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-   -   Hangar Add-on Mod Thread (http://forums.filefront.com/sw-eaw-modding-mapping-editing/365495-hangar-add-mod-thread.html)

Filo October 30th, 2008 07:58 AM

Re: New mod in progress...
 
Just don't keep anything but windows on C:/, and thing's are going to be fine...

V. October 30th, 2008 08:30 AM

Re: New mod in progress...
 
Ok, let's see...

Raptor_101: I don't get what you mean with your first point...

MEYER2009: If i don't do too many fighters additions, it's no problem.

Filo: Also some files in there are corrupted. That's also why the computer is cleaned up.

V. November 4th, 2008 05:38 AM

Re: New mod in progress...
 
Now I got a question for you guys:

Do you want me to improve the units in the Galactic Conquest? For example:
In the campaign Equal Footing, the Consortium has control of Tatooine in the beginning, but the only have a space station level two and one or two starviper squads, so that planet can be easily lost. So, should I improve those?

V. November 4th, 2008 12:04 PM

Re: New mod in progress...
 
Sry again for double post, negate my previous one. Actually it was not a question, i'm just going to do that. My Pc is back tomorrow, so i'll begin then.
If someone like, he(/she) can do some beta-test after completion.

Raptor_101 November 4th, 2008 05:20 PM

Re: New mod in progress...
 
I could if it came out during any sort of vacation like in December and the summer vacation. I'd like to and if it's released during the week I could test it during the weekends in the school weeks. I'll let other people do it just in case.

That first point you were asking about...I meant that the + shows that that member is your friend.

V. November 5th, 2008 10:05 AM

Re: New mod in progress...
 
Quote:

Originally Posted by Raptor_101 (Post 4666401)
I meant that the + shows that that member is your friend.

I already understanded that.

Tomorrow I start editing again. I get some help from Moffcalas, for doing the galactic conquest additions. Please put in a request for the later version(s), but to start no clone wars ships.

V. January 10th, 2009 08:49 AM

Re: New mod in progress...
 
Well, hi again!

I gave myself some @ss-kicks to make me do this one more time. This will also be the last time that I ask someone to support me on editing the GC.

For the people that see this thread for the first time: see my other posts for what I'm planning to do AGAIN.


:cya:

V. January 15th, 2009 08:44 AM

Re: New mod in progress...
 
UPDATE:

Here are some other changes in my mod:

- Build cost and build time redone.

- Corvettes cheaper and faster to build, because you really need them now.

- Some shield- and fire rates redone.

- If a ship is destroyed, it will take longer untill it dissapears.

- The Empire spawns more TIE Scouts. Use them wisely!

And a few more things...

And Admiral Antilles, where are you? Can you change the threads name to the one I PM-ed you, please?

Admiral Antilles January 15th, 2009 10:24 PM

Re: Hangar Add-on Mod Thread
 
What, a guy cant be busy??

Done.

_237th_SC_Com_Bly January 16th, 2009 01:19 AM

Re: Hangar Add-on Mod Thread
 
nice mod but you should make the empire able to build fighters and bombers too in GC rebels and cons already can but dont spawns if all can spawn and build its more balanced

Filo January 16th, 2009 01:51 AM

Re: Hangar Add-on Mod Thread
 
The problem is that imperial fighters don't have a hyperdrive, unless you don't bother about the canon.

T3h Piti January 16th, 2009 02:51 AM

Re: Hangar Add-on Mod Thread
 
Remember to have more fighters being spawned for the empire, they rely on swarming.

V. January 16th, 2009 05:41 AM

Re: Hangar Add-on Mod Thread
 
When I finish it with these amounts, I'll test it, and if necescary I'll change the amounts. Oh, and do you guys want it to be canon? This is only the 0.9 version, if I didn't metion it already.

And thnx Admiral.

V. January 27th, 2009 01:54 PM

Re: Hangar Add-on Mod Thread
 
Back again! My internet was down since 10 days, working again now.

UPDATE
:

Here's my full list of changes...Actually a copy of the readme:

---------------

HANGAR ADD-ON MOD

---------------

***** This is only the 0.9 version of the mod. In later versions I will also make some changes in Galactic Conquest, and change some of the fighter and bomber amounts if there is not a really good balance. *****



Hi, to you all.


This is a pretty simple mod that gives hangars to all frigates, cruisers that don't already have one, and, pretty obvious, gives them fighters. They will be non-targetable and non-hittable (lol?). I've tried to make this mod as balanced as possible. Here are the amount of fighters that all the units have in this mod:

-----REBELS-----


Nebulon B Frigate: -- 2 X-wing, 1 Y-wing. The X-wing defend the frigate from bombers, the Y-Wing support it when attacking.

Assault Frigate: ---- 1 A-wing, 1 B-wing, 1 X-wing, 1 Y-wing. Medium fighter complement for taking down smaller frigates.

MC 30: -------------- 2 A-wing squads for defence against bombers.

Calamari Cruiser: --- 2 B-wing, 2 A-wing, 2 Y-wing, 1 X-wing. Larger fighter complement for heavy strikes.

Admiral Ackbar: ----- 4 A-wing, 2 B-wing, 3 X-wing, 3 Y-wing. Well...It's a flagship. 'nuff said :) .


