
Snowba11
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Is the SVN Tortoise thing fixed ? last time i tried to reinstall it it didnt work
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hi re uploaded all the files needed should be in the rar file. including another version of the map sw4. http://www.filefront.com/17909272/files.rar if the link goes down again let me know and i'll re upload it. Thanks.
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ah right no problem cheers.
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Please follow the link to the topic. These are for use with soge & sinsplus. http://warlords.swrebellion.com/forums/viewtopic.php?f=581&t=27906 enjoy
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is the svn program still working ? i seem to be having difficulties d/l the files ?
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Evaders would it be possible to copy this thread and put it in the features section of the forum or could I start a new thread there too so people who don't have beta access can d/l and give feedback ? I have made these exculsive for warlords and this is the only site with links to them. I f anyone feels like editing the maps themselves or improving on them please feel free, just give me a heads up so I can try your version Does anyone have any suggestions on reducing lag ? I could really do with help lower lag on the maps as it would be great to be able to use the massive map efficently without lag. I have used the mem address prog to increase from 2gb but doesnt seem to do much ? maybe I have way too many entity files in my dir which I dont need. Also Im not 100% upto date with soge in my dir as the version Im using (pre wiping my hdd 2/3 times recently) is without the NR or the Vong, though the sw1 map does cater for them.
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cool sinsplus is a must and I have finished a few maps for use with it. Find the link for maps in the beta section.
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Hi sorry I havent been around for a very long time been extremely busy in RL with my two children. Right I have roughly finished 3 maps for the star wars universe for use with this mod and sinsplus mod used in conjunction with it. Sinsplus allowed the additon of extra planet types to more or less meet the needs of the various planet types within the star wars universe. Originally when I started the maps I wanted individual sectors split into different stars but my original 750+ planet multiple star map was unplayable and laggy as hell. Now I have tested these a bit myself and if Im honest I prefer playing the sw3 map as it runs smoother. None of these maps 100% but should give a good bit enjoyment for the time being. Please give me feedback as I would like to continue working on them and try improve them. The maps are sw1: 1 star, 535 Planets, 8 players. Masive but does get laggy once approx 33% is explored. Give it a shot was fun tho, will give starting players positions later when I find them again. sw2: 1 star, 418 planets, 3 Players, pl1 empire/Republic decent empire to start with, pl2 rebellion hoth, yavin starting, pl3 cis few starting places dotted about. Run decently well until about 60% explored then started getting a bit laggy no too bad tho. sw3: 1 star, 363 Planets, 3 players as above. Runs without too much lag. I am considering doing one more cull of planets though to try get rid of the lag as much as possible also I think I need to spend a good bit time getting rid of too many files etc in my dir. On a side notehe ship grave yards can only be used if you add a extra ability to one (or more) ships of each race. You must add AbilityCaptureDead. i also updated all the dead ship classes to Star Wars ships ie ISD's for the black fleet etc. If anyone needs them please let me know and I will dig them out. One more thing I also changed the properties of gas planets so they were colonizable for my maps. I have my file which I will also post if anyone is interested as the research for it used in the sinsplus mod does not show using the soge mod, so my simple fix was to make the planet always colonizable though I intend to make it colonizable via volcanic exploration instead at some point. http://www.filefront.com/17909272/files.rar (new link) Right I think thats about all good luck, enjoy and please leave feedback good or bad it is all useful. Thanks.
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Ok so is it at all possible to keep playing once you have won the game via meeting all objectives ? After the cutsceen with the three SD's vs the Mon Calamari the game goes straight to the main menu, is there some way around this to continue on the map and stamp out all remaining rebels for good ?
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Bump Well after trying Thrawns idea of loading rebed under win xp mode on win7, making the changes then copying all the files over, I can say it works perfect. Thank you very much for your help.
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ok i have rebed working now the only problem is when i load a new game my settings arent loading. I know i am missing something really obvious, please help ?
