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EAW: Warlord - 6.0 - Total Mod Expansion

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 Master_Cain
02-04-2006, 7:15 PM
#1
>>> EAW: Warlord - 6.0 - Total Mod Expansion <<<

Added in Warlord MTE v6.0
-Removed more invisible buildings or supplimented with other existing models.
-Fixes the new optional AI modes
-Fixes tp Zaarin faction when playing Imp or Reb (Gives them a better chance)
-Piett ISD ship is now red.
-The bigger planets have now only 6 land slots since that's how much Tattoine map can take.
-Some buildings tech silce fixed error.

Added in Warlord MTE v5.0

- New ISD ships (Zaarin and Piett)
- New unit color for Zaarin's faction (to avoid confusions)
- Zaarin can assoult planets with more than one troop.
- He is an Admiral so his ground troops support is limitated. His gorund companies have huge costs to build and mantain. (necessary fix-plays well with the story)
- The HomeOne has now his own escort and has a limitated number of fighter squadrons on board - his scale and weapons have also been improved.
- Fxeshave been done to reb space station 3 to enable it to explode.
- Tartan no hull explosion bug is now fixed.
- New play mode added (All start with one planet)
- Optional new file for difficulty settings
- Remaining invisible units removed.
- Hero / Troops size issue fixed.
- And many other fixes that don't require listing

Screens from The Mod:
1. Zaarin troops assoulting my empire on their own.
2. Tartan Bug Fixed (The hull never exploded after death)
3. Piett's own Accuser (Imperial Color for better recognition in battle-this ship only shows up when Piett is in space- Piett's double ico bug is also fixed)
http://i7.photobucket.com/albums/y256/Cain2/ZaarinTroopsAssoulting.jpg)
http://i7.photobucket.com/albums/y256/Cain2/TartanBugFixed.jpg)
http://i7.photobucket.com/albums/y256/Cain2/PiettsShip.jpg)

1.The HomeOne can spawn his own limited number of fighters.
2. Me commanding Zaarin's forces in an invasion
3. Three fully playable factions
http://i7.photobucket.com/albums/y256/Cain2/HomeOneSpawn.jpg)
http://i7.photobucket.com/albums/y256/Cain2/AfterlandingwithZaarintroops.jpg)
http://i7.photobucket.com/albums/y256/Cain2/3FactionsSP.jpg)

1.The Droids now work (Normal Setting)
2. Zaarin Personal Ship and him. (The Prototype TIE's only spawn from his ships and his ship is not respwanable after death - take care of it - it is also very powerful)
3. The special weapons work - but their power is diminished as well as their firepower ratings.(You see here a hypervelocity in actions - Zaarin can build it too)
http://i7.photobucket.com/albums/y256/Cain2/DroidsWork.jpg)
http://i7.photobucket.com/albums/y256/Cain2/TIEAdvanced.jpg)
http://i7.photobucket.com/albums/y256/Cain2/HyperVelocity.jpg)

1. And Again - the space retreat and land retreat fully work.
http://i7.photobucket.com/albums/y256/Cain2/Hyprspacejump.jpg)

Changes in WTME 4.0:
-Fully enables the land and space retreat for Imps, Rebs and Zaarin
-Fixes to invisible land units.
-Fixes to some planets problems.
-Polishing of Zarrin faction (*You can only assoult with one unit - use an AT-AT, be careful and bomb the hell out of the enemy while playing on easy)
-Fixes VSD unilmited build pop cap
-4.0 makes the mod 99,9% playable
-Many internal .xml fixes
-Report any new bugs on the official topic or in the NMA subforum.

Added in Warlord MTE v3.0

- You can now fully build VSDs, ISDs, MCs, etc.
- Fixed problematic planets (lemme know if you spot new ones)
- Snowspeeders enabled with Y-Wings hulls (They are a nice ground support but I don't think they can cable tow)
- Zarrin can now build troops - so its easy to defeat the rebs and imps (but he still can invade with one at a time - lack of suitable transports for his revolt)
- Enabled the building of ground large turbolaser's defences.
- Fixed the space stations issues - you can now build up to level 5.
- A better structurated build tech queque
- Build queque icons fixed - they no longer show unbuildable structures or units.
- Ion Cannons enabled
- Retreat is still possible for both sides on land (Zarrin can do it in space too)
- New imp structures enabled.