-----EMPIRE-----


Acclamator: --------- 3 TIE-Fighter, 2 TIE-Bomber. Use this frigate moslty for interceptions.

Interdictor: -------- 2 TIE-Interceptor. Small fighter complement for defence when attacked.

Victory: ------------ 2 TIE-Interceptor, 1 TIE-Bomber, 1 TIE-Scout. Use this for taking down small frigates.

Star Destroyer: ----- 5 TIE-Interceptor, 2 TIE-Defender, 1 TIE-Phantom, 1 TIE-Scout, 2 TIE-Bomber. Hey, our tactic is 'brute force'. Did you expect something else?

General Rom Mohc: --- 2 TIE-Phantom, 1 TIE-Defender, 1 TIE-Interceptor. Mainly use fighters for defence.

Grand Admiral Thrawn: 6 TIE-Interceptor, 4 TIE-Bomber, 2 TIE-Scout. This guy is a genious. If you don't play the Empire, you're doomed.

Piett: -------------- 6 TIE-Fighter, 4 TIE-Bomber, 2 TIE-Interceptor. Yay, glad he's with teh 3mp1r3 ( for teh n00bs, that there means Empire).

Executor SSD: ------- 12 TIE-Interceptor, 14 TIE-Bomber, 5 TIE-Defender, 2 TIE-Scout, 4 TIE-Phantom. Holy sh*t. We are só going to win!


Death Star 2: ------- Well, the same as before. The frigates and destroyers carry the extra fighters. If you built this thing: easy win garuanteed!


-----CONSORTIUM-----

Interceptor 4: ------ 2 Starviper, 2 Skipray. Same as Rebel and Empire small frigates.

Vengeance: ---------- 4 Starviper, 2 Skipray. A non-shielded frigate needs support...

Kedalbe Battleship: - 5 Starviper, 3 Skipray. For not really strong shields more fighters then bombers.

Krayt Destroyer: ---- 4 Starviper, 4 Skipray. For the lack of guns it gets good fighter/bomber support.

Tyber Zann: --------- 6 Starviper, 6 Skipray. Combined with his strong ship, it can take down large vessels fast.


SKIRMISH ONLY: Venator-class Cruiser: 2 Starvipers, 1 Skipray. It has heavy armor now. Definately worth building.


Other changes:

- Build cost and build time redone.

- Corvettes cheaper and faster to build, because you really need them now.

- Some shield- and fire rates redone.

- If a ship is destroyed, it will take longer untill it explodes.

- Empire spawns more TIE Scouts. Use them wisely!

And a few more things...



This is version 0.9 of the mod. In later versions I will also make some changes in Galactic Conquest, change some of the fighter and bomber amounts if there is not a really good balance, and add the capacity to the description if I can get the .dat editor to work again.

And if your PC is 'not that young' anymore, you may suffer some lag.

Of course you can use this, but if you forget to give me credit...I'm going to fire ma laser


()o
/Ż/________________________
| BLAAAAAAAAAAAAAAAAAAAAAGH!!!
\_\ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ


Oh, for the serious, annoying people, if you didn't know, I'm only 14, so don't be thát cruel...


Greetings from


~~~ InvisibleHand ~~~


from the Netherlands.




Contact me @ : ello01@hotmail.com


Some bugs or questions? Post or tell me!
Comment below or here: http://forums.filefront.com/sw-eaw-m...-progress.html


Credits to me, myself and I.

V. February 1st, 2009 07:30 AM

Re: Hangar Add-on Mod Thread
 
The mod is nearly finished, but now I have a question. Which lines do edit to make the death clones of the spaceships 'fall' slower. As you can read in the readme, I want to do this as an addition.

_237th_SC_Com_Bly February 1st, 2009 07:56 AM

Re: Hangar Add-on Mod Thread
 
i dont know how to make it fall slower but i know how to make it fall longer before disapearing edit this :

<Death_Persistence_Duration> 34 </Death_Persistence_Duration>

to let's say this:

<Death_Persistence_Duration> 50 </Death_Persistence_Duration>

V. February 2nd, 2009 01:12 PM

Re: Hangar Add-on Mod Thread
 
I'll try that then...

V. February 5th, 2009 06:04 AM

Re: Hangar Add-on Mod Thread
 
Bly, where did you see that line? I can't find it anywhere...

_237th_SC_Com_Bly February 5th, 2009 07:39 AM

Re: Hangar Add-on Mod Thread
 
oh i just found out that only is for space stations (the duration of the fall)

V. February 5th, 2009 09:23 AM

Re: Hangar Add-on Mod Thread
 
I could also use that, so thankx then :D

_237th_SC_Com_Bly February 5th, 2009 10:37 AM

Re: Hangar Add-on Mod Thread
 
do you already have time to email me back?? ( hanger adding ) because i want to releashe my mod soon

V. February 6th, 2009 06:15 AM

Re: Hangar Add-on Mod Thread
 
Quote:

Originally Posted by _237th_SC_Com_Bly (Post 4794614)
do you already have time to email me back?? ( hanger adding ) because i want to releashe my mod soon

Well, it's friday now, so yes :)

_237th_SC_Com_Bly February 6th, 2009 06:35 AM

Re: Hangar Add-on Mod Thread
 
i will wait for a responde this weekend


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