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| AEM (4.5) - File Description |
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Description: Absolute Enhancment Mod 4.5
For regular EAW (NOT FOC)
Welcom to version 4.5, There have been many additions since version 3.1. There have been over 72 planets added, many space units and land units. also more hero characters and most ships now have fighter complements and all ships have been revised. Commanders play a large role with bonuses now, so killing them is a priority. Make sure you read the planet details since it will tell you what you can build where. All units are clearly defined as to their ability in reference to a similar craft so you know how good or bad it is. No matter what you build It will all fit in the build tray at the bottom of the screen, so dont worry, have fun 
New additions and fixes in 4.5:
- Full support for skirmish mode on land and in space.
- Resized Droideka's to be smaller in size
- Col. Veers combat bonus now works properly.
- T4B-s and AT-AT MkII now recieve the same planetary bonuses as the regular at-at and T4b's.
- Fixed MC-40 hyperspace speed was too slow
- extended Range of artillery units
- Raise pop points generated by lvl 5 station by 2
- Made Imperial Ai slightly more aggressive.
- Removed Dauntless and Red imperial guards from Imperial build options on Sullust and Coruscant.
- Improved garrison for officer accademies and can now build without barracks.
* 1. NEW UNITS
- All ships have been scalled as accurately per canon as much possible including fighters which are now smaller and space Tactical have been increased to 36.
New ships and fighters:
- Executor SSD with Battlegroup
- MC104 Battlecruiser with Battlegroup
- Corellian Battlecruiser
- Praetor Battlecruiser (imperial only)
- Mediator Heavy Cruiser
- Allegiance class
- Dominator Interdictor/Destroyer (imperial only)
- Corellian Destroyer
- Republic Destroyer
- Imperial star destroyer MK.2
- MC90 Cruiser
- Recusant
- Providence
- MC80 type 1 Cruiser
- MC80 type 2 Cruiser
- Interceptor IV Frigate
- IPV system patrol craft
- Dauntless Cruiser (Rebel Alliance)
- Geonoshian Cruiser
- Victory II Destroyer
- Corellian Frigate
- Munificient
- CC-7700 Rebel interdictor cruiser
- MC40 Light Cruiser
- Venator cruiser
- Assault Frigate MK.1
- Carrack
- Nebulon B frigate (Empire)
- Nebulon B-2 frigate
- Lancer frigate
- Imperial strike cruiser
- Escort Carrier (TIE) (Empire only)
- Escort Carrier (TIE Int.) (Empire only)
- Quasar Fire Class Carrier
- Improved correllian Gunboat
- Droid Tri Fighters
- V-wing Fighter
- Vulture Droid Fighter
- Naboo Fighter
- Clawcraft
- Cloakshape fighter
- R-41 star chaser
- Scimitar bomber
- Eta-2 fighter
- T-wing fighter
- Virago/starviper
- E-wing fighter
- Arc-170 bomber
- B-wing bomber
- K-wing bomber
- Tie advanced fighter
- Tie Defender fighter
- Missleboat bomber
- Gunboat bomber
- Bothan Spies
New Land Units:
- Jedi Knight
- Sith Lord
- B-1 Battledroids
- B-2 Battledroids
- B-3 Battledroids
- AAT Tank Company
- Droideka's
- L.A.A.T
- AT-AT MKII
- AT-ST MKII
- T4B-S
- T3B-S
- TIE Avenger ground
- TIE Int. Ground
- X-wing ground Fighter
- Nantex Ground Fighter
- Tie fighter G/T ground fighter
- T3-B tank
- Anti Air AAC-1
- AT-AP walker
- Air skiff
- Swamp speeder
- Spec Force Company
- Shock Trooper Company
- EWEB Troopers
- Imperial Elite Guard
New Hero Companies:
- Guri Female assassin
- Princess Leia
- Kyle Katarn
- Mara Jade
New Buildings:
- Medium Factory
- Financial Center
- Sith Temple
- Jedi Accademy
- Droid Works
- Fighter Facility
- Advanced weapons Facility
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|  | | AEM (4.5) - Screenshots |  | Screenshots: |  |   | 
|  | | AEM (4.5) - Readme |  | Readme File: AEM 4.5
For regular EAW (NOT FOC)
