Grey_Ghost Posted January 27, 2006 Share Posted January 27, 2006 ********NEWEST VERSION 2.6G******** This is possibly the last Release of Grey_Ghost's & Bryant's Mod. This mod edits the EaW Demo WITHOUT tampering with the exe file in any way. ******--HOW TO INSTALL:-- ****** REMOVE PREVIOUS VERSIONS: Delete the XML & Scripts Folder that is in your Star Wars Empire at War Demo\Gamedata\Data\ Folder Copy the XML & Scripts Folder that is in the Zip to your Star Wars Empire at War Demo\Gamedata\Data\ Folder To Play as the Empire Copy the Files From ...Demo\Gamedata\Data\XML\** Universe Empire Full Tech\ and past them into the XML Folder. To Play the Level 1 Empire Copy the Files From ...Demo\Gamedata\Data\XML\** Universe Empire Tech 1\ and past them into the XML Folder. To Play as the Rebels Copy the Files From ...Demo\Gamedata\Data\XML\** Universe Rebel Full Tech\ and past them into the XML Folder. To Play the Level 1 Rebels Copy the Files From ...Demo\Gamedata\Data\XML\** Universe Rebel Tech 1\ and past them into the XML Folder. **Insert the size of the Galactic Universe you wish to play in To Uninstall: Delete the XML & Scripts Folder that is in your Star Wars Empire at War Demo\Gamedata\Data\ Folder __=Version 2.6G Changes:=__ --Change | Reason / Notes-- Added a Reduced Galactic Map Option | Guess which folders they are in. Space Retreat Added | Info on a similar method for adding Space Retreat to a Mod found "HERE" I take no credit for this, but its nice to have it in. Rebel Artillery added back in while playing as Rebel | Rebel A.I. denied vehicle cause it doesn't use it well Usually they just roll it up next units and just sit there waiting to die. Slightly Altered Rebel Artillery available when playing as Empire | This is NOT like the SPM-AT! Has different projectile graphics It's a "Just for fun" unit. A.I. Cannot build this for reason listed above. Spotter Droids are not included. Your not forced to use it. The Venetors now carry a small compliment of V-Wings. Empire can build Gravwell's again | since retreat was added Level 2-5 Star Base Weapons Boosted AT-AA Land Offensive Power Slightly Reduced | Pretty sure it isn't meant to be that powerful against Grounded Targets ____________________________________________ --Known BUGS/Issues/TIPS:-- If you find the game too hard even on Easy, then delete the file named DIFFICULTYADJUSTMENTS.XML in the XML directory The game will use it's default settings Imperial Star Destroyers & MonCalimari Cruisers can only be built on either MonCalimari, Kuat, Fondor, or Sullust. A Level 1 Space Station or higher is required. Empire can only build Hutt Palaces on Atzerri, Nal Hutta, Ryloth, & Tatooine (Bounty Hunters) depending on Universe size. Rebels can only build Cantinas on Abregado Rae, Atzerri, Corellia, Nal Hutta, Ryloth, & Tatooine (Smugglers) depending on Universe size. Using the STOP button while selecting Snowspeeders WILL CRASH the game. Once they start flying, don't try to stop them. They will constanly circle where you tell them to move once they get there. So far there haven't been any problems for when the A.I. uses them. When Playing as Rebels and invading a Planet the game might cause an exception, Alt-Tab to the error box and hit CANCEL, then Tab back into the game. You should be able to continue playing. It's doesn't happen when using the RAID slot. Personally I have not had this happen in any of my recent Tests. Game may crash when Exiting the game | I have no idea why, but it's not critical. Tornados can drive you insane | I loathe those Frelling things! If only I knew how to remove them. Getting tired of the Rancor as well. Seriously, someone find out how to get rid of the Tornados! _____________________________________________ Download 2.6g HERE 480KB I currently have no where to host this semi-permanently. Mod not working? Make sure you installed it properly. Here is a picture that may help you. Please Post any Bugs or Issues in this thread Link to comment Share on other sites More sharing options...
Grey_Ghost Posted January 27, 2006 Author Share Posted January 27, 2006 The Research/Steal Tech is in and fully tested by myself. Those Rebels really love the Snowspeeder, maybe a little too much. Sorry about the limited amount of Systems, I will add more planets in the next version or as a small update. Just wanted to get this out so it can be played without the AI crashing the game because of the pirates. Link to comment Share on other sites More sharing options...
