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.Pox
.Pox Jun 1 2015 replied:

Nope this is still the same I've posted on everythingeaw.

+2 votes   media: Randomized Z-Layers
.Pox
.Pox Feb 2 2015 replied:

Try changing the file extension to .PetroglyphFoCSave
I can't guarantee that it will work with an EaW save game, though.

+1 vote   download: Unit Selection Freeze Fixer (Utility)
.Pox
.Pox Sep 8 2014 replied:

The Defreezer is untested for tactical battles, so I wouldn't recommend using it on a save game that has a battle in progress.
However, it's weird that nothing would happen. The only advice I can give you right now is to make a backup of your save game and try defreezing again.

+1 vote   download: Unit Selection Freeze Fixer (Utility)
.Pox
.Pox Aug 6 2014 says:

You can attach scripts to upgrades.
Allow your ship to construct dummy upgrades(just like starbases) with a script attached to them and activate the ability through the script. Not optimal but it works.

+1 vote   media: Slave Ship Defensive Beams Ability
.Pox
.Pox Jun 14 2014 replied:

I guess I can't help you for now.
Whenever you hit the freeze with TR again make a backup of the file before you use the defreezer. If it crashes again after defreezing send me a PM here and I'll have a look at it.

+1 vote   download: Unit Selection Freeze Fixer (Utility)
.Pox
.Pox Jun 10 2014 replied:

Hm it's pretty much impossible to say what the problem is based on this information, since we have no other reports of this happening.
Have you tried defreezing it a second time? I doubt that will help, but you never know with FoC

+1 vote   download: Unit Selection Freeze Fixer (Utility)
.Pox
.Pox Jun 4 2014 replied:

What version of empire at war do you have, steam/gold or retail?
Does this only occur with certain mods? How large are these save games?
Do you have backups of the save games before you used the defreezer? Can you defreeze and load save games that haven't been hit by the freeze?

+2 votes   download: Unit Selection Freeze Fixer (Utility)
.Pox
.Pox Jul 3 2013 replied:

Actually it just means there are bugs in your mod.

+3 votes   mod: The Reckoning: Dark Lord of the Sith
.Pox
.Pox Jun 20 2013 says:

When you select it, does it say "Kill me, please"?

+14 votes   media: New ground units
.Pox
.Pox Feb 19 2013 says:

Someone's been skipping a few leg days.

+5 votes   media: Inquisitorium dark trooper
.Pox
.Pox Sep 9 2012 replied:

There's a 15% chance that you will encounter a raid fleet. If you haven't seen any in a while it's literally a coincidence.

+3 votes   mod: Thrawn's Revenge: Imperial Civil War
.Pox
.Pox Sep 4 2012 replied:

Raid fleets have the same AI as any attacking fleet.
Their main goal is always to take out the defenders starbase.
If other factions get in their way while doing that they'll attack those as well.

+1 vote   mod: Thrawn's Revenge: Imperial Civil War
.Pox
.Pox Aug 15 2012 replied:

It's the name of the GC that contains the Katana mission.

+1 vote   media: 2.0 Preview: The Katana Fleet
.Pox
.Pox Aug 15 2012 replied:

No campaign, just this mission.

+1 vote   media: 2.0 Preview: The Katana Fleet
.Pox
.Pox Aug 12 2012 says:

Does it show the 3rd structure?
The last person who tried that reported that the game doesn't know what to do with the extra box.

+1 vote   media: Could find it useful...
.Pox
.Pox May 28 2012 replied:

This script is in no way connected to the stuff that is going on on the GC map. When the player attacks a planet a script runs and checks which factions are participating in the battle. Then it picks one of the remaining factions that are currently NOT participating in that specific space battle and spawns a fleet for said faction with a certain probability.
Those spawned ships will disappear after the battle, whether they were defeated or not.
Moreover, you as a player cannot interfere in AI battles.

Hope that clears things up :)

+1 vote   media: 2.0 Feature Preview: It's a Trap!
.Pox
.Pox Dec 24 2011 says:

I have just uploaded a new version of the Story Creator! It's waiting for authorization now.

