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 27th, 2008 digg this super bookmark
I have created a projectile for my mod that looks like a laser beam, if I can make missiles and torpedoes in EaW to be attackable and destroyable then I will add point-defense lasers, but not as ability-activated things like in foc, instead they will come from hardpoints on ships. If it works then you can say goodbye to Y-wings taking out all of your ships single-handedly. I believe it is possible, but it may take a lot of trial and error, so don't set your hopes too high. As far as other developments, the Clone Wars GC is still incomplete, although it is functional. I might also try to do some story for Pirates, I gave up on Prince Xizor as a hero in GC a while ago, but it won't take long to redo the Xizor coding and this time he will respawn in GC.
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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look in the tutorial sections follow logans instructions and it will work. One problem there is a MAJOR GLITCH were it keeps ending the game way early. Is there a file a can delete that will stop the game from ending completley then I can just quit when i beat the game. please help!
If you mean empire losing, that is a problem idk how to fix. I will work on it. I have made some changes since 1.2 and will check now whether the empire still does lose like that, if it does I will try to fix it before uploading the 1.3.
sorry but i'm new and a mod isin't working. I think I downlowded it wrong.
If you install it 100% correctly (extracting files to Empire At War/Game Data/Mods and create the folder and copy the data folder there, something like that. Then putting the DOS batch file [note I think that this is called a Windows Batch File in Vista] in the EAW Game Data folder) Then double click on the copied Batch file, the one in the Empire at War directory, to run the program. In Vista you may have to allow it to run. If you need more help trying to get it to work, leave another comment.
I downloadedthe file and put saved it. then i copied it to a sortcut and tried to run it with eaw but it dint work. please help agian!
Thank you. i'm sorry but i cant even find the right folder. I dont know if i downloaded it right so i'm going to try redownloading it.
Alright, its possible that it did not download right. Your using the orginal Empire at War right? Not Forces of Corruption. To install it there is really good instructions in tutorials. Just remember to run the DOS or Windows batch file not the regular .exe. That is coppied into Game Data.
Im sorry but Alderaan's Demise also makes the Empire loose, but not right off the bat. If you play it long enough sometimes it will say that the Empire has lost after the Rebels take a planet causing the player (being Pirates) to loose. I do have to say however that this mod is absolutly awesome. I love the concept and all the hard work you have put into it. Models are great, unit selection is amazing and having the multiple teams in the orginal EAW, not Expansion is awesome. Keep up the good work and please get those little things fixed. Cant wait!
That is probably due to victory conditions, I'll check and see which victory conditions might be causing that and if I can get rid of those victory conditions without detrimenting the ability to win the GC.
Think I found it, Galactic_Opponent_Controls_No_Planets, that seems to be the coding bit responsible, since there is also Galactic_All_Planets_Controlled to make them win when they control every planet. I will delete Galactic_Opponent_Controls_No_Planets from the victory conditions of every GC, this way you'll have to defeat the main enemy and the pirates except for special cases like winning shipyards of kuat as rebels by controlling Kuat Fresia and Fondor (that is covered by Galactic_Control_Named_Planets victory condition).