
Darth Khasei
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Everything posted by Darth Khasei
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Re: Thoughts on game-breaking capital ships
Darth Khasei replied to MonkeyBiz's topic in EAW Mods General Workshop
12 In your K-Wing Squadron section. -
Model Request Thread. Need a model? Request it here!
Darth Khasei replied to MonkeyBiz's topic in EAW Mods General Workshop
I would like to see Baliknight do this Droid Gunship: http://www.sunstarentertainmentinc.com/images/Droid1.jpg I'm using the K-Wing right now in its place(another WONDERFUL Baliknight model), but it would be great to see it. -
Kind of chomps my hide when ppl that don't really know something give out misinformation : Here is the file in question. Right click and save as http://www.sunstarentertainmentinc.com/eaw/Planets.zip
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First Impressions of Forces of Corruption
Darth Khasei replied to MonkeyBiz's topic in FOC Expansion Discussion
Sorry, but I have to disagree with you. This is by far one of the easiest games to mod out. I remember trying to "Hex" edit a game like this 15 years ago and there is just no comparison. It sounds to me like the problem lies with the humans making the errors when modding and blaming it on "an unstable" game, yeah right. : In terms of modding/editing FOC it really is a breeze. However, that is for me and I have been modding/hex editing for 15 years. To some it may be hard, but it really is just a matter of understanding variables and attention to detail in dealing with the changes you make. The good thing is they added a auto parser to help those out that won't spend half a day finding syntax errors LOL! -
Hey, Vile I feel ya. I like to run GC's sometimes that start anywhere from lev 3-5. I do it for variety and to have in my arsenal and face the better weaponry in the game, its fun. The best GC I had so far was about 27 planets where all 3 factions started at lev 5 tech.
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LOL! Sith you are killing me I am adding the V-Wing speeder and AAC tank for the rebs from Baliknights mod. They rock! OK in terms of the ZC Jet Merc there is a number of ways you can do it. I decided to add an additional vehicle entry in the "Units_land_empire_darktroopers.xml" file. I just added the vehicle after the DT P3 entry, but before the Arc Hammer entry in the file. Then I used the variant varible to pass that vehicle into the "Corruption_special_units.xml". There I reidentified it as underworld with a new name and made the company in the Corruption file so I could have better control of when to unlock it etc. Then I added it to skirmish via the "Specialstructures_underworld.xml" file. Of course the new weapons required entries in the "Hardpoints.xml". This of course was all for a private mod, but I would be more than willing to walk you through the cut and paste part once you have the files extracted. I am old school and prefer to teach a man how to fish rather than cook him a good meal.
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First Impressions of Forces of Corruption
Darth Khasei replied to MonkeyBiz's topic in FOC Expansion Discussion
;D ROTFLMAO! -
Hmm, I guess it is HC in the way it views adverse effects as only to target the enemy units. You can further refine that code to only attack/contaminate certain units or unit type etc.. XML is very flexible and even fun for those that like to tinker like myself ;D For instance, my buddy had an idea for a dark forces side story about how Tyber stole the Dark Trooper plans from the Arc Hammer right before Kyle Katarn blew it. It got me thinking about how Tyber could revive the program on a much smaller scale. This was the genesis for a new ZC unit I made using the DT P3 model scaled and powered WAY down. Actually, the only thing that is the same is the jetpack. The new ZC merc unit shoots a light anti-tank blaster and when deployed it uses a light mass driver instead of those wickedly bad big ones LOL!
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Ground_Automatic 250.0 -0.8 .10 Infantry | Vehicle | Hero It basically makes any enemy coming within the heal range slowly become ill and lose hitpoints. If they don't get away they will eventually bite it. This is just the basic subobjects code as you can see. Of course you can always connect a nice glow type graphic to the effected units if you so desire. ;D
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I've mainly been modding things on the ground for all sides. I really don't know why they don't have a dedicated field medic unit so I made them to make up for the lack of one. I also like the Defiler and IG-88. I felt the Ewok Suicide bomber was not really evil enough. For balance I made a unit I call the Reaper. A very weak unit with a weak blaster, but he is very fast and any enemy that comes too close to one becomes contaminated with a radioactive agent Not overpowered, but can be VERY effective if used correctly. The AI seems to love them Its funny seeing the AI retreating with that sick look and green glow LOL!
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First Impressions of Forces of Corruption
Darth Khasei replied to MonkeyBiz's topic in FOC Expansion Discussion
Man, I can't help but love Silri and her drain life power. The lightening effects rock! Can't help it, but I've already found myself editing already. The MDU is an GREAT addition to the overall strategy of the game. One thing I did was add a next level MDU that can build all of the items from all sides and has an increased unit number. Cost and build time are increased of course. Goes a long way in creating more opportunities to create defense chokepoints. Man that those rebel T4B Tanks are wicked. They make short work of Underworld pulse cannon tanks, so they need Canderous tank support and that draw fire abilty to support them. The lack of a surface air/hover unit or a tank like the T2B for the Underworld is a seroius strategic shortfall on many maps. Some still think they are overpowered, but to me it just shows a lack of seat time. The AI on hard is pretty good and will hit you with a nice combined force, so don't get happy with one kind of unit. -
First Impressions of Forces of Corruption
Darth Khasei replied to MonkeyBiz's topic in FOC Expansion Discussion
Yeah ISD's. -
Re: Wow the Zann faction needs balanced badly!