(Lemme know if you spot buildings without model or any other issue. This mod build should be 99% stablie and very polished)

Added in Warlord MTE v2.0:
-Removed all known missing units.
-The C3PO droid is added back in the game/
-Fixed Bestine space map crash
-Added the land retreat ability for rebs and imps(*pure luck - hope it works on your demo too/maybe someone mods it for the space one too)
-Note: Zaarin still has both the space and land retreat ability.
-Gameplay research - New mod play mode recommended is now availeble.
-Tip: Play with the AI on low or medium if you don't want to loose miserably.
-Lokecd units&buildings icons are still visible but they are next to the same but enabled ones ;)
-Other small general fixes to fighters/ships build time/location and space station level required.
-Better shields to cap ships (Mon / ISD)

Added in Warlord - Total Mod Expansion:
- You can play with the alliance (standard mode/full tech&credits mode)
- You can play with the empire (standard mode/full tech&credits mode)
- You still can play as a third faction (Zaarin)
- Space maps that spawn Nebulon firgates were removed
- Fixes to 3 planets that were misssing GUI texture
- Fixes to fighters movement
- Fixes AT-AT firepower normal against troops
- Many space battles crashes removed (if you spot any PM me)
- Fixes missing space stations in actual 3D battle
- All existing heroes are in.

Added in "Zaarin" 1.3:

-You are able to build imperial buildings and defenses.
-Troops (human) scale and mobility has been improved towards realism.
-Known crashes removed.
-You are able to call down reinforcements when the planet is allowing it.
-Use your bombing runs carefully.
-Use your ground troops carefully since they are your loyal troops and the only ones who followed you in this private rebellion.

General aspects of the Mod:

-This mod is designed to be hard, challenging and fun and you start with only one planet - expanding from that one.
-Play the game as a third faction that has followed the Admiral Zaarin in his revolt against the Empire.
-Adds all existing heroes and you will have to face them all in battle. (*Kyle_Katarn, Han_Solo, Sundered_Heart, Home_One, Mon_Mothma, Piett, Mara_Jade, Grand_Moff_Tarkin, Boba_Fett, General_Veers.)
-Your action as an admiral to turn against the empire has offered you enough support from the imperial fleet at Corellia and the main space station and shipyards in that system - this will allow you to build all the imp ships and buildings.
-This uprising has created chaos in the galaxy and many rebel or imperial troops will decide to join your army in battle (*you never know)
-Tarkin and his armada is after you and you will not be a friend of the rebellion too.
-See how the galactic civil war is evolving right before your eyes and how the rebel AI battle the imperial AI as you can stop them defeating the Rebels and the Palpatine's Imps and rule the galaxy for your self.
-Your ground troops will be limited on what you start with - this is more of an imperial fleet rebellion.
-New* Be able to retreat your forces from space battles or land battles.
-New* The scale of the troops and fighters has been corrected to a more acceptable size as well as their speeds.
-New* The other factions AI will partially ignore you if you not upset them.
-New* Unit speeds have been modded towards a bit more SW movie realism.
-New* 22 planets have been enabled (*but only on with the few maps that are available in the demo)
-New* trade routes have been added.
Etc.

Enjoy - Cain (*Please also give credit to NMA Nevada Modding Association )http://pff.swrebellion.com/index.php?board=23.0) (http://pff.swrebellion.com/index.php?board=23.0)

PS. Full play may still be required in case of bugs pls. report them to me in the offical topic:
http://pff.swrebellion.com/index.php?topic=2257.0)

Download Link - WMTE 6.0 Mod:
http://pff.swrebellion.com/index.ph...55.0;attach=415)

Turbolaser 3 Fix:
http://pff.swrebellion.com/index.ph...55.0;attach=447)

NOTE: To use the Ai's xmls from WTME 5.0 mod in your mod will require you mentioning in all your mod/info/credits the source of this fix:
"Space retreat option availeble thanks to: Warlord TME v5.0 Mod, By Cain, NMA: Nevada Modding Association and PFF: Petroglyph Fan Forums."
It is just something I want - to credit our efforts in discovering this. Its up to you in the end to decide - Thanks.
 Baklava
02-05-2006, 12:40 AM
#2
I ran into the invisable invincibal building glitch. Not even bombing runs and take care of it. It was on tatuioone(sp?) the heavy factory was invisable and I think the other two were turbolasers but at sts spawned so they might be light factories.
 EAWFAN
02-05-2006, 1:36 AM
#3
good mod same problem as above invisible buildings man i had 2 planets left until i would have won but always insvisiable
 Master_Cain
02-05-2006, 6:17 AM
#4
good mod same problem as above invisible buildings man i had 2 planets left until i would have won but always insvisiable


If I can oly figure out what were those buildings and from what faction ?
 Athanasios
02-05-2006, 8:39 AM
#5
Cain, one more thing, the files im trying to download is .zip one, and WinZip does not keep the folder tree of the compressed files, which means that i just download a zip with all the xml's scattered. WinRar keeps the folders when you zip something.

