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Rayman1103
Rayman1103 - - 49 comments @ Rumble Conquest

Hello, the available colors to choose from are Red, Green, Blue, Cyan, Magenta, Yellow, Orange, White and Black.

By default Blue, Red, Green and Orange will be used.

Good karma+1 vote
Rayman1103
Rayman1103 - - 49 comments @ Rumble Conquest (Expansion) v2.0

New in Version 2.0:
- Added new method for displaying reinforcement counters for teams 3 and 4 by MileHighGuy.
- Added code to allow a 5th team along with a 5th counter on the HUD for the Locals team on some maps.
- Added new Fake Console commands related to team 5 on maps that support them.
- Added support for the following maps:

Amador Deep Forest: Moddb.com
Nal Hutta Spaceport (Supports 5 Teams): Gametoast.com

Good karma+1 vote
Rayman1103
Rayman1103 - - 49 comments @ Rumble Conquest

Rumble Conquest v4.0 has been released!

New in Version 4.0:
- Added new method for displaying reinforcement counters for teams 3 and 4 by MileHighGuy.
- Fixed an issue on Hoth where the Rebels generator icon wasn't using the proper team color, which also fixes the issue where AI Heroes weren't spawning.
- Tweaked the in-game options script to adjust position based on screen size. This should allow all options to be selectable at lower resolutions. (Remaster)

Good karma+3 votes
Rayman1103
Rayman1103 - - 49 comments @ Native Conquest v1.0

I do plan to update it at some point. Not sure if I'll add the SWBF1 maps, but we'll see. I might add Natives for the other Eras that currently don't have any, like Kashyyyk GCW and Jabba's Palace CW, etc.

Regarding a third faction, idk. Something to consider, thanks for the suggestion.

I thought about Aacklays on Felucia, but didn't bother to set it up. Not sure who their Hero would be, unless it's a special Aacklay, lol.

Hoth I think is too big to be any fun, but I may look into it.

Good karma+2 votes
Rayman1103
Rayman1103 - - 49 comments @ Rumble Conquest v3.0

I'm a bit confused on what you mean regarding the CP color changes.

The FakeConsole commands should be for Neutral, Republic, CIS, Empire and Rebels. So if you changed say CIS' to green, it should display green for each CP the CIS controls. If the CP goes neutral, it'll be white again (unless you've changed the Neutral CP color with the other command).

Unfortunately I couldn't make the capture bar that appears on the right of the screen or the CP selection circle on the map colored to match the team's CP colors. That was an unfortunate limitation.

Good karma+1 vote
Rayman1103
Rayman1103 - - 49 comments @ Rumble Conquest v3.0

Thanks! The in-game options for the CP colors is only available if you have Anakin's Remaster mod installed. It was the only easy way to add an options page in-game.

It's odd that the HUD is duplicated, I didn't think it would do that. You're correct that I needed to re-ship the HUD in order to properly display the reinforcement counter for teams 3 & 4. But it shouldn't have loaded it unless you had Anakin's Remaster mod installed.

Good karma+1 vote
Rayman1103
Rayman1103 - - 49 comments @ Rumble Conquest v3.0

Teams shouldn't be friendly to eachother, unless you used FakeConsole commands? Or do you mean the natives on a map? Cause all 4 teams are hostile to eachother, or at least it's suppose to be.

Can you tell me which maps have this issue, and how exactly it's occurring? I've tested and didn't experience this issue.

Good karma+2 votes
Rayman1103
Rayman1103 - - 49 comments @ Rumble Conquest

Hello, this is the AI Hero Script: Moddb.com

But you won't need it if you're using [GT]Anakin's SWBF2 Remastered Mod, as it is already included: Moddb.com

Good karma+1 vote
Rayman1103
Rayman1103 - - 49 comments @ Rumble Conquest v2.0

That might be the problem then. If you try with stock sides you shouldn't get any crashes. I wish I could find a fix, but I think it's a limitation with the amount of units being loaded.

Good karma+1 vote
Rayman1103
Rayman1103 - - 49 comments @ Rumble Conquest v2.0

I just tested and didn't experience any crashes. Are you using a side mod? I have noticed for some reason side mods could cause a crash due to not being able to load all of the animations for all the units spawning in the map.

But I don't understand why, since it works with 0 crashes using stock sides. It's not like extra units are being loaded when using modded sides.

Good karma+2 votes
Rayman1103
Rayman1103 - - 49 comments @ Rumble Conquest

I've uploaded version 2.0 of Rumble Conquest.

New in Version 2.0:

- Added FakeConsole commands to easily manipulate teams 3 and 4.
- Fixed an issue where if team 3 ran out of CPs, then team 4's units would no longer spawn. (This also affected natives)
- Made it so a team will achieve victory if all enemy units are dead, or all CPs have been taken over.
- Enabled bleed rate decay of reinforcements for teams 3 and 4.
- Set the spawn delay for teams 3 and 4 to match teams 1 and 2. (This prevents all units from spawning at the same time)
- Added a new method of spawning vehicles for teams 3 and 4.
- Removed edited map files since they're no longer needed. (This significantly decreased filesize)
- Added vehicle spawn points for the Empire and Rebels on Geonosis.
- Enabled the Alliance AAC-1 vehicle to spawn for the Rebels on Naboo.
- Fixed a crash if "AI Units Per Team" is set to 0.
- Fixed an issue on Kashyyyk CW Era where teams 3 and 4 wouldn't appear.
- Fixed a crash on Endor when near an Ewok.
- Resolved an issue where the music would stop playing when playing as the Hero on certain maps.
- Fixed an issue where units from team 3 were spawning at the Jawas CP on Mos Eisley.
- Fixed the Conquest Reinforcement slider not working for Endor.

