Logan's Mod Version 1.7
Sep 30, 2008 Full Version 0 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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The same way you would download any other file on this site, but installation requires you manually replace a bunch of files. Now about the auto-losing: it seems to only happen with the empire, but I have no idea why. It didn't use to happen, which indicates a change made within the past few months caused it.
how do u download patch?
awesome mod a few bugs though but everything else is good
It seems that something is making any attack on a CIS planet to cause an exception error, might be a problem with factions.xml, or something weird.
What doesn't work? The mod itself, the batch file thing, or something else?
Im having a few problems with this mod I have got it working and it runs and all but theres a few issues in game. For one it does not allow me to pick factions past the pirates. I can get the npc's to go galatic republic but i cant launch a game since i cant choose the rival force.
Also fett's slave one doesnt seem to deploy its seismic charges
maybe i didnt place the files from the patch in the right place i just kind of stuck them with the batch file let me know if you can tell me what to do. theres some other things but they arent as important
logan can u help me its not working for me i put it in eaw folder data folder mods folder and i did everything u said but it not work.
make sure you put the batch file in gamedata folder not the data folder
an exception has occurred see log only on clone wars
You obviously tried attacking a planet in that GC, was it Mon Calamari? I just tested that GC and when I tried to send a raid fleet to mon cal an exception error occurred, it may have to do with part of the file for that campaign, I think the Rebel home planet is still listed as Mon Calamari.