DonBilbo Posted June 17, 2006 Share Posted June 17, 2006 The award-winning Empire at War modification "Awakening of the Rebellion" now has been translated so that you guys can enjoy this mod, too. Awakening of the Rebellion enhances the game with a new galaxy map, new units and improved Gameplay. This mod adds a shipyard system (different kinds of shipyards for fighters and capital ships). Shipyards need storages, the more storages you build the faster ships are constructed. The Empire now starts in the core of the galaxy and controls most of the core and MidRim planets. The Rebellion now really needs to count on hit&run tactics. The Rebellion starts in the OuterRim. Click to enlarge Of course we've also added new units like the Nebulon B2 Frigate, the Imperial and Rebel Dreadnought, the TIE Interceptor and much more. In the last picture you can see the whole new galactic map. As you can see the Empire controls the Core and the MidRim. The planets and trade routes are all leading to the heart of the galaxy, Coruscant. Made in Germany Link to comment Share on other sites More sharing options...
TheGreenGoblin Posted June 17, 2006 Share Posted June 17, 2006 Download's not working. Link to comment Share on other sites More sharing options...
DonBilbo Posted June 17, 2006 Author Share Posted June 17, 2006 fixed ... Link to comment Share on other sites More sharing options...
Arc9 Posted June 17, 2006 Share Posted June 17, 2006 Holy frick that looks so bloody awsome oh man how long did it take to make that?!?!?!?! How many mod team members do you have to make such an apparently awsome mod so fast? Link to comment Share on other sites More sharing options...
DonBilbo Posted June 17, 2006 Author Share Posted June 17, 2006 at the moment we are ten people working on it ... Link to comment Share on other sites More sharing options...
Arc9 Posted June 17, 2006 Share Posted June 17, 2006 OH-MY-GOD YOU ARE MASTERS Link to comment Share on other sites More sharing options...
Jedi_82 Posted June 18, 2006 Share Posted June 18, 2006 Ah this reminds me from good star warsy. keep it up!!!! Link to comment Share on other sites More sharing options...
Orao Posted June 18, 2006 Share Posted June 18, 2006 Hello.... It seems that you have little code problem in starbases.xml This is from your source file : <Starting_Spawned_Units_Tech_0>TIE_Fighter_Squadron, 2</Starting_Spawned_Units_Tech_1> <!-- 2 X-wing squadrons at a time --> <Reserve_Spawned_Units_Tech_0>TIE_Fighter_Squadron, 0</Reserve_Spawned_Units_Tech_1> <!-- -1 == no limit --> <!-- Tech 2 --> <Starting_Spawned_Units_Tech_1>TIE_Fighter_Squadron, 2</Starting_Spawned_Units_Tech_2> <!-- 2 X-wing squadrons at a time --> <Reserve_Spawned_Units_Tech_1>TIE_Fighter_Squadron, 1</Reserve_Spawned_Units_Tech_2> <!-- -1 == no limit --> <Starting_Spawned_Units_Tech_1>TIE_Bomber_Squadron, 1</Starting_Spawned_Units_Tech_2> <!-- 2 X-wing squadrons at a time --> <Reserve_Spawned_Units_Tech_1>TIE_Bomber_Squadron, 0</Reserve_Spawned_Units_Tech_2> <!-- -1 == no limit --> <!-- Tech 3 --> <Starting_Spawned_Units_Tech_2>TIE_Fighter_Squadron, 2</Starting_Spawned_Units_Tech_3> <!-- 2 X-wing squadrons at a time --> <Reserve_Spawned_Units_Tech_2>TIE_Fighter_Squadron, 2</Reserve_Spawned_Units_Tech_3> <!-- -1 == no limit --> <Starting_Spawned_Units_Tech_2>TIE_Bomber_Squadron, 1</Starting_Spawned_Units_Tech_3> <!-- 2 X-wing squadrons at a time --> <Reserve_Spawned_Units_Tech_2>TIE_Bomber_Squadron, 1</Reserve_Spawned_Units_Tech_3> <!-- -1 == no limit --> <!-- Tech 4 --> <Starting_Spawned_Units_Tech_3>TIE_Fighter_Squadron, 3</Starting_Spawned_Units_Tech_4> <!-- 2 X-wing squadrons at a time --> <Reserve_Spawned_Units_Tech_3>TIE_Fighter_Squadron, 2</Reserve_Spawned_Units_Tech_4> <!-- -1 == no limit --> <Starting_Spawned_Units_Tech_3>TIE_Bomber_Squadron, 2</Starting_Spawned_Units_Tech_4> <!-- 2 X-wing squadrons at a time --> <Reserve_Spawned_Units_Tech_3>TIE_Bomber_Squadron, 1</Reserve_Spawned_Units_Tech_4> <!-- -1 == no limit --> <!-- Tech 5 --> <Starting_Spawned_Units_Tech_4>TIE_Fighter_Squadron, 3</Starting_Spawned_Units_Tech_5> <!-- 2 X-wing squadrons at a time --> <Reserve_Spawned_Units_Tech_4>TIE_Fighter_Squadron, 3</Reserve_Spawned_Units_Tech_5> <!-- -1 == no limit --> <Starting_Spawned_Units_Tech_4>TIE_Bomber_Squadron, 2</Starting_Spawned_Units_Tech_5> <!-- 2 X-wing squadrons at a time --> <Reserve_Spawned_Units_Tech_4>TIE_Bomber_Squadron, 2</Reserve_Spawned_Units_Tech_5> <!-- -1 == no limit --> <Starting_Spawned_Units_Tech_4>TIE_X1_Squadron, 1</Starting_Spawned_Units_Tech_5> When you closed your tags there was an error. FOr instence you open it with this : <Starting_Spawned_Units_Tech_0> and you close them with this </Starting_Spawned_Units_Tech_1> Of course if the code is wrong it is being ignored by the engine. Cheers. P.S. This for imperials only. I think that at some point you did copy/paste and you forgot to modify all. It happens often. Link to comment Share on other sites More sharing options...
