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.

Report abuse Logan's Mod Version 1.6
Filename
Logan_Mod_1_6.zip
Type
Full Version
Uploader
Loganw1
Date
Aug 31st, 2008
Size
46.16mb (48,399,132 bytes)
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469 (4 today)
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Description

Lots of little changes here and there, such as rebalanced torpedoes (they now do more damage from large ships than from fighters).

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Logan's Mod Version 1.6
Comments
Loganw1
Loganw1 Sep 1 2008, 7:03pm says:

You may notice the fighters in the corner with the ridiculously large engine glows, I have since fixed the model (guy who made it seriously didn't know what he was doing, but did make some nice geometry). This is an older pic actually, it was the only newer one I had that was under the maximum file-size allowed, but for every pic like this there are at least five really good ones.

+1 vote     reply to comment
coyo
coyo Sep 4 2008, 8:24am says:

Too bad i have still the AI problem and the rest..
but the new empire turrets dont shoot, and the empire dreadnought use 16 population caps and if i try to insert a loronar the game crashes..

+1 vote     reply to comment
Loganw1
Loganw1 Sep 6 2008, 12:14pm says:

The Dreadnought is supposed to take up 16, I redid the pop value to represent the number, in thousands, of crew required on each ship. The third space satellite is my attempt at a repair facility, I don't think it works, so just don't buy it. I'll go check on bringing in the Loronar.

+1 vote     reply to comment
shin92
shin92 Sep 7 2008, 12:44am says:

i have probelem sir. when exract the files on gamedata/mods then i folow the installation on readme then after that i play and there's no black sun pirates and its still the same like normal eaw pls help me!!!! wat to do!!! pls rep!!!

+1 vote     reply to comment
Loganw1
Loganw1 Sep 10 2008, 5:26pm says:

The faction select bar for EaW was not designed for three factions, read the tutorial I made about selecting pirates.

+1 vote     reply to comment
shin92
shin92 Sep 11 2008, 6:25am replied:

yes i folow in the tutorials but when start the game its still d same wats wrong w my eaw sir????? no new units and my patch is 1.5...
tnx for ur reply!!!!

+1 vote     reply to comment
Loganw1
Loganw1 Sep 12 2008, 7:32pm replied:

did you start the game from the batch file? If it is the mod, the words "Logan's Mod" will appear with the startup screen and on the main menu. And about the patch, version 1.6 does not require the patch, you are supposed to remove any previous versions of this mod from your mods folder before installing version 1.6.

+1 vote     reply to comment
shin92
shin92 Sep 13 2008, 11:00pm replied:

yes i start it from batch file and the logon's mod show up and the game start and i dont hav mods at eaw only ur mod. mmmmmmmm do i need to reinstall the game and install the mod?????? sir tnx again for ur rep!!!

+1 vote     reply to comment
urdoomed
urdoomed Sep 30 2008, 2:26am replied:

Hey Loganw1 I just modded my version of eaw but i doesn't let me be the pirates, no matter what faction I choose. What do I do?

+1 vote     reply to comment
Loganw1
Loganw1 Sep 30 2008, 7:25pm replied:

You have to change <Is_Playable> value from false to true (or maybe it is from no to yes, but it doesn't matter which of those two affirmative and negative sets you use), do that under pirates in factions.xml, also, you have to make one GC code section for each faction in each GC for that faction to be playable in that GC, it may be extremely redundant and a little confusing, but you should be able to figure it out by carefully looking at what is already in the different campaign xmls, make sure to compare differences between code sections of the same GC for different factions. And you may want to make units buildable for them also. Start out with just changing affiliation for imperial ships, but for others you need to know how build tags work, so again, look over what is already in the files as it is usually very explicit and simple.

+1 vote     reply to comment
urdoomed
urdoomed Oct 1 2008, 1:44am replied:

In whisch folder but

+1 vote     reply to comment
Loganw1
Loganw1 Oct 2 2008, 7:13pm replied:

XML folder obviously, since you don't know that, I'm guessing you don't have any modding experience, I suggest finding some tutorials on modding EaW before you try to do things like alter fundamental stuff involving factions.

+1 vote     reply to comment
coyo
coyo Sep 15 2008, 5:18am says:

your mod folder should look like this in your EAW folder:

GameData/Mods/NebuLogan_BsAddon/Data

if it looks so, then maybe try this mod launcher:
Files.filefront.com
simply start the file and the prog will find any installed mod in your mod folder and you can start it with this..
if it still dont work scream ;)

+1 vote     reply to comment
Ebak
Ebak Sep 16 2008, 3:00pm says:

Is there anyone that can inform me if this mod is for EAW or its expansion pack, FOC?

+1 vote     reply to comment
coyo
coyo Sep 17 2008, 8:52am says:

Normal Empire at War..

+1 vote     reply to comment
arandompasser
arandompasser Sep 29 2008, 10:28pm says:

Just dl'ed 1.06, and I'm seeing 2 things that are kind of rubbing me just a bit wrong. The first of course, the AI on the 2 games I've played the AI sits there doing nothing. The second thing is that, both games just now after capturing the 'pirate station' and building the $3200 ship, it can take out the enemy space station in a matter of a half a minute.

Design choice maybe, but it just seems a bit too easy.

+1 vote     reply to comment
Loganw1
Loganw1 Sep 30 2008, 7:19pm replied:

The empire not having AI is a serious bug that mysteriously appeared one day and I have no idea what's causing it. What ship are you talking about? I don't take the time to memorize all the prices of the ships I add, but I think you're referring to Venator? Or Providence? Also, what level station did it take out?

+1 vote     reply to comment
arandompasser
arandompasser Oct 2 2008, 3:42pm replied:

Let me load up the mod real quick- before I do, I can tell you it was only a level 1 space station. Which, considering how quickly you can obtain the Recusant-class light, may be a bit of a problem. I mean, 30 seconds into a game I can have on building and if I get it before they upgrade, game's about over.

+1 vote     reply to comment
Loganw1
Loganw1 Oct 2 2008, 7:11pm replied:

I'm not sure how I'm supposed to reduce your ability to kill their base with the Recusant, every hardpoint on it was carefully thought out to maximize similarities to what is stated in canon. I might be able to change the capture time of the merchant dock to something better (more time should give more opportunity for enemy to attack), maybe if I made level 1 stations spawn more bombers and made Recusant more expensive.

+1 vote     reply to comment
Loganw1
Loganw1 Oct 2 2008, 7:16pm says:

Oh, just to let you all know, version 1.7 has been uploaded and is ready for download, please post new comments concerning the mod there.

+1 vote     reply to comment
Spitfighter
Spitfighter Nov 10 2008, 12:15pm says:

I have Star Wars eaw version 1.5 can I download mod 1.7 or older (1-4)or all of them or all improvements are in last mod or I got this this thing all wrong. If I am can somebody explain me please.

+1 vote     reply to comment
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Platform
PC
Developed By
Loganw1
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Release Date
Released Mar 27, 2008
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MD5 Hash
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