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Slocket

Latest Posts

Page: 2 of 6
Posted in: Why does US always get the multi CD version??
 Slocket
10-26-2006, 5:51 AM
#1
Warning Rant about format quality. Sick of this stuff... One little bit, and why I am waiting to buy from UK. I hope the publishers read this. I bought Empires at War US version and it came on two CD. Then I find out the UK get the patched one DVD...  [Read More]
Posted in: Map Editor Tips, hints, questions here
 Slocket
05-18-2006, 2:09 PM
#47
The AI Zones are as he said, to direct the AI to not fly over high mountains and walk under water. The Passible Zones are mainly for you the Human payer from traversing Mountains and Walking under water for example. Ther are other pathing option to...  [Read More]
Posted in: Map Editor Tips, hints, questions here
 Slocket
05-17-2006, 6:48 PM
#29
I loaded a test map back into the editor and the built bases exploded. The other build pads version are for capture, and I think are blank for use in GC mode where you buy your buildings and then they show up on the planet in those designated spots....  [Read More]
Posted in: Voice Actor for Zann
 Slocket
05-10-2006, 7:46 PM
#5
I think the voice is perfect. He sounds as if he was young and had a life -turned corrupt by misfortune toward revenge. Reminds me of Garrett's voice from the original Thief I and II games from Looking Glass Studios, circa 1997 or so (Dark Project a...  [Read More]
Posted in: Devs please reconsider
 Slocket
05-11-2006, 3:04 PM
#15
I would rather have a sexy female whip me to death than a plain old light saber. lol...  [Read More]
Posted in: Has the expansion got you excited?
 Slocket
05-10-2006, 7:24 PM
#13
Excited? You need to asK? :)...  [Read More]
Posted in: Official Trailer - view or download it
 Slocket
05-10-2006, 7:32 PM
#18
Nice trailer is impressive! I assume it means the space maps will be bigger to hold all the action? Since I hear George himself plays this game, I assume the resources have been added to really beef up the original EAW with more content and AI (some...  [Read More]
Posted in: Some Lua details
 Slocket
05-18-2006, 2:13 PM
#31
The modified Lua will work in game. You can also add extra lines to it like C language. I was 'copy paste' command blocks to add extra stuff IE a Huge Rebel Invasion Fleet when it decides to "Crush.lua"...and it is awesome. The RIAD_AI_BOO...  [Read More]
Posted in: Some Lua details
 Slocket
05-17-2006, 6:25 PM
#29
Just to let you know, the patch 1.4 gives you the decompiled source LUA to use! I am testing it to see if the game likes it if it is modified....  [Read More]
Posted in: Some Lua details
 Slocket
05-16-2006, 4:05 PM
#28
Using Mike's new cool LUA Tools I was able to make a first Enhanced_AI_RAID LUA Module! I wanted more of a challenging RAID ability for the Rebels. Now for the first iteration the AI will use up to 6 units plus the normal heros and commandos, and ha...  [Read More]
Posted in: Some Lua details
 Slocket
05-06-2006, 2:23 AM
#25
A big thank you to you guys! :) You know your stuff very well (this is way above my head). It will be good to have even more versions to work with, in case something came up for redunancy. As for me, the 'technically challenged', I can play with the...  [Read More]
Posted in: Some Lua details
 Slocket
04-25-2006, 10:03 PM
#8
Sure, please do. I do not think we will get a LUA editor for now. With a disassembler, we can (the hard way) change any small aspect of the game that many modders may like. I for one would like to change the way the DeathStar Battle is played out. I...  [Read More]
Posted in: Some Lua details
 Slocket
04-19-2006, 4:28 AM
#6
Hey, the old demo is written slightly different than the final game release Lup. I manage to follow you advice for the old demo file Lua 5.0 and it decompiled quite a bit until it crashed! lol I thought you may find this interesting. I only used Lua...  [Read More]
Posted in: Some Lua details
 Slocket
04-19-2006, 3:30 AM
#5
Well Mike good job so far! This is the REAL editor I am looking for. Can you give us a version of the LuaDec you modified? On the other hand, I can of course output Lua assembly from the lua files; that's easy to do. But then this has to be manually...  [Read More]
Posted in: How do the scanners work?
 Slocket
03-06-2006, 6:35 PM
#2
Yeh, you would think the would show the stupid Rebel fleet icon or something. Incoming, but there in NO picture showing you what planet is being attacked. ------------ Look over at your driod advisor and he will show a two second pop-up message of w...  [Read More]
Posted in: Surface bombardment
 Slocket
03-01-2006, 2:59 PM
#6
That line just tell the game if having a capital ship which carries TIE Bombers are able to use BOMBARD while on a land battle? Make it False, then as the Empire you cannot call down BOMBARD while on a land battle map. I am guessing, but I will tes...  [Read More]
Posted in: Changing space and Land Battle Pop caps.
 Slocket
02-27-2006, 3:06 AM
#5
I got it to work. I can change the population cap on land battle via the above method, but it is a bit sappy. I made the infantry 0.5 points effectively by fooling the code into counting two for one. LOL Talk about a land slugfest...sure you want t...  [Read More]
Posted in: Changing space and Land Battle Pop caps.
 Slocket
02-26-2006, 10:39 PM
#3
Try making a land unit population value 0.5 or even zero. See what happens. LOL Then you will understand how much the AI can out build you! You can also add more units per squad, effectively making more units on the field. I doubled the infantry f...  [Read More]
Hey, that is good to know. I was just guessing. I would have never thought about SecondaryStructures.xml And it is good to know that scale factor is the size of the model. I got tired and slept on it, I never tested it yet. At any rate, I guess t...  [Read More]
Adonnay, that is interesting. Another spin on it. Evenflow80, make sure to include the Scale_Factor at 3.3 instead of 1.0. That scale factor seems to be important to lift it for the whole map in regards to the Comm_Station_Abandon stuff below it....  [Read More]
just try add to what land building you wish to have the FOW lifted. Groundstructures.xml <Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range> some huge number. The Comm Sensor Abandoned uses the scale factor to make it huge, <Gro...  [Read More]
Posted in: Artillery Nerf Mod and small bug fix for AT-AA
 Slocket
02-26-2006, 6:44 PM
#1
http://rapidshare.de/files/14229064/Arty_Nerf_XML.rar.html Atry_Nerf Mod Arty_Nerf Mod Empire at War 1.2 Slocket 2-26-2006 By request and I agree, here is a modest change to Artillery to tone them down. I increased for both side the refire time by...  [Read More]
Posted in: Venator fully enabled for download here.
 Slocket
03-02-2006, 6:04 PM
#53
Yes, I understand what you mean, it is a jumble puzzle at Filefront. it is very 'busy'. THX for the tip....  [Read More]
Posted in: Venator fully enabled for download here.
 Slocket
03-02-2006, 5:07 PM
#51
That is good you got it to work. I am going to see about filefront for hosting, I need to get an account set up...seems to be pretty decent site..and its free! Plus I need to update the z-95 icon with the proper v-wing icon and a build tab pic chang...  [Read More]
Posted in: Super Planetary Shield
 Slocket
03-06-2006, 5:50 PM
#6
You can enable it, but there is a good reason why it is disabled. Before early game phase design, you could land troops anywhere on the map (like right up on your door step to your base), since they went to reinforcement points landing only, that mad...  [Read More]
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