The error that you have described occurred when an XML contained a token that the parser could not read.
When the parser finds such a token now the tool won't crash. Instead you will get an error message that contains the file name, the line number and the position of the token that caused the error. That way you will be able to fix your XML.

+1 vote   mod: Space Addon 4.0 - Secret Weapons of the Empire
.Pox
.Pox Dec 23 2011 says:

Sorry, for the inconvenience with the Story Creator, guys. I think I know what the bug is and I'm working on a fix right now. Please send me your bug reports to SmallPox AT hotmail DOT de and also attach the XML folder you are trying to load to the mail.

Thanks! :)

+1 vote   mod: Space Addon 4.0 - Secret Weapons of the Empire
.Pox
.Pox Dec 6 2011 replied:

Check out Alphabluemodding.com
We have a lot of tutorials there.
And if you have a question you can always ask our members on the forums :)

+1 vote   news: EaW Space Addon News No. 17
.Pox
.Pox Nov 22 2011 says:

I'm sorry that we don't have any new updates for you guys at the moment. University is still taking most of my time :(
But don't worry we're not dead, yet!
The only good news I have right now is that I will most likely release a demo of the Story Creator at the end of the year.

+4 votes   mod: Space Addon 4.0 - Secret Weapons of the Empire
.Pox
.Pox Jul 18 2011 replied:

It's buildable at tech 3 on Corellia.

And no, we won't release what we have right now, since it's unplayable due to the unfinished tech systems.

+1 vote   mod: Space Addon 4.0 - Secret Weapons of the Empire
.Pox
.Pox Jul 17 2011 replied:

Are you sure you deleted the right file? There is also a file called "Story_Plots_Sandbox_56_Rebel.xml". Since the names are pretty similar it's quite easy to mistake it for "Story_Sandbox_56_Rebel.xml"

+1 vote   mod: Space Addon 4.0 - Secret Weapons of the Empire
.Pox
.Pox Jul 13 2011 replied:

If you want to help then show me some of your work first :P

+1 vote   mod: Space Addon 4.0 - Secret Weapons of the Empire
.Pox
.Pox Jul 11 2011 replied:

We're still here, although I don't have time to mod at the moment.
But I won't give up ;)

+1 vote   mod: Space Addon 4.0 - Secret Weapons of the Empire
.Pox
.Pox Jul 3 2011 replied:

Kleiner Fehler von unserer Seite. Lösch die Datei Story_Sandbox_56_Rebel.xml aus dem XML Ordner des Mods, dann müsste alles einwandfrei laufen.

+1 vote   mod: Space Addon 4.0 - Secret Weapons of the Empire
.Pox
.Pox Jun 29 2011 replied:

Well, I suggest you try studying architecture. Then you'll know why this is progressing slowly ;)

+2 votes   mod: Space Addon 4.0 - Secret Weapons of the Empire
.Pox
.Pox Jun 7 2011 replied:

That wouldn't be too wise.
With those unfinished tech systems the mod is pretty much unplayable ;)

+2 votes   mod: Space Addon 4.0 - Secret Weapons of the Empire
.Pox
.Pox Jun 4 2011 replied:

We have just chosen a tester, so it'll still be a while before it goes public.

+1 vote   mod: Space Addon 4.0 - Secret Weapons of the Empire
.Pox
.Pox May 23 2011 replied:

They are stored in a mastertext file. The file is located in FoC\Data\Text\Mastertextfile_ENGLISH.dat

You can edit them with the EaW string editor:
Modtools.petrolution.net

+1 vote   mod: Space Addon 4.0 - Secret Weapons of the Empire
.Pox
.Pox May 17 2011 replied:

Feel free to apply if you'd like to help out and think that you can learn EaW's XML coding. It's not really hard, it just requires some practice.
There are many basic modding tutorials available, so if you are interested don't hesitate to try it :)

+1 vote   news: EaW Space Addon News No. 17
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