Empire at War: Total Realism v2.0
FormulaRedline replied to Athanasios's topic in EAW Mods General Workshop
Hey Athanasios, I took your advice and just copied over the projectiles.xml from newest Open Conflict (which has all the modified speeds). I also reduced the garrisons a bit more (like you're planning). Then I played Imperial GC with the new map you guys released. Holy Crap!!!!! That was the most fun I have ever had playing GC! IF you want to test out those laser speeds just throw that OC xml in there to see what I'm talking about. I have a feeling this mod is really going to shine next release ;D The only problem I ran into was that in GC I'm at tech 5 and the Rebs are still at Tech 0. I mean, they still throw enough Nebs, Vettes, and fighters at me to make it challenging...but it'd be nice to see some Mon Cals and A-Wings too. Again, this is one of those elusive AI problems....I wonder if there is anything we can do about it ??? -
Re: Empire at War: Total Realism v2.0
FormulaRedline replied to Athanasios's topic in EAW Mods General Workshop
Great, then you'll know what I'm talking about What I was referring to in this case was more the speed of the projectile rather than the look. At least in the latest version I've played, you really get that feel of the turbolasers flying quickly across space (imagine the opening scene from A New Hope) rather than now (and the "stock" version of EaW) how they kinda look like neon colored missiles the speed they're going. It's good to see people combining the good qaulities of different mods though! -
Well, my modding efforts will be going towards LoW, but I'd be happy help you test. I love all the ideas you've got going here, with the different training levels and the corporate based production, I'm really looking forward to this mod.
-
Re: Empire at War: Total Realism v2.0
FormulaRedline replied to Athanasios's topic in EAW Mods General Workshop
Hey guys, pretty nice mod, great work! I just had a few suggestions, they are completely my opinion but I think you guys were headed in this direction anway, so I'll make them but feel free to disagree 1. "Garrisons" still make me unhappy. I feel like you should be responsible for defending your planets...not just getting free, overwhelming defense from your buildings. Heck, the stuff that comes of the buildings themselves are worth more than the stupid buildings! I have no real problem with a barracks starting you off with a squad of troopers, but when it spawns them indefinetly, it just sucks for game play and realism. Obviously, you guys agreed because you reduced it. But still, 10 extra squads of troopers or 16 extra AT-STs or 10 extra fighter squadrons or ANY capital ships what so ever is still a bit ridiculous as far as "realism" goes. What do other people think of this? Should garrison reserves get the axe? 2. I didn't really realize it until I saw it, but faster lasers in space really go a long way to get the feel from the movies. If you need to see what I'm talking about, try the Open Conflict mod. This will require a lot of projectile/hardpoint modifications, but really looks good. Let me know what you think of those ideas. -
You need photoshop to edit skins and icons. Skins are textures that go over models in the game, for everything from troops to ships to planets. Icons are the, well, icons in the game. Right now we are limited to re-skinning existing models, or copies of those models if you do some hex editing.
-
Re: AT-AT deploy troopers question
FormulaRedline replied to Naja's topic in EAW Mods General Workshop
What do you mean once per battle? Isn't that what currently happens? You can spawn one...then the other...then no more? I'm confused what you mean by battle I guess. -
That's what I don't get. :shrug:
-
Need help with ground ships...
FormulaRedline replied to Quinky's topic in EAW Mods General Workshop
I'll try this right away in my mod, thanks! EDIT: Cool, it works! It even starts the ships in orbit at the beginning of the game. Note to editors though, you need to put the line on the individual units, not the company. -
I'm very unclear of what you're talking about...a link?
-
Yeah, I too have noticed that destroyed units don't show up sometimes, and sometimes they do. I'll need to see how this mistake repeats and see if there is anything I can do about it. As for the ground units...my temporary recommendation would be to have another, faster unit scout ahead for the nebulon-Bs an ddistract their fire while you get them with the AT-AAs. In the future though, you'll be able to use the SPMA-Ts (see screenshots a few posts above )
-
Looking to combine Victory Mod with another mod
FormulaRedline replied to FormulaRedline's topic in EAW Mods General Workshop
Cool...can you send me your personal files so I can try it out? foot@mit.edu Thanks! -
There are too many TIE's on the Imperial Build Tab...TIE Fighters and TIE Bombers show up twice. And yeah...there is the whole Vader TIEs thing. I haven't used it yet, is it a squad of TIE Advanced? If so, I think there might actually be an icon for this. And the description should be changed to actually reflect whatever it is. The scaling is pretty neat, I like AT-ATs towering over everything. In space though, did you just make up the scaling or going by "real" numbers? The ISDs just seem HUGE compared to the VSDs. Also, I might suggest scaling everything down a bit (I know...big job) so your forces don't start across the whole map.
-
Victory Mod was basically started as a "technology" demo, just to show that something that should be done could be done and could be done in a fun way. However, in playtesting my own mod, I realized there were a million other things I wanted to change. Scaling and balancing units on the ground and in space, removing the spammage of garrisons, adding new units, new galactic map, etc. However, rather than wasting a lot of time duplicating everyone elses work, I figure why not see if other people would be interested in merging mods. So I ask: -Is there anyone that wants to combine their mod with mine? -Are there any mods you guys have played that are absolutely great, that you would reccomend I contact the maker(s) to see if they are interested in this?
-
Need help with ground ships...
FormulaRedline replied to Quinky's topic in EAW Mods General Workshop
Unfortunately, the manual dragging of your units you'll have to deal with if you want to be able to use the same unit in space and on the ground. As for fighting small space battles, I'll release a version soon that has two seperate sets of files...one for the Rebels and one for the Imperials that gives the AI the option to build either the dual purpse od space only craft, since there is really no mechanism in place to tell them that their "ground" unit is actually useful in space. -
How to change unit models based on terrain...
FormulaRedline replied to DragonShadow's topic in EAW Mods General Workshop
Let us know how it goes, though I imagine this should work. The terrain type for a planet is determined by the tag in planets.xml, I just wonder if these types need to be defined in something we can't access. Hopefully not.