Still, it might has to do with an option i mis-activated in WinZip...
 popcorn2008
02-05-2006, 9:08 AM
#6
I believe the invisible building is the officer academy. It was in the forth version anyway, I had to go through and just give it the same model as a barracks and that made it work.

Did you fix the infiltrator in this version? In the last one it was invisible as well.
 darth_vadar_13
02-05-2006, 9:49 AM
#7
g8 mod. but i wana disable all the land battles cause the map is gettin borin nd i would also like to know how u can change the amount of credits u start of with.

thanks
 Baklava
02-05-2006, 10:18 AM
#8
If I can oly figure out what were those buildings and from what faction ?

One building I'm 100% sure was an empire heavy factory because it kept spitting sabre tanks.

The other two I'm 75% sure were empire turbolasers because the dots were where they usually appear but At St's seemed to spawn in front of them and just stand there. They also spawn on top of each each and at a fast rate too.

I have to say that I love the Tie Advanced.

And the fact that I'm left alone to build my fleet is cool. Best mod here.
 Master_Cain
02-05-2006, 10:51 AM
#9
I believe the invisible building is the officer academy. It was in the forth version anyway, I had to go through and just give it the same model as a barracks and that made it work.

Did you fix the infiltrator in this version? In the last one it was invisible as well.

yup fixed.

6.0 is now availeble. I hope I fixed the correct buildings. The Imps had a lot of them missing.

Download Link - WMTE 6.0 Mod:
http://pff.swrebellion.com/index.php?action=dlattach;topic=1955.0;attach=415)
 Master_Cain
02-05-2006, 11:04 AM
#10
Added in Warlord MTE v6.0
-Removed more invisible buildings or supplimented with other existing models.
-Fixes the new optional AI modes
-Fixes tp Zaarin faction when playing Imp or Reb (Gives them a better chance)
-Piett ISD ship is now red.
-The bigger planets have now only 6 land slots since that's how much Tattoine map can take.
-Some buildings tech silce fixed error.
-Infiltrator fixed

I can't edit my post without an error.

Thx for the feedback buys ! It is appreciated and lemme know if I forgot something to fix.
 Grey_Ghost
02-05-2006, 1:53 PM
#11
You should be able to have all buildings in with alternate models. The only exception I've found is the Magnapulse, which crashes the game no matter what I did or didn't do to it.
 Athanasios
02-05-2006, 5:20 PM
#12
Ok, i figured out the problem with WinZip and the scattered files, i just set WinRar to handle .zip files as well.

Btw, great job with the infiltrator ppl. I really expected to grab them in my hands, so, keep up ;)
 Master_Cain
02-06-2006, 2:25 AM
#13
You should be able to have all buildings in with alternate models. The only exception I've found is the Magnapulse, which crashes the game no matter what I did or didn't do to it.

Yes - thank you - I enabled most of them.

Btw Grey_Ghost you are useing one of my discoverys without proper crediting:

http://pff.swrebellion.com/index.php?topic=2204.0)

.... PM me if you have any problem with this. Thanks.
 Master_Cain
02-06-2006, 6:13 AM
#14
Ok I can't help my self not posting this:

I just got confirmation that I am listed in the EAW credits (gold) in the special thanks :


Sadean 'Cain' Cristian


Youpiiiiiiiiiiiiiiiiiiiii I have left my name on a piece on SW History !

The fan's ultimate dream !
 Ra2er
02-06-2006, 10:51 AM
#15
Wow! That is actually amazing, I always wondered how people get into the special thanks bit in the credits.
I'll be looking out for you in there when I win the game...
 Master_Cain
02-06-2006, 1:57 PM
#16
Wow! That is actually amazing, I always wondered how people get into the special thanks bit in the credits.
I'll be looking out for you in there when I win the game...

Well ... thanks :) I wish you all could be there since you all desirve it.
 Grey_Ghost
02-06-2006, 2:16 PM
#17
meh..
 Screed
02-06-2006, 4:51 PM
#18
Still getting random exceptions when zooming in on a planet. Nothing was in the build que. It had a level 3 Space station, long range scanner, barracks, lightfactory and a mining facility.

