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-   -   Absolute Corruption Mod 1.0 released (http://forums.filefront.com/sw-eaw-modding-mapping-editing/388089-absolute-corruption-mod-1-0-released.html)

mobbmann December 15th, 2008 04:16 PM

Absolute Corruption Mod 1.0 released
 
I just finished Absolute Corruption Mod 1.0 for forces of corruption. Some of you might remember Absolute Enhancement Mod, well... an FOC version was long overdue and here it is... enjoy... just waiting on Filefront to post it :)

Sith of Steel December 15th, 2008 09:10 PM

Re: Absolute Corruption Mod 1.0 released
 
Sweet! I really liked AEM, and I am looking forward to seeing that concept brought to FoC.

Admiral Antilles December 16th, 2008 12:20 AM

Re: Absolute Corruption Mod 1.0 released
 
Absolute Corruption Mod, Star Wars: Empire at War Downloads, Star Wars: Empire at War FoC Mods

Tis up.

Sidious Invader December 16th, 2008 07:22 AM

Re: Absolute Corruption Mod 1.0 released
 
Mobbman, it looks like you did a good job with this.

For your Galactic Radar Map, open up Commandbarcomponents.xml, and search for...

"Radar_Galactic" Adjust the size to about 125 X 125
"g_radar_blip" Scale down the size of the planet blips a little.

mobbmann December 16th, 2008 12:43 PM

Re: Absolute Corruption Mod 1.0 released
 
sidious,
thanks for the praise man, i put you in the credits (long overdue) just one question though. what are you talking about with the galactic map?

the_pessimist December 16th, 2008 01:47 PM

Re: Absolute Corruption Mod 1.0 released
 
WTF! where has the Absolute Corruption Mod gone? I was really looking foward to it but now it's not listed on the site! Is there another place I can get it?:mad::confused::Puzzled::bawl::Censored::help:
:feedback:

Yanxa December 16th, 2008 02:06 PM

Re: Absolute Corruption Mod 1.0 released
 
I noticed that too. Any help?

mobbmann December 16th, 2008 04:08 PM

Re: Absolute Corruption Mod 1.0 released
 
no clue what happened... rather odd...

mobbmann December 16th, 2008 04:27 PM

Re: Absolute Corruption Mod 1.0 released
 
admin or moderator in the house?.... anyone?

Wizdum70 December 16th, 2008 05:32 PM

Re: Absolute Corruption Mod 1.0 released
 
I was wondering where it went too. I managed to get it about an hour after it first went up and was going to check the site here about some things I noticed in it, but saw it just said "Invalid File Listing, so Downloading is not possible!" now, and no comments on that page.

As for my observations, I found that I couldn't perform raids and also it seems I can't build any mines to make credits (but can build a single financial center on each planet). I was just wondering if these things were intentional.

Sidious Invader December 16th, 2008 05:34 PM

Re: Absolute Corruption Mod 1.0 released
 
I was just telling you to adjust the Galaxy Map Radar, and the planet icons on the radar so they all fit.

Admiral Antilles December 16th, 2008 06:11 PM

Re: Absolute Corruption Mod 1.0 released
 
:lock:

The mod is down for a reason, to quote the EaW's Site Admin.

Quote:

There has been discovery of ripped models/skinzs
THREAD HAS BEEN REOPENED, ISSUES HAVE BEEN RESOLVED.

Mr.Funsocks December 17th, 2008 02:46 PM

Re: Absolute Corruption Mod 1.0 released
 
Yep, we is good again!

Download download download!!

Kandosii December 17th, 2008 06:16 PM

Re: Absolute Corruption Mod 1.0 released
 
yeah... i cant make any mines either... and one of the GC maps, the new one with all 3 sides and all the planets activated has a slight problem. the Empire starts with only Coruscant... and all the nearby planets already have full space stations and ground forces... and you start with too many vessels, so your population is too high to do anything... WTF?

mobbmann December 17th, 2008 07:26 PM

Re: Absolute Corruption Mod 1.0 released
 
its meant to be that way but I can add mines in the next version if you guys like, I'll give them a flat rate bonus of 100 credits, the financial center is supposed to mimic trading of all raw materials not just one, thought it would be more interesting.

as far as difficulty goes, if you build space stations youll have enough population but the intent was that you get out and start conquering systems... since i predicted that people would say hey, I'd like a higher limit, and if you recon the planet with a stealth unit youll see there is one planet with only a level 2 space station, and a token ground force, this is a thinking mans mod, if you come face to face with a hostile feet it is even terms, but if you set up to hit their flanks as they advance they will get off less firepower due to fireing angles.

