
Onemanshow
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Try raising or lowering the ship by altering this line: -290.0
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[WIP] Combat Enhanced. A mod for FOC
Onemanshow replied to Onemanshow's topic in EAW Mods General Workshop
Sorry there has been no updates. I am currently working on a mod for Half-Life 2 so progress on this has stopped for now. After i am done with it i'll start work on this mod again. -
Put this line in the death clone code: <Death_Persistence_Duration> 0 </Death_Persistence_Duration>
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[WIP] Combat Enhanced. A mod for FOC
Onemanshow replied to Onemanshow's topic in EAW Mods General Workshop
I know that. But now there is no more "Zann Consortium", It's now the underworld. The most powerful criminals in the star wars galaxy joining together to take over everything. Yes, it's not canon or very realistic but neither is the Zann Consortium taking over the galaxy. Besides, It's only for GC mode. The Campaign storyline will still be the same. -
[WIP] Combat Enhanced. A mod for FOC
Onemanshow replied to Onemanshow's topic in EAW Mods General Workshop
Some Galactic Conquest stuff: -Random events readded for the empire and rebels. -Build times much slower. -Costs for all things raised. -Planet income raised. -Raymus Antilles, Veers, Garm Bel Iblis, Rom Mohc, And Wedge Antilles will have infantry versions for ground battles. -New Heroes: Kyle Katarn and Tani Abyla for the rebels, Maarek Stele and Mara Jade for the empire, And Jabba the Hutt and Xizor for the Underworld. I'll see about getting screenshots of some of this stuff up later. -
[WIP] Combat Enhanced. A mod for FOC
Onemanshow replied to Onemanshow's topic in EAW Mods General Workshop
While the warlords conversion pack and avengers isd and venator models are nice there not what i'm looking for. The ships i picked for the mod fit well with the stock game models, They have death clones, Brakeoff models, And a number of hardpoints that fit with the other game models. Anyway, Aside from a few models i forgot on that ship list it's pretty much final. -
[WIP] Combat Enhanced. A mod for FOC
Onemanshow replied to Onemanshow's topic in EAW Mods General Workshop
Here's a list of ships that i plan to put in the mod. It's not final yet, And i may have forgotten a few stock ships. All Venator Star Destroyer ARC-170 V-wing Eta-2 Actis Interceptor IPV-1 System Patrol Craft (NOTE: In GC Empire gets these at tech level 1, Everyone else at tech level 2-3) CR90 Corvette DP20 Gunship Dreadnaught-class Heavy Cruiser Nebulon-B Escort Frigate Action VI Transport (Interceptor Refit) Rebels Y-wing Z-95 Headhunter X-wing A-wing B-wing E-wing K-wing T-wing XJ-wing Munificent Star Frigate CC-7700 Frigate MC30c Frigate MC40 Frigate Marauder Missile Cruiser Quasar Fire Bulk Cruiser Assault Frigate Mk. I Assault Frigate Mk. II Providence Carrier/Destroyer Mon Calamari MC80 Star Cruiser Mon Calamari "Independence" Battleship Mon Calamari MC80a Star Cruiser Empire TIE Fighter TIE Bomber TIE Defender TIE Interceptor TIE Phantom TIE Avenger Skipray Blastboat Scimitar Assault Bomber Tartan Patrol Cruiser Broadside Cruiser Escort Carrier Immobilizer 418 Cruiser Acclamator II Assault Ship Victory I Star Destroyer Victory II Star Destroyer Imperial I Star Destroyer Imperial II Star Destroyer Executor Star Dreadnought Underworld Y-wing Z-95 Headhunter T-wing StarViper Skipray Blastboat Preybird Crusader Corvette Action VI Transport (Interceptor IV Refit) Vengeance Frigate Munificent Star Frigate CC-7700 Frigate Aggressor Destroyer Providence Carrier/Destroyer Keldabe Battleship Now i want to say this before it may become an issue, But while i did not make the models for the new ships and ground units read these lines before you say "You stole those models in your mod, Thief!!!!": Link to topic:http://forums.filefront.com/sw-eaw-modding-mapping-editing/319486-bailknights-mod-stuff.html The rest of the units are re-used stock game ones or from the PFF Public Useable Units topic. Again, Just wanted to tackle this before someone says i'm a model thief. Anyway, More screenshots: http://img105.imageshack.us/img105/129/eaw2007062518193890yc4.th.jpg http://img207.imageshack.us/img207/9881/eaw2007062518223310gu4.th.jpg http://img406.imageshack.us/img406/7725/eaw2007062518265581re9.th.jpg http://img406.imageshack.us/img406/1877/eaw2007062600445285kz7.th.jpg http://img105.imageshack.us/img105/7044/eaw2007062600460664xw7.th.jpg Currently mod progress is going great right now. And (In case you want to ask) i do NOT plan on ever giving a release date for the mod, I want to make SURE that the mod looks good, plays good, And is as bug free as possible. You will know when it's done as there will be a download link for it . But i'll keep you all informed of progress. -
[WIP] Combat Enhanced. A mod for FOC
Onemanshow replied to Onemanshow's topic in EAW Mods General Workshop
The effect looks alot better in motion then in a screenshot. The smoke effect only lasts about 1.20 seconds. (Just trimmed it down to 0.80) -
[WIP] Combat Enhanced. A mod for FOC
Onemanshow replied to Onemanshow's topic in EAW Mods General Workshop
More info on the mod: The bigger ships now have more guns using the "Put extra guns on the same hardpoint" trick. But i have it a little different then that. Each weapon battery no longer means just 1 gun. Some might have 2 guns per battery, Ships like the Mon Calamari Star Cruisers and Star Destroyers may have up to 4 guns per battery. The idea is not to put the exact canon amount of guns on the ships but give a better idea of what the ship is really capable of. The big ships are now capable of impressive displays of firepower. The tooltips for the ships will now tell you how many guns per battery they have. A screenshot of such firepower, Also the new flak effect for green turbolasers and new ships: http://img57.imageshack.us/img57/9285/eaw2007062415342964ni3.th.jpg I'll try to post a list of ships in the mod soon. Also, Due to the mod's focus on improving the space and land battles I have now named the mod "Combat Enhanced". -