* Table of contents
1. New units
2. Gameplay changes
3. Map changes
4. installation
5. Thanks.
Welcom to version 4.5, There have been many additions since version 3.1. There have been over 72 planets added, many space units and land units. also more hero characters and most ships now have fighter complements and all ships have been revised. Commanders play a large role with bonuses now, so killing them is a priority. Make sure you read the planet details since it will tell you what you can build where. All units are clearly defined as to their ability in reference to a similar craft so you know how good or bad it is. No matter what you build It will all fit in the build tray at the bottom of the screen, so dont worry, have fun :)
New additions and fixes in 4.5:
- Full support for skirmish mode on land and in space.
- Resized Droideka's to be smaller in size
- Col. Veers combat bonus now works properly.
- T4B-s and AT-AT MkII now recieve the same planetary bonuses as the regular at-at and T4b's.
- Fixed MC-40 hyperspace speed was too slow
- extended Range of artillery units
- Raise pop points generated by lvl 5 station by 2
- Made Imperial Ai slightly more aggressive.
- Removed Dauntless and Red imperial guards from Imperial build options on Sullust and Coruscant.
- Improved garrison for officer accademies and can now build without barracks.
* 1. NEW UNITS
- All ships have been scalled as accurately per canon as much possible including fighters which are now smaller and space Tactical have been increased to 36.
New ships and fighters:
- Executor SSD with Battlegroup
- MC104 Battlecruiser with Battlegroup
- Corellian Battlecruiser
- Praetor Battlecruiser (imperial only)
- Mediator Heavy Cruiser
- Allegiance class
- Dominator Interdictor/Destroyer (imperial only)
- Corellian Destroyer
- Republic Destroyer
- Imperial star destroyer MK.2
- MC90 Cruiser
- Recusant
- Providence
- MC80 type 1 Cruiser
- MC80 type 2 Cruiser
- Interceptor IV Frigate
- IPV system patrol craft
- Dauntless Cruiser (Rebel Alliance)
- Geonoshian Cruiser
- Victory II Destroyer
- Corellian Frigate
- Munificient
- CC-7700 Rebel interdictor cruiser
- MC40 Light Cruiser
- Venator cruiser
- Assault Frigate MK.1
- Carrack
- Nebulon B frigate (Empire)
- Nebulon B-2 frigate
- Lancer frigate
- Imperial strike cruiser
- Escort Carrier (TIE) (Empire only)
- Escort Carrier (TIE Int.) (Empire only)
- Quasar Fire Class Carrier
- Improved correllian Gunboat
- Droid Tri Fighters
- V-wing Fighter
- Vulture Droid Fighter
- Naboo Fighter
- Clawcraft
- Cloakshape fighter
- R-41 star chaser
- Scimitar bomber
- Eta-2 fighter
- T-wing fighter
- Virago/starviper
- E-wing fighter
- Arc-170 bomber
- B-wing bomber
- K-wing bomber
- Tie advanced fighter
- Tie Defender fighter
- Missleboat bomber
- Gunboat bomber
- Bothan Spies
New Land Units:
- Jedi Knight
- Sith Lord
- B-1 Battledroids
- B-2 Battledroids
- B-3 Battledroids
- AAT Tank Company
- Droideka's
- L.A.A.T
- AT-AT MKII
- AT-ST MKII
- T4B-S
- T3B-S
- TIE Avenger ground
- TIE Int. Ground
- X-wing ground Fighter
- Nantex Ground Fighter
- Tie fighter G/T ground fighter
- T3-B tank
- Anti Air AAC-1
- AT-AP walker
- Air skiff
- Swamp speeder
- Spec Force Company
- Shock Trooper Company
- EWEB Troopers
- Imperial Elite Guard
New Hero Companies:
- Guri Female assassin
- Princess Leia
- Kyle Katarn
- Mara Jade
New Buildings:
- Medium Factory
- Financial Center
- Sith Temple
- Jedi Accademy
- Droid Works
- Fighter Facility
- Advanced weapons Facility
2-a. Important Gameplay changes:
- Raised population cap to 36 for fleet battles and maxed out the landing zone you start with on all maps to 10.
