Never mind i fixed it. Apparently i was missing the config.meg file in the games root data folder. How/Why i was missing this file i have no idea. Thankfully i have multiple FoC folders for different mods, and was able to see what was missing.
I installed both downloads, and whenever i start the game i get this-
xml parse error - File.\Data|XML|GUIDialogs.xml: file has syntax errors, see log file
I've tried the shortcut and batch file, and running as an admin. Can't even find a guidialogs.xml file anywhere either. Playing Gold Pack.
Yes there is-
1) Find the FoC folder in
C: > Program Files (x86) > LucasArts > Star Wars Empire...
2) Copy this, and paste it in the LucasArts Folder
3) Replace " - Copy" at the end of the new folder with "2"
4) In the new FoC2 folder, setup the mod as usual
5) If the mod has a shortcut in the mod folder, right click on it and select "properties"
6) On the line that says "Target" scroll left and put a 2 at the and of FoC
7) On the "Start in" line, put a 2 at the end of FoC. Click Apply
8) Right click on the shortcut and expand "Send to" then click "Desktop (Create shortcut)"
Any time you want to play RaW, you use the RaW shortcut. Any time you want to play CC, use the CC shortcut.
You can do this as much as you want to have several different mods available at once. Just change the number at the end of the FoC folder.
Its odd to see people still making mods for this old game. Odd in the sense that there weren't many in the first place, which gives the feeling that not many people play this anymore (I've actually started playing this again after a raid on the many boxes in my basement)
This is why i made my own galactic conquest, with the core worlds having pre-made lvl 5 space stations, those ground-to-space artillery things, and several venators and victories(i think?)
As i said to dart1998 above, There is no specific shortcut launcher for this mod, just launch it using the swfoc.exe in the Forces of Corruption folder.
Same with alot of the total conversion mods too. And its even worse when several mods have possible parts to a whole, like one has completed space, and another has completed land, but they're too stubborn to join together and get the whole thing finished which in turn causes their mods to die out because they don't have the ability to get it done on their own. That's partly why nobody has an entire Halo conversion mod done.
For some reason i can't garrison ODST snipers in bunkers.
Some ideas for UNSC land units:
Give ODST's and marines, more people, maybe around 5-7, add more varied weapons, with ability to take cover, maybe multiple units for different situations (anti-armor squad, anti-infintry squad, etc.)
Maybe a transport pelican
Spartan 2 units at tech 2 in skirmish, tech 2 or 3 in GC, shields, maybe use chewies hijack ability, might sound stupid but shield flare is a possibility, assault/battle rifles, and a build limit smaller than spartan 3's
Spartan 3 units at tech 3 in skirmish, tech 4 or 5 in GC, with active camo ability, assault/battle rifles, maybe only trainable on Onyx in GC, if its in the game, and a build limit
In GC there should be some named Spartan 2 and 3 minor heroes, maybe only build-able if you have certain planets
And Republic Commando 2
Never mind i fixed it. Apparently i was missing the config.meg file in the games root data folder. How/Why i was missing this file i have no idea. Thankfully i have multiple FoC folders for different mods, and was able to see what was missing.
Yeah thats what i thought as well.
How would i update it?
I installed both downloads, and whenever i start the game i get this-
xml parse error - File.\Data|XML|GUIDialogs.xml: file has syntax errors, see log file
I've tried the shortcut and batch file, and running as an admin. Can't even find a guidialogs.xml file anywhere either. Playing Gold Pack.
An eclipse with the superlaser AND 200+ hard points?
So... Much... Win...
I don't think combining would work, but I do think "Giant robot the size of the galaxy" could probably be arraigned
The question is why "wouldn't" you need an even bigger ship.
Yes there is-
1) Find the FoC folder in
C: > Program Files (x86) > LucasArts > Star Wars Empire...
2) Copy this, and paste it in the LucasArts Folder
3) Replace " - Copy" at the end of the new folder with "2"
4) In the new FoC2 folder, setup the mod as usual
5) If the mod has a shortcut in the mod folder, right click on it and select "properties"
6) On the line that says "Target" scroll left and put a 2 at the and of FoC
7) On the "Start in" line, put a 2 at the end of FoC. Click Apply
8) Right click on the shortcut and expand "Send to" then click "Desktop (Create shortcut)"
Any time you want to play RaW, you use the RaW shortcut. Any time you want to play CC, use the CC shortcut.
You can do this as much as you want to have several different mods available at once. Just change the number at the end of the FoC folder.
Yay, this game was just added to the Steam Store!
Its odd to see people still making mods for this old game. Odd in the sense that there weren't many in the first place, which gives the feeling that not many people play this anymore (I've actually started playing this again after a raid on the many boxes in my basement)
Pretty much, yeah.
Yeah didnt you see the post? About skipping 2-6 and going strait to 7?
XD
Wait, that means update right? RIGHT?!
Actually because i found enough resources from various other mods, im making my own, although i only started around last week.
I did it by editing the Campaigns_underworld.xml
This is why i made my own galactic conquest, with the core worlds having pre-made lvl 5 space stations, those ground-to-space artillery things, and several venators and victories(i think?)
I would take a non-lethal arrow to the face.
I just used the regular swfoc.exe and it worked fine.
As i said to dart1998 above, There is no specific shortcut launcher for this mod, just launch it using the swfoc.exe in the Forces of Corruption folder.
There is no specific shortcut launcher for this mod, just launch it using the swfoc.exe in the Forces of Corruption folder.
Same with alot of the total conversion mods too. And its even worse when several mods have possible parts to a whole, like one has completed space, and another has completed land, but they're too stubborn to join together and get the whole thing finished which in turn causes their mods to die out because they don't have the ability to get it done on their own. That's partly why nobody has an entire Halo conversion mod done.
For some reason i can't garrison ODST snipers in bunkers.
Some ideas for UNSC land units:
Give ODST's and marines, more people, maybe around 5-7, add more varied weapons, with ability to take cover, maybe multiple units for different situations (anti-armor squad, anti-infintry squad, etc.)
Maybe a transport pelican
Spartan 2 units at tech 2 in skirmish, tech 2 or 3 in GC, shields, maybe use chewies hijack ability, might sound stupid but shield flare is a possibility, assault/battle rifles, and a build limit smaller than spartan 3's
Spartan 3 units at tech 3 in skirmish, tech 4 or 5 in GC, with active camo ability, assault/battle rifles, maybe only trainable on Onyx in GC, if its in the game, and a build limit
In GC there should be some named Spartan 2 and 3 minor heroes, maybe only build-able if you have certain planets