Zoomed in on it (corellia) and bam, exception and game closed.

I tried doing a complete new install then putting your mod in and same thing.
 Slocket
02-06-2006, 9:42 PM
#19
Master Cain,

The d/l link is giving me "No access allowed" error? for Warlords 6.0
 strikor
02-07-2006, 5:27 AM
#20
Still getting random exceptions when zooming in on a planet. Nothing was in the build que. It had a level 3 Space station, long range scanner, barracks, lightfactory and a mining facility.

Zoomed in on it (corellia) and bam, exception and game closed.

I tried doing a complete new install then putting your mod in and same thing.

I'm getting that a lot too. My most recent one just happened to have a level 3 space station as well.
 Athanasios
02-07-2006, 4:36 PM
#21
I don't know if this is already mentioned or it's just my installation, but i get no infiltrator training facility, although all the necessary buildings (to unlock it) are built. I turned the "unlock required" option in the XML file to "No", but nothing.

Uh, and i'd like to see those infils before game is out....i guess i'll see them in full action ;)
 Master_Cain
02-08-2006, 3:50 AM
#22
I don't know if this is already mentioned or it's just my installation, but i get no infiltrator training facility, although all the necessary buildings (to unlock it) are built. I turned the "unlock required" option in the XML file to "No", but nothing.

Uh, and i'd like to see those infils before game is out....i guess i'll see them in full action ;)

Guys - zooming on Corellia works for me anyway - so avoid fast zooming after some major movements in the galaxy. I think this is a bug - I assume it is in the space stations area.

As for the infiltrators ... I will try to find why you can't build it. One explination will be that his tech is set to 99
 strikor
02-08-2006, 5:28 AM
#23
It's definitely the level 3 space station.
 MDN14
02-11-2006, 6:54 PM
#24
I still get a crash whenever I try to build a level 3 station as zarin.
 Master_Cain
02-12-2006, 6:12 PM
#25
I still get a crash whenever I try to build a level 3 station as zarin.


Yes its the damn level 3 space station. But its because of the base level 3 incorporated.

Try to avoid planet zoom when Zaarin has a level 3 space station and it will work fine.
 Arc9
02-16-2006, 7:09 AM
#26
OMFG what a piece of crap website! The piece of scrap metal wont let me download the mod XO!!!
 Elyas
02-20-2006, 4:51 PM
#27
OMFG what a piece of crap website! The piece of scrap metal wont let me download the mod XO!!!

Indeed, why does the site now allow us to download the mod? It says that it's a restricted area or something...
 Master_Cain
02-20-2006, 5:14 PM
#28
Indeed, why does the site now allow us to download the mod? It says that it's a restricted area or something...

Try this:

Download Link - WMTE 6.0 Mod:
http://pff.swrebellion.com/index.php?action=dlattach;topic=1955.0;attach=415)

Turbolaser 3 Fix:
http://pff.swrebellion.com/index.php?action=dlattach;topic=1955.0;attach=447)
 Screed
02-20-2006, 6:43 PM
#29
Cain, any chance to get the Warlord Mod incorporated into the complete game?
 Master_Cain
02-21-2006, 4:02 AM
#30
Cain, any chance to get the Warlord Mod incorporated into the complete game?

I have a starting base availeble for download.
 Master_Cain
02-21-2006, 4:08 AM
#31
>>> EAW: Warlord - 6.9.1 - Gold Fix<<<


Added in Warlord MTE v6.9.1

-Fixes the scale of all units (space/land) and heroes reducing it to classic WTME more real scale.
-Fixes the cost for all the ships by increasing them with almost 1000 credits.
-Fixes the hyperspace speed for all space units to WTME speeds.
-Fixes the Ant Fighter ships to be less accurate against fighters (From 1.0 to 1.5,2.0,2.5)
-Fixes the combat fighter speeds to WTME settings.
-The ISD and MC get 1000 shield points more (2000 to 3000)
-The VSD has now half of the ISD fighters and will spawn them.

It was impossible to play the game with those original settings (I exited after the first mission) so that's why I made this 6.9. So I can play the game. If you have any bugs report them in the WTME 6.0 topic.

This mod is installed like the WTME 6.0.

Download link:
http://pff.swrebellion.com/index.php?action=dlattach;topic=2622.0;attach=475)

More to comme in Warlord 7.0:
http://pff.swrebellion.com/index.php?topic=2626.0)

To return to the any Petroglyph patch settings just remove the XML folder.
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