Tom Servo Posted February 23, 2006 Author Share Posted February 23, 2006 You mean as pirates or empire/rebels? I dont think theres a problem with the empire/rebels because i it doesnt change any of those settings. If you mean about pirates not building barracks, yes you need to change a lot of stuff for that to work. Link to comment Share on other sites More sharing options...
TotalBiscuit Posted February 23, 2006 Share Posted February 23, 2006 I've tweaked this for multiplayer and added it to No Pirates Mod as a multiplayer campaign for anyone crazy enough to play it. Corrected the issues with Empire starting at Tech 0 with no cash and so forth. Added a credit to you for discovering it in the first place to the readme file. TB. Link to comment Share on other sites More sharing options...
Necroe Posted February 23, 2006 Share Posted February 23, 2006 no, i was imperial, i had coruscant and all i could build was a research facility and mine! Link to comment Share on other sites More sharing options...
CaptainRAVE Posted February 23, 2006 Share Posted February 23, 2006 Thanks for the updates! I was afraid you had stopped working on this or something. Keep at it, it will definatly be a popular mod when its finished. Definatly alot of problems to fix though. On a side note, it would be nice if some planets had a few extra build slots. Link to comment Share on other sites More sharing options...
Tom Servo Posted February 23, 2006 Author Share Posted February 23, 2006 no, i was imperial, i had coruscant and all i could build was a research facility and mine! Im not sure but if u start at tech0 u need to build a research facility and get to tech1 before getting to the barracks, did u try changing the tech level in Custom Options? I'm gonna add a few more ships to the pirates tonight and post another version of the campaign, but a lot of stuff has changed like all units and buildings so its no longer just the campaign xml. Link to comment Share on other sites More sharing options...
Necroe Posted February 23, 2006 Share Posted February 23, 2006 k ill try that odd that they start at a tech lvl so low. Link to comment Share on other sites More sharing options...
Darth_Torpid-PG Posted February 24, 2006 Share Posted February 24, 2006 A tip for tech levels: Rebel tech level is measured 0-4 in the XML, while Empire tech level measures 1-5. Same number of levels, different numbering. Think it as the Rebels tracking tech lists rather than the tech level. So if you set the Empire tech level to zero, they will have nothing to build. To start a campaign from the beginning, set Rebels to 0 and Empire to 1. Link to comment Share on other sites More sharing options...
TotalBiscuit Posted February 24, 2006 Share Posted February 24, 2006 Nice, that I didn't know. Explains a few things too.. cheers. TB. Link to comment Share on other sites More sharing options...
magicwolf Posted February 24, 2006 Share Posted February 24, 2006 Cool...i hope to see more of updates...it is surely going to be a BLAST!! Link to comment Share on other sites More sharing options...
Necroe Posted February 24, 2006 Share Posted February 24, 2006 yea i was looking at the xml and noticed the emp was at tech 0 while reb at tech 1 when it apparently should be the other way round! Link to comment Share on other sites More sharing options...
magicwolf Posted February 24, 2006 Share Posted February 24, 2006 hmmm i still think with pirates will be better..this prevent R2D2 to keep hopping around getting base while finding tech to steal.. but well..i guess empire can do the same =/ Link to comment Share on other sites More sharing options...
Necroe Posted February 24, 2006 Share Posted February 24, 2006 hopping is useless if u dont have the defense to back it up! Link to comment Share on other sites More sharing options...
CaptainRAVE Posted February 24, 2006 Share Posted February 24, 2006 How long until we get an update of this? Cant wait to play it!! Link to comment Share on other sites More sharing options...
magicwolf Posted February 24, 2006 Share Posted February 24, 2006 yeah i cant wait to play it too!! Link to comment Share on other sites More sharing options...
Iamme Posted February 24, 2006 Share Posted February 24, 2006 A tip for tech levels: Rebel tech level is measured 0-4 in the XML, while Empire tech level measures 1-5. Same number of levels, different numbering. Think it as the Rebels tracking tech lists rather than the tech level. So if you set the Empire tech level to zero, they will have nothing to build. To start a campaign from the beginning, set Rebels to 0 and Empire to 1. THANK YOU!!! I was wondering why my mods weren't showing up for the rebels at the "first" tech level. Link to comment Share on other sites More sharing options...
Tom Servo Posted February 24, 2006 Author Share Posted February 24, 2006 As long as i figure out what i messed up with the pirates not getting any cash im gonna upload this hehe, seems frustrating to have 2 versions that are nearly identical and not being able to figure out why the recent one doesnt work. Link to comment Share on other sites More sharing options...
