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Comment History
arakioss
arakioss - - 14 comments @ Republic at War

Is it possible to change something about the civilians for 1.2?
If i to manage to run into them during battle i try to defend them, but they either die by running straight into the enemy fire or driving straight under an MTT for example.
Other times in space, i get billed 1000's of credits when the enemy randomly kills them somewhere in the fog of war, way out of reach.
Maybe you could just make it so you pay a penalty if you deliberatly or accidently kill them yourself e.g. a bad bombing run.
If the enemy kills them, they should pay.(For the most part)

Good karma+3 votes
arakioss
arakioss - - 14 comments @ Republic at War

I had issues like this before, but got a patch and it was fixed. I have Windows Vista and had to get a vista patch for FOC. Google it, if that's the case.

Good karma+2 votes
arakioss
arakioss - - 14 comments @ Republic at War

Boss and fixer should have a sticky bomb ability too.
By the way Z, do you remember those sandbag bunkers in EAW, that infantry could use as a defensible position? The units would flash green. I was defending a beach from an invading army and thought some trenches/bunkers would be good. Any chance you could incorporate them into RAW at some point?

Thanks

Good karma+1 vote
arakioss
arakioss - - 14 comments @ Republic at War

Yes, I have had about 3 crashes. One was when i clicked real time battle for 'The wheel' and the other crashes were lag related.
I had a lot of battledroids on the screen at one time and it just crashed. Perhaps it's just the epicness of the mod :P
Seriously though, it must have been too much for the game to handle, with props and an entire army...
(I have a decent PC)

Good karma+1 vote
arakioss
arakioss - - 14 comments @ Republic at War

Thanks for the insight, i am still trying to solve the issue though. Looked on EAW forums for an answer and it seems to be Container.xml related. There are only civilian units in Raw's container though.
It wasn't a big deal, but now it's kind of annoying me lol.

Good karma+1 vote
arakioss
arakioss - - 14 comments @ Republic at War

Loving the mod, however i think it would be more realistic if infantry didn't have to stand 2 feet away from each other to start attacking.
I have tried changing the targeting distance but nothing happened. Any ideas how i can have a squad of clones fire down onto some droids from a distance?

Thanks

Good karma+1 vote
arakioss
arakioss - - 14 comments @ Republic at War

Thank you Z, and thank you to everyone who helped in the creation of this mod.
You should be beyond proud...

Good karma+5 votes
arakioss
arakioss - - 14 comments @ Republic at War

Yes, someone is bound to leak something...
I'd hate for any more delays because of things that could have been avoided.
Plus, after however long it took you to hunt bugs, and check everything Z, do we really need another 25 people to do it for even longer?
Better safe than sorry though...

Good karma+3 votes
arakioss
arakioss - - 14 comments @ Republic at War

It is taking up to 3 months after predicted release date, but still worth waiting for.

Good karma+9 votes
arakioss
arakioss - - 14 comments @ Republic at War

It seems i'm just missing the last piece of the puzzle. Copied all the garrison data from other units but i just get an error sound when i try to garrison fighters.

Good karma+1 vote
arakioss
arakioss - - 14 comments @ Republic at War

Just tried it and i couldn't get it to work. I tested the lucrehulk federation battleship. I just couldn't get the fighters to garrison. I'll keep trying...

Good karma+1 vote
arakioss
arakioss - - 14 comments @ Republic at War

I did this for the laat on star wars clone wars v1.5.
Go to the XML folder in any star wars mod/game.
Then go to 'groundvehicles'.
Find a unit that can garrison units and then copy the garrison details e.g. <Num_Garrison_slots> onto the vehicle you want to garrison units from now on.
(!Important!) Next make sure you put GARRISON_VEHICLE into the <Land_behaviour> section.
I hope this works for space, i'll test it now.

Good karma+1 vote
arakioss
arakioss - - 14 comments @ Star Wars - Clone Wars (version 3.0)

Although this mod is very good, i am having a few problems, one of which is that the AT TE has no sound when moving. I looked in the xml folder at the file "Sfxeventsunitsground" and saw that there's a "Ambient at te walking" descrpition. Unlike the other descriptions in there, this didn't have a text ID. Is that the problem?

Please help, Thanks

Good karma+1 vote
arakioss
arakioss - - 14 comments @ Star Wars - Clone Wars (version 3.0)

empireatwar.filefront.com file FoC_Vista_Patch;96810

I just signed up so i couldn't but in URL's. Sorry about that. There's some forward slashes in the link, i'm sure you'll figure out.
Unzip the rar then swap the files from the patch into your foc folder. That should do it.

Great mod by the way nett. Excellent work.

Good karma+1 vote