ive not had a single problem with either beta
Uncrustable
Revan...would not stand up to palpatine one on one Sadow would definitly fair better but i dont see how he could beat palpatine i dont think many ppl even know much about palpatine outside of the movies
just like yoda he appeared weak and feable. if you can make your opponent think your at a disadvange, that your weaker...you already have a victory palpatine was the most powerfull sith lord EVER...hands down He was complete in everything he did... he made thousands of jedi knights oblivious to his very being... in his battle with mace windu he let windu think he had the edge...let himself lose...it was vital to turn anikan...and show the republic that the jedi were evil
[quote]so when do you guys think the mod will be ready?Probably: "When it's done."[/quote] What a terrible reply.
[quote]So danman, for those of us (wierd fucks) that arent that interested in the new races, and where the main reason for loving this mod is all the other things it does like planet bonuses, rogue stars etc etc etc..Is there anything new to look forward to in 2.0 besides the black holes? Or is it just new races new races new races?Thx[/quote] The graphics and effects are much better New blackhole for mainstar More textures for all old planets New planets. (slavesheilded, Ra
[quote]Im starting to feel like an idoit. derek what you said is very helpful, and it was what is wanted a step by step[/quote] i have vista too... sigh...
[quote]sorry im back from californiaim still having trouble i was reading the other stuff about stoposto. im having the same promblem as him. so where do i find the hidden folder. and remember i have a vista, and how do i .....ummm..... unhide the folder.[/quote] open up your control panel. on left side towards the bottom there are 4 things: Recent Tasks Uninstall a program show hidden files and folders optimize visual display click on 'show hidden file
[quote]I performed multiple searches but the Mods folder simply isnt there. That applies to the game directory in Program Files and the AppData under Documents and Settings.[/quote] You have to go into your settings and make hidden files visible...or you wont find it...
[quote]Palpatine is sheer brilliance.[/quote] And that is an understatement. He singled handedly orchestrated the fall of the old republic. Turned the greatest hero into the greatest villian (Anikan-Vader) He died and his spirit flew to Byss and into a clone. He died a second time and his spirit nearly stole a consience body as his... THAT IS TYPICAL AND LAME! ARE YOU F****** KIDDING? My vote is Palpatine...no contest
In a couple of months everyone is going to be saying Vaders apprentice (refering to release of 'Star Wars: The Force Unleashed')
FOUND THE PROBLEM! Wasnt saving as entity (lol...such a simple error) Thanks Darkstar for your help and your patience
[quote]Because I did not put them into the galaxy.def file, as this is not a critical process to get ne ships into the game. The Galaxy.def file determines what appears in the galaxt, such as Stars, planets, entities, and ships that protect a planet like pirates and militia. If you want the Empire or the Atlantians to automatically appear protecting a planet, then they would go into the Galaxy.def file. Otherwise, they do not need to be included in order to work. DANMAN[/quote] <br/
DANMAN: Why does the empire or the Atlantians not have anything in the galaxy.def file?
tried it...doesnt work...maybe i made a mistake somewhere... rrrrrrrrrrrr OK...Ima start over with fresh mod folder... will post step by step
[quote]Add 1 to planetItemTypeCount add this into the planetitem area in the file planetItemType [I]designName "Tech:Frigate:Light"[/I]entityDefName "FrigateFourthLight"[/quote] Ok so in "Tech:Frigate:Light"...is that "race:shiptype:shiptype" Example: im making a colony frigate for empire. So is "Empire:Frigate:Colony" right? or do i have it all wrong? ok...now i have a bigger problem. There is only the vanilla races and the rogues in the galaxy def file. Im
[quote]now edit the GalaxyScenarioDef file (Common) GalaxyScenario.Def Add 1 to planetItemTypeCount add this into the planetitem area in the file planetItemType designName "Tech:Frigate:Light" entityDefName "FrigateFourthLight"[/quote] OK...everything else i did before. But this i did not. Im not at the right pc right now but when i do ill try this. Thanks Darkstar for your help. :CONGRAT:
I have a modding question. How can you make coppies of ships for different roles? Example: I want to make a 'variant' of the EscortCruiser (Empire Carrier Cruiser) that colonizes instead of carring fighters. Ive tried just giving it colonize ability and and creating a string. Changing frigate type, etc... And i added it to the empireplayer frigate list... Whatever i try it just dumps... My guess is you gotta do something in the window file..but... anyhelp would be much appre
[quote]yeah i was asking for a Golan I or Golan II, becuase the Golan III costs way to bloody much.[/quote] oh...lol... i have to agree with you there
i looked up the weapen range in gameinfo and everything was 5000... so...dont see how more weapons come into effect at closer range since ALL their ranges are the same...lol Lord Tareq is right about the fighters. In Star Wars snubfighters were the key to many, many rebel victories. (destroyed the first death star for crying out loud) Also i cant understand how stardestroyers dont have the colonize ability... oh and Aeroa1...there is a golan III...lol... altho
In the time of the great dollar bill... The internet is the great equalizer.
honestly id rather have more races, ships, research, diplomacy, planets and more depth in general than a campaign which you play once and never again. Make the ai easily moddable and other things making modding easyer and get rid of all the hard codes...i think those are more important than a campaign. Also minor things such as being to pick starting locations, artifact placement, etc, etc... ...
[quote]I have more Ideas for the heavy devensive platform.How about a bigger fighterbay that can carry about 6 squadrons and with cannons they can attack all enemy units in the gravity field without any range limitation.It uses long range beam weapons that look like the beams from the Kol battleship.The platform is automaticaly replaced over and under the planet, so you can build only two, on asteroids only one. But from this position it can attack all units in the gravity field.Ok I make a smal
[quote]The Imperator-I was the first type of ISD brought in to replace the venators (Course then again, technicly the VSD did that but oh well) The Imperator-II was an upgrade of the Imperator-I, which sported more powerfull shields, stronger big guns (The four guns on each side of the command tower) and a few more guns overall. The visual changes were nonexistant.P.S. They are also called Imperial-I and Imperial-II Star Destroyers.[/quote] sigh... For future, you should atleast rea
[quote]I'm sure people did read your post, Derek. But, frankly, so what? This thread is about a mod, not the history of a class of Star Wars ship...And wikis are never a great source to use for an arguement... I could go in and change what the wiki says right now, if I had the inclination... true and true[/quote] Dont be hatin cuz you know your wrong... lol... seriously tho, this outrages me for unknown reasons Imperator-II is COMPLETLY made up Wh
[quote]I have successfully created a BLACK HOLE as a MAIN STAR. Yes, now you too can have a Black Hole at the center of your Solar System, complete with all the nastiness of my original Black Hole.[/quote] I was thinking about asking about that. That is seriously awesome. Cant wait for 2.0 :CONGRAT: