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Slocket

Latest Posts

Page: 4 of 6
Posted in: Venator fully enabled for download here.
 Slocket
02-20-2006, 9:32 PM
#4
@Bucky699 It is real easy. Just open the UniqueUnits.xml with a text editor such as word pad. Yo will see stuff that is readable. Search for "Jedi_Cruiser_R" that is the Rebel one. Below that about page down is something like <credit co...  [Read More]
Posted in: Venator fully enabled for download here.
 Slocket
02-20-2006, 6:52 PM
#1
Enables both Venator version for Rebel and Empire. Full fighter squadrons and additional improvements. Venator_Full http://rapidshare.de/files/13752296/Venator_Full.rar.html ---------------------------------- Venator_Full_Enable "Empire At War...  [Read More]
Posted in: Super Planetary Shield
 Slocket
02-20-2006, 2:12 PM
#2
The shutter shield did not really work in th edemo. It did not stop reinforcements from landing, it did stop a bombing run. The regular shield can be upgraded to a particle shield to stop all projectiles. The one good thing about having the Shutter...  [Read More]
Posted in: Persistant damage?
 Slocket
02-20-2006, 3:04 PM
#4
I am experimenting with a system that simulates the same results sort of. After a battle is won, right before the end screen, any unit, ship, etc that is less than 25% health is destroyed. They are there to fight the battle but once it is over, this...  [Read More]
Posted in: Empire At War - Realism
 Slocket
02-20-2006, 2:51 PM
#2
I would like a longer more Epic feel. I want smaller fleets more tougher ships that last longer so tactics would be of use. It is too arcadish and just a bum rush tactic. Space travel should be way slower. It would take a quite a bit of time to make...  [Read More]
Posted in: Getting started with modding EAW
 Slocket
02-20-2006, 7:05 AM
#2
http://www.lucasforums.com/showthread.php?t=160708...  [Read More]
Posted in: Single Player Campaign question
 Slocket
02-20-2006, 12:20 AM
#3
CAMPAIGNS_MAIN.xml EDIT: I see you beat me to it. :)...  [Read More]
Posted in: Which .xml is the main campaign?
 Slocket
02-19-2006, 10:34 PM
#2
Technically, it is all over the place. Much of it self evident. Such as SINGLPLAYERCAMPAIGN.xml or SCRIPTS/STORY/EP_01_M3REBEL.xml and txt files. It is not in one spot. Look at the EAW_XML file for download here in the thread "Expanded XML Re...  [Read More]
Posted in: Activating Venator
 Slocket
02-20-2006, 12:25 AM
#16
It needs to be specified for use in Skirmish, the DEMO was set for GC mode only. I should say use one of the Demo Mods that has the Jedi_Cruiser enabled. It was not just the plain DEMO xml but the modifed one to enable the Venator, then it should sh...  [Read More]
Posted in: Activating Venator
 Slocket
02-19-2006, 10:25 PM
#14
http://www.lucasforums.com/showthread.php?t=160708 Main thread. The XML from patch 1.1 and 1.2 is indentical. It was only a MP connection update. Find the download link there. Plus as stated above, copy the relevant data from the DEMO XML over to th...  [Read More]
Posted in: Disable Intro Movies MOD for full EAW
 Slocket
02-18-2006, 7:16 PM
#2
Thanks. saves me alot of time fiddling with the mods starting the game. :)...  [Read More]
Posted in: Maintenance values in factions.xml
 Slocket
02-18-2006, 5:42 PM
#4
credits accummulation factor I have not tested. It is 0.95 for Rebels and 0.85 for Empire faction. I think it may only apply to Skirmish games though. So it will not work in Galactic Conquest? In GC mode, the income is computed per day, so I do not...  [Read More]
Posted in: Maintenance values in factions.xml
 Slocket
02-18-2006, 4:53 PM
#2
The whole maintence idea was scraped due to time/dumb down the game. It was spoken about by one of the Petro guys. (if it confuses a five year old...scrap it). You wil also find remnants of Dimplomacy in there too. I do not think the game engine us...  [Read More]
Posted in: Full expanded XML ready to go!
