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Tom Servo

Latest Posts

Page: 2 of 3
Posted in: Rebellion Ships - Launching fighters?
 Tom Servo
02-23-2006, 2:23 PM
#7
I think we should use the Z-95 Headhunter. It's weaker, you can't build it very much, so it would be perfect. BTW, what file are the ships located? Ye nice idea, since they are weaker than other ships they arent used much, but still it wouldnt be wis...  [Read More]
Posted in: Rebellion Ships - Launching fighters?
 Tom Servo
02-23-2006, 1:48 PM
#3
You cant keep your fighters , its hardcoded, you can only change the delay which they will spawn. About Renown's idea, i'll probly add some squads for the calamari cruiser, but if u add fighters in all ships then the rebellion is gonna get too many s...  [Read More]
Posted in: Editing AI Difficulty
 Tom Servo
02-23-2006, 12:22 PM
#5
Are you sure? I mean the Contrast modifiers wont do much in the campaign but the damage multipliers and credit accumulation modifiers should work just fine......  [Read More]
Posted in: Pirates building stuff
 Tom Servo
02-22-2006, 8:55 PM
#5
I finally made the suckers build some corvettes, you have to change a lot of stuff and even make them "look" like a playable race so they are red on the map instead of orange now. I'm gonna try to setup a campaign with empire vs rebels vs p...  [Read More]
Posted in: Pirates building stuff
 Tom Servo
02-22-2006, 7:11 PM
#3
You can give them the AI to make them capable of building things but i cant figure out what to change so they actually do build stuff...  [Read More]
Posted in: Pirates building stuff
 Tom Servo
02-22-2006, 6:50 PM
#1
Has anyone managed to make the pirates build units or bases? I managed to give them a bunch of units and they will play like a real faction and conquer planets and attack you but they dont build anything....  [Read More]
Posted in: EAW: Star Wars Realism v3.0 (Space Combat)
 Tom Servo
02-22-2006, 10:49 PM
#15
It doesnt modify any ground unit files so yeah if you just replace those files it can work with this mod....  [Read More]
Posted in: Campaigns & Planets
 Tom Servo
02-21-2006, 10:02 PM
#2
Check to see if there are any forces specified in a map you dont want in the campaign....  [Read More]
Posted in: The xml folder
 Tom Servo
02-21-2006, 1:38 PM
#2
Yup everything in the xml folder will overwrite anything in the .meg files. Check to see if you extracted in the correct folder....  [Read More]
Posted in: EAW: Star Wars Realism v1.0 (Space Combat)
 Tom Servo
02-21-2006, 8:01 PM
#11
Yep i know its not so interesting, thats why im asking for some changes, because it would be nice if i didnt want to skip ground battles just to get to space battles....  [Read More]
Posted in: EAW: Star Wars Realism v1.0 (Space Combat)
 Tom Servo
02-21-2006, 1:09 PM
#7
Nice mod, any plans for expanding into Land Combat territory?...  [Read More]
Posted in: anyone is working on this?
 Tom Servo
02-20-2006, 10:30 PM
#2
Scroll down the forum mate, or even use the search function....  [Read More]
Posted in: Pirate Mod
 Tom Servo
02-21-2006, 2:34 PM
#5
Has anyone managed to make them build stuff and expand regardless of being playable? Im looking to have a third force for distraction besides empire vs rebellion....  [Read More]
Posted in: AI questions
 Tom Servo
02-20-2006, 5:32 PM
#1
Does anyone know where the data for how the AI builds fleets and ground units is? Specifically im looking to change the priorities for what units to buy and stuff....  [Read More]
Posted in: work in progress Realism/Balance Mod
 Tom Servo
02-20-2006, 5:30 PM
#2
Sounds good but instead of making only two ships come in 2-packs you should make everything because they might be unbalanced, or maybe make some weaker ships come in 2-packs when you get to higher techs so that you might want to build them instead of...  [Read More]
Posted in: No Pirates Mod Beta now available
 Tom Servo
02-20-2006, 2:41 PM
#4
There is somewhere where u set the AI for the pirates, a big upper than the starting forces tags. Maybe if you disable the AI and leave the forces as they are, you can have a more enjoyable fight if they just defend....  [Read More]
Posted in: Empire At War - Realism
 Tom Servo
02-20-2006, 4:08 PM
#5
I think: 1. Bigger health on ships(Hull and Shields) 2. Income for imperials/rebels more than halved.(A bit increased for pirates) 3. Hyperspace speed decreased. 4. Tech upgrades slowered and made more expensive. 5. Streamline rock/paper/scissors app...  [Read More]
Posted in: Empire At War - Realism
 Tom Servo
02-20-2006, 3:12 PM
#3
I would love to see something like this, but i don't have a lot of time to make it myself....  [Read More]
Posted in: [GC]Start with only one planet
 Tom Servo
02-23-2006, 1:26 PM
#30
no, i was imperial, i had coruscant and all i could build was a research facility and mine! Im not sure but if u start at tech0 u need to build a research facility and get to tech1 before getting to the barracks, did u try changing the tech level in...  [Read More]
Posted in: [GC]Start with only one planet
 Tom Servo
02-23-2006, 10:54 AM
#26
You mean as pirates or empire/rebels? I dont think theres a problem with the empire/rebels because i it doesnt change any of those settings. If you mean about pirates not building barracks, yes you need to change a lot of stuff for that to work....  [Read More]
Posted in: [GC]Start with only one planet
 Tom Servo
02-23-2006, 10:23 AM
#24
It creates a new campaign. Its going fine, im gonna add pirates that build units and try to attack you and the rebels. You will start with 2 planets each and the pirates will control most of the universe so i hope to slow down the initial rushing of...  [Read More]
Posted in: [GC]Start with only one planet
 Tom Servo
02-22-2006, 12:26 AM
#20
Hmm, so you are saying with decreased travel speed the expansion is slower? Pretty nice idea actually. But still on most planets there should be a pirate garrison instead of just moving and capturing without a fight i think....  [Read More]
Posted in: [GC]Start with only one planet
 Tom Servo
02-21-2006, 10:33 PM
#18
Well the current one has no pirates in it, so thats a non-pirate version. :p...  [Read More]
Posted in: [GC]Start with only one planet
 Tom Servo
02-21-2006, 10:19 PM
#16
Yup there are no pirates so everyone just runs and grabs all planets. :) But i want to start making a pirate-heavy version of this, will probably have a massive stack in the "capital ship" planets that you will have to defeat to get to them...  [Read More]
Posted in: SW: Empire at War Mod Manager
 Tom Servo
02-22-2006, 11:45 PM
#37
This is very convenient, nicely done, may i suggest a brand new thread so everyone can get this, since 2/3 of the posts are about the demo. :)...  [Read More]
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