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Bryant's & Grey_Ghost's Mod V2.6G


Grey_Ghost

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********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.

folders.gif

Please Post any Bugs or Issues in this thread

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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.

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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,

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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.

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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

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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?

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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.

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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. :(

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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.

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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.

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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?

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