Alviar's EAW Addon Mod

Aliver has released an update to his EAW Addon Mod, here's what's new in this version: -Most units have been balanced now, still not...

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Aliver has released an update to his EAW Addon Mod, here's what's new in this version:

-Most units have been balanced now, still not 100% satisfied, will continue balancing every version until satisfied -All Infantry units have been toughen up a bit. they will still be fairly easily to dispatch -AT-AT's are now slightly more powerfull -some of the Imperial vehicles has now recieved weak shield generators -Fixed the Merceneries so they are now buildable for the Empire. -Twilek Assasin has been implanted. They are hireable for the Empire only and can be found at most Cantinas. -Indingenous forces has also been toughen up a bit, but are still a bit weaker then the Rebel and Imperial infantry forces. -changed the transport shuttle for some of the Imperial ground vehicles to AT-AT Barge transport (using imperial shuttles for AT-ST's just didnt make sense) -removed the Venator from version 0.1 because it was very buggy and didnt show up in the build tab so i implanted the Venator from the full_venator mod instad. -Made the Vehicle companies come in their original squad size -V-Wing ground fighter can now be bought from an cantina at tech level 1 -X-wing ground fighter is now very ineffective against infantry. use V-Wing for thoose -Tie-Advance fighter squadron has now been added for the Empire. -Rebel Plex troopers are now better against vehicles -Imperial Elite Guard has been implanted for the Empire, very expensive and requires Coruscant to be built (they are ment to not be massbuilt) -Made most vehicle companies less expensive, but still cost more then they did originaly -Imperial Anti-Vehicle Stormtrooper Squad added -Removed Sand skin for all stormtroopers, The anti-vehicle stormtroopers now uses the skin -Fixed minor bugs

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Download 'eawaddonmod0.2.rar' (549KB)

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Empire at War Addon Mod version 0.2 
Created by Alviar

Description:
This mod will add several new units and other features into the campaign and Galactic Conquest mode only.
Will possibly implant this mod into skrimish mode in the future
the mod will also focus much on realism and infantry in ground battle mode
vehicles are suppost to act like backup for the infantry, but i still havent balanced things out to make them that way
but most of all the mod brings allot of new units into the game.
including New Air units for Land combat!
please be sure to read the seperate unit-list readme for full New Unit List
also this version now has more balanced units, some units have recieved new abilities.
Consider the first version just a teaser showing new units





New Changes in Version

0.2*
-Most units have been balanced now, still not 100% satisfied, will continue balancing every version until satisfied
-All Infantry units have been toughen up a bit. they will still be fairly easily to dispatch 
-AT-AT's are now slightly more powerfull
-some of the Imperial vehicles has now recieved weak shield generators
-Fixed the Merceneries so they are now buildable for the Empire.
-Twilek Assasin has been implanted. They are hireable for the Empire only and can be found at most Cantinas.
-Indingenous forces has also been toughen up a bit, but are still a bit weaker then the Rebel and Imperial infantry forces.
-changed the transport shuttle for some of the Imperial ground vehicles to AT-AT Barge transport
(using imperial shuttles for AT-ST's just didnt make sense)
-removed the Venator from version 0.1 because it was very buggy and didnt show up in the build tab so i
 implanted the Venator from the full_venator mod instad.
-Made the Vehicle companies come in their original squad size
-V-Wing ground fighter can now be bought from an cantina at tech level 1
-X-wing ground fighter is now very ineffective against infantry. use V-Wing for thoose
-Tie-Advance fighter squadron has now been added for the Empire.
-Rebel Plex troopers are now better against vehicles
-Imperial Elite Guard has been implanted for the Empire, very expensive and requires Coruscant to be built
(they are ment to not be massbuilt)
-Made most vehicle companies less expensive, but still cost more then they did originaly
-Imperial Anti-Vehicle Stormtrooper Squad added
-Removed Sand skin for all stormtroopers, The anti-vehicle stormtroopers now uses the skin
-Fixed minor bugs





Known Bugs list:
- The new heroes are only buildable once. but if they die. 
the build button will be re-actived and you will be able to build as many copies of them as you want.
- As i dont know how to make new names for new units yet, i have just taken names from other units and copied them to the new ones
same goes with some unit description's
Example, the Bothan spy party wont be named Bothan Spy part ingame. instad they will be named Bothan Civilian.
 - A couple of the new units might have some missing texts in their description. 
I will fix this in the next version
-The new Air units looks kinda bugged when they are inactive in combat(at start or when you insert them with reinforcement option) 
i dont think i can fix this, as the models were actualy for space only.
-if you have to many buildings that constructs units in a planet. some units might dissapear from the unit building tab
because there are to many units in the creation tab. 
- The AI sometimes massbuild allot of the new units.
i tried to avoid this by making units more expensive 
but yet AI still massbuild some of the units. Hopefully this will be fixed in the third version
- The Bothan spy party doesnt work like they are suppost to. They now act just like normal infantry. i will fix
their special abilities in next version
- Rebel Pilot repair ability doesnt work. im having hard time fixing that, because the ability requires R2D2.
will try to fix in future version
- Mara jade is still not buildable. have been working on it but still cant find the problem


Installation:

Put the XML folder into gamedata/data in your EAW program folder. should be program/eaw/gamedata/data
Be sure to not blend my mod with another one if you already have an XML folder. it could make your game buggy.

for any questions, suggestions or if you found any bugs please contact me, at ( sf_recruit@hotmail.com )


Credits given to Tiger for using his scalings and some unit attributes from his EAW Realism mod in my own mod. 
Aswome mod by the way Tiger!

Credits also given to the guy who made the Enable_full_venator mod. 



*--------IMPORTANT--------*
Copyright by Alviar. you may not alter change/copy or steal the content of this mod
and distribute it to the public without my permission.
You may alter the mod for your own personal usage though. as long as you dont pass it along
to the public withouth my permission

You may of course upload this mod to other websites as long as it remains unaltered. 

*--------IMPORTANT--------*

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Alviar


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Registered 1st March 2006

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