Logan's Mod v1.4.7
Jul 13, 2008 Patch 3 commentsNot a complete release, much balancing and scaling is unfinished. Mon Cal now has a hangar, Nebulon-B hangar is on the other side, Imperial dreadnought...
This mod adds many new units to all sides, makes the Black Sun Pirates playable, enhances some space units, unlocks a few space units, and generally makes a wider gaming experience.
0 comments by Loganw1 on Mar 29th, 2008 digg this super bookmark
I have already coded in a healing ability for the Nebulon-B frigate, it works quite well, but it has to be more balanced otherwise Nebulons may make fighters and bombers near them unstoppable, so I will reduce the heal amount significantly so it will have less effect in battle. I will also change squadrons to 12 crafts, this will make them more valuable in battle as well as more canon. The Nebulon heal ability will only heal one craft at a time so making squadrons bigger should also limit its effectiveness.
Not a complete release, much balancing and scaling is unfinished. Mon Cal now has a hangar, Nebulon-B hangar is on the other side, Imperial dreadnought...
I've replaced some of the models with better looking ones, I've also added three new ugly fighters (X-ceptor, Y-TIE, and Death Seed), and the TIE Hunter....
Allows building of TIE Advanced Squadrons, TIE Droids now build-able (previously were in mod, but not build-able), XJ X-wings added, many things improved....
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Right now I'm doing precise scaling, it has caused a few problems with ships in large fleets coming in outside of the map's edge, but it is only a really big problem when a fleet has a lucrehulk in it (takes up half a map).
EaW.
Is this for normal EAW or Forces of Corruption Expantion??
Turns out that the concussion missile launcher hardpoint just had a very long recharge time. I'm about to take some screenshots of the Mon Cal with its new hangar hardpoint.
Update: Providence for pirates removed. Dreadnought concussion missile launcher doesn't seem to work (I'm pretty sure I just forgot all the actual projectile firing coding), TIE Interceptors finished, working on idea for how to incorporate refitted TIE Interceptors (possibly replacing normal TIE Interceptors at certain tech level). Mon Calamari cruiser model given another bone that is now used by its hangar hardpoint. 2-M repulsor tank model given two more bones which are now used for its missile hardpoints.
I keep getting a crash to desktop when I try to deploy the Bulwark battlecruiser, but so far, everything else works.
Update: Rebel Venator removed, Pirate Venator given the red colorization. I will probably release the next version of this mod sometime in the next few weeks.
thx
As far as the Empire losing causing the pirates to lose there is only one way the Rebels can win in that GC, they must control Fondor, Fresia, and Kuat. You have to prevent them from getting those planets. If the Rebels didn't capture all of those planets and you lost just because the empire lost, then there is a problem.
o ok, ill give that a try, thanks