Orao Posted June 18, 2006 Share Posted June 18, 2006 Ok I found some other errors of tags in Squadrons.xml, Uniqueunits.xml, groundcompaniesrebel.xml, Groundvehicles.xml, Herocompanies.xml, spaceunitsfrigate.xml and genericherocompanies.xml I fixed those and here is the download. To install files all you have to do is copy them over existing XML files in this foldder .....\GameData\Mods\AotR\Data\XML Link is here : http://goranmost78.free.fr/AotR_fix.zip P.S. I'm using Microsoft Visula Web Developer 2005 Express edition for editing XML files. It is free tool and it has color code. Moreover it points you to erros in the file. Link to comment Share on other sites More sharing options...
DonBilbo Posted June 18, 2006 Author Share Posted June 18, 2006 thanks in advance, we will change that with the next update. Link to comment Share on other sites More sharing options...
jedi7000nathan Posted June 18, 2006 Share Posted June 18, 2006 you should add the Carrack crusier Link to comment Share on other sites More sharing options...
Jedi_82 Posted June 18, 2006 Share Posted June 18, 2006 when the next update is comeing?????!!!!!!!! CANT WAIT!!!!!!!!!!!! Link to comment Share on other sites More sharing options...
RazielKanos Posted June 19, 2006 Share Posted June 19, 2006 Right now we are working on 3 different projects and AotR ist just one of it Next will be a small demo Version of our Clone Wars Mod Link to comment Share on other sites More sharing options...
IonFizzle07 Posted June 19, 2006 Share Posted June 19, 2006 That's odd. I played your mod a few times in Skirmish mode, and I'm not seeing a lot of the mentioned new units. No TIE interceptor, no Nebulon B2, no Dreadnaught still a fun mod though Link to comment Share on other sites More sharing options...
DonBilbo Posted June 19, 2006 Author Share Posted June 19, 2006 this is not a skirmish mod. If you want to enjoy the enhanced gameplay and see the new units you'll have to play Galactic Conquest Mod. At the moment we are working on three different projects: Awakening of the Rebellion: - enhanced gameplay - concentrates on GC Steiner's Advanced Units Mod: - new units and effects - skirmish capable The latest version does not contain new models as of yet. We're working on a new version that adds in the new models from AotR and a lot more... Clone Wars Legends: - will cover the Clone Wars - Skirmish and GC capable more infos to be revealed soon ... A demo version will be released soon ... don't ask for an ETA Link to comment Share on other sites More sharing options...
Sithman1138 Posted June 19, 2006 Share Posted June 19, 2006 Very nice guys. I salut you awesome moddingskills. I want to make a tiny suggestion. If you can find a way to put the three projects together when it's done, it would be great. I love to currect AOTR mod. Link to comment Share on other sites More sharing options...
voltes5 Posted June 19, 2006 Share Posted June 19, 2006 I installed AOTR and started playing Galactic Conquest, and for the new units there are no icons. HELP!! Link to comment Share on other sites More sharing options...
Jedi_82 Posted June 19, 2006 Share Posted June 19, 2006 Uninstall eny previous mods before installing AOTR Link to comment Share on other sites More sharing options...
