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.

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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.

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Logan's Mod Version 1.7

Logan's Mod Version 1.7

Sep 30, 2008 Full Version 5 comments

Some ships have had their hardpoint layouts improved, also marauder missile cruiser has been heavily improved.

Logan's Mod Version 1.6

Logan's Mod Version 1.6

Aug 31, 2008 Full Version 21 comments

Lots of little changes here and there, such as rebalanced torpedoes (they now do more damage from large ships than from fighters).

Logan's Mod version 1.5

Logan's Mod version 1.5

Jul 29, 2008 Full Version 20 comments

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...

Logan's Mod v1.4.7

Logan's Mod v1.4.7

Jul 13, 2008 Patch 7 comments

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...

Logan's Mod Version 1.4

Logan's Mod Version 1.4

Jun 18, 2008 Full Version 14 comments

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....

Comments  (80 - 90 of 199)
PeskyPrior
PeskyPrior Jun 29 2008, 4:57pm says:

Is this for normal EAW or Forces of Corruption Expantion??

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Loganw1
Loganw1 Jun 29 2008, 3:24pm says:

Turns out that the concussion missile launcher hardpoint just had a very long recharge time. I'm about to take some screenshots of the Mon Cal with its new hangar hardpoint.

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Loganw1
Loganw1 Jun 29 2008, 3:15pm says:

Update: Providence for pirates removed. Dreadnought concussion missile launcher doesn't seem to work (I'm pretty sure I just forgot all the actual projectile firing coding), TIE Interceptors finished, working on idea for how to incorporate refitted TIE Interceptors (possibly replacing normal TIE Interceptors at certain tech level). Mon Calamari cruiser model given another bone that is now used by its hangar hardpoint. 2-M repulsor tank model given two more bones which are now used for its missile hardpoints.

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Socialist
Socialist Jun 29 2008, 11:44am says:

I keep getting a crash to desktop when I try to deploy the Bulwark battlecruiser, but so far, everything else works.

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IntX
IntX Jun 23 2008, 9:33am says:

Well Shipyards is almost fixed I played for about 2 - 3 hours and finaly the empire lost causing me to loose unfortunitly as I played as pirates. I really gotta say tho that this mod is awesome. 1 Suggestion tho do you think that the Rebellion should have access to all the CIS and Republic stuff, because they didnt in the movies. I was just thinking that maby the pirates should be able to build almost anything, but rebellion and empire should maby stick with their regular line-up. But your mod, do what you want. Its great

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Loganw1
Loganw1 Jun 26 2008, 1:25pm replied:

I have made what is buildable for what faction pretty accurate except for the ground stuff. The Venator is one thing that I'm thinking of changing as to what factions can build it, I'll check its Wookieepedia page. I didn't know that the empire losing would cause the pirates to lose, thanks for the info.

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Loganw1
Loganw1 Jun 26 2008, 1:36pm replied:

Update: Rebel Venator removed, Pirate Venator given the red colorization. I will probably release the next version of this mod sometime in the next few weeks.

+1 vote     reply to comment
IntX
IntX Jun 26 2008, 10:29pm replied:

thx

+1 vote     reply to comment
Loganw1
Loganw1 Jun 27 2008, 1:03pm replied:

As far as the Empire losing causing the pirates to lose there is only one way the Rebels can win in that GC, they must control Fondor, Fresia, and Kuat. You have to prevent them from getting those planets. If the Rebels didn't capture all of those planets and you lost just because the empire lost, then there is a problem.

+1 vote     reply to comment
IntX
IntX Jun 30 2008, 11:36pm replied:

o ok, ill give that a try, thanks

+1 vote     reply to comment
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Platform
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Loganw1
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Release Date
Released Mar 27, 2008
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Real Time Strategy
Theme
Sci-Fi
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Single & Multiplayer
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