KhaosNite Posted January 27, 2006 Share Posted January 27, 2006 Nonetheless, even with a small amount of planets, it can still be a challenge. In my 2 battles with the Priates and Imperials in 2.1 I lost about half my fleet on medium. I had a bout a dozen fighter squads, and was down to corvettes and cruisers Link to comment Share on other sites More sharing options...
Grey_Ghost Posted January 27, 2006 Author Share Posted January 27, 2006 Yeah, too bad I had to remove the Pirates. I'll make sure to add them back in (space only) when I make a new Galactic layout. I should of left the Space Pirates in the Full Tech setups, but I wasn't thinking. Only needed to be removed for the Tech 1's so they can steal tech. BTW added an optional download for the Full Universe featured in 2.0G. I can't imagine anyone ever finishing it with no Saves, but just incase anyone liked it. ***The Optional D/L had a small error, please get it again if you done so previously, Link to comment Share on other sites More sharing options...
StarFadedBlack Posted January 27, 2006 Share Posted January 27, 2006 Grey I must say I appreciate your persistance in trying to give the best mod experience. Its much appreciated by me and Im sure many others. Awsome update by the way. Link to comment Share on other sites More sharing options...
Empirecitizen Posted January 27, 2006 Share Posted January 27, 2006 I like the linear map more but why are the A.I. ( both empire and rebel) are much less aggressive than before? We can handle them easier coz there is only one battlefront. Also, why is the rebel A.I. building so many officer? it keeps building them and its very annoying to start a space combat just to clear them. Link to comment Share on other sites More sharing options...
Ra2er Posted January 27, 2006 Share Posted January 27, 2006 I like new mods, especially updates which repair the bugs in earlier versions . Keep it up, the mods are great! Got any plans for making a mod for the final game? Link to comment Share on other sites More sharing options...
Captain_Brian Posted January 27, 2006 Share Posted January 27, 2006 The AI isn't very agressive at all in mine either. And the empire only built one type of ship over and over and over. Is it a bug with the 1st level tech version? I'll try the full tech one instead... Link to comment Share on other sites More sharing options...
brownassociate Posted January 27, 2006 Share Posted January 27, 2006 Is retreating included in 2.2g? The empire mod has it, so would there be anyway to combine the two? Link to comment Share on other sites More sharing options...
Vermel Posted January 27, 2006 Share Posted January 27, 2006 Is there a way to slow down the firing rate of the planetery Ion cannon, it seems a bit to much. I have had entire fleets rendered useless by it. After that it's simply a fighter duel. Link to comment Share on other sites More sharing options...
buckshot12 Posted January 27, 2006 Share Posted January 27, 2006 This mod has so much promise, but the rebel IA on mine is building 2 mon cal and then 100 fleet oficers...so it sucks, I just roll over the RA every time Link to comment Share on other sites More sharing options...
Captain_Brian Posted January 27, 2006 Share Posted January 27, 2006 I tried as empire and I had the same problem as the poster above of the rebel ai building 2 mon cal and then 100's of fleet officers. This looks like a really kick ass mod, but this version seems critically bugged. Link to comment Share on other sites More sharing options...
buckshot12 Posted January 27, 2006 Share Posted January 27, 2006 totally man, screw more planets, just fix the bug and you've got a great struggle going over kessle...please fix this...like...TEN MINUTES AGO! j/k thanks to all the modders for doing what they do... NOW FIX IT! Link to comment Share on other sites More sharing options...
Captain_Brian Posted January 27, 2006 Share Posted January 27, 2006 http://rapidshare.de/files/11971451/Bryant_s___Grey_Ghost_s_Mod_V2.2G_UNOFFICIAL_PATCH1.zip.html Here is a fix I made for the fleet officer/aggression bug. Works as empire, haven't tried as rebels yet... UPDATE: Dang, nevermind. This doesn't work as a fix. Weird, on my first game it worked great and they attacked immediately... Link to comment Share on other sites More sharing options...
buckshot12 Posted January 27, 2006 Share Posted January 27, 2006 didn't work, now the rebs dont build anything Link to comment Share on other sites More sharing options...
Goldenshadow Posted January 27, 2006 Share Posted January 27, 2006 I was playing on the full galaxy as empire from tech 1. I got to tech 4 and I owned half the galaxy and fortified the line of systems with 2 ISD and a hyper velocity gun on each of those systems. Then I just waited and built up my forces for a while. then the rebels attacked my weakest system with this massive fleet which must have had over 200 ships at first. tons of corvettes, missile ship, gunboats, and frigates. I had 2 ISDs and a level 1 space station and the hypervelocity gun allowed them to destroy a hell of a lot of that fleet. but in the end I lost due to the massive number of missles flying around damaging my ISDs After I lose, I had a system nearby with 4 ISDs so I attacked that planet and used the hypervelocity gun to take out all of their ships one by one. I started with the gunboats and missile cruisers first since they were the highest threat. Once those were gone. my 4 ISD was easily fending off wave after wave of nebuland B frigates. the rbels had 57 frigates at the start of the battle and I killed a lot of them, but I'll never know since the game cashed in the middle of that battle. The only issue I have and the reason I am posting is that I didn't see the rebels building any mon cal cruisers. They had fondor and sullust, while I had mon calimari Link to comment Share on other sites More sharing options...