DonBilbo Posted June 19, 2006 Author Share Posted June 19, 2006 Uninstall eny previous mods before installing AOTR correct. and also install patch 1.04. would be the best if you first installed 1.01, then 1.02, then 1.03 and then finally 1.04. but it definitely needs patch 1.04, coz Petro changed the commandbar Link to comment Share on other sites More sharing options...
wolfshadow Posted June 20, 2006 Share Posted June 20, 2006 Heyas. I have a bug report. The mod slows to a absolute total crawl on galactic. Thsi did not happen witht he previous version of the mod. Any ideas? Link to comment Share on other sites More sharing options...
IonFizzle07 Posted June 20, 2006 Share Posted June 20, 2006 Galactic map does go pretty slow. That said... Really, really well-executed mod. I LOVE the new units and planets and thumbnails. Just excellent work. Link to comment Share on other sites More sharing options...
CIAop Posted June 20, 2006 Share Posted June 20, 2006 Ok I found some other errors of tags in Squadrons.xml, Uniqueunits.xml, groundcompaniesrebel.xml, Groundvehicles.xml, Herocompanies.xml, spaceunitsfrigate.xml and genericherocompanies.xml Great mod. This is what the game needed. It really alters the style of gameplay and I think the smaller models actually make it run faster on my computer. What will be wrong with the game if we don't download the fixed XML files referenced above? Link to comment Share on other sites More sharing options...
RazielKanos Posted June 20, 2006 Share Posted June 20, 2006 Well it runs fine, i haven't had any bugs and we nearly have 10.000 Downloads so far Link to comment Share on other sites More sharing options...
Orao Posted June 20, 2006 Share Posted June 20, 2006 Great mod. This is what the game needed. It really alters the style of gameplay and I think the smaller models actually make it run faster on my computer. What will be wrong with the game if we don't download the fixed XML files referenced above? Enclosed code witihn wrong tags will be ignored. Go ahead build level 4 station at tech level 2 and you will see how many fighters you have spawned and how many the station should have spawned. @RazielKanos Those are not critical errors this is why no one reported them back to you or maybe while you were packing files for english version something wiered happened. Who knows. Link to comment Share on other sites More sharing options...
IonFizzle07 Posted June 22, 2006 Share Posted June 22, 2006 DonBilbo, if you're interested, I'm doing a small personal project involving your mod. I've been going through and replacing all the tooltip/text descriptions. I've really fleshed out descriptions, making sure each ship and unit is described in great detail and good grammar. When I'm done with it I could send you the master text file. It's really not a big deal, not even really more than a mini-mod, but it makes the mod feel much more polished and professional, at least to a grammar Nazi like me. Here's some examples of my text descriptions A-Wing: The Dodonna/Blissex A-Wing Space Superiority Interceptor is an excellent fighter with superior speed and maneuverability. It is faster and more agile than any ship save for the TIE Defender, even the TIE Interceptor, and is armed with a powerful pair of Taim & Bak laser cannons capable of swiveling to lock on to targets, as well as a hyperdrive, shields, and life support. The A-Wing is on par with any enemy fighter and superior to most. A notable exception is the TIE Defender, which the A-Wing engages on what is arguably a disadvantage, as the Defender is every bit as nimble as the A-Wing and much more heavily armed. With a massive pair of Novaldex J-77 engines, it is well suited to destroying or luring enemy fighters away so that bombers are free to attack. 5 fighters per flight. E-Wing: The E-Wing starfighter is simply the best combat starfighter flying. It is the pinnacle of fighter design. Developed by Frietek Industries, a former division of Incom Corporation, designer of the extremely successful Z-95 Headhunter and T-65 X-Wing fighters, the E-Wing is a triumph of engineering. Carrying 3 extremely powerful linked laser cannons and a battery of 16 proton torpedoes in a fast-launch assembly. It is also manned by a cutting-edge R7 combat astromech. The E-Wing is nearly as manueverable as the A-Wing Interceptor, and with excellent shields and ablative armor can take more damage than the X-Wing Space Superiority Fighter. The E-Wing is the finest combat starfighter in the Alliance inventory. 5 fighters per flight. Imperial Mark I Star Destroyer: The Mark I Imperial-class Star Destroyer is a force to be reckoned with. Constructed at such massive yards as Kuat, Fondor, Sullust, and Bilbringi, the ISD I is a single ship with the firepower to subjugate entire worlds and outgun entire fleets. The vessel is armed with 60 Heavy Turbolasers and 60 Ion Cannon batteries. It also carries a tractor beam for immobilizing smaller ships. For defense and patrol, the Star Destroyer contains an entire wing of TIE craft. This complement includes 10 flights of TIE Fighters and 5 flights of TIE Bombers. Link to comment Share on other sites More sharing options...
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