[WIP] Combat Enhanced. A mod for FOC
Onemanshow replied to Onemanshow's topic in EAW Mods General Workshop
Some more details: -Hyperspace travel time will be much slower. -Rogue Squadron X-Wings will fire proton torpedoes. -Proton torpedoes no longer ignore shields but now do far more damage. -The Millennium Falcon's special ability's are now Sensor Jamming and Power to Engines. Still lots more to do. Currently my efforts are on space combat and how it looks and plays. Then i'll move on to ground combat and then GC. Testing with my new settings has been interesting. For example, In a battle between a squad of X-Wings and a squad of TIE Interceptors the TIE Interceptors tend to win by outmaneuvering the X-Wings, And X-Wings tend to win by getting in the first shots. The Millennium Falcon. While still powerful, No longer chews through squad after squad of fighters so easily and can be in real trouble if it can't get into position to fire at pursuing fighters. (Much like the battle between the Falcon and TIE Fighters in A New Hope). Here's a screenshot of the shield hit effect: http://img405.imageshack.us/img405/1738/eaw2007062222415979jn9.th.jpg The hit effect changes color depending on the color of the bolt that hit it. Thanks for the suggestion. I now have added that sound for them and now i am tweaking the effect to look more like it does in ROTS. -
Starting a new mod for FOC. The intent is more on gameplay and visual effect changes then new ships or planets and to make the game look closer to the movies. Changes: -Realistic scales for ships and ground units. While FOC has the capital ships mostly in proper proportion to each other the ship scales have been changed for the mod. The capital ships are now around twice as big. (With some tweaked for realism) While fighters are now around 70% smaller. -Turbolaser flak explosions. The "flak" explosions that show during the space battles in the movies now happen in game. The effect is only visual and does not cause damage, The effect also has no noticeable performance loss as well. -Each weapon battery no longer means just 1 gun. Some might have 2 guns per battery, Ships like the Mon Calamari Star Cruisers and Star Destroyers may have up to 4 guns per battery. The idea is not to put the exact canon amount of guns on the ships but give a better idea of what the ship is really capable of. The big ships are now capable of impressive displays of firepower. The tooltips for the ships will now tell you how many guns per battery they have. -Realistic ship stats. -Tweaked/Redone effects. -Fighters are now more inaccurate against other fighters for more realistic battles. -Corvettes are no longer as good against fighters as they were before now. -Most maps will be rescaled for the new ship sizes. -Hyperspace travel time will be much slower. -Proton torpedoes no longer ignore shields but now do far more damage. Screenshots TurboLaser Flak (OLD): http://img502.imageshack.us/img502/6150/eaw2007062118155601yt8.th.jpg New ship scales (OLD): http://img440.imageshack.us/img440/717/eaw2007062118444328hq4.th.jpg New shield hit effect. The hit effect changes color depending on the color of the bolt that hit it. http://img405.imageshack.us/img405/1738/eaw2007062222415979jn9.th.jpg The hit effect changes color depending on the color of the bolt that hit it. A screenshot of capital ship firepower, Also the new flak effect for green turbolasers and new ships: http://img57.imageshack.us/img57/9285/eaw2007062415342964ni3.th.jpg There's still alot more i will add to that list. More screenshots and details will be added soon. Also i want to add at least a few new units but i am not sure about it as i don't want to get my head torn off (so to speak) by angry modelers/coders.
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I think his problem is that he can't find any files to start editing. He needs to extract them from the .meg files first with a extractor.
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Problem is that in 2 FOC scenarios (Gateways and Origin Of Corruption) Mon Calamari is not included leaving the rebels without most of there big ships. You might want to add Mon Calamari to those 2 scenarios to give the rebels a chance. Nice to know that you adjusted the prices to fit the new credit incomes, Sounds much better.
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This is a pretty good mod aside from the bugs. Some bug reports/Suggestions: -The green ships is due to a missing shader. I copied one from the SpaceAddon 3.0 mod (FSAMeshGlow.fxo) and it fixed them. -Many death clones do not disappear after the animation is over. You need to add " 0 " to the death clone code to fix this. -Some ships sizes look wrong, The dreadnought looks too small and the CC7700 death clone looks too big. Most of the space stations look too small as well. -There's some missing text entry's for some units. -Some of the corruption missions can be very easy or impossible due to the redone stats for the units. -Most of the big ships FOV looks to be set too low. -The empire seems too powerful in space too early. It might be a good idea to make the Star Destroyers only buildable at higher space station levels instead of the lower ones. -The old EAW GC scenarios look to be re-enabled, But could use a full conversion to FOC. (Adding the Zann Consortium to them) -It looks like the Star Destroyer ion cannons and possibly turbolasers fire orange shots instead of blue/green. -You can have more then 10 ground units on a planet, Messing up the slot system a bit. -Ground turrets and bunkers seem too weak. -There was a crash to desktop when i tried to use a bombing run. (I was empire, I had also just ordered a bombardment if it has anything to do with the crash) -Some planets in GC have really high credit income, Is it meant to be this way? That's all i can think of right now that's wrong with the mod. The battles look much more better and the whole game has a more strategic feel to it. Let me know if i can help you with adding heroes as i already added a few to your mod.