Everything posted by Logan Felipe
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EAW ship weapons questions
I also have a question; Scott mentioned the fact that bombers have different projectiles when attacking different targets (lasers for fighters, torps for big ships) so here's my question: how do I code other units like that? I want to make a hero unit that attacks fighters and transports with Vader's TIE's lasers, but attacks frigates and larger ships with Proton Torpedoes. Does anyone know how to do this? The ship is the Hacker's Glory a modified TIE Phantom used by a droid bounty hunter I made up. http://www.imperialassault.com/rote/forums/uploads/post-22-1156556342.jpg
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Hypervelocity and Ion guns
Is there a way to give 1 faction both the Ion Cannon AND the Hypervelocity Gun? ???
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Looking for a few good models
The one with the guns isn't the stock version; there are two different models there. the damaged one is the shipped one; the one in the back is from steiner's mods.
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Re: FoC Demo 100% Modability- Post your great discovery's!
http://empireatwar.filefront.com/file/Conflict_in_Space_New_Units;68853x#1043339 Conflict in Space has the TIE Phantom Ability
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Taking Units Out
A word of caution: be VERY careful when removing units. Once I used a mod that added units. I incorporated these units into a map. Then I replaced the mod, thereby removing the units (ground versions of every fighter ingame) When I opened the map, the units were gone; and within 5 minutes the computer began making failed attempts to reboot itself. After 5 failed attempts, I manually shut it off and started it back up. the map was thus rendered "invalid". From then on EaW would barely get past the company logos before rebooting the PC. Anyway, its partially fixed now, so here's my warning; Before removing a mod; 1. Remove all units in the mod from any custom maps 2. if you forget step one, delete all custom maps containing that unit What happens in this error is that it corrupts the Star Wars Empire at War folder make automatically by the game disc. This is linked to the fact that Map Editor is trying to detect a non-presence, and the CPU shuts down. Here's how you fix it: 1. uninstall EaW and Map Editor 2. reinstall EaW and Map Editor, but choose "custom" for file destination. 3. create a new folder who's title has nothing to do with Star Wars, Petroglyph, or EaW (for example, my new folder is called "Frobba") 4. delete map editor permenently The last step is neccessary because Map Editor is permenently corrupted; you can not make new maps. If you try to, it will awaken the problem, limiting you to 10 minute sessions (and sometimes less) before rebooting automatically. Delete Map Editor.exe. You can still play maps made by others because you didn't uninstall map editor, you just deleted the .exe. EaW Should work perfectly normal for ever after.
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Ideas for Modelers (Model Request Thread, Image Heavy)
Cool! ...But that pic. is the Trandoshan model in Jedi Academy; all trandoshans look like that in the game, with a couple of clothing color variances.
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Underwater Maps tutorial
http://images.wikia.com/starwars/images/8/86/Scuba_fire.jpg Scuba Trooper (republic) http://images.wikia.com/starwars/images/0/04/Seatrooper.jpg Sea Trooper (empire) that ought to help. Also found an oppurtunity for another indigeonous unit: http://images.wikia.com/starwars/images/e/ec/Battle_for_the_Golden_Sun.jpg Anyone know what that seal looking thing is?
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Bailknight's mod
The only reason I can see Petro not giving SDs rotating turrets is that it may cause lag or other performance issues (5 SDs equals 40 Heavy Turrets!)
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I've Successfully added in FoC's Droideka MK. II!!
I understand. in that case, I'll just wait for FoC; I'm not so good at animating.
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The Golan Project
PM sent.
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Re: FoC Demo 100% Modability- Post your great discovery's!
And with the phantom, there's a mod over at EaW Files that made a stealth ability; you could just apply it to FoC's Phantom model.
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Bailknight's mod
Never mind; it took 1 hour and 1 minute, but I finally downloaded it. I'll use that as a reference for the future.
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Bailknight's mod
Bailknight Mod: 17.95 MB FoC Demo: 605.45 MB Both really pose a problem; FoC demo would take approx. two weeks to download. But I was talking about The Mod.
