Wing Commander Invasion v2.5
Apr 14, 2010 Full Version 5 commentsLatest complete version of WING: Commander Invasion
Those amongst you may remember a Star Trek Armada 1 mod that was made many years that went unfinished (it was aprox. 75% completed). Well with a new game and game engine to mod comes a bigger and, hopefully, more complete version. WCI is now being slowly compiled for the Star Wars Empire at War expansion and is going to be solely a space based conversion. We are recreating a majority of the stock WC models to better fit the needs of the game engine and there is going to be significant usage of the capital ship fighter launch capabilities. There is going to be extensive changes to as much of the game as possible and news updates will be posted here, so stand by...... and stay tuned.
3 comments by mapayne on Apr 1st, 2012
Okay so lets look at the facts. Firstly, seeing as theres been no reported errors in the last 12 months I can safely say that the mod is seemingly stable, but this is one time I'm not happy about leaving it as a beta. I had originally all but given up trying to fix the Galactic Conquest test map that had been made as the assanine AI refused to move its butt from its home planet and start spreading out. So whilst I concentrated on another, already planned and started mod for STArmada 1, I put WCI on the back burner and archived the whole thing until I could figure out what I was missing. As it turned out, it was something so simple its one of those "face palm" moments. I had simply forgot to alter the about for each planets capture from the "60" that was assigned. A quick editing and retesting and the AI now moves is ass, so the mod is back on. it'll be a while before theres a new release but at least I can get back to working on the dam thing now and add in the features I had originally planned. All baring a major disaster they will be as follows:
- Special structure to provide income in additional GC content. The reason for this is simply because the GC's rely on ground based income streams provided from ground based structures.
- Additional space base skirmish maps. Now these will probably be fairly basic at best as map making isn't my strong point.
- Additional space props. These are being added more as a means to give some eye candy than anything.
- Additional map based support structures. I'll be looking over what the WC universe has to offer in the way of structures and seeing what I can put together to reflect these.
- Additional Galactic Conquest scenarios. Although these will be playable in any order I'll be trying to tailor them so that the player will get some sort of feeling they are playing a "story" style if played in order.
- I'll be looking at the Border Worlds for this. That means new structures, ships and planets for this groups. They won't be directly playable, and will act in place of the original stock pirate faction.
Once all of this, or at least the majority of this is complete I'll be making a v3.0 Beta Edition. If no bugs are reported (or theres some minor editings and suggestions which are feasible to do) then a small handful of minor additional content will be done to mark the v3.0 Gold Edition (as in final version) and I'll consider the mod as finished.
Anyway. Thats it for now.
Latest complete version of WING: Commander Invasion
This is an interim patch to fixz several bugs that were found in the current v2.0 build. Installation instructions are included in the readme.txt file.
Full version of the v2.0 Beta which includes additional ships and various tweaks/updates.
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Nice mod! Luv the various ships!
This is simply amazing work. Its nice to see that the Wing Commander Modding community is still alive and kicking.
And by that I mean the modding community which is converting other games into Wing Commander titles.
The actual modding of the wing commander games is still alive an I doubt that they woill ever die ^_^
why do the good mods...and pretty much all Wing Commander mods die?
Who said this was dead?? Theres been little need to carry this on as I consider it to be complete.
could you add some better projectiles
Unfortunately not. The reason for this is because as the mod is using primarily content from the original games, the projectiles and their used sounds are from the original games. Sound editing is something that I've next to no experience with but if someone wants to try to mod in better sounds then they are welcome to do it.
im adding this to SCifi at war, and i need someone to help me with the WC details, since i dont know much, anyone who can help welcome, please jump over to - Moddb.com - and let me know
Mainly need help with scales of ships, and ship power levels relative to other ships
if u can help, thanks
Spino
Hi Mapayne great work with the wincommander mod sofar
You need help with it if been modding for myself good with xml modding at least my modeling skills arent good but i willing to try anyway if you need support let me know.By the way I think your GC idea for the Mod is a bit overkill on the longterm view.
I downloaded the mod and was able to open the file, however when i opened it I dont have the .bat file. I open it to where it should have the .bat and the Mods named folder. I have the Mods named one, but not the .bat. I have downloaded threee seperate times now.
Any ideas?
Yes. Appologies for that. I totally forgot to include the bat file but its really not difficult to make one yourself. Basically do the following:
1) Open notepad and in the new document window place just this piece of text:
swfoc MODPATH=Mods\WCInvasion
2) Save this as ANY filename but include the .bat as the filename extension.
3) Place this .BAT file into the same folder as the swfoc.exe file and then make a shortcut to the .bat file. You can then use the shortcut to run the game using the mode.