Bulwark/Pop value/Shield hit effects patch
Jul 31, 2008 Patch 4 commentsBasically this is a minor patch that does three major things: One-Changes a lot of things about the Bulwark (it was causing exception errors). Two-Changes...
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.
Basically this is a minor patch that does three major things: One-Changes a lot of things about the Bulwark (it was causing exception errors). Two-Changes...
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....
Allows building of TIE Advanced Squadrons, TIE Droids now build-able (previously were in mod, but not build-able), XJ X-wings added, many things improved....
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1.4 folder is fixed now. It should work fine.
This mod doesn't seem to even work i start it up then it crashes
Part of the data is corrupt in 1.4 mod
files EV_Praetor_Lights.dds. and ev_vengence1_bump.dds
There were some problems compressing the data into the folder, I'll upload the folder again once I finish replacing the corrupt files with working ones.
I've uploaded the 1.4, read the tutorial on picking pirates as the team you wnat to play as.
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.
i think this mod has great potential, so i hope you eventually manage to iron out the bugs. s-t-n