Logan's Mod Version 1.7
Sep 30, 2008 Full Version 5 commentsSome ships have had their hardpoint layouts improved, also marauder missile cruiser has been heavily improved.
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.
Some ships have had their hardpoint layouts improved, also marauder missile cruiser has been heavily improved.
Lots of little changes here and there, such as rebalanced torpedoes (they now do more damage from large ships than from fighters).
This release is a significant improvement in the area of skirmish gameplay while playing as pirates, but it also has the rescaling and canonization of...
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....
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is there a patch im suppose to use with this mod because I only have 2 teams available I autolose on all GC as soon as I win the ground fight for a planet?
I got the v1.3 of this mod and now I still autolose I can see the other teams but I can't use them and the rebels don't have ai and gc still ends after I take a planet.
He Guys,
i got a bug there.
If i pick either the pirates or the other new faction and start a new skirmish game i got the msg that says something like: There must be at least one player for each side. I can't even fight against one of the new factions. Only if i pick rebelion against empire i can play a skirmish game.
Any idea's ?
Ya there still is auto-loose on all the maps when playing as Pirates. Keep trying plz, I love this mod other than that error.
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!
i think this mod has great potential, so i hope you eventually manage to iron out the bugs. s-t-n
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.
Empire auto-losing in Shipyards of Kuat stopped, I got through a full 6 galactic days before deciding to stop so I could upload the mod. Also, the version 1.3 has the data folder already in the Nebulogan_BsAddon folder, so it is easier to install.
auto-losing still happens in 1.3, on shipyards of Kuat and the largest GC. not tryed any others. other bugs i quickly noticed are after upgrading to lvl 5 space station in skirmish, there is another upgrade for the station that when completed makes it vanish. also, executor says it is vaders cap, so it can let you bring him in but when the executor arrives, it puts your reinforcements over the limit.
Weird, the auto-losing hasn't happened to me, but an exception error appears shortly after a battle as Empire in Shipyards of Kuat, I think you mean that there is a level 6 upgrade build-able, I thought I got rid of that (maybe I accidentally put in an older copy of Starbases.xml into the 1.3). I'll add an override space pop value thing for the Executor.