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Grey_Ghost

Latest Posts

Page: 1 of 4
Posted in: Masked Revan Star Forge Robes Mod
 Grey_Ghost
08-07-2010, 2:45 PM
#12
Now that I know what Bioware envisions a Light side Revan as I am tempted to make another one of these textures. Maybe someone else will attempt it. Light Side Revan http://img810.imageshack.us/img810/7244/lsrevanmalak.jpg EDIT: On second thought th...  [Read More]
Posted in: Masked Revan Star Forge Robes Mod
 Grey_Ghost
08-04-2010, 2:38 PM
#11
I've added a KotOR2:TSL version to the main post, and an updated version for KotOR (just consolidating my fixes on that one). I originally wanted to place the robes in KotOR2 at specific locations & based on Revan's status as told to Atton, but i...  [Read More]
Posted in: Masked Revan Star Forge Robes Mod
 Grey_Ghost
06-28-2009, 6:01 PM
#6
Really nice work on this mod. But I have one small request that I can not seem to get done with Fred Tetra's KotOR Tool. In Shem's Prequel Jedi Robes he makes Star Forge Robes more powerful using the UTI file. I can not seem to get these two mods to...  [Read More]
Posted in: Masked Revan Star Forge Robes Mod
 Grey_Ghost
04-25-2009, 6:15 PM
#3
Added download to update in first post. DAMN THATS AWSOME, im in awe, now once the K1 Enhancement pack is released i will play a new game of KOTOR with thisThanks! What is the K1 Enhancement pack?...  [Read More]
Posted in: Masked Revan Star Forge Robes Mod
 Grey_Ghost
04-23-2009, 6:43 PM
#1
Now for Knights of the Old Republic & Knights of the Old Republic II : The Sith Lords. This is a modified version of the Robes created on the Star Forge. The robes give the player the appearance of the Masked Revan model without a cape (cape ver...  [Read More]
Posted in: FoC Patch 1.2 suggestions thread
 Grey_Ghost
01-04-2007, 4:37 PM
#13
Little confused about the difference between AT-AA and AA Turrets YertyL? I believe TIE_Snake was agreeing with you on not changing the AT-AA's ability to flak the hell out of ground units. http://home.houston.rr.com/vallore/8P.gif...  [Read More]
Posted in: FoC Patch 1.2 suggestions thread
 Grey_Ghost
01-03-2007, 4:09 PM
#8
-Fix the bug that enables AA towers to shoot ground units How about also removing this from AT-AA as well, and give them some Defensive blasters like the Artillery Walkers have for ground units. At the very least decrease AT-AA flak damage to things...  [Read More]
Posted in: What happened to upgrading Shield Generators?
 Grey_Ghost
01-01-2007, 4:20 AM
#3
Huh? You can't upgrade shield generators in EAW? You have a mod that allows this perhaps?Sure you can, just click on the Shield Generator and buy the upgrade....  [Read More]
Posted in: What happened to upgrading Shield Generators?
 Grey_Ghost
01-01-2007, 1:36 AM
#1
Why isn't it possible in FoC to upgrade base Shield Generators to block all attacks anymore (as in EaW)? EDIT: Whoops I was wrong, it's still there. I just forgot it requires tech level 3 upgrade in Skirmish. On a side note, I have more love for the...  [Read More]
Posted in: Got the expansion? Post your first impressions!
 Grey_Ghost
12-27-2006, 2:29 AM
#51
My first game trying it out as Rebels vs Empire (land skirmish). I build some of those new MDU's. I use 4 of them (2 laser 1 repair 1 shield) and 2 MPTL's to attempt defending my big mine on those Build Pads... A Freaking AT-AA just fires 2 volleys o...  [Read More]
Posted in: Captain Piett
 Grey_Ghost
07-05-2006, 1:09 PM
#2
I haven't had this problem. Though when I encountered him he attacked a planet with an Ion which pretty much kept him out of the fight to the very end....  [Read More]
Posted in: Will the Full version act the same as the demo?
 Grey_Ghost
07-05-2006, 12:33 PM
#6
Did you read what DarthMaulUK wrote? You have to give us some details. Did you install any new software/hardware/drivers recently? Are you using any Mods, did you try editing the files of a Mod...or try creating you own Mod? Just paste the dxdiag in...  [Read More]
Posted in: Empty/Disapearing Fleet?