I appreciate the input and even though I personally like a very difficult game I will make 2 or 3 nearby planets with level 2 space stations when you start and bring back one mineing facility which you will be able to build and then the financial center will be the upgrade to the mining station... youll notice you have a space platform that gives you a monetary bonus also though, so you got two financial structures for one but I understand if you guys like them so consider them back for version 1.1.

please report any bugs you find so I can fix them too asap, thanks again,

mobbmann

Wizdum70 December 17th, 2008 11:55 PM

Re: Absolute Corruption Mod 1.0 released
 
TY Mobbmann.

Also, as I mentioned, it seems I'm unable to raid with more than like 1 unit. I tried taking 2 heros and an artillery, but don't get option to raid. I think in your vanilla EAW mod, I was able to raid with like 2 heros, T-3b tanks and artillery (was like 4-5 units), but for ACM, it seems I can't raid with 2 units..... I didn't really mess with it much and just got home from work, so I'll have to go check game to be more sure.

mobbmann December 19th, 2008 01:00 PM

Re: Absolute Corruption Mod 1.0 released
 
wizdum70,
You can raid actually with 2 units, and stealth units dont count towards that number. just checked it to be certain :)

mobbmann December 19th, 2008 01:00 PM

Re: Absolute Corruption Mod 1.0 released
 
I just uploaded version 1.1 with the following fixes/changes:

* Version 1.1 Bug fixes/changes:


- Viscount, Titan and at-pt hardpoint bug fixed. (USMCSHARP)

- Assault Frigate MKI Death animation fades away now

- building bug on bothawui fixed (cap Keyes)

- Silri and night sisters upgraded and improved with force abilities

- Sundered heart now only uses 1 population point.

- Mines added as tier one financial upgrades, tier two is the financial center

- added walking sounds/foot prints to at-pt and at-rt.

- Obiwan now has commander bonus and specforce company.

- miscelaneous typos fixed.


and some added thanks in the thanks section to major a payne and people who found bugs in version 1.0. Once again I appologize for the bugs but then again, it was version 1.0 and any first release has some issues, thanks for being patient once again.

Mobbmann

The_Assimilator December 23rd, 2008 07:29 PM

Re: Absolute Corruption Mod 1.0 released
 
Hello Mobbmann, I'd like to congradulate you on a project well done. (and I look forward to future versions.)

I'm finding it a lot of fun. I'm currently playing the GC map as the Imperials, and I have a couple of questions,

1 On which planets can the Empire build SSDs? (i'm at tech level 5) You didn't provide a tech tree in the readme. The reason is, the Rebels already attacked me at Kuat with a Dreadnaught (the really big one :P), and next time, i might not have a Hypervelocity Gun on the planet's surface to hand. :P)

Also, i noticed that Vader no longer has the Executor....damn.....the Executor's a nice ship. :P

Also, when you listed the new units in the readme, you didn't mention which faction gets what, i know some are obvious (Jedi and Sith), but the Trade Fed units (stap and Driod fighters/control ship) not so much. :P

some clarification would help clear my confusion. :)

Thanks.

V. December 30th, 2008 05:42 AM

Re: Absolute Corruption Mod 1.0 released
 
I've got something about the Canderous tank: it doesn't target all units with its lure ability. Also in the codes, only the original units and turrets to be targeted are there. Just something for a next version to be fixed/done.

Oh, btw: Awesome work again!

:cya:

(oh, forgot. 400 posts :))

Yanxa December 30th, 2008 09:36 AM

Re: Absolute Corruption Mod 1.0 released
 
Quote:

Originally Posted by The_Assimilator (Post 4738968)

Also, when you listed the new units in the readme, you didn't mention which faction gets what, i know some are obvious (Jedi and Sith), but the Trade Fed units (stap and Driod fighters/control ship) not so much. :P

some clarification would help clear my confusion. :)

Thanks.

Yeah, if you listed the items in 3 different groups, it would help make it a lot easier.

I.e.
Empire Space - Tie Fighter, etc, etc
Empire Land - Sith Lord, etc, etc

Rebel Space - Etc

Kandosii December 31st, 2008 06:20 PM

Re: Absolute Corruption Mod 1.0 released
 
Look in the XML files, he put the new stuff in the SPACEUNITSFRIGATES file, and most of the new ships actually exist in 3s. Their is an Underworld, an Empire, and a Rebel version of each. Trade fed ships are just not on their traditional worlds sometimes. Quite a few ships are actually able to be built by all 3 sides.

mobbmann January 2nd, 2009 03:09 PM

Re: Absolute Corruption Mod 1.0 released
 
what he said :) anyways just wanted to let you guys know that 1.3 will be self installing unlike previous versions and implement that last bit of spit and polish to get the mod as close toperfect as possible


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