 Slocket
02-18-2006, 5:35 PM
#6
The patch 1.2 does not affect the config.meg files, or the patch.meg file or any XML. It is purely for multiplayer. So the 1.1 XML and 1.2 XML is the same. EDIT: Sorry it does change a very bit tag number of the TEXT for multiplayer dialog message...  [Read More]
Posted in: Full expanded XML ready to go!
 Slocket
02-17-2006, 6:28 PM
#1
http://rapidshare.de/files/13507611/EAW_XML.rar.html EAW_XML It does not have the SCRIPT, LUA, ART stuff. Just all the XML and AI all of it in easy to read form and in original folder structure, just like the demo. ******* Empire at War v1.1 Slock...  [Read More]
Posted in: .meg extractor for Full version?
 Slocket
02-18-2006, 12:12 PM
#26
Yeh, just saw that, can you believe it? Now I have to do it it all over again.......  [Read More]
Posted in: .meg extractor for Full version?
 Slocket
02-17-2006, 6:23 PM
#24
Here is the Full XML extracted and expanded into its real names and folder structure, just like the demo. EAW_XML http://rapidshare.de/files/13507611/EAW_XML.rar.html...  [Read More]
Posted in: .meg extractor for Full version?
 Slocket
02-17-2006, 5:34 PM
#22
Comrade has another batch file editor to correct in reference. I am using the free one off the Net. The "Meg Extractor" is just the same one everyone have been using for the demo. Soon you can have the full XML nice and decopiled in huma...  [Read More]
Posted in: .meg extractor for Full version?
 Slocket
02-17-2006, 4:42 PM
#20
I found that it is the real Filename in the XML file that overwites DATA%XML%Filename in Config folder. Just the opposite. That is odd. I changed the price of a infantry soldier. It would only work if I place into a XML folder, outside the Config f...  [Read More]
Posted in: .meg extractor for Full version?
 Slocket
02-17-2006, 3:44 PM
#17
Extraction works just fine with tool for demo. To make it viable, take the file DATA%XML%FILENAME and place into a folder XML within DATA without the DATA%XML% header. Just as was stated above. I think maybe once you start a Campaign, the XML data i...  [Read More]
Posted in: .meg extractor for Full version?
 Slocket
02-17-2006, 4:09 AM
#4
There is two config.meg files after you apply the patch. Is the first one redundent? I rename it and it did not seem to care..so why do they leave it in there I wonder? It does nothing and is almost the same size as the original, it is just one fold...  [Read More]
Posted in: XML
 Slocket
02-16-2006, 4:36 PM
#4
Can you not just hex edit the Config.meg? Only thing is the length must remain the same (limited somewhat). I am sure one of them smart modders than me will have a new tool up soon enough. Of course maybe this should be in the Mod thread to get more...  [Read More]
Posted in: about editing the game...
 Slocket
02-16-2006, 4:51 PM
#2
It needs to be unpacked. It is not encrytped, so you can on it up with a hex editor a change basic stuff (make sure the length stays the same!) until a new unpacker tool is released. In about two days.... :) let me check on that again to mache sure....  [Read More]
Posted in: TIE Scouts - what are they good for?
 Slocket
02-13-2006, 7:09 AM
#16
I turn the Tie Scout into the Tie Advanced (via mod) for a real fighter to just mess with the Rebels....  [Read More]
Posted in: Hyper velocity gun
 Slocket
02-15-2006, 3:47 AM
#13
Well, I do not know about Reborn, but the land based Hypervelocity Gun is similiar to a giant rail gun. Glorious in its design. A tribute to our great Emperor's forsight and vision. Using powerful magnetic fields, it accelerates a metal projectile t...  [Read More]
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