Darth Khasei replied to plokoon9619's topic in Slag Heap
SW man has a point. The new things added into the game for all sides will having you adjusting that old EAW strategy as it most likely will not work. -
Hmm, in some ways mods=exploitation of the developers hard work. However, it is a good thing that most developers don't share the same views as some here about "their" hard work being "exploited"or we would not have XML and easy modability in this or any other game. ??? Could you imagine, oh no don't mod our game and only play it the way we think you should, that would "really" help sales LOL! Releasing single units for private use is good for the "community", you get the proper credit for making the model and thats that. It fosters good faith in the community and gives you all the glory you deserve(ie. KOF, Baliknight, Steiner's Group). "Any" kind of hording of newly discovered features, new models etc...for vaporware mods is IMHO a vain and pathetic attempt at false net glory. :-*
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First Impressions of Forces of Corruption
Darth Khasei replied to MonkeyBiz's topic in FOC Expansion Discussion
More seat time more thoughts. The Rebels have been using the remove corruption more and more as the game went on, but still nowhere near as much as Palp/Empire. Those of you that think Tyber's side is overpowered, try Origin of Corruption GC on hard On hard the CPU is a tough cookie especially if they get a SSD building planet. Last night I got hit with an empire task force with over 100 in power and had 11 SSD's along with Thrawn and other hero ships, not good for me LOL! -
First Impressions of Forces of Corruption
Darth Khasei replied to MonkeyBiz's topic in FOC Expansion Discussion
One thing I realize upon extensive use of the Tyber's side. It really is NOT unbalanced at all. Oh, don't get me wrong, it has some AWESOME pros that the other sides don't(like Nightsister and some of the native mercs you can "procure" etc..), but the cons are just as deep. I've noticed that the empire seems to want to remove my corruption quite a bit more than the rebels. While both sides get some benefits for letting corruption exsist(just like in RL ), the empire seems to tolerate it less. Maybe it is because I was spreading too deep into their part of space? Also the actual corruption missions you "must" complete to spread the various forms of corruption are "NOT" a cake walk. They are the key to building your economy, so without them you have no cash to build a galactic power strong enough to challenge the Rebels, let alone the mighty Empire. I don't know if its just me playing on hard, but the Empire seems like "THE" Empire. They are strong and carry a number of big sticks LOL! The rebels seem a bit more sneaky now. Instead of massing fleets like in EAW, they tend to do ALOT of those bypass your space fleet "Surprise" raids, quite challenging in a large galaxy of more than 50 planets to conquer. -
XML and the joys of structure ;D The modding of this game is SOOO flippin easy with the way they implemented the expansion stuff in easily recognizable separate files. Most of the mods you have should work without problems because the game "adds" most of the expansion vs changing the old stuff. Great job Petro!
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;D Interesting topic. I had voiced some concern over the large projects selfishly hogging all of the models and modelers at the start of summer. Advertising a mod like it was going to be a whole new game or something, pifft. Some of them even stated that the mod would be better than FOC, which at that time and now upon FOC release, was laughable. The driving factor in the lack of models appears to be EGO tripping net'ers that seek a higher recognition for modifications of PETROGLYPH'S work, brilliant! I called for public release of models MONTHS ago, but of course this was poo poo'ed by the mods spin doctors at once. I said it then and I will repeat it here KOF, Baliknight and Steiner's group are the best modders in this community. Why? Because they just produce results and share them with us regular folks, no hype, no hording, no hysterical comparisons of a modded work to the retail product etc... Thank goddness for those guys or we would still have practically nothing.
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First Impressions of Forces of Corruption
Darth Khasei replied to MonkeyBiz's topic in FOC Expansion Discussion
Those that want to play as the corrupt side are in for some fun. All of the new units/weapons add a nice change to the 30 year old saga in the same way that KOTOR did IMHO. The stealth, the corruption options, the new weapons from buzz droids to poison gas and radioactive contamination, this is one heck of an expansion. I have fallen in love with proximity mines, they can really help slow the enemy down and create great choke points. The maps are alot bigger especially the land ones. The addition of base layout options, mobile defense platforms and other little goodies has sold me on this one, I like it. Well worth my $20 bucks. One thing I also noticed is the game has been optimized or something because it runs SOOO much faster than EAW did for me. For those that want to mod, you All the expansion XML files have underworld as part of the XML file name. Also make sure your mod exe is pointing to the correct directory and the "NEW" config.meg file that is 17kb NOT the old one that is only 10kb.