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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I was unaware of Yavin IV being unavailable, I never touched the base campaign. I may have messed it up somehow, so I'll check that out.
There is a GC in the selection bar that say "Single Player Campaign" or something that allows you to play the base campaign. Obviously, you MUST have touched it at some point, otherwise there it wouldn't be there.
I did touch the Campaingfiles xml, it says which campaigns to use, so I unlocked a few unplayable camapigns.
I've created new starbases (copies of xisting ones, but with some slightly different coding) and made several essential things buildable for the republic. There is something I am almost finished with, I just need a bit more coding know-how, I downloaded an Executor model and have coded it in as the transport/unique space unit of a slight variant of the stock vader team, but I want it to replace Vader at tech 5 so that there aren't two of them at once, I have little idea of how to do this, but I can safely say there will be an Executor in the next version of my mod.
The clone Wars Campaign is incomplete, I'll have to remove all level 3 and up bases from it since they cause exception errors when they don't belong to either the Empire or Rebels, I also need to add Republic to the Affiliation line of several structures.
The random losing I'm pretty sure is the result of what the Primary Enemy of the pirates is, I'll have to change it to a non-existant faction I think.
ok i got it working but it wont let me play as the pirates cis or republic when i pick those sides the start game button just blacks out and i cant press but the new units on the empire and rebelion are great
The piates are playable only on a few campaigns and the CIS and Republic are playable only on the Clone Wars campaign.
Yeah...... I tried to play clone wars and I couldn't build anything as the republic. The CIS got an exception error right at the start. Also, the victory is glitchy. I was playing as the rebs, got the victory cinematic randomly, and it said "You lost to the Empire". Finally, the redo of the base campaign for the rebels won't continue past the first mission because you don't have Yavin 4 available, so you can't move your troops off Dantooine. But, this is a very good mod, and if you fix these three things, it will be just fine. Good job with everything else.
ok i fugued out what the proplem was i put the mod in gamedata\data\mods instead of gamedata\mods