I'm an amateur writer, linearter and interested in learning to mod for Command & Conquer Generals and Star Wars; Empire at War.

Comment History  (0 - 30 of 122)
LPJGPR
LPJGPR 7hours 44mins ago says:

This is really just cementing my desire to reinstall HoI 3 again when I've got space on my hard drive. I bought Supreme Ruler Ultimate in an effort to get a modern HoI, but I think you've outdone them from what I've seen.

+2 votes   news: Modern Warfare Beta 6 Features
LPJGPR
LPJGPR May 9 2015, 3:46pm says:

At the sight of Crusader Kings II in space, you had my attention.

At "...inspired by Fading Suns, Warhammer 40,000, Dune...", you now have my curiosity :P I'm looking forward to trying this when I get the time.

+1 vote   mod: Crisis of the Confederation
LPJGPR
LPJGPR Apr 22 2015, 6:17am replied:

Glad to hear it!

+1 vote   tutorial: Granting Custom Names to Ships
LPJGPR
LPJGPR Apr 18 2015, 8:05pm says:

I've only recently got into the Mechcommander series, and I just wanted to say this looks amazing, and I like the tons of work you've done for the community.

+3 votes   mod: Warlords of the Rim Colonies
LPJGPR
LPJGPR Feb 27 2015, 10:28am replied:

Addendum; if you can confirm you've done all that, then it should be working.

+1 vote   tutorial: Granting Custom Names to Ships
LPJGPR
LPJGPR Feb 27 2015, 10:22am replied:

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">
< Moniker>Acclamator_Assault_Ship.txt</Moniker>
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,

+1 vote   tutorial: Granting Custom Names to Ships
LPJGPR
LPJGPR Feb 26 2015, 6:53am replied:

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.

+1 vote   tutorial: Granting Custom Names to Ships
LPJGPR
LPJGPR Feb 25 2015, 2:13am replied:

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;
< Moniker>Methuselah_Cruiser.txt</Moniker>

So if I was renaming one of the Acclamator's from the RotC mod, it'd read as;
< Moniker>republic_assault_ship.txt</Moniker>

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;
< Scale_Factor>0.9</Scale_Factor>
< Moniker>Alliance_Assault_Frigate.txt</Moniker>
< 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.

+1 vote   tutorial: Granting Custom Names to Ships
LPJGPR
LPJGPR Feb 24 2015, 7:55am replied:

Here you are; Moddb.com

+2 votes   game: Star Wars: Empire at War: Forces of Corruption
LPJGPR
LPJGPR Feb 23 2015, 4:16pm replied:

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.

+1 vote   game: Star Wars: Empire at War: Forces of Corruption
LPJGPR
LPJGPR Feb 23 2015, 4:14pm replied:

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.

+1 vote   game: Star Wars: Empire at War: Forces of Corruption
LPJGPR
LPJGPR Feb 23 2015, 1:14pm replied:

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.

Cheers!

+1 vote   mod: Stargate - Empire at War: Pegasus Chronicles
LPJGPR
LPJGPR Feb 22 2015, 11:43am replied:

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.

+1 vote   mod: Stargate - Empire at War: Pegasus Chronicles
LPJGPR
LPJGPR Feb 22 2015, 8:36am says:

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?

+1 vote   mod: Stargate - Empire at War: Pegasus Chronicles
LPJGPR
LPJGPR Dec 4 2014, 7:13am says:

Interesting. I'm guessing some kind of anti-tank laser/particle beam?

+2 votes   media: WEA Venator
LPJGPR
LPJGPR Oct 12 2014, 3:57pm replied:

The codex mod is just skirmish and multiplayer. That said, I still recommend trying to get it because it is really fun.

+3 votes   mod: Codex
LPJGPR
LPJGPR Oct 12 2014, 10:25am says:

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.)

+2 votes   mod: Codex
LPJGPR
LPJGPR Oct 12 2014, 10:20am replied:

The codex mod is just skirmish and multiplayer. That said, I still recommend trying to get it because it is really fun.

+1 vote   mod: Codex
LPJGPR
LPJGPR Sep 25 2014, 3:09pm says:

Hey guys, do I need to install vanilla CoH and Tales of Valor to access all the factions?

+1 vote   mod: Company of Heroes: Modern Combat
LPJGPR
LPJGPR Sep 3 2014, 10:12am replied:

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.

+1 vote   mod: Company of Heroes: Modern Combat
LPJGPR
LPJGPR Sep 2 2014, 8:21am says:

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?

+1 vote   mod: Company of Heroes: Modern Combat
LPJGPR
LPJGPR Aug 10 2014, 5:31am replied:

Thanks for that! It's a very nice mod.

+1 vote   mod: Xenoforce Reborn
LPJGPR
LPJGPR Aug 9 2014, 3:01pm says:

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.

+1 vote   mod: Xenoforce Reborn
LPJGPR
LPJGPR Jul 1 2014, 4:58am replied:

Oops, didn't read Aslena's instructions! Sorry about that.

+1 vote   mod: Stargate - Empire at War: Pegasus Chronicles
LPJGPR
LPJGPR Jul 1 2014, 4:40am says:

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.

+1 vote   mod: Stargate - Empire at War: Pegasus Chronicles
LPJGPR
LPJGPR Jun 28 2014, 6:53pm replied:

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.

+2 votes   mod: Campaign Commander
LPJGPR
LPJGPR Jun 1 2014, 3:57pm says:

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.

+4 votes   news: Stargate Reboot / Tunngle Update
LPJGPR
LPJGPR Jun 1 2014, 12:59pm replied:

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.

+2 votes   mod: D-day
LPJGPR
LPJGPR May 31 2014, 9:16am replied:

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?

+3 votes   mod: D-day
LPJGPR
LPJGPR May 30 2014, 8:50pm says:

Hi there,

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.

+2 votes   mod: D-day
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