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Ideas for Modelers (Model Request Thread, Image Heavy)
Say, I have an idea; would any modelers be up for modeling a brand new unit? Because I've got a a bundle of concepts I've drawn; some harder than others. Here's a sample: http://moddb.com/images/cache/mods/73/7397/gallery/water_48782.jpg
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Debugging-I'm sick of it, and ready to quit modding
SPACE is also an invalid character inbetween letters and #s 1upD, send me the XML; I may be able to help. I think you still know my yahoo address... wait, do you know what I'm talking about? If not, this may be a clue; I heard that! :'( (Just Kidding )
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I've Successfully added in FoC's Droideka MK. II!!
that would work nicely, just use the Imperial Hovertank or T2-B turret animations as a template. sadly, no. That demo is huge! with a 56k modem/phone line, that's over 2 weeks of no phone calls! :'( And that's if nothing goes wrong in the download.
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The Golan Project
so, do I give you my yahoo address to mail the files to? Perhaps you could send just the three Golan classes (the unit XML files, the hardpoint XML files, and the skins/models)? I can't receive the whole mod because it will take too long. and as for the comments about hyperspace... 1. In Canon, are Golans Space Stations? 2. Certain Space Stations can enter hyperspace. Just look at the Death Star-you don't think it went from the Maw to Alderaan and then to Yavin by sublight engines, do you?
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Bailknight's mod
my 56k modem is too slow, I can't download it. Bail, could you by any chance release the gunship and it's neccessary files (point-defense laser particles, gunship model and skin, any others that the XML files refer to) in a separate download (pehaps on EaW Files)? This would be very useful to those who can't download the entire mod. *sigh* if only I could get DSL... they don't serve my area
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Re: Alo Viewer 0.6 (now with Drag & Drop support)
I downloaded 0.6, but there's no .exe Do I have to have 0.2 first?
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Underwater Maps tutorial
an interesting concept, but what planets would have buildings like that? Pehaps Kamino, but that would be above water. That roof reminds me of the top of that Naboo space station I drew a while back. Another idea; only certain units can be used underwater you just modify the XMLs like Jabiim (on Jabiim you cannot deploy hovering vehicles). you can't deploy normal infantry, but you can deploy underwater infantry as a separate unit not affected by the map type. In turn, you can't deploy underwater infantry on regular land maps. I'll find a pic of the scuba trooper in a bit
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Infantry Mini mod-Navy Troopers, Machine Gunners, Shotgunners
1upD, 1. have you tried reinstalling the game and removing all mods? 2. does the exception happen to say anything about "text.logfile"? If number 2 is true, you may be missing a .dll or .txt file*. *if you replaced a .txt from a mod with the orignial, but kept .XML files that use it, then that may be the source of your problem. yeah, EaW bugs are starting to bug me, too. ESPECIALLY Map Editor bugs (pretty mudh the only reason I got the game was so I could create new maps and campaigns. That was why I liked Battle Grounds so much-especially with the Galactic Battlegrounds Heaven Mod Installer.)
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Underwater Maps tutorial
"...could CREATE a NEW map type called "underwater"...then infantry models/skins can be coded to them." this ^ would work nicely (if someone knew how to do it); then you wouldn't need to adjust that. plus, if you change the ingame maps, it may bug up the game
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Underwater Maps tutorial
Glad to hear it! If anyone makes any underwater maps they want to share, please post pics of them. ;D Another tip: place lots of plants; the tall weeds with purple flowers look best. also; place fish at varying verticle values; looks really realistic to have fish circling through weeds. A few tips & ideas: Oh, and one thing that would be really useful; You know how infantry have different skins for different environments (esp. rebel troopers)? It's determined in map properties (map type; temperate, arctic, volcanic, forest, etc.). If someone could CREATE a NEW map type called "underwater"...then infantry models/skins can be coded to them. Oh, and one last thing: if you adjust fog, it'll give more accurate water visibility (bluish-gray works well).
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Re: FoC Demo 100% Modability- Post your great discovery's!
Hmm. it may be easier to try giving the darktrooper Boba Fett's jetpack ability from EaW.
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Ideas for Modelers (Model Request Thread, Image Heavy)
Doh! I almost Forgot! http://upload.wikimedia.org/wikipedia/en/thumb/1/1f/Revan.jpg/250px-Revan.jpg Darth Revan Wait; isn't Wildcat making one? ???