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Iamme

Latest Posts

Page: 3 of 3
Posted in: editing ship names nd creating armadas
 Iamme
01-30-2006, 3:12 PM
#2
Not sure about creating an armada, but you can change the names of the ships through the xmls. Though I suggest using the variant of code for easiest modification....  [Read More]
Posted in: Retreating
 Iamme
01-30-2006, 3:07 PM
#14
So you have played as the pirates or just watched them turn their tails and run? And if you have played as the pirates, what units/ techs are they allowed to build? Both, but not much in their original concept. I believe their base techs consist of z...  [Read More]
Posted in: Retreating
 Iamme
01-30-2006, 12:21 AM
#7
Thats strange, I wonder if anyone can get his\her hands on the reason why? Pirates are allowed to retreat ;)...  [Read More]
Posted in: V-wings and a thing about venetors
 Iamme
01-30-2006, 3:10 PM
#38
can u change the unit size and give it bigger more powerful wepons Yes. For the venator you can go into uniqueunits.xml (if you have a mod with extracted contents in your data folder) and look for the jedi_cruiser entry. Under that you should look fo...  [Read More]
Posted in: 700 mb WHY???
 Iamme
01-29-2006, 7:49 PM
#7
They DID include %80-90 of the game excluding map files :P...  [Read More]
Posted in: Bryant's & Grey_Ghost's Mod V2.6G
 Iamme
01-28-2006, 11:35 PM
#47
Ghost, do you have a AI folder in you XML override folder? If so, try deleting it. PS: How'd you trick the AI into building generators?...  [Read More]
Posted in: Which xml controls the aggressiveness of the AI?
 Iamme
01-27-2006, 1:59 AM
#1
Title. :)...  [Read More]
Posted in: Empire Mod for Chriz 5 mod
 Iamme
01-25-2006, 12:26 AM
#4
No you can't. It's actually a frowned upon practice to just take somebody else's files and use it for your own mod without asking first. You can do it for your personnal use only. A question of basic mod etiquette :) I didn't mean uncredited and as...  [Read More]
Posted in: Empire Mod for Chriz 5 mod
 Iamme
01-24-2006, 10:16 PM
#2
you could just take the files from Byrants mode, they're not exactly extensive....  [Read More]
Posted in: Ultimate MOD (Clan/Mod) [it's 50% Mod and 50% Clan]
 Iamme
01-23-2006, 10:15 PM
#2
IS there any incentive the a game already completely unlocked? O_o...  [Read More]
Posted in: Bryants Mod V2.0 -Hardest Reb + Imp AI out there!
 Iamme
01-23-2006, 9:39 PM
#35
As they're the same files, I think you cannot use them all at once. I think that Assault Frigates and Mon Cal cruisers require level 3+ stations to be built. Since you cannot build those stations in this mod, it also means that you cannot build assa...  [Read More]
Posted in: Ultimate mod Vs. Bryants mod
 Iamme
01-30-2006, 12:24 AM
#22
Chriz' exe just allows (as far as I've noticed) more credits :P S for my favorite mod, I'd nominate my own, which is a combination of Chriz' and Byrant's, Grey_Ghost's and my own meddling....  [Read More]
Posted in: Next Objective: New Maps
 Iamme
01-22-2006, 7:24 PM
#6
How muchdo you want to bet that they'll be changing their EULA so nobody can (legally) copy the game files to the demo? :P...  [Read More]
Posted in: Next Objective: New Maps
 Iamme
01-22-2006, 5:19 PM
#4
Shadow, those are those files......  [Read More]
Posted in: Other Planets Causing Crashes
 Iamme
01-21-2006, 10:16 PM
#7
um... thats the one hes talking about...Wouldn't he be talking about his own mod? @ Augrunt: a believe each planet has to be individually rigged up....  [Read More]
Posted in: Other Planets Causing Crashes
 Iamme
01-21-2006, 9:36 PM
#5
Try Byrant's, it has a full 43 planets and all ships+heroes :D...  [Read More]
Posted in: Bryant's Mod V1.5 -The BEST EaW Mod Out There!
 Iamme
01-22-2006, 1:01 PM
#23
I love the mod, I've only seen one bug so far. When attacking Alderaan there was no model for the rebel (level 3) spacestation. My ships attacked where it should have been but of course I had to quit because there was no retreat option. Other than t...  [Read More]
Posted in: Feedback Welcome
 Iamme
01-21-2006, 7:36 PM
#63
Thoughts in no particular order. Maps: Waaay too small, even for a mainstream game. Tactics are near nulified by the limited space maps which are very path based. Wildlife: Seemed a bit excessive at some points. Zooming out on the Tatooine map there...  [Read More]
Posted in: New Mod - Star Wars: Fleet Command for EaW
 Iamme
01-20-2006, 9:46 PM
#20
You guys are a little late... http://warlords.swrebellion.com/ http://warlords.swrebellion.com/gallery/GoodScreenshots/ss00508 Check out the gallery, this is one guy making this entire mod. Currently running of the HW2 engine, but it shouldn't be lon...  [Read More]
Posted in:  Segan Wyndh Armor v2.0 up at PCGamemods.com
 Iamme
02-21-2005, 2:43 PM
#4
You don't need to do anything, just tell people to keep the mod in a sub folder....  [Read More]
By tk102: I'm still investigating the GoodEvil thing. I've heard that low influence makes NPCs go GoodEvil in the opposite direction as your PC. I don't know firsthand yet, but I'm just looking for bugs....  [Read More]
Check the box, click on a power that you already have on the root tree, then click on the base feats/forcepowers line again. It worked for me, if that doesn't I'm not sure how to help....  [Read More]
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