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MistenTH

Latest Posts

Page: 1 of 3
Posted in: Help editing XML's, what do some lines mean?
 MistenTH
03-01-2006, 10:17 AM
#10
5 energy recharges 1 shield. each weapon bolt uses from 10 to 20 energy missiles use 0 energy to fire when energy is drained movement drops to 50%...  [Read More]
Posted in: Massive Legacy of War Update - Final Day
 MistenTH
03-02-2006, 1:47 AM
#16
Looks really great. Good team you have there to bring it to reality. Guess most of the forum folk are a little on the quiet side, but get it out! I'm sure loads are waiting to play it....  [Read More]
Posted in: New Mod Announced!
 MistenTH
02-27-2006, 11:36 AM
#4
I want those nice custom long flowing robes with tearable hardpoints. I want my podium to be able to 'spawn incessant anal chatter', with a 'spawn limit of -1'. I want to have the Superweapon 'Veto', utterly destroying any motion attempted to be pa...  [Read More]
Posted in: EAW: Star Wars Realism v3.0 (Space Combat)
 MistenTH
03-23-2006, 1:19 AM
#142
Hey Wildcat! Well, my mod, but YOUR models. You could even upload them to lucasfiles or some other place for anyone to use em, since they're great :) This mod of mine is basically open-source now heh. Went gold a while ago, still pleasant to see peo...  [Read More]
Posted in: EAW: Star Wars Realism v3.0 (Space Combat)
 MistenTH
03-21-2006, 11:27 AM
#138
You have to change the hyperspace speed for every single space unit in SPACEUNITS - Fighters, Corvette, Frigate, Capital and Transport. It's under hyperspace speed ya :). Mine is set at 0.30, default is 1.5...  [Read More]
Posted in: EAW: Star Wars Realism v3.0 (Space Combat)
 MistenTH
03-18-2006, 6:36 PM
#130
On page 3 of this thread Wildcat has some Carrack cruisers modelled and skinned. However, they can't be placed into the game yet....  [Read More]
Posted in: EAW: Star Wars Realism v3.0 (Space Combat)
 MistenTH
03-12-2006, 2:26 AM
#127
You can take a look at how I did it. For instance, for the X-wing, in SPACEUNITFIGHTERS I gave it a torpedo hardpoint. And if you look at HARDPOINTS.xml, see how I created that hardpoint. To avoid problems, try to use similar hardpoints. For instanc...  [Read More]
Posted in: EAW: Star Wars Realism v3.0 (Space Combat)
 MistenTH
03-09-2006, 8:54 AM
#125
I tried to download this mod and it keeps coming up page cannot be displayed, is it just me or the mod? if there is an alternate way to download it would be much appreciated if any can tell me. This mod rocks and I really wanna try it. On the 1st po...  [Read More]
Posted in: EAW: Star Wars Realism v3.0 (Space Combat)
 MistenTH
03-08-2006, 3:55 AM
#123
You can go to the SPACEUNITSCORVETTES.xml and remove the <spaceunit> lines for the carrack and torpedoboat if you don't want them. The repair tenders are at the bottom of TRANSPORTUNITS.xml....  [Read More]
Posted in: EAW: Star Wars Realism v3.0 (Space Combat)
 MistenTH
03-02-2006, 7:04 AM
#119
Oh yes, I also uploaded the original TEXT folder in case people forgot to back it up....  [Read More]
Posted in: EAW: Star Wars Realism v3.0 (Space Combat)
 MistenTH
03-02-2006, 6:52 AM
#118
There's an EAW gold mod stick thread over @ the Petroglyph Fan Forums, Lion has the mod hosted on Petroden and Sithace has asked me for some details to come up with a mod page list. So I wouldn't worry too much about this mod being forgotten even if...  [Read More]
Posted in: EAW: Star Wars Realism v3.0 (Space Combat)
 MistenTH
02-28-2006, 9:46 AM
#108
EAW: SWRealism v3.0 uploaded. Get it now from the 1st post of this thread! Major changes from v2.1: FLEET! 'deathmode' mode for skirmish added. No more resource collection - slug it out with a large fleet. Refer to separate readme file for instructi...  [Read More]
Posted in: EAW: Star Wars Realism v3.0 (Space Combat)
 MistenTH
02-28-2006, 2:57 AM
#107
As of yet, the tools to add in new models have not been released. No mod is able to do so, yet....  [Read More]
Posted in: EAW: Star Wars Realism v3.0 (Space Combat)
 MistenTH
02-28-2006, 1:40 AM
#104
Yah, what Three60 said. I think the .tga icon is used throughout for everything, the game just overlays cost / fade effects as and when necessary. The repair tenders, well, actually we never seen such ships. It's plausible that they can be the trans...  [Read More]
Posted in: Ideas for attacking Polus?
