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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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.
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).
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).