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Galactic Conquest v1.4 Final


troop5

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Galactic Conquest Mod V1.2

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by Troop5

 

Empire at War Demo Mod

----------------------

 

This Mod lets you play Rebels and battle the Empire across the Entire Galaxy

in Space or Land.

 

In addition to starting on hoth, you will have Dantooine and Tatooine. On some planets you can find Heros (Red Squadron, Han-Chewie, Admiral ackbar, etc.) divided among your planets. You can build Mon Calamari Cruisers, A-wings, Marauder Cruisers, etc. The Empire of course has a few Heros of their own.

 

I would recommend you play this mod on the slowest speed setting, otherwise you might get overwhelmed by attacking Imperials.

 

 

Have Fun. :)

 

 

GalCQ_v1.2.rar

 

 

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Version 1.2 -

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*Reworked Maps again, everything is Dynamic, no more "extra ships"

*Fixed all invis units, crashing bugs

*All Cap ships have working squadrons always

*Made working tech tree

*Heros will be found on certain planets (Han and Chewie from Corellia,

Admiral Ackbar from Mon Calamari, etc.)

*Added more land base structures you can buy

 

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Version 1.1 -

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*Removed some heros causing problems

*Changed space map

*Added more land base structures

*Changed Star destroyers and Calamari Cruisers to use Squadrons onboard.

(note - seems to only work when you bring the cap ships in from reserve, will work

on how to fix.)

 

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Version 1.0 -

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*Release

 

 

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Installation

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Just extract folders to Gamedata/Data

 

Done.

 

 

 

 

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Bugs

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Shouldnt be any crashes

Although sometimes the game slows sometimes when you use the speed up function, probably because the Imps are building many things.

 

Let me know if you find a bug.

 

 

 

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Credits

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Chriz

OverlordAngelus

Fellow LucasForums Modders

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  • 2 weeks later...

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Galactic Conquest Mod V1.4

---------------------------

by Troop5

 

Empire at War Demo Mod

----------------------

 

This Mod lets you play as Rebels or the Empire across the Entire Galaxy

in Space or Land.

 

The Rebels start on Hoth, Dantooine, Yavin and Tatooine.

The Empire starts on Coruscant, Abregado Rae, Anaxes and Byss

 

There are Heros scattered around the galaxy for you to purchase.

If you play as the Empire you can build the DeathStar.

 

 

**** You need Chriz Mods SWMOD.EXE to run game for this mod to work properly ****

 

 

*Note Capital Ships are only buildable on MonCalimari, Kuat, Fondor, and Sullust

*Can only build the DeathStar once research on its technologies has been complete.

There are three technologies on 3 Different planets, you need to create Research

Facilities and do them in order to build the DeathStar.

 

 

Download Here

GalCQ_v1.4.rar

 

 

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Hero Locations and DeathStar Technologies

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Empire

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Emperor Palpatine - Coruscant - Starbase Level 5

 

Darth Vader - Coruscant - Starbase Level 4

 

Grand Moff Tarkin - Atzerri - Starbase Level 4

 

BobaFett and Slave-1 - Nalhutta - Starbase Level 3

 

Mara Jade - Korriban - Starbase Level 3

 

General Veers - Wayland - Starbase Level 2

 

Captain Piett - Taris - Starbase Level 4

 

DeathStar Tech 1 - AetenII - Research Facility

 

DeathStar Tech 2 - Kamino - Research Facility

 

DeathStar Tech 2 - Geonosis - Research Facility

 

 

Rebels

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Mon Mothma - Alderaan - Starbase Level 4

 

Admiral Ackbar - Mon Calamari - Starbase Level 4

 

Red Squadron - Yavin - Starbase Level 2

 

HanSolo and Chewie - Corellia - Starbase Level 3

 

C3P0 and R2 - Hoth - Starbase Level 2

 

Captain Antilles - Kessel - Starbase Level 3

 

ObiWan - Geonosis - Starbase Level 4

 

Kyle Katarn - Dantooine - Starbase Level 3

 

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Version 1.4

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*Added Space Retreat option found by Cain (Good Job BTW)

