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Finally figured out the issue with the Tector in my modified Thrawn's Revenge not locking during the Palpatine Era. Apparently, there was an "E_Lock_Tector" already in the Palleon era that somehow cancelled out the event for the Palpatine era. Just changing the name of the event for the Palpatine era fixed the issue.
Yeah, I know. I didn't exactly use the best wording when I described my problem. My bad. I did put in an event for the Multiera GCs. However, the game seems to be ignoring it completely, despite it being set up for the properly, as far as I can tell. Here it is for reference;
Did I do something wrong here?
I have seem to have come across an issue. I set the Tector Star Destroyer to lock during the Palpatine era. While the lock works during the Shadow Hand conquest, it does not work during multiera GCs for some reason. I've set it up properly, as far as I can tell (copied the entry for the Scimitar Assault Bomber lock, and filled in the details from there). What could I be doing wrong?
Now that I have a general idea of how the XML system is set up, I have a few other question. First, I read somewhere that Warlord Zsinj had access to one incomplete Sovereign Super Star Destroyer. I was wondering how could add the Sovereign with a lifetime build limit of one to his lineup of ships? Second, how would I give the Y-Wing Squadron the Hunt ability? Finally, there seems to be an issue with the Novatrooper where if one squad is trained, then the production icon for it vanishes until there are no Novatroopers deployed. The only way to train the intended current build limit of fifthteen is to train 15 at the same time on three different planets. I was wondering how I could fix that?
Alright, thank you for the info. I managed to edit the Remanent Space Units XML to unlock the Tector at tech level/era 2. Also, digging into the XML files for the GCs, I managed to find the XMLs to edit so the Tector will lock during the Palpatine Era (and unlock again during Daala Era for multi-era GCs), as well as keeping both Nebulon-B Frigates unlocked until the Daala Era.
How would I make it so Thrawn has access to Tector-Class Star Destroyers during his era and the New Republic having access to both Nebulon-B Frigates during the Palpatine Era?
Well, I wouldn't call it a "fix" so much as just a way to alleviate BF2142's offline limitations. But, in which part of the forum should I post it in?
Thanks for the new release! I have been dying for some singleplayer new maps. Glad the updater didn't touch the classes, otherwise, I would of have needed to set them up again. One question regarding the whole offline play issue. Should I post on the fsmod forums about it? Personally, I think its an issue with the game itself (not the mod), but, never hurts to check, I guess (when I say "offline", I mean not being connected to the internet, and the EA log in servers for that matter, and using an offline profile as oppose to an online profile).
When I say "all", I mean the primary weapons of each class (the ones that can be swapped at the spawn screen).
Well, for me, that seems to be true when connected to the internet. If completely offline, then all but the first weapon in each class is locked until completing a round. Then the weapons stay unlocked until I quit. It is what prompted me to modify all of the classes to make the best of these limitations (otherwise, I would of left the classes as they were). Am I the only one who is experiencing this?
Is there any way to use weapon unlocks offline, besides playing a round to temporarily unlock all weapons? Because I really like playing offline. I never play online (except whenever I have connected to the internet for unrelated things. Even then, it is singleplayer). My modified classes, like I said before, are optimized for offline play, but, I would like to return to the default classes, with all unlocks available at the start of the match.
Voted this mod for mod of the year. I feel this mod embodies what the Battlefront games should have been like.
This mod has to be my favorite for Empire at War. The gameplay is alot better and much more fun than in the vanilla game. Plus, it has really gotten me into the canon beyond the Battle of Endor (and even beyond the time period of the mod).
Alright, thank you for the info.
Actually, it is a map pack for the regular First Strike mod with singleplayer support (unless this is the one you are referring to):
Also, figured out the issue with deployables. Didn't realize that I needed to be in a squad to use them.