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hi the error i get on it is loading it up i get a unhandled exception error See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.NullReferenceException: Object reference not set to an instance of an object. at SWRdata.loadData() at SWRdata.GetInstallPath() at SWRdataEditor.MDImainWindow.MDImainWindow_Load(Object sender, EventArgs e) at System.Windows.Forms.Form.OnLoad(EventArgs e) at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible) at System.Windows.Forms.Control.CreateControl() at System.Windows.Forms.Control.WmShowWindow(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4952 (win7RTMGDR.050727-4900) CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll ---------------------------------------- SWRdataEditor Assembly Version: 0.2.10.1 Win32 Version: 0.002.10.1 CodeBase: file:///C:/Users/Andrew/Desktop/SWRDE%20Beta2.1.exe ---------------------------------------- System.Windows.Forms Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Drawing Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Configuration Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- System.Xml Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box.
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wow thanks thrawn will give that a go cheers m8
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I have tried that one but keep getting error messages while using it and clicking on things. unhandled exceptions if i remember right,
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hi which program works in windows 7 to edit supremacy ? i have tried rebed but it doesn't seem to want to work at all, it loads but as soon as i click on anything it brings error messages up.
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Its really easy just to shunt the two together copy all files over and change the totals in the .manifest files.
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agreed with chimaera on both points this is great and soage also runs well with sinsplus. though it still gets laggy towards the end of a 400 planet map, going to try this with lower settings and fewer planets or may try incorperating the optimization mod also.
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wow nice find gonna d/l this now and give it a go
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Been playing a test on a rough completed version and well it started ok but after about say 80 planets or so it became very laggy.. almost unbearable with this in mind Im going to cut the number of planets and sectors, I also found there to be too many phase lanes which will also be cut, not sure as to allow lanes to the stars (sectors) and allow travel between them.
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Im currently 90% through a map using uzi's sin plus mod based on the star wars galaxy, should include around 800 planets based in large sectors currently 100 or so (sectors and systems merged based on location) and the two mods (sinsplus & soge) merge and run no bother. Hopefully I will get it finished soon and release it.
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agreed thinking about no5 more it is a naff idea and wouldnt work on the map im making very well either. the 2nd idea about fog of war is the main thing I would like to get around, I found a line in the player*name*.entity file regarding it and have tried deleting the line out but it doesnt seem to have effect, the game still runs ok though. There must be a way around it as correct me if im wrong but dont the pirates know where your planets are ? (ie when a pirate raid or bounty is placed) wasnt there a long range scanners research somewhere ? *runs of to look*
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I've been thinking of new ideas obvious one is more ships/fighters etc, but other than that I have thought of a couple of things which Im not 100% sure is possible but here goes. 1: New Minor races: is there a way to include specific defensive races into the game ie naboo, tapani, mandalorians, chiss and hapan. Make it so they cannot colonize new worlds other than ones they start with in their empires but give them unique ships. for example is it possible to call all the neutral ships defending naboo as the naboo defense force ? make them cpu controlled and allow them to develope the planet, build structures, new ships etc. 2: Fog of war: IMO it would be best to remove this completely as 90% of planets are already known to the main factions. Possible ? 3: Include new fighters with newer ships ie Tie Defender or Tie Avenger is researched and included/available with the Executor ? 4: Taking control of planets: is there a way to NOT destroy all the buildings/structures etc when wanting to take control of a planet ? Maybe Im missing something here but the amount of good shipyards that need to be destroyed when taking an enemy planet is a waste. 5: Direct hyperjumps: yes keep phaselanes as supply lanes etc but is it possible most ships from the sw universe just jump direct to where they want to be ? As I said these are just a few ideas I have in my head atm not sure how easy/practical it will be to include any.
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Is there any reason it hasn't been added to the imperials yet ? I seem to remember reading there were issues with it somewhere ? Also is it possible to have more than 7 frigates/cruiser types in the game at once ? Would one of the others need removing to include the VSDII ?
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I think the death satr would be really cool in-game obviously take away the blow up planet ability but make its primary weapon capable of destroying almost any ship with one shot however making a long re charge time. Also make it good at bombarding planets, and I personally wouldn't include shields but obviously a massive hull.