 Grey_Ghost
06-25-2006, 6:26 AM
#2
Golly this game is buggy! I keep encountering other game stopping bugs. My most recent was that I could not attack (even raids), nor could the AI seem to do anything. Our fleets would just stare at each other in the same System. http://home.houston.r...  [Read More]
Posted in: Empty/Disapearing Fleet?
 Grey_Ghost
06-24-2006, 1:37 AM
#1
I finally decide to play the game after having owned it all this time, and I am presented with a gamestoping bug after just a few missions (new install patched 1.4). Right after the Rebel mission in Freisa(sp?) to steal the X-Wing Prototypes, the fle...  [Read More]
Posted in: Infiltrators
 Grey_Ghost
07-06-2006, 5:28 PM
#8
I use them just as you do. It's nice when the local population is your Ally. Having an area with a Bacta Tank & preferably a few Anti-Vehicle turrets along the way is a must. The biggest problem I had was the Imp Artillery, usually lost 2 out of...  [Read More]
Posted in: Infiltrators
 Grey_Ghost
07-05-2006, 12:41 PM
#6
It was a challenge, but once I got Infiltrators in the campaign I used them solely to attack non mission planets. The fleet above the planet was then easy pickins without their Space Station. Felt kinda cheap though....  [Read More]
Posted in: Galactic Conquest v1.4 Final
 Grey_Ghost
02-12-2006, 8:16 PM
#12
I decided to take a quick looksee and noticed some things on the Empire side. Player can build a Power Generator: This isn't required, one is automatically given on the Tatooine land map. Player can build Comm Array planet side: This structure does...  [Read More]
Posted in: Hyper velocity gun
 Grey_Ghost
02-11-2006, 1:03 AM
#8
The recharge time is modified by what speed you have your Space Battles set to in game.I meant after you change the recharge setting in the XML file it's then modified by the set Speed in game. Don't look for any deeper meaning, it wasn't there. http...  [Read More]
Posted in: Hyper velocity gun
 Grey_Ghost
02-10-2006, 1:20 AM
#6
What is that reply supposed to be meaning? What I wrote was correct, perhaps you misinterpreted it?...  [Read More]
Posted in: Hyper velocity gun
 Grey_Ghost
02-08-2006, 5:11 PM
#4
yea i found it thx for your help. it seems like 1-1:30 for the gun to recharge so i set it to about 5 seconds.The recharge time is modified by what speed you have your Space Battles set to in game....  [Read More]
Posted in: Bryant's & Grey_Ghost's Mod V2.6G
 Grey_Ghost
02-14-2006, 1:13 PM
#141
There seems to be some confusion out and about (mostly through emails), so I'll post this here hopefully for all to see. I am not Bryant Malaski, nor has Bryant Malaski had any involvement with any of the X.XG versions of this Mod....  [Read More]
Posted in: Bryant's & Grey_Ghost's Mod V2.6G
 Grey_Ghost
02-11-2006, 1:33 AM
#140
Research is done the same way you build the Research Facility. Once it's done an Icon with the Imperial Logo is added to the build list. For a Rebel, you have to use R2D2/C3PO to steal it from am Empire controlled system....  [Read More]
Posted in: Bryant's & Grey_Ghost's Mod V2.6G
 Grey_Ghost
02-08-2006, 4:59 PM
#133
Slow Downs: I get them as well now and then, and I'm fairly certain it's the demo itself. I'm hoping the release doesn't have the same problems. Shuttle Showdowns:I play pretty agressively and haven't had much interaction with Massive Land unit Spac...  [Read More]
Posted in: Ultimate (EAW) Mod. *2.0.1 released.*
 Grey_Ghost
02-08-2006, 5:27 PM
#87
I've never played this Mod, but what problem did you have with Infiltrators?...  [Read More]
Posted in: First mod for demo
 Grey_Ghost
04-07-2006, 10:28 AM
#55
i cant get the mod 2 workAre you in the wrong forum? This place was for the DEMO's MODs. EDIT: I read the date wrong, sure you've figured it out by now. Hmm, I wonder what will happen to this forum....  [Read More]
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