Good luck with getting Hoth to work with singleplayer. I have a custom Hoth map from a map pack on fsmods, but, it just isn't complete without AT-ATs. Also, I can't seem to deploy support droids and stuff whenever I play singleplayer. Even though I have heavily modified most classes (for personal use, optimized for offline gameplay), these deployables never seemed to work, even before I started modifying these classes (deployable turrets are the sole exception). Is it a singleplayer restriction, the 1.51 patch, both, or is it something else?
They did do something to the AI, "Enhanced Strategic AI (Powered by Void)". All maps have bot support. Running this mod through the BF2SPCC program that came with the original AIX2 allows for promotions, but, I'm not sure about unlocks, though.
Sorry, replied to the wrong comment.
Apparently, the Minimod is focused more on multiplayer than Singleplayer/Coop. Thats what I read on the description on the front page.
Congratulations. I hope you and your wife live a happy life together.
That's understandable. If the whole thing with space combat goes well, assuming the feature is improved upon, would it be possible to do vehicular battles, or even have them mixed in with regular infantry battles (outside of speeder bikes, of course). I'm not looking for a definitive answer, just a "maybe" or "maybe not".
Sorry, didn't see your reply here. Sorry that I made that post. Normally, I wouldn't point out such a thing, but, I have been up since, as far as I know, 4:00 this morning. Perhaps even longer. I don't know. One way or the other, I'm not exactly think straight.
Also, will the space battle portion of the module be refined and fully integrated into the mod? If so, will it be done in the original M&B final or the Warband port?
Oh, duh, why did I forget that. Well, in that case, nevermind about my post. Thank you for reminding me of that.
I noticed something. Grand Moff Tarkin is still alive. Since the module takes place 1 ABY, then he should be dead, with Grand Moff Ardus Kaine as his successor. The relevant wiki:
Oh, alrighty. I don't know where I got the idea that you weren't using the content of the books. My bad.
Though, I am curious as to how you are going to do the space portion of the mod, since you said you are not taking content from the books. There aren't enough ships on either side in the games to really have any significant space selection. Are you only going to delve into the books for space units?
Man, I have so many things for Halo that I'm waiting for. On the official side, Halo Spartan Assault (not available on AT&T phones yet). On the community side, I'm looking at several community-made games being made with the CryEngine. There is also a mod for the original Far Cry that has poked my interest (Crylo). For Halo Custom Edition, I'm waiting for CMT to start releasing their Singleplayer Version 3 levels (which are going to be epic, due to Open Sauce). Also, there is a community-made Firefight map called Portent II (those of you familiar with the original Firefight Portent, this is the direct sequel, though not by the same person) that I am waiting for, for CE. Finally, I still eagerly await the space release of Campaign Commander and the ground release of Covenant at War. Have to have my Halo RTS fix.
I actually counted the number of fighters that spawn out of the hangers of both ships for both factions and, in the Remnant's case, for both the Daala and Paellon (I hope I spelt that right) eras (for the IR in the Daala era, it is 16-18 for the Acclamator, and 15 for the Vernator. In the Paellon era, it is 9 for the Vernator, and >12 for the Acclamator. For the PA, it is 15 for the Vernator and 12 for the Acclamator). I made sure fighters from other ships weren't mixing before I counted (sent a sole Acclamator and Vernator, with a Tector or, in the PA's case, an Imperial-II Star Destroyer as escort).
I have a few comments/questions. First of all, will the Y-Wing ever receive the Hunt ability (the Hunt ability for fighters is vital to my strategy, focusing on commanding larger ships, with fighters brought in via carriers to support the larger ships. The Hunt ability is used to reduce micromanagement, unless I need to direct fighters to a specific target)? Second, will the Lucrehulk have a fighter capacity larger than that of a Vernator (which currently serves as my carrier of choice for the Penistar Alignment)? The only reason I ask because, with the Imperial Remnant, the Acclamator carries more fighters than the Vernator (though it is the other way around with the Alignment). Third, in space skirmish, the Vernator for the Imperial Remnant doesn't carry any fighters. Is that suppose to be, or is that a bug? Finally, why isn't the Imperial Remnant not able to build Star Dreadnoughts of any kind during the Thrawn era?