I'm an amateur writer, linearter and interested in learning to mod for Command & Conquer Generals and Star Wars; Empire at War.
Addendum; if you can confirm you've done all that, then it should be working.
Yes I had that problem when I first tried it too. Just to check; is this mod one that requires an installer, or can it be put in a mods folder and used with the Petrolauncher?
If it's the former, then my instruction to place it into the mod's DATA folder doesn't apply so much, since that would be integrated with the FoC directory's own DATA folder.
Just to clarify;
1.You've made a .txt file containing your list of names and placed it into the relevant directory?
(Either "C\Program Files\LucasArts\Star Wars Empire at War Forces of Corruption\Mods\YourModHere\DATA" or "C\Program Files\LucasArts\Star Wars Empire at War Forces of Corruption\Data"
2.The .txt file, the GameConstants.xml file, and the SpaceUnit Name and the Moniker lines in the spacecraft's .xml file have all got the same name?
(So for the standard Acclamator ship in the basic game, the .xml file would be like this;
< SpaceUnit Name="Acclamator_Assault_Ship">
The .xml file has the same name, so that would be Acclamator_Assault_Ship.txt, and the GameConstants.xml has this line in the ShipNameTextFiles section; Acclamator_Assault_Ship, Data\Acclamator_Assault_Ship.txt,
Are you taking the spaces out of the Moniker line? I've done that because it doesn't show up on ModDB otherwise.
If you are, then make sure the name files are being left in the mod's data folder. They can't go into the main FoC directory.
It's easy enough to create one then. You just need to find the dedicated .XML file for the ship in question, or dig into the .XML file containing all the ships of the same weight in the case of a mod like Return of the Clones.
Just add in this text with the changes appropriate for the ship you're naming;
So if I was renaming one of the Acclamator's from the RotC mod, it'd read as;
Since that's the Republic faction's Acclamator 'SPACEUNIT_NAME' in its .XML file. Wherever I can see the Moniker line present in an .XML, it's always on the same line like this;
< No_Colorization_Color> 255, 255, 255, 255 < /No_Colorization_Color>
Just paste/type the personalised moniker line into that space, and it should work. Let me know if you're having any more trouble.
Here you are; Moddb.com
If you've bought a retail copy and have lost your disc, there's not much you can do about it, and I can only advise waiting to see if the Gold Edition containing both EaW and FoC will be on a sale on either Steam or GOG.com in the future.
With the help of Locutus from the Pegasus Chronicles mod, I've figured out how to do this, and I've submitted a tutorial guide to ModDB on it. It's currently awaiting authorisation, but check back in a day or so and it should be up.
Brilliant! It took some doing but I finally worked it out. Turns out I'd mislabelled one ship as 'cruiser' when it was supposed to be 'destroyer' in GameConstants.XML.
Just double-checking since I'm looking at the old SG mod and another one; if I have the mods and name files placed into a mod folder, like say Mods/Modname/Data, would I have to put that in the GameConstants like 'Mods\Modname\Data\BC-304.txt'?
I'm asking because according to this Ori ships and Grace ships (using the Data\Ori_Kriegsschiff.txt format) would seem to have individual names but whenever I see one in the game, they're always nameless.
Hi there, not sure if this is the right place but I figured I'd ask anyway; I'm currently trying to figure out how to give individual ships names/monikers in the original Stargate at War mod, and I can't seem to do it. Is there a certain guide or way to do it?
Interesting. I'm guessing some kind of anti-tank laser/particle beam?
The codex mod is just skirmish and multiplayer. That said, I still recommend trying to get it because it is really fun.
Got a bit of a bug report here; I've noticed on multiple games that once you build an allies building, say a Boyz Hut for a Tau player, if that Hut is then destroyed or deleted no other allies building can be built, nor can that building be rebuilt.
On another game as IG I've built an allied chapel-barracks, but it had no units available for construction. (Not as in greyed out, as in there were no buttons in the bar at all.)
Hey guys, do I need to install vanilla CoH and Tales of Valor to access all the factions?
Fair enough. I hadn't realised that the USMC was a separate faction in the mod, I thought they were a doctrine for the US.
I've got a question for you guys; did you ever consider trying to add in some more factions to the game, or would that have required you to make one mod for CoH and another for OF?
Thanks for that! It's a very nice mod.
