Just an old boy.
Supported. Nice picture.
Seen that, read, approved.
PS: I really liked that sentence: The multiple heavy lasers ARE powerful enough to defend against other similarly sized vessels WHEN supplemented by its turbolaser and missile batteries. :)
So the Hutts had their own cruisers?
Use good program to view files (I use Total Commander).
Be sure to have:
1. FoC installed.
2. Mods folder create in FoC folder (called Mods).
3. SSW mod folder in FoC\Mods folders (will look like FoC\Mods\SSW\mod files here.
4. Data folder in SSW folder (will look like FoC\Mods\SSW\data\various mod files)
5. Create file, call it whatever.bat. Be sure your system let you see file extensions, because if not you just create text file not batch.
6. Write line start /B swfoc MODPATH=Mods\SSW in batch file.
7. Batch file must be in main Foc folder, not Mods, not SSW, not Data.
8. If you have vanilla - you did something wrong.
New splash screen suggestion (v 2.0 someday):
Picture taken from:
PS: I really think this one should be replaced with something more droid-themed.
IG-88A on land is a vehicle. Other IG-88 are droids. So they need different repair stations. Strange.
Create batch file. Put in in the game folder. File should consists that line:
start /B swfoc MODPATH=Mods\SSW
If your mod folder is called SSW (of course)
Take your time. No need to hurry. A very nice mod by the way.
Another pre-WW1 ship concept. If you must creating SSD do it economically. All main ship artillery should have possibility to fire at one target simultaneously. Broad side cannons would be only secondary/point defense guns. Put main artillery on the top.
Graphically thingy is very nice. But as military concept horrible.
All GC maps has 92 planets despite it's says 55. No smaller scenarios.
No. AFAIK there is no upgrade option for ships in this mod. You can build ISD2, but as new ship.
ISD2 is available on New Republic scenario.
Standard. Put the files into Mods\Phoenix_Rising_v1.2 folder in your SWFOC folder. Then made/use a shortcut to run a game.
You can create batch file in SWFOC folder with this line:
start /B swfoc MODPATH=Mods\Phoenix_Rising_v1.2
Your PC can not handle GFFA (mine too). Try other scenarios.
Known "feature". Too many things, too many problems. Needs a very powerful PC to run GC in this mod. Mine is too slow, so I use Core Worlds campaign instead (no lag, no problems).
WW1 design. Are Hutts nuts? They better buy some real tanks (I would steal old CIS Armored Assault Tank (AAT-1 or AAT) and improve them or XR-85 tank droid and replace those stupis tower with something smaller/shorter).
In most mods Carrack was badly presented in stats. So no wonders. But I liked it much because of Phoenix Rising mod, where it has all weapons it should have and canon range of these weapons. So it was very useful (as backup artillery shooting behind frontline).
I play CIS, mostly. Scenario Clone Wars (full). My strategy was to gather fleet (based on Providence ships got on start) and raze enemy shipyards before they will produce tons of ships. My surprise: after every winning battle (killed all enemy ships, lost nothing) Republic got MORE ships on the planet battle was and new shipyard. The more battles I won, the more ships they got. Test it yourself, you can do my way, the results will be same.
I know that some magic fleets are in GenerateMagicSpaceDefense*.lua files but where are the rest?
From scratch... A very promising attitude... Although a tough one.
Give them Mando-crash fix patch. One xml file will be enough ;) As this aspect can be a little disappointing.
PS: just copy Y-Wing_Bombing_Run into Mando runs. Will work in v4.
So, some remainders:
1. In v4 Mandalorians retreated from land battle as "Consortium" (the same for their ground pods (consortium bacta).
2. Heroes were nearly immortal (very short respawning).
3. Red Star Destroyer dies as white destroyer.
I suggest to slow dawn game pace a little:
1. Object_Max_Speed_Multiplier_Galactic to 2.5
2. Production_Speed_Factor to 3.0 (at least, I use 5.0).
3. Fiscal_Cycle_Time_In_Secs to at least 60 or 90.
4. What about removing infinite spacecrafts in starbases? Maybe setting them as 2-3x starting forces would be enough. Infinite resources are not realistic at all.
To be sure as usual: do these models have rotating turrets?
I love watching those turrets in battle.
Picture shows 17 enemy land units on a planet Kamino. How is it possible to place them more than 10? Any thoughts?
"In some cases Grievous didn't want to respawn when he was dead." How one can respawn when is dead? He acts naturally. Just remove respawn option for all. Game will be more realistic.
Hello everyone. Interested thing I just watched. Playing CIS. Take Bothawui (it's easy as there is nice CIS fleet on south). Destroy Republic's fleet on Kamino/Rothana. Do not land on planet and return to Bothawui. Watch them magically create ships. Look at the droid menu History/Military: Republic's military just risen up.
So the question is: How and where can I remove those magic?
PS: Bothawui gives "tactical information on nearby systems visible" ability, so with this planet you can just observe that effect. But this happens on all enemy planets.
It seems Repair Droids can not repair Commando BX Droids on battlefield. Any special reason for that?
What xml file decide how many additional forces AI gets during campaign?
Does AI gets new ships or only more credits?
<MaximumFleetMovementDistance> set more than standard in FoC. And it's GOOD move :)
SPACE STATION LEVEL V
-Alliance Spawn 100 Starfighters
-Empire Spawn 100 Starfighters
Imperial Super Star Destroyer Executor
Please reconsider this. If Level V is not unique, then SSD Executor will be common ship in space. And it should not be common.
Give them something at ISD 1 or ISD 2 level but not more.
Has it got turning turets?