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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will this mod be made for foc?
Hi, I am a newb to mods and I am having a problem. I downloaded 1.5 and put the Nebu file in the Mods part of my EAW, then I put the DOS file inside gamedata. I downloaded the patch and put all the files in XML but when I start the mod it goes to the main menu and immediately I get an exception, I hope you can help me fix it cause this looks really cool.
Your the second person to report this problem, I have no idea what is causing it, or why it isn't happening to me since I have played many times using version 1.5 XMLs. It is possible that there aren't all the necessary XMLs in the compressed folder, but more likely (becuase most people seem to be able to play) this is a problem of an XML being deleted somehow through a bad download or a mistake while copying files, just download the mod again from a different mirror and reinstall and it might work.
i have never encountered a problem with it, however i use an alternate download method. I download the mod to the mods folder. Then create a backup copy of the original EaW data (make sure you know where you put it). Then i copied the data folder for the mod or the folder like it (the one with art, xml, scripts, etc.) to the data area for the game. Then when you start up the regular game, it will start the mod.
stronger, and the ugly bulwark ship :P
With the patch the Bulwark model is completely replaced with a different one and the coding is very different, so it should no longer cause an exception error. If a ship causes an error upon coming out of the reinforcement box and into battle it seems to always be because of its hardpoints, I removed most Bulwark hardpoints and alterred the remaining ones in the patch. I'll go check the Lucrehulk hardpoints.
As far as I know it still doesn't have exceptions in most galactic conquests, skirmish also seems okay, just be on the lookout for exception errors from pirate bombing runs.
to be honest i dont no a thingabout downloading this file i really like the trade fed but i cant play as them and is this a customziable
Which lucrehulk, the weaker, stronger, or interdictor?
This mod is full of exceptions and problems in all modes of gameplay.