Hi guys; I'm new to using mods on Tiberium Wars, and right now I'm being led in circles trying to install Xenoforce Reborn 9E. I've installed the .big and .sku files in a 'mods/xenoforce' folder and made two copies of that.
One is in AppData/Roaming/TiberiumWars, the other is in Program Files/ElectronicArts/TiberiumWars. There's no EA or TW folder in My Documents (Running 32-bit Windows 7), and I've managed to get the control centre shortcut working, but it's not showing up Xenoforce on the mods list. Any ideas?
Edit; Yes, it's upgraded to 1.09 patch.
Oops, didn't read Aslena's instructions! Sorry about that.
Hey guys, got a question for you all. I'm looking to reinstall the original mod for EaW, and I'm looking at two of the fan-made patches you released with it, the one by njkz and Aslena's Campaign Mod. Are these two compatible, because they both add in some good details and fixes but don't seem to share them.
Covenant at War has that in their FAQ. Basically they've talked over with the_Farseer and decided that the eventual intentions for their respective mods are too different to work together.
I wish they'd kept to the original plan of just doing some more Stargate SG-1 and Atlantis films. Overall, I'd rather see a new tv series (or three!) than another reboot.
Got it working yesterday. Brilliant fun, though I've noticed that enemy AI seems a lot more active than any friendly computer players. Still 10/10 though.
I just left them in the unzipped folder and put that in the 'mod' folder Launchbase made since I had no idea it wasn't supported anymore.
I'm reinstalling everything, and it seems to me the installation order for the mod is;
1. Extract the folder 0.3RC1 to the RA2 directory (My YR doesn't install into a separate one)
2. Drop the ecachemd45.mix, expandmd45.mix & dday.pkt files into the RA2 directory.
3. Just open it with the included .BAT file
Is this broadly correct?
I tried following the installation instructions as laid out in the ARES download and the mod's readme, but I just got the vanilla version of Yuri's Revenge playing.
I've uninstalled and reinstalled both RA2 and Yuri's Revenge and this time installed the Launch Base programme to get around having to install ARES myself, but the mod isn't showing up on the Launch Base app at all.
I find it mildly terrifying just how much effort you put into making these models. Cracking work, carry on!
If you want to run more than one mod, copy the whole of the Generals folder into your documents, rename it to something resembling the mod you want to install, then go put it back in the EA folder and install the mod you want to it. I've just done this today and it's allowed me to run Only War, Xenoforce and Rise of the Reds.
Huh. I was wondering since I noted that each of the defending players had a Thunderhawk that didn't do anything, and the Tyranids didn't seem able to break through or get over the lower gate section. Are they supposed to drop buildings on the defender's side?
Also wondering how the defenders are supposed to coordinate since it seems there's no way for the upper tier to get to the lower tier and vice-versa.
Emergency Dispute's description sounds like the beach map that's already in ROTR. What's the main difference?
Kislev is basically a mixture of Rus and the Polish-Lithuanian Commonwealth, from the Tzarina to the Winged Hussars.
@Jasperz0r; that's the intention, if you look at the Lizardmen they're south America with the attendent Aztec/Inca feel while Araby is North Africa. Khemri is Egypt, Cathay is China, and Albion which seems to have dropped out of all fluff again is Britain.
Can it be shot down anyway before it makes the run? Everytime I've used a bomber or a mine-dropping plane in either ROTR or vanilla ZH the plane seems to be invulnerable until after its run, and even then are only rarely shot down.
Seriously, we're all begging you; don't make the units tiny. They're hard enough to see as it is now in all their glory, and shrinking them so much is just going to irritate a lot of players.
Seeing the bomber reminds me of something I've been wondering; while the default bombing run doesn't allow you to choose the direction it comes from like the Typhoon's tear gas strike, have the team considered implementing such a thing for the B-52? It would make a nice change to just selecting a circle and only seeing a few targets get hit.
It's always great to see more screenshots, but maybe you should look at posting occasional status updates on how the mod's going as well?
That said, any chance of more ground shots? The space stuff looks good, but your mod is the only one for ME that will offer ground combat.
If the mod plays as well as the screenshots look, then this is going to be good.
Not surprising considering you've got rid of the scripts folder. Post your comment on the main ROTR page or try to message one of the creators to get the help you need.
Man I'm looking forward to this! :D
I think they look nicely as they are. If you think it's too dark, why not just turn up the contrast/brightness?