DarkArjapa Posted January 27, 2006 Share Posted January 27, 2006 The only issue I have and the reason I am posting is that I didn't see the rebels building any mon cal cruisers. They had fondor and sullust, while I had mon calimari Imperial Star Destroyers & MonCalimari Cruisers can only be built on either Kuat or MonCalimari with a Level 4 Starbase. Maybe that's why? Link to comment Share on other sites More sharing options...
Vermel Posted January 27, 2006 Share Posted January 27, 2006 You know one of the things that I'm concerned about is that the real game will take all the fun out of a major victory like the one mentioned above. So even if you destroy 100+ ships it would appear as if you will gain no intiative at all, for the AI will replace them in quick order. Link to comment Share on other sites More sharing options...
Captain_Brian Posted January 28, 2006 Share Posted January 28, 2006 I tested all of the player empire VS AI rebels files, but all of them have the "rebel ai produces lots of fleet commanders" bug. Also, nothing I've done has been able to fix it. How do you disable the damn things!? I tried setting the "tech_level" to "99" for the units AND the "officer academy" but somehow the ai STILL builds them. Link to comment Share on other sites More sharing options...
Grey_Ghost Posted January 28, 2006 Author Share Posted January 28, 2006 Just when I think I am out the Bugs just keep pullin me back in! MonCalimari cruisers can be built on MonCalimari, Kuat, Fondor, and Sullust. I just shortened it in the patch notes cause the small universe didn't have the other 2 planets. Those Damned Fleet Officers: I will Limit the MAX Number that the AI is allowed to make to 2 Units total, both Field and Fleet. Those God Canno..er I mean Ion Cannon: I will reduce the rate-of-fire BIG time. I'll do it for the Hypervelocity as well, I just need to test and make sure it works. Retreating: I think those mods unlock it with that hacked EXE file. You might be able to copy my mod over Chriz's mods to get it to work. It's set to be allowed in my XML files, but once it recharges, it stays greyed out. Give it a try and let me know if that works. Tech 1 AI: I've yet to play a full game beyond testing that Tech works. However, I will give the Empire AI a research center to start, which will hopefully Fix that problem. Link to comment Share on other sites More sharing options...
Captain_Brian Posted January 28, 2006 Share Posted January 28, 2006 Grey_Ghost, I've already tried limiting the MAX # of fleet officers to 3, which is what that patch I originally posted did. However, for some reason the ai ignores it and builds a crapload anyway. (Unless you have a different way of doing it than mine...) Btw, you are awesome for doing this mod. Link to comment Share on other sites More sharing options...
Grey_Ghost Posted January 28, 2006 Author Share Posted January 28, 2006 Grey_Ghost, I've already tried limiting the MAX # of fleet officers to 3, which is what that patch I originally posted did. Already added a new version, I'll see if it does ignore the limit. Link to comment Share on other sites More sharing options...
Grimscythe Posted January 28, 2006 Share Posted January 28, 2006 This mod is awesome! The only qualm I have is the AI. It's WAY too easy. Even on hard difficulty, as either rebels or imperials, all I had to do was rush all the planets with the initial fleet. Once I did that I only fight the one space and ground battle on Hoth/Byss which is far too easy since for the space battle I have around 30 MonCal's/ISD's and for the ground battle I have 50 or 60 Assault Speeders/AT-AT's. I find it odd that the AI takes so long to mobilize their initial force. Is there anyway to change this? Link to comment Share on other sites More sharing options...
LSD25 Posted January 28, 2006 Share Posted January 28, 2006 I love it! but... IMPS: AT-AT's and something that can take out air units, even plex... REBS: artillery... turbo lasers are a bich y0! Link to comment Share on other sites More sharing options...
Grey_Ghost Posted January 28, 2006 Author Share Posted January 28, 2006 Use Rockets on T4b Tanks, though not during a sand storm THE AI GOT FUBARED I'm not sure what happened. I'll fix it as soon as I figure it out. Link to comment Share on other sites More sharing options...
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