Leader, Coder, Modeler, Animator, Rigger and Skinner of the Star Wars Empire at War Forces of Corruption mod, Knights of the Old Empire
Never actually got around to writing it, i started to but then started modding it instead.
odd they worked for me before i set things for release.... Well just add that to the list of things that need to be patched.
The Mandalorian ships also have great armor but much weaker shields compared to the Sith and Kuati ships. Most of the Mandalorian ships in the mod have speacial weapons and are not meant to be taking damage for long. The exception to this will be their capital ships
This is just the plan for the Unity. The Republic will have more of a focus on fighters and mixed armament.
Harrower is Kyra's ship only. there are no other Harrowers in the mod but are the main capital for Unity era.
Centurion was removed because i want to make a new model and the Knights had enough ships already anyway.
Justice is the Alliance's largest non-hero ship not a Knight ship. I will also be upgrading the design as the Justicar-class in Unity.
Destiny was removed because the model looked stupid and it wasnt needed. A similar large Veantor style ship will be in Unity as a hero unit.
Interdictor was just forgotten when i rebuilt the mod and will be brought back in the next patch.
yeah that's what this post was mentioning. The MC15a has a bug with it's ion cannons for some reason even though i used the code from the TIE Defender.
It's fixed for my build but i'm not putting out another patch until i fix a few more things
Yes my favorite anime
Hmm I forgot to add those back in when i restarted the mod to match Unity. *Sigh* Just more stuff to fix in the new patch...
let me know if it works now
Thanks no one was telling me exactly what all of the bugs were so now i have a good reference to work off of to fix them.
Yeah i read the info on her corvette and fighter and decided she should be able to escape. May do the same with Grievous at some point.
The MC issue was the fighter's ion cannon not working right even though they used the same one as the TIE Defender. I knew of Ilum's issue so i have that fixed now and i saw Jabin the last time i played. I never figured out how to fix Tython.
Drake's ability was another of the issues i was having that had to do with my removing land from GC. I know it's caused by the fact that he doesnt have a animation for that ability like Vader does. The same issue happened when i applied the ability to space combat.
Thanks for reporting bugs, things like this really help.
Sorry but i've never had an issue like that with any mods. If you downloaded the fixed .bat file you should be fine.
I know Ilum did that and i have fixed that
please let me know what they are so i can look into them. Can't fix things if i don't know about them.
Yeah. I'm not really doing much for this at the moment though. It's just text in Word.
This is the Mandalorian Wars era. Before the Knights were formed hence the name Origins.
Also why Drake and Kyra are Republic heroes along with Larue's mother, and Jax is still a Neo-Crusader.
Steam or disc?
Texture sucks! UVing and Texturing Mon Cal ships is a pain in the A$$!
should be easy to fix when i get to it
I know what's causing the Ilum issue so i should be able to fix that soon.
Well when i release Unity there are plenty of triangles of doom in that mod.
Also i don't remember adding Ithor.
With the long bangs and slender body i'd assume this is a girl. That's what i thought when i found it on in google search and edited it
this is the download i posted in that last pic.so if you have that you don't need this
Oh yeah forgot to mention the old Mando ships were removed for the time being
Oh thanks for that. i didnt notice. my version of the mod doesnt have the one. plus i only use a mod launcher. This explains some things.
That's not the mod folder that's the name of the rar file. the mod folder is Knights_of_the_Old_Empire1 folder. You should have Knights_of_the_Old_Empire1 in the Mods folder as i stated above. the KOTOE V1 folder is not to be used at all.
Mods are not supposed to have SPACEs in the name so i would never use something like that.
I have no idea what the issue with launching it is. Every mod has some people saying they can't launch it even after using the clear instructions that is the exact same for any mod for this game.
If you are using Steam please go ask for help elsewhere.
If you are using the disc then the mod should work just fine with the instructions i gave which are the exact same as nearly all other mods. if you manually installed another mod then do the same thing you did to get that one to work.
As i've said before. If i do not experience the issue i cannot fix it. I've never had this problem with any mod i've played over the years but i always see people commenting about it in almost all of them.
will be patched later with the new Sith Apprentice of Sidious.
Darth Maul(Or Crimson sice he's not a real Sith anymore) is not in atm due to not having a ship. he will be patched in with Sidious's new apprentice.
The Destiny was removed in the new build mostly due to having an awful model. You only get one Harrower at the moment and that's Lady Kira's flagship Order and Unity.
The Star Forge is still not in the mod due to not having a new model yet.
I'll have to look into the Illum issue.
The GC is based around securing yourself with chockpoints. The planets with defenses serve the perpose of blocking the AI from spreading too quick and attacking an unprepared player. Also there are tons of planets without any defenses which you are supposed to capture first.