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03-27-2006, 02:56 PM
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#41
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Rookie
Join Date: Feb 2006
Posts: 11
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Looks to be a top mod, could I just ask about bombing runs though...I see in the changes log that the figure for damage is higher. The bombing runs seemed way too overpowered beforehand so is this even more of an increase??
Any help with what all the bombing run values equate to would be much appreciated, they are the main bone of contention in my multiplayer galactic conquest games!!
Thanks,
Kim
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03-27-2006, 03:26 PM
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#42
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Forumite
Join Date: Oct 2005
Location: Thessaloniki, Greece
Posts: 561
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Yes, bombing runs have been slightly increased, but since all units health has also increased, they cannot take out heavy units (ATAT, T4B, M2 and T2B take heavy damage and so on) and buildings (turrets, production facilities) with one pass. Mind that bombing run range has decreased as well.
As for MP, i hope that when both players have the exact same mod installed, then they can play with it online. If not, Torpid told me that they're working towards this mod-support in coming patches (if not compatible already). I really want to play the LAN campaign with my brother too, but with EaW:TR installed, not the original game
Btw, im posting a new thread about the upcoming EaW:TR version 2.0 . Major changes.......stay tuned 
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03-28-2006, 04:05 AM
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#43
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Rookie
Join Date: Feb 2006
Posts: 11
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Well the LAN campaigns we've been playing are with MistenTH's space realism 3.0 mod installed on both our PCs. Works fine with latest patch 1.03.
Hence the appeal of your mod, as the space battles we have are great but land battles are decidedly in the empire's favour...hopefully this way we'll get the best of both worlds!
Try it out tonight anyway, thanks for the info on bombing runs, if these still feel overpowered I may try to tinker with them a little 
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03-28-2006, 06:07 AM
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#44
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Forumite
Join Date: Oct 2005
Location: Thessaloniki, Greece
Posts: 561
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so, the mods are working one LAN?!?!?!?
YEEEEEEEEEEEHHHHHAAAAAAAAAAAAAA 
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03-28-2006, 12:53 PM
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#45
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Junior Member
Join Date: Jan 2006
Posts: 266
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Ok ppl.
Little update on the next version.
We redone GC map and this is what you can excpect in the next release.
Now we changed how traveling is working.
In the original game :
Let's say that you have planet A and planet B. In order for your fleet to travel from planet A to planet B, the planet B had to be within the range radius of the planet A.
Meaning that you and AI were able to hop from planet to planet and that the frontline was materilized in very rare occasions.
Now we wiped out such system. In order for you to travel from planet A to planet B two planets must be connected with the hyperspace route. No connection no travel even if the planet B is within radius range of the planet B.
The good thing about this system is that now you have key planets which will give you the possibility to travel from one rim to another or which are simple crossroads.
The Empire is starting with coreworlds under its control whereas rebels are having only the Datooine.
We tryed to stick as close as possible to the SW galaxy map used in movies and SW lore.
Units are all rescaled as well as structures......

EaW: Total Realism mod....
TR mod team status: TR Advisor, programmer, map maker, Multimedia developer
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04-02-2006, 01:11 AM
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#46
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Lurker
Join Date: Apr 2006
Posts: 5
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04-02-2006, 04:20 AM
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#47
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Forumite
Join Date: Oct 2005
Location: Thessaloniki, Greece
Posts: 561
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Lobster, version 1.1 of EaW:TR was taken from the site, since the newer version is ready to download. You can check the relevant thread here
Enjoy 
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04-02-2006, 09:05 PM
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#48
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Lurker
Join Date: Apr 2006
Posts: 5
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again how do u start the mod... do u just play the normal EAW... cuz i tried that and nothing changed... i moved all the files into the rite spot...
i have the newer version...
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04-03-2006, 06:53 AM
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#49
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Forumite
Join Date: Oct 2005
Location: Thessaloniki, Greece
Posts: 561
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Lobster, what do you mean by "nothing changed".....and we guess that the installation instructions are way too intuitive, so, you shouldnt face so many difficulties.
Place folders, run game, play. Simple 
Last edited by Athanasios; 04-03-2006 at 07:09 AM.
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04-03-2006, 04:27 PM
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#50
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Lurker
Join Date: Apr 2006
Posts: 5
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nothing changed as in the game is no different from the way it was b4...i place the folders in the rite spot... no change....the first thing i noticed was i had no tie advanced picture and i have lvl 5 tech... and everything else looks the same
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04-03-2006, 04:50 PM
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#51
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Forumite
Join Date: Oct 2005
Location: Thessaloniki, Greece
Posts: 561
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Unistall any previous mods, patch the game (if you havent already) with latest 1.03 and retry. Could tell me exactly which folders and where are you putting them?
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04-04-2006, 04:05 PM
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#52
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Lurker
Join Date: Apr 2006
Posts: 5
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awww man i to uninstall every mod... i cant do that... i have like 1000....................... and i dont wich files are which
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04-04-2006, 04:24 PM
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#53
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Rookie
Join Date: Mar 2005
Location: Earth. I thought it was obvious...
Posts: 148
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Just take out your XML file (copy and paste elsewhere if you want). Then create a new one and put the TR files in it. Presto!
 Come on, did you actually think your destiny wasn't set?
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04-04-2006, 04:50 PM
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#54
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Lurker
Join Date: Apr 2006
Posts: 5
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if i take out the XML files wont my game be ruined?
im afraid if i presss the delete button my gamewill just like die
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04-04-2006, 05:11 PM
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#55
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Forumite
Join Date: Oct 2005
Location: Thessaloniki, Greece
Posts: 561
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Lobster, under Data path there should be NO other XML and ART folders. All mods out there use these too (basically). If you got any other too (like Audio etc), this doesnt matter a lot.
So, delete the current ones you might have (or back them up) and place what TR asks you.
If you'd like to wait, the newer version v2.1 (coming this Friday hopefully) will include an installer to make your life easier.
And no, the game won't die nor you hard disc will be formatted when you delete XML folders  . We do it all the time in our tests.
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