*Added new space battle maps, less asteroids, new colors

*Added Rebel Snowspeeders with cables (Models replaced by Awings)

*Fixed more Invis Model problems

*Think i fixed computer AI from building more than 1 Red Squadron (Let me Know)

*Made some Heros more powerful

 

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Version 1.3

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*Added Imperial Play

*Added more Heros

*Added Cantinas for Smugglers and Hutt Palaces for Bounty Hunters

*Added Pirates

 

-----------

Version 1.2

-----------

 

*Reworked Maps again, everything is Dynamic, no more "extra ships"

*Fixed all invis units, crashing bugs

*All Cap ships have working squadrons always

*Made working tech tree

*Heros will be found on certain planets (Han and Chewie from Corellia, etc.)

*Added more land base structures you can buy

 

-----------

Version 1.1

-----------

 

*Removed some heros causing problems

*Changed space map

*Added more land base structures

*Changed Star destroyers and Calamari Cruisers to use Squadrons onboard.

(note - seems to only work when you bring the cap ships in from reserve, will work

on how to fix.)

 

-----------

Version 1.0

-----------

 

*Release

 

 

------------

Installation

------------

 

Just extract folders to Gamedata/Data

 

It is defaulted to play as the Empire

 

If you want to play as the Rebellion, use the folder i included called Rebel Files

and put the contents into Gamedata/Data/Xml after you extracted everything else.

 

 

 

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Bugs

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Although sometimes the game slows sometimes when you use the speed up function,

probably because the AI is building many things. I would recommend normal speed

settings.

 

I did catch a bug, when you have more than one Star Destroyer and use the Tractor

Beam on the same ship the game crashes. I think its a game flaw, i never touched

the properties of the Tractor Beam. So just try to remember not to do that.

 

As always let me know if you find a bug.

 

 

 

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Credits

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New Maps created by Chris C a.k.a Imperial Droid, Orzel

Chriz

OverlordAngelus

Bryant

Cain

Fellow LucasForums Modders

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I decided to take a quick looksee and noticed some things on the Empire side.

Player can build a Power Generator: This isn't required, one is automatically given on the Tatooine land map.

Player can build Comm Array planet side: This structure does nothing in Campaign mode.

 

BTW does Empire have any way to counter Speeders besides building AA turrets when defending/invading?

 

EDIT: Tehe, I missed the thing bout the hacked exe in the readme. Bad Grey_Ghost bad! :jab:

What I said about the Comm Array and Power Generator still stands though.

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please!

where do i get binkw32.dll i havnt got it and it means my swmod.exe wont work

 

 

the binkw file should be in the lucasasarts/empire at war/gamedata ....if not reinstall the demo

 

JUST GO TO the GAMEDATA folder STOP THERE AND paste THE SWMOD.EXE THERE......not in data and not in xml folder....need i say more :p

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I think I found a bug. When playing as Imperials, I got caught in a space battle over one of my planets. I had already built a Hypervelocity Gun, but when I went into the battle, the Hypervelocity Gun icon thing wouldnt load, or fire. It was just shaded out. If this was explained in a different version, then sorry for bothering you with this

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Ok for the problems, the hypervelocity gun work work on the new maps. I dont know how to edit the maps, so in the meantime you could replace the planets.xml with the one from my 1.3 version. That way it will use the same space map that the hypervelocity gun worked in.

 

For the duplicate heros, i have worked on limiting the creation of heros to one, but no matter what i did, you still could create a second after the first hero perished, possibly more.

There were references to build limits in the xmls, but nothing i did could force limit creation to 1.

 

The star destroyers can only be build on 4 planets. See the Readme file.

 

As for speeders, i will look at them, i know i fought them as the imperials, it was pretty cool, and AT-AT's can take them down. I dont believe i made any counters besides AT-ATs. I would make more counters, but as for modding the demo i am done.

 

The errors you guys are getting, i dont have a clue, as i can say it delete everything and start over.

 

Once we get our hands on the full game, and more modding tools come out i cant wait to see the great mods that will come out. I hope you guys enjoyed this demo mod i put together, it was nice to share what we modders did.

 

Thanks to everyone.

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