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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hey, what is up with all of the campaigns and stuff, only a few of them work. There is also a problem with the factions, where you cannot play all of the ones listed. And with the campaigns, especially when you play the empire, you do a couple things and the game stops and says that you were defeated. This is a great mod, and it would be even better if you would fix it.
Well, idk why only a few of the campaigns work, Idk which ones are messed up. The empire doesn't auto-lose on Alderaan's Demise, it does on Shipyards of Kuat. I don't test every GC, so far I've only tested those two, and maybe the biggest campaign. I'll check out all the GCs now, see which ones are messed up. As far as factions go, I have not made all of them playable on every GC, I will release a newer version of this mod within a week that will have pirates playable in all campaigns, it will also have another unit added, the XJ X-wing, and Red October will only be buildable on Alderaan (so it will be more of an only in that GC kinda thing, but I may use story coding to make sure it isn't buildable in other GCs with Alderaan in them).
Tutorial has been created and is now awaiting authorization. So it should be viewable in a day or two. It tells how to install the mod.
I need detail instructions how to install mod. What files go where!! I have tried dozens of times and it never works please put as mutch detail as you can into tellling how to install it!!!!!!!!!!!!!!!
GODDAMNIT JUST PUBLISH THE F***ING TUTORIAL FOR THE MOD
If you downloaded the patch before this comment was posted please re-download, I changed the file a bit so the E-wings will actually shoot torpedoes and be the right size and so that ARC-170s will fire their forward lasers. I know, I should have tested more before uploading, but I did catch and solve the problem pretty fast.
Is there a problem with this site? I can't add more screenshots, when I click the "Save Media" button the page doesn't ever start saving, my browser window says "Sending request to www.moddb.com..." continuously.
So your saying you didn't have a mods folder? You don't need a patch. Remember to use the Batch file to run the mod, or you could install the mod folders to GameData/Data if you want to override normal EaW completely.
So your saying you didn't have a mods folder? You don't need a patch. Remember to use the Batch file to run the mod, or you could install the mod folders to GameData/Data if you want to override normal EaW completely.
Use the batch file to run the mod, not the normal EaW startup thing.