First mod out for demo! Ships, Ships, Ships!!! -1 reply

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Assassin X

Uber 1337 God of lazy

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8th July 2003

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#1 13 years ago

I already submitted this to the EOW Files! Not mine though, made at the official forums! I played it for myself and it does work!

Here what you get according to the maker:

"It unlocks 4 calamari cruisers and lets you build the tanks and awing and that mkii gunship thing I also changed the space map to have 3 star destroyers its still pretty easy despite my best efforts to make it impossible to win. Also the rebel base is a level 5 base now so you can load up on ships but any over 25 and you have to use reinforcments in the space level."

Here is the mod: http://riversidecitrus.com/eaw/Config.zip

Here is a picture: http://img18.imageshack.us/img18/2931/sweawdemomod4wm.jpg

For more info on it go here: http://www.lucasforums.com/showthread.php?p=1996286#post1996286




Flash525

The Carbon Comrade

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14th July 2004

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#2 13 years ago

A MOD for the Demo already... Well some people didn't hang about huh! Also, why didn't / wasn't the e-mail in one part? You (or whoever) e-mailed it in three seperate sections! I'm in the process of uploading it to the site now, however. - I will not add it until I know you have permission to release it.




chr0n1x

Can't stop modding EaW

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17th April 2005

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#3 13 years ago

Just so you know there is a mod out that allows you to build your own ISDs, yes thats right, Imperial Star Destroyers. :D Oh and the venator model is ingame and modded in, ill make a mod for it.

[edit] Sorry posted before I added link: http://www.lucasforums.com/showthread.php?t=158864 or the direct download http://rapidshare.de/files/11407089...UNLOCK.rar.html

It may say VSD, but teh ship is not, just look at the dang size!!!




Flash525

The Carbon Comrade

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14th July 2004

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#4 13 years ago

Wait, so there are now two MOD's?




chr0n1x

Can't stop modding EaW

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17th April 2005

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#5 13 years ago

Oh there are more than 2, those are just the 2 ive posted. My No-Intro mod http://chr0n1x.no-ip.info/eawnointro.rar




Morphium

In the lab makin more Morphium

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19th January 2006

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#6 13 years ago

The Calamari Mod works well. Clarification on what you get from it: You start your galatic battle with 4 Calamari Cruisers basicly. You're then able to produce -A-wing -Assault Mk II Cruiser -Land Speeders(sadly these do not work during the land battle so no joy =/ The Empire now have 3 SD's and the Space station. There is also a significant increase in enemy fighters due to the SD's hangar's. So those A-wings and Corvette's all seem to play a role after all ^^ You're not able to produce the Calamari cruisers yourself since they can only be built on 4 designated planets in the game, and you control none of the 4 planets in the demo ;) Anyhoot, good mini-expansion for the demo, hope we'll get some more expanding, preferable even get the ability to revert so that you could play the Empire instead of the Rebels during the 3 jump campaign, im ichy has hell to fool around with my own SD :P, but i guess ill have to wait another month. Gief ze and ze "look i r ur farthar!" already :D




chr0n1x

Can't stop modding EaW

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17th April 2005

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#7 13 years ago

Hey, about building the mon cals, I made a small mod that can do that, I can build them, ill put it up if you want.




Morphium

In the lab makin more Morphium

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19th January 2006

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#8 13 years ago

Well now that wouldn't be fun now would it :P. Mon Calamari Cruiser cost = 4000 and -5 on the population cap. The thing thats currently bugging me is that you can't choose what ships that'll enter the battle first, and you'll often find yourself with only 2 cruisers at the start. Another thing i've noticed, those Assault Frigate MkII ships are damn near worthless!, i did alittle test where 3 Frigates engaged a SD and 1 Tie fighter squad, the Frigates got hammered with with the SD loosing 3 hardpoints and the Tie squad loosing 3 units. Also, the Shield Regeneration function that most of the Rebel ships have seem to do nothing at all. The ability states that it will increase shield regeneration for a short period of time but when i activated this on a Nebulon-B Frigate who had 50% shield, it gained nothing whatsoever Im still fooling around with the balance issue fighters are causing. I stil can't believe that SD's don't have any anti-fighter lasers and when confronted with 3 x-wing squads an SD will simply get shot up in no time really. The fighters lasers seem to drain shields a hella lot better then any capital ship. This theory was proven when i made 15 x-wing squads in the "Mon Calamari Mod" and aside from the Tie Fighters causing some minor loses, the X-wings were triumphant against 3 SD's, 1 Space Station(lvl 2 i think), and 20 squads of mixed Tie Fighter/Bomber. I sence that the huge weight put on ship combat vs diversity in this game will be a big "-" in the long run. Who the hell wants to pump out Nebulon-B frigates when you can build Mon-Calamari Cruisers?.




chr0n1x

Can't stop modding EaW

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17th April 2005

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#9 13 years ago

Yeah, of course, mon cals are powerful. Are you using Victory SDs or Imperial SDs, Imperial ones can use a Tractor Ability to slow/stop a cap ship, sitting duck! Anyway, i can also add the Death Star and Venator Ships to your starting forces, Venators cannot be built (yet) because they are intended for missions only.

[edit] And other planets, and AI, they will build ships and spacestations above planets. :)




Morphium

In the lab makin more Morphium

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19th January 2006

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#10 13 years ago

Am currently using ISD's. I'd love to test the stuff you can pump out :) Tho im stil not able to access the Imperial side, only through Tutorials which i'd rather not got through more then once :p Anyhoot, Ya can post it here or drop me a msg if ya want me to give ya further testing info regarding the different ships. :)