TotalBiscuit Posted February 24, 2006 Share Posted February 24, 2006 hopping is useless if u dont have the defense to back it up! I'd have to agree with this. Since No Pirates Mod, my friends and I have played solely choke-point free games and while it's a different style of play, hopping does not work. One of my friends tried it and I mowed him. He took major losses, stunted his growth and lost the game because of it. Just like any empire, over-reach and you will have problems. TB. Link to comment Share on other sites More sharing options...
Necroe Posted February 24, 2006 Share Posted February 24, 2006 yea i'd rather let him half the galaxy while i set up defenses for my sector and do hit and runs on his weak links, taking out his stations, taking out a 600 credit station may not be much but if i dont lose anything im the winner! Link to comment Share on other sites More sharing options...
Tom Servo Posted February 25, 2006 Author Share Posted February 25, 2006 Well guys heres the new campaign, i renamed it to Battlefield Empires since its more than a campaign now, hope you enjoy: http://rapidshare.de/files/14065141/Battlefield_Empires_Beta2.zip.html --------------------- Done: -Richer Pirates -Reduced Artillery Damage -Space Cap to x1.5 of normal -Ground cap is 14 -AI uses FOW (UPDATE: Removed due to massive retardeness in making a move) -Incorporated some changes from MistenTH's Realism Mod1.1(Tougher fighters and capital ships, many other tweaks, all credit to him) -Pirates use their own AI and build units -Added more planets that can build capital ships, most important the homeworlds, so now the AI has at least one planet than can build capital ships, hopefully they build more of them -Pirate Frigates carry fighters -Calamari Cruisers carry fighters -No logo movies file(movies.xml) -Pirate Starbases are strong, their main base is pretty powerful -Grand campaign where both sides start with a small force and most of the galaxy is controlled by pirates. To weaken the pirate forces you must destroy their starbases and barracks, they can't build more of them. -Also look out for their secret homebases in Geonosis and Kamino. What's left to do: -Make the pirates build their ground units, right now they can only build pirate infantry -For some reason they don't build units very fast even thought their units are dead-cheap, still working on how to make them more aggressive -Add more campaigns to the current idea -Make the pirates stronger or weaker considering any feedback -Adjust hyperspace speed so there is slower expansion Link to comment Share on other sites More sharing options...
CaptainRAVE Posted February 25, 2006 Share Posted February 25, 2006 THANKS! Will let you know how it goes. Have been checking the thread all day waiting for this ready for my "now" work free weekend. I also like the extra changes you have made, which were to be honest unexpected, but definatly needed to make the game more fun. You have obviously done your research on what all the fans want. Link to comment Share on other sites More sharing options...
Necroe Posted February 25, 2006 Share Posted February 25, 2006 the realism mod is at 2.0 atm! is it possible to only use your map..as the rest of the stuff is pretty much in the relaism mod? except for the horribly unbalancing mon cal's carrying fighters! Link to comment Share on other sites More sharing options...
Necroe Posted February 25, 2006 Share Posted February 25, 2006 i'd like it so u don't start with any real units, unfair advantage when imps start with an ISD! Link to comment Share on other sites More sharing options...
Necroe Posted February 25, 2006 Share Posted February 25, 2006 huge flaw in your newest version...you cant get tech! since u cant see the other planets and theyre covered by pirates u cant get to coruscant to get nebulon b's to take down the pirates! Link to comment Share on other sites More sharing options...
Tom Servo Posted February 25, 2006 Author Share Posted February 25, 2006 Really? When i played with empire the rebels went from the left and got most planets up to coruscant with ease, if you want you can go to the campaign file and delete the pirate forces in the nearby planets so it makes it easier for you. As for using the mod with the realism mod, you cant because almost everything is changed, for example the pirates wouldnt build anything. As for mon cal's being unbalanced, i figure there are way more imperial capital ships than rebel so i gave them something extra. Let me know if the imperials get crushed, i will make their caps stronger if they do. And as for starting with a ISD, check what forces are around you and tell me you dont need the help. I will check whats up with the rebel tech flaw but i playtested mostly with empire so sorry for any faults. Link to comment Share on other sites More sharing options...
Necroe Posted February 25, 2006 Share Posted February 25, 2006 there seems to be some crazy price reduction going on at dant...assault frig costs 625. Link to comment Share on other sites More sharing options...
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