
Snowba11
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The 2nd link is to v2, as of yet I havent completed all the other versions just yet. They will all basically be using the same map but with changes to starting positions and planet types depending on era (ie alderaan as a asteroid belt in NR era). V2 basically gives you a tonne of planets at start to represent your empire. Simply build broadcast centres to allow hyperspace travel between your empire.
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You can find the two newest versions here: http://www.gamefront.com/files/20984847/Star+Wars+Galaxy+Max.galaxy And also another version I'm working on, basically you start with a large empire. http://www.gamefront.com/files/20984846/Star+Wars+Galaxy+Max+V2.galaxy Have fun, I have had some new ideas and Im thinking of releasing different versions of the map with correct start positions for each faction and for different eras.
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There actually is a way to do this, somewhat. When you are loading a saved game, you can choose what player/faction you wish to be. By default, this is whom you played as last time. Thus, one can start a new game, save and quit as soon as it loads, then choose to play as another faction (ex: CIS). As a side note to this, you also have to edit the save game file, otherwise the faction you are leaving will sit idle. So, change the save game type so as to be able to open with a text file, then search using the word 'control' When you come to the first player, you need to change both control (ai ship & ai.....cannot remember the other) to TRUE, then when you reload, all the faction will be working, in their proper place and you will now be in control of your new faction. BTW, for this to work set up your game as normal, save, exit to main menu (not just a reload) load game and change to who you want to be, and then save again. This then allows you to edit the correct save file, as above. And on a separte note, the above link does not seem to be working, any idea's? Is that the download link? If so let me know and I will put a new one up, they go down after a few weeks usually.
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Sorted m8, thank you very much all is well again now lol Between Sins and FM2011 I had 12GB used up on my SSD
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Ok so everything works well for me with the mod on the current install path, however my primary HDD is a SSD a 60GB which is quite full, now does anyone know whether it is possible to use mods in sins on a different dir than usual? It is currently C:/Users/appdata/local/ironclad etc etc but is it possible to move it to another HDD ie F:/Users/appdata/local etc etc. Any help would be very appreciated thanks.
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It's a conversion from EaW's Warlords. Goafan helped by merging the turret with the main material and fixing up the skins; forgot to mention that. It's no filler. If you want to include HW2's Warlords, I have access to every model we need (Y-Wing, Agave) in order to "complete" the mod. I also have an Eta-2 and MC75 (to replace the MC60 filler) in ALO to convert over. Nice work m8.
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Ok so instead of limiting the amount of stations what about the refinery ships ? Can we limit or even remove them all together ? While still letting the stations carry on with their normal function ?
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So how easy would it be to limit every planet to only one trade port/refinery station ? I like the idea of upgrading it via research or would it be posible to do like you would a space station ? ie just buy levels for your station/port.
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I tried this once with the VSD to imperial is there a known issue witht the VSD not working corectly for the imps (I seem to remember reading this somewhere ?).
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I like the idea however the amounts of squads should be the lower end of them estimations. Also the one big problem I can see straight away with this would be the increase of lag especially on bigger games as there would be so many more fighter squadrons throughout the galaxy. And for me the biggest killer is the lag in later large games.
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Hey Lavo I looked into doing some of this stuff a while back but found it very difficult. I know there are a few sites dotted about with various models on, not 100% sure they will be any good but worth taken a look at www.turbosquid.com for some ideas. I also seemed to remember from when i was looking into it that EJ shared most of the models with various modding groups a while back, maybe worth trying to track a few of those down.
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Thanks yeah thats the main thing with a map this size the lag always kills it, also I suspect the larger the build/research/upgrade que is also adds to the lag Thanks for the help.
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Does anybody have any feedback please ? How did the map play out ? Was there any lag ? Any suggestions ?
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What are you talking about? Every faction has more than one colonizer. List: Reps: Botajef, Acclamator I CIS: C-9979, Trafed Carrier Imps: Sentinel, Gladiator SD Rebels: Galofree, MC80 SFRS NR: Galofree, Defender Vong: A-vek Liluunu, Sh'rip Sh'pa oooops thats what those other ships do, I honestly thought it was just the gladiator for the imps. *feels very stuipid*
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^^ Me to, tbh whenever I play I also add the coloize ability to ISDII. I think most factions should have more than one colonizer.
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Heres a quick link to the latest version all working: http://www.gamefront.com/files/20617995/Star+Wars+Galaxy+Max.galaxy Also all of this has now been moved to this thread: http://warlords.swrebellion.com/forums/viewtopic.php?f=588&t=27989 Recently there hasn't been any changes but I'm going to look into a few things soon. I need to research the best locatios for new pirate bases, as I'd like probably one or two more around the place, also Im seriously thinking of putting one shipgraveyard (blackfleet etc) back in as I removed all of them from previous versions.
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Couldn't we there for lower the level of the research but put a massive price hike on it ? Or even keep it the same high end research price ?
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You need more than only 3ds. As I said, I'm working on doing just that. imo its a proper pain in the backside to do, once gave it a try doing a tie efender model, using a different one and chnaging it over but nothing worked out crrectly. I D/L some software soemthing or another max if I remember right. The model looked good in it but was not the correct proportions or values for sins.
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Yeah thats the thing when I first thought about spawning I thought the way to do it would be simply assigning each player number a faction and thus a fixed starting position assigned via the player number. Then to decide on your own team it would be a case of making say player 4 as the human player, however afterwards I realised this was not possible even though in my head I seemed to remember being able to move the human player number position down to suite. The only way around this would probably be to either make a few versions of the mpa each with player 1 set to their own positon. ie map1 empire, map2 CIS, mpa 3 Rebel and so on. Or if you wanted load the map in galaxy forge and switch the home starting planet between player 1 and which ever player number (faction) you require to play with. IE switch player 1 home coruscant with player 3 home yavin, thus making player 1 rebels and player 3 imperial. Glad you enjoy the map cheers. Quick few questions for you if you dont mind. 1> Did you suffer much lag especially towards the end of your game ? 2> How many players did you play ? 3> Would you prefer starting with a small empire say 4 planets rather than just coruscant ?
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I'm working on that actually. After making it, it seems I made the spawn probability for phase connections too low; players are spawning without a direct link to the center. I can upload the WIP elsewhere if you wish to see it however. I'll also note that it is possible to insert ships via the GalaxyForge versus using the preassigned template; that is to say that one can simply disable the Default Template and then insert whatever ships, of whatever faction, you please, into the Graveyard. I had it working with a graveyard full of ISD II and VSD. They were all inactive and then able to be captured via the ability. The problems I ran into was when you added capital ships to it ie SSD's they became active ie a local military. But other than that it worked fine. Of the top of my head there were a few lines I edited in the gameplay file to create the new required ships. That was it replace the dead_???? ships with the required ones, there may have been a second location will scratch my head and try remember later once the kids are asleep. Also not too sure which ability now needed to be added to the required ships for capturing as there was only one working out of a few that could/should of applied for it.
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Did you get it working m8 ?
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I probably agree with having volcaniv exploration earlier on, however I beleive it was put later on to help with AI not colonizing too many draining planets early on. check ? It would be nice either putting it earlier or not even having it at all.
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yeah as lavo says make sure you save it, cheers lavo m8.
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When you click the download link, it should take you to file front with a large blue download button in the middle towards the right hand side of the page. Once you download the file you need to cut and paste it into the correct folder of the mod. *instructions above*. You then need to edit your galaxy.manifest file in the mod, is this where you mean there is a wall of text ? If so let me know and I will link a version of mine maybe easier. Out of interest have you converted all your files over to text versions ?