Order 64 Mod, is a modification of Expanding Fronts 1.4.2 (Full), with different new elements.Focused more on strong units rather than strong buildings and many new features

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Order 64 1.4

Order 64 1.4

Full Version

Some changes have been made. Geonosian, Trade Federation, Gungans. And some corrections.

order 64 1.3 Mod

order 64 1.3 Mod

Full Version

Some changes to geonosians civ to make it more balanced. Geonosian civ units in general are weak but very cheap, strenght in numbers. Other balance changes...

Order 64 Mod 1.2

Order 64 Mod 1.2

Full Version

A few improvements have been made. To Geonosians, Rebels, and Zann Consortium

Order 64 Mod

Order 64 Mod

Full Version

Fixed an issue with Hailfire droid not hitting air units

Post comment Comments  (0 - 10 of 16)
BarakYisrael
BarakYisrael - - 72 comments

hey bro how is mod going? do you want to do some comp stomp with me?

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Peter_BladeFury Creator
Peter_BladeFury - - 6 comments

Hey BarakYisrael the mod is at 60%. Sure lets play

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Guest - - 690,518 comments

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BarakYisrael
BarakYisrael - - 72 comments

and 2 more things i really really appreciate that u made it so that the regular troopers and heavy troopers are not obsolete. tbh i always hated teching to tech 4 bc i would be behind in meta for the repeater trooper i just always found it was silly. sometimes i would edit in scenario to prohibit the tech 4 troopers for all players. lastly, i do think that the defenses are a bit tooo weak. i understand you wanted to change them, but i feel like they are completely useless now lol. just saying. thank you for all the hard work i can tell u went through a lot to try and balance this though! i mod tiberian sun and red alert 2 i know how difficult it can be to through months of trial and error and balancing to get it "just right." thankyou thank you thank you

Edit: what happened to the heavy arty, air cruiser and scout bikes? i noticed a few things missing

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Peter_BladeFury Creator
Peter_BladeFury - - 6 comments

Hey thanks for your kinds word, there has been a lot of work
involved in this mod; receiving a comment like yours make it all
worth it.

+ new EF version?
Yes! I'm working on migration to EF 1.5.x but it will take some time...
There are many modifications needed to make it similar to Order 64

Some answers to your questions.

+ jedi and sith build limit?
This is a interesting idea, and is something hard to do. In some cases
like in the Resistance Faction I've changed Rey to require certain
amount of kills to create a new one. To avoid creating to many of them.
But will keep it on mind.

+ adv fighter?
Which one do you refer?

+ hvy troopers and repeater troopers on tech4
Actually this is the initial reason why I started this mod, I also found
that on tech level 4 only repeater troopers where useful and the other
troopers where completely useless. For example, if you send 100 troopers
vs Fortress they all will die and barely cause damage to fortress

+ defenses too weak?
This wis on porpuse since now turrets are cheaper and with the spaceport
and the additional nova income the player can create a lot of turrets. Plus
Adv Turrets have additional features, like more range, more damage vs mechs

+ heavy art, air cruiser, scout bikes?
Heavy art you mean cannons? I disable the cannons since I think they are
too powerful same with air cruiser, and with the changes I've introduced
almost any unit cause more damage.

The air cruisers still a unit I would like to add but still thinking how to balance it correctly.

The scout bike, I think you refer to Empire Scout Bike; yes I remove it to
allow other units to be created at mech factory.

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BarakYisrael
BarakYisrael - - 72 comments

ahh i see what you mean thank you for the lengthy explanation. the only thing about the defense being weaker and more spammable is that the ai wont take advantage of spamming the turrets. do you think you will make a separate version with regular defense values? if not i understand just wondering if you would make a sort of optional version.

in regards to the "adv fighter" i figured out it is the sith/jedi ruins. i tried reading the readme, but i dont know if i fully understand. in order to build it i need to first get a certain amount of kills? does it have to be with jedi/sith or can it be any units?

Lastly, in regard to scout bikes i mean all the scout bike units for all factions. i was confused at the readme bc it still listed them as an option to build.

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Peter_BladeFury Creator
Peter_BladeFury - - 6 comments

This mod needs a proper IA to work at 100%, like I dont know how to (yet), this is something still work in progress.

The adv fighter I think you mean Rebellion Adv Fighter?? I don't like the unit sprite so I disable it.

Some civilizations have the scout bike and other don't. Like Geonosians, wich actually after some upgrades became useful.
This was due to initially I thought they were useless, but later on I change my mind.

+ The jedi/sith ruins mechanics?
The next realese will explain it on detail, for now here is the explanation:

After research 'basic training' from command center, level 1. You are able to construct the jedi ruins.

It cost 10 kills (any unit) on level 1 to build 1 jedi ruins.
If you try to build another one it wont allow it until you
have 10 more kills.

To build 2 you need 20 kills on level 1.
In level 2 needs 25 kills for 1 jedi ruins.
In level 3 needs 100 kills for 1 jedi ruins.
In level 4 needs 1000 kills for 1 jedi ruins.

Also note that in the end game statistics if you look
at the military tab in the 'unit kills' the number will
be decreased from the real number. In other words
the jedi ruins take kills from the 'kills counter' and
make a substraction of 'X' number of kills.

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BarakYisrael
BarakYisrael - - 72 comments

ty for the explanation

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BarakYisrael
BarakYisrael - - 72 comments

BRO I ABSOLUTELY LOVE U FOR THIS MOD!!! yess bro yess please keep improiving this i do hope u manage to make this work for the newest ef version. this is something i really have been wanting in the whole EF mod you make it so that we have access to all the juicy content EF has to offer and i have been desperately looking for a mod like this. i hope you manage to implement the jedi and sith characters in this somehow too would be nice if we had a build limit on them that way it could sort of balance the major hero units but nevertheless this mod is awesome i see great potential in it for sure. there is this adv fighter building i cant seem to build btw it wont let me.

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Brom2885
Brom2885 - - 3 comments

Hey where exactly is the mod file supposed to go? My file path's via GOG Galaxy.

GoGGalaxy/Games/SWGB. I've also put it in the Data folder, but again, didn't notice any change. Have latest Expanding Fronts mod installed and running without issue.

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Peter_BladeFury Creator
Peter_BladeFury - - 6 comments

It goes in the SWGB/Data/... replace de 'genie_x2.dat' for the 'genie_x2_mod_file.dat’' and rename this last file for 'genie_x2.dat'. Also check if GOG has an auto update function like Steam this probably could change the 'genie_x2.dat' for the original.

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Brom2885
Brom2885 - - 3 comments

Gog's auto update seems to be useless for updating w/ this mod.

I also got an error message where it says animal.per file wasn't applied because unknown identifier or whatever w/ the stormtrooper file. I can recreate the exact error msg if it'd help.

Did replace the old genie_x2.dat as instructed, and right after is when the error appeared. What happens is the bot seemingly sends 2 of its workers off to die, 1 stays to farm carbon, and no buildings constructed.

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Peter_BladeFury Creator
Peter_BladeFury - - 6 comments

Did you install the Expanding Fronts 1.4.2 (Full) Mod?

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Brom2885
Brom2885 - - 3 comments

No I'm running 1.5.1--big derp, wish noticed the other comment because that seems to explain why!

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