You may notice the fighters in the corner with the ridiculously large engine glows, I have since fixed the model (guy who made it seriously didn't know what he was doing, but did make some nice geometry). This is an older pic actually, it was the only newer one I had that was under the maximum file-size allowed, but for every pic like this there are at least five really good ones.
Too bad i have still the AI problem and the rest..
but the new empire turrets dont shoot, and the empire dreadnought use 16 population caps and if i try to insert a loronar the game crashes..
The Dreadnought is supposed to take up 16, I redid the pop value to represent the number, in thousands, of crew required on each ship. The third space satellite is my attempt at a repair facility, I don't think it works, so just don't buy it. I'll go check on bringing in the Loronar.
i have probelem sir. when exract the files on gamedata/mods then i folow the installation on readme then after that i play and there's no black sun pirates and its still the same like normal eaw pls help me!!!! wat to do!!! pls rep!!!
yes i folow in the tutorials but when start the game its still d same wats wrong w my eaw sir????? no new units and my patch is 1.5...
tnx for ur reply!!!!
did you start the game from the batch file? If it is the mod, the words "Logan's Mod" will appear with the startup screen and on the main menu. And about the patch, version 1.6 does not require the patch, you are supposed to remove any previous versions of this mod from your mods folder before installing version 1.6.
yes i start it from batch file and the logon's mod show up and the game start and i dont hav mods at eaw only ur mod. mmmmmmmm do i need to reinstall the game and install the mod?????? sir tnx again for ur rep!!!
You have to change <Is_Playable> value from false to true (or maybe it is from no to yes, but it doesn't matter which of those two affirmative and negative sets you use), do that under pirates in factions.xml, also, you have to make one GC code section for each faction in each GC for that faction to be playable in that GC, it may be extremely redundant and a little confusing, but you should be able to figure it out by carefully looking at what is already in the different campaign xmls, make sure to compare differences between code sections of the same GC for different factions. And you may want to make units buildable for them also. Start out with just changing affiliation for imperial ships, but for others you need to know how build tags work, so again, look over what is already in the files as it is usually very explicit and simple.
XML folder obviously, since you don't know that, I'm guessing you don't have any modding experience, I suggest finding some tutorials on modding EaW before you try to do things like alter fundamental stuff involving factions.
your mod folder should look like this in your EAW folder:
GameData/Mods/NebuLogan_BsAddon/Data
if it looks so, then maybe try this mod launcher: Files.gamefront.com
simply start the file and the prog will find any installed mod in your mod folder and you can start it with this..
if it still dont work scream ;)
Just dl'ed 1.06, and I'm seeing 2 things that are kind of rubbing me just a bit wrong. The first of course, the AI on the 2 games I've played the AI sits there doing nothing. The second thing is that, both games just now after capturing the 'pirate station' and building the $3200 ship, it can take out the enemy space station in a matter of a half a minute.
Design choice maybe, but it just seems a bit too easy.
The empire not having AI is a serious bug that mysteriously appeared one day and I have no idea what's causing it. What ship are you talking about? I don't take the time to memorize all the prices of the ships I add, but I think you're referring to Venator? Or Providence? Also, what level station did it take out?
Let me load up the mod real quick- before I do, I can tell you it was only a level 1 space station. Which, considering how quickly you can obtain the Recusant-class light, may be a bit of a problem. I mean, 30 seconds into a game I can have on building and if I get it before they upgrade, game's about over.
I'm not sure how I'm supposed to reduce your ability to kill their base with the Recusant, every hardpoint on it was carefully thought out to maximize similarities to what is stated in canon. I might be able to change the capture time of the merchant dock to something better (more time should give more opportunity for enemy to attack), maybe if I made level 1 stations spawn more bombers and made Recusant more expensive.
I have Star Wars eaw version 1.5 can I download mod 1.7 or older (1-4)or all of them or all improvements are in last mod or I got this this thing all wrong. If I am can somebody explain me please.
You may notice the fighters in the corner with the ridiculously large engine glows, I have since fixed the model (guy who made it seriously didn't know what he was doing, but did make some nice geometry). This is an older pic actually, it was the only newer one I had that was under the maximum file-size allowed, but for every pic like this there are at least five really good ones.