Good karma+2 votes
Rayman1103
Rayman1103 - - 49 comments @ Rumble Conquest v1.0

1. They have the same amount of limited reinforcements as the playable teams do.

2. I haven't thought about adding the mode to the Conversion Pack maps, but I'll consider it in the future.

3. That would be a bug for the Clone Wars Era on Kashyyyk. I wasn't aware there was an issue, so thanks for bringing it to my attention. I'll look into getting this fixed soon. I know the map had worked fine at one point during development...

Thanks for playing it. I plan to release my next project soon. Though it wont be as major as this mode is.

Good karma+1 vote
Rayman1103
Rayman1103 - - 49 comments @ Rumble Conquest v1.0

That might be hard to do, if it is even possible at all. I'm usually not that good with level design, and I'm thinking it would require editing or creating all new space maps to accommodate all 4 teams and their ships.

Good karma+1 vote
Rayman1103
Rayman1103 - - 49 comments @ Rumble Conquest

It should be possible, yeah. I'll think about it. Thanks for the suggestion.

Good karma+4 votes
Rayman1103
Rayman1103 - - 49 comments @ Rumble Conquest v1.0

Unfortunately the reinforcement counters only appear for the two selectable teams. I couldn't find a way to add counters for the extra teams.

Good karma+1 vote
Rayman1103
Rayman1103 - - 49 comments @ AI Hero Script

It should be working fine alongside other user_scripts. I know it works alongside my other scripts, but it should be working with anything else too.

What other user_scripts are you using?

Good karma+1 vote
Rayman1103
Rayman1103 - - 49 comments @ Rumble Conquest v1.0

Yeah it would have been cool to choose teams 3 & 4, but there doesn't appear to be a way. I did make both Eras available for each map, except Endor, Hoth and Geonosis.

Rumble Conquest uses the default reinforcements of 150 for all maps. However you can change the percentage in the Conquest options page if you want to increase or decrease the amount.

Good karma+1 vote
Rayman1103
Rayman1103 - - 49 comments @ Tatooine Music Fix

Yes it does. Jabba's Palace, Mos Eisley and any custom maps that use the Tatooine music.

Good karma+1 vote
Rayman1103
Rayman1103 - - 49 comments @ AI Hero Script

Thanks! Glad you got it working. :)

Good karma+1 vote
Rayman1103
Rayman1103 - - 49 comments @ AI Hero Script

Which user_script file did you place in ...\GameData\DATA\_LVL_PC? You'll want whichever is higher than the one currently there.

So you should have had user_script_10.lvl already there when you installed the Unofficial Patch, then you'd place my user_script_11.lvl there. The AIHeroOptions stuff is optional and up to you if you want any of them.

Good karma+1 vote
Rayman1103
Rayman1103 - - 49 comments @ AI Hero Script

Updated: Version 1.3

- Added AI Hero support for additional teams.
- Few minor edits to Hero VO.

Good karma+1 vote
Rayman1103
Rayman1103 - - 49 comments @ AI Hero Script

It wont work at all in Galactic Conquest. I don't know if there's a way to make it work when the AI chooses the Hero Upgrade, but I don't think there is.

Good karma+1 vote
Rayman1103
Rayman1103 - - 49 comments @ No Award Weapons

It will work for custom maps too.

Good karma+1 vote
Rayman1103
Rayman1103 - - 49 comments @ Ki-Adi-Mundi Sound Fix

I tested Tatooine At War as well and it also crashes for me, regardless if any user_scripts are enabled or not.

Good karma+1 vote
Rayman1103
Rayman1103 - - 49 comments @ Native Sound Fixes

I've sent you a PM.

Good karma+1 vote
Rayman1103
Rayman1103 - - 49 comments @ Ki-Adi-Mundi Sound Fix

Did you place the Mundi.lvl file in the SOUND folder?

Good karma+1 vote
Rayman1103
Rayman1103 - - 49 comments @ AI Hero Script

In your ...\GameData\DATA\_LVL_PC folder, create a new folder called "AIHeroOptions". In that folder is where "NoForcePowers.lvl" gets placed.

I found it best to keep these optional settings in a separate folder.

Good karma+1 vote
Rayman1103
Rayman1103 - - 49 comments @ AI Hero Script

Yes it does. This also works with the Conversion Pack as well. Basically the script should work with every map/mode that has Heroes.

Good karma+1 vote
Rayman1103
Rayman1103 - - 49 comments @ No Award Weapons

Thanks for letting me know. I've just released an update fixing this issue. :)

Good karma+2 votes