 MistenTH
03-12-2006, 7:57 AM
#4
You could wait for the death star and blow polus into tinny little bits....  [Read More]
Posted in: Warhammer 40000 TC: Interest Check
 MistenTH
02-28-2006, 2:37 AM
#19
You can give them a close range melee weapon, and it only activates when the enemy is close enough. However, they will fire their ranged weapon once it recharges as well. Not a problem really, take it that they are dealing as much damage as they can....  [Read More]
Posted in: Star Wars vs. Star Trek: THE MOD!
 MistenTH
03-20-2006, 10:21 AM
#127
What ship is that? The nacelles and engineering section are too thick though no matter the fed ship. Try making em thinner....  [Read More]
Posted in: Star Wars vs. Star Trek: THE MOD!
 MistenTH
03-17-2006, 9:49 PM
#124
The fact we're talking about balancing SW and ST without degenerating in flame wars indicates that we are very interested in this mod. Lots of ideas here for the mod maker to pick out too....  [Read More]
Posted in: Star Wars vs. Star Trek: THE MOD!
 MistenTH
03-17-2006, 6:27 AM
#118
Also about the SW ranges its in several books, heres a quote from Dark Nest III The Swarm War Admiral Sith, the books aren't too reliable and vary a lot. Also, read my post. A TIE fighter travelling 20km/minute is SLOW. Our low-tech INTERNATIONAL SP...  [Read More]
Posted in: Star Wars vs. Star Trek: THE MOD!
 MistenTH
03-16-2006, 1:31 PM
#110
The Ultimate Superweapons - The Asteroid Maker and the Ultimate Daisy Farm (yes the Genesis device causes primordial life to begin)...  [Read More]
Posted in: Star Wars vs. Star Trek: THE MOD!
 MistenTH
03-16-2006, 11:18 AM
#108
The 1st pic is in Nemesis, in which the E-E used multiple phaser blasts practically throughout. The 2nd pic is a generic Galaxy-Class attacking a dominium ship during the Dominium War, and could be taken to be quite common. Also, more cases of mult...  [Read More]
Posted in: Star Wars vs. Star Trek: THE MOD!
 MistenTH
03-16-2006, 7:55 AM
#104
Sorry, man, but which Enterprise? I think that a battle between a Star Destroyer and the Enterprise E would give us only one option, who is winning that battle:The Enterprise! Why? Much faster, much better Shields and of course a much better Captain!...  [Read More]
Posted in: Star Wars vs. Star Trek: THE MOD!
 MistenTH
03-15-2006, 4:21 AM
#93
Sometimes, it's really difficult to compare. Simply because the people who created these universes did so to explore certain issues and ideas, not from a mathematical and engineering standpoint. Some ships or events or weapons are created just for th...  [Read More]
Posted in: Star Wars vs. Star Trek: THE MOD!
 MistenTH
03-14-2006, 1:17 PM
#89
It says the the E-E can't take out an Acclamator, doesn't say anything about not being able to take out a bomber. At any rate if you want a meaningful playable matchup the sides will have to be balanced, or else no one would play a stomp for very lo...  [Read More]
Posted in: Star Wars vs. Star Trek: THE MOD!
 MistenTH
03-14-2006, 9:52 AM
#86
Would be cool, but balancing it properly, given how polarised both sides are is going to be tough. Size wise the main Alpha Quadrant races aren't going to win any of the big SW ships. The most powerful Federation Ship atm the Fast-Battleship / Heavy...  [Read More]
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