Too bad i have still the AI problem and the rest..
but the new empire turrets dont shoot, and the empire dreadnought use 16 population caps and if i try to insert a loronar the game crashes..
The Dreadnought is supposed to take up 16, I redid the pop value to represent the number, in thousands, of crew required on each ship. The third space satellite is my attempt at a repair facility, I don't think it works, so just don't buy it. I'll go check on bringing in the Loronar.
i have probelem sir. when exract the files on gamedata/mods then i folow the installation on readme then after that i play and there's no black sun pirates and its still the same like normal eaw pls help me!!!! wat to do!!! pls rep!!!
The faction select bar for EaW was not designed for three factions, read the tutorial I made about selecting pirates.
yes i folow in the tutorials but when start the game its still d same wats wrong w my eaw sir????? no new units and my patch is 1.5...
tnx for ur reply!!!!
did you start the game from the batch file? If it is the mod, the words "Logan's Mod" will appear with the startup screen and on the main menu. And about the patch, version 1.6 does not require the patch, you are supposed to remove any previous versions of this mod from your mods folder before installing version 1.6.
yes i start it from batch file and the logon's mod show up and the game start and i dont hav mods at eaw only ur mod. mmmmmmmm do i need to reinstall the game and install the mod?????? sir tnx again for ur rep!!!
Hey Loganw1 I just modded my version of eaw but i doesn't let me be the pirates, no matter what faction I choose. What do I do?
You have to change <Is_Playable> value from false to true (or maybe it is from no to yes, but it doesn't matter which of those two affirmative and negative sets you use), do that under pirates in factions.xml, also, you have to make one GC code section for each faction in each GC for that faction to be playable in that GC, it may be extremely redundant and a little confusing, but you should be able to figure it out by carefully looking at what is already in the different campaign xmls, make sure to compare differences between code sections of the same GC for different factions. And you may want to make units buildable for them also. Start out with just changing affiliation for imperial ships, but for others you need to know how build tags work, so again, look over what is already in the files as it is usually very explicit and simple.
In whisch folder but
XML folder obviously, since you don't know that, I'm guessing you don't have any modding experience, I suggest finding some tutorials on modding EaW before you try to do things like alter fundamental stuff involving factions.
your mod folder should look like this in your EAW folder:
GameData/Mods/NebuLogan_BsAddon/Data
if it looks so, then maybe try this mod launcher:
Files.gamefront.com
simply start the file and the prog will find any installed mod in your mod folder and you can start it with this..
if it still dont work scream ;)
Is there anyone that can inform me if this mod is for EAW or its expansion pack, FOC?
Normal Empire at War..
Just dl'ed 1.06, and I'm seeing 2 things that are kind of rubbing me just a bit wrong. The first of course, the AI on the 2 games I've played the AI sits there doing nothing. The second thing is that, both games just now after capturing the 'pirate station' and building the $3200 ship, it can take out the enemy space station in a matter of a half a minute.
Design choice maybe, but it just seems a bit too easy.
The empire not having AI is a serious bug that mysteriously appeared one day and I have no idea what's causing it. What ship are you talking about? I don't take the time to memorize all the prices of the ships I add, but I think you're referring to Venator? Or Providence? Also, what level station did it take out?
Let me load up the mod real quick- before I do, I can tell you it was only a level 1 space station. Which, considering how quickly you can obtain the Recusant-class light, may be a bit of a problem. I mean, 30 seconds into a game I can have on building and if I get it before they upgrade, game's about over.
I'm not sure how I'm supposed to reduce your ability to kill their base with the Recusant, every hardpoint on it was carefully thought out to maximize similarities to what is stated in canon. I might be able to change the capture time of the merchant dock to something better (more time should give more opportunity for enemy to attack), maybe if I made level 1 stations spawn more bombers and made Recusant more expensive.
Oh, just to let you all know, version 1.7 has been uploaded and is ready for download, please post new comments concerning the mod there.
I have Star Wars eaw version 1.5 can I download mod 1.7 or older (1-4)or all of them or all improvements are in last mod or I got this this thing all wrong. If I am can somebody explain me please.