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HomoUniversalis

Latest Posts

Page: 1 of 1
Posted in: First troupe on the ground
 HomoUniversalis
03-02-2006, 12:14 PM
#1
Seeing as there is a rather limited amount of points when you are fighting on the ground, I started experimenting a bit on what determines the outcome of the first unit on the ground, and it seems to be that the unit (after the battle) in the first s...  [Read More]
Posted in: xml assistance please
 HomoUniversalis
03-01-2006, 11:03 AM
#14
Yes, it is possible to do. I'm playing a game with one tenth of the infantry health, and infinite units on the ground. I'm thinking of making a balance mod that will have the 1/10 infantry health, 0 population cap for infantry and perhaps increased p...  [Read More]
Posted in: xml assistance please
 HomoUniversalis
03-01-2006, 9:10 AM
#11
You'll want to change it to zero, if you want to be able to place infinite units in land, or space combat....  [Read More]
Posted in: IMP starfighter mod rant!
 HomoUniversalis
02-28-2006, 4:30 AM
#6
It should be possible to spawn additional kinds of fighters from a ship, from what I've seen in the Capital Ship files. Still, without the ability to insert models/icons properly, how will you know the difference between the two?...  [Read More]
Posted in: Space Battle (NO LAND BATTLES) mod
 HomoUniversalis
02-28-2006, 5:35 AM
#20
Just thought I'd report my findings here.. I searched the XML files and came accross 'Tactical_Health' in GroundIndigenous.xml and GroundInfantry.xml . The first for the indigenous species, the second for the Empire and rebellion infantry. I reduced...  [Read More]
Posted in: Surface bombardment
 HomoUniversalis
02-27-2006, 2:20 PM
#4
Stay On Topic. Hardcoded in the exe? How peculiar. Well, maybe they just removed other references, and there is still hope in restoring the function....  [Read More]
Posted in: Surface bombardment
 HomoUniversalis
02-27-2006, 6:44 AM
#1
I found, in 'SpaceUnitCapital', under the Star Destroyer, the line "<Surface_Bombardment_Capable>yes</Surface_Bombardment_Capable>". Personally, I would much appreciate such a feature, as I'm not too fond of the land battles, wh...  [Read More]
Posted in: [MOD] EAW: Open Conflict
 HomoUniversalis
03-05-2006, 9:17 AM
#138
Hmm.. I guess so. So with all those wise engineers they have building starships, not a single one was able to project the energyshield just above the hull? I don't know how Vader keeps up with them :P Anyshoe, I think we would have to set the range...  [Read More]
Posted in: [MOD] EAW: Open Conflict
 HomoUniversalis
03-05-2006, 8:33 AM
#136
Interesting thoughts. Regarding the planets, adding them should be no problem. The amount of buildspaces on the ground and in space can be easily set, along with the planet's location, it's texture, and the map it references to. You can even set it t...  [Read More]
Posted in: [MOD] EAW: Open Conflict
 HomoUniversalis
03-02-2006, 6:14 PM
#112
Love the mod, and am looking forward to your future venues! :) Regarding those missiles, if there have been four variants, is there no way to add additional? Oh, and if you do revise the purposes of the seperate missiles, won't that screw up the sav...  [Read More]
Actually, I found that bombers are rather effective at them. I have had Darth Vader draw their fire, and taking down their shields and two bomber squadrons pummeling its health. Still, they are better used elsewhere, but if you have spares.....  [Read More]
Posted in: Sound problem
 HomoUniversalis
03-22-2006, 7:06 AM
#8
I can only suggest you uninstall and reinstall the whole sound package, including the drivers. If that doesn't work, try contacting SoundMax, if you are still in your warranty, or LucasArts/Activision....  [Read More]
Posted in: Sound problem
 HomoUniversalis
02-26-2006, 6:18 AM
#6
I fixed the problem by reinstalling the software package of my integrated sound. Perhaps you could try that. Just run the setup, and click reinstall.. Most peculiar......  [Read More]
Posted in: Sound problem
 HomoUniversalis
02-21-2006, 8:26 AM
#4
Ahem. It seems that the problem has returned, and re-installing Direct x isn't working either. I closed all open programs, including those from the task tray, but it still doesn't seem to work.. Puzzling....  [Read More]
Posted in: Sound problem
 HomoUniversalis
02-21-2006, 7:45 AM
#3
It worked! :D Thank you! Thank you! Just finished an imperial campaign, and am happy to report that we won't be seeing Mon Mothma no more :P Thanks for your assistance!...  [Read More]
Posted in: Sound problem
 HomoUniversalis
02-19-2006, 12:50 PM
#1
When I start up the game (full game), I hear my speakers make a poof, and than the sound (and music) no longer functions for the duration of the game, and during windows, until I restart my pc. Now, this happened when I installed the patch, so I star...  [Read More]
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