- Fleet commanders now provide a 50% sight bonus, 25% attack and defense bonus, and 10% speed bonus, now flag ships are important targets :)
- Field commanders now provide a 50% sight bonus and 25% attack and defense bonus, youll need this to be able to spot the new improved turbo laser towers before you get in their firing range.
- Most Named hero units have either field or fleet commander bonus and some build reduction bonus, read heros descriptions in game. example: obi wan has field commander bonus, colonel veers has field commander bonus, and akbar has build cost reduction and fleet commander bonus, and many more heros have bonuses.
- Click on planet info button after you zoom in on planet for special build abilities. it's a blue bar on the right side of the screen and the build abilities are at the end of the planet description.
- swamp speeder and scout bikes can capture reinforcement points and build pads.
- At-St is now a tech level 2 build, the Rebel counter part at tech level 2 is the T-3B. They both stomp the crap out of T-2B's and 2-M hover tanks which are both now level 1 vehicles which are meant to be anti infantry and have high mobility.
- Much more effective land based turbo laser towers, and placement. You will need artillery, fighters or destroy the generator to deal with them, they are formidable and worth building :)
- Over 70 maps added
- New improved garisons for structures (read building descriptions)
- Read all unit descriptions in game!!! Many of the heros and units have add abilities listed when you click on them or let your curser hover over their symbol.
* 2-b. Other Gameplay changes
- units available for ground battles has been rebalanced very slightly, imperials now get the 2-m tank, tie mauler and at-ap first at tech lvl 1, then at tech lvl 2 get the at-st which is more of a match for the T-3b. (read the new tech tree down below)
- Power to weapons slows units speed down but does not drain shields, duration of power to weapons has been shortened in time as not to be over powered, power to shields is most units counter to power to weapons.
- Space stations are much tougher, they are in fact now strongholds in space.
- Ground fighters now can repair at repair stations
- T4Bs now come in a pair of tanks but are much more powerfull and have greater range
- some companies such as at-aa, tie fighter g/t now come in companies of 4 instead of 3.
- read the descriptions of the units, there are valuable clues buried in the descriptions.
- Made it possible for scout bikes and swamp speeder to capture buildpads and reinforcement points, this adds a fast break option at the start of the land battle.
- read the abilities and bonuses granted by the emperor, mon mothma, admiral akbar, moff tarkin, colonel veers and space commanders and field commander, they have changed for the better they give 25 percent offense and defense bonus in space or on ground depending on the hero. field commanders and fleet commander grant a sight range bonus that is incredibly valuable against stumbling on turbo laser towers, you want to be able to spot them before your in range or large fleets of ships when in space... use them.
- corvette class ships are now deadly to fighters and bombers, correllian corvettes, correllian gunboats, tartan cruisers and lancer frigates are devastating to fighters.
- y wings, b wings, k wings, gunboats and missle boats all have ion attack abilities.
- at-ap available at tech level 1, at-st is now improved and available at tech level 2 with a heavy factory. The at-st is more powerfull than before but very balanced considering the new units and changes, its equivalent to the T3-B.
* 3.Map Changes
- More than 70 maps added
Space maps:
I redid every space map to be about 50% larger and moved much of the space debris to allow for better combat, added some build pads in space, and raised the space pop cap to 36, any higher than that and it would upset the flow of the game, its been tested.
Land maps:
Land maps have all been redone PROPERLY!!! When you invade you now get 10 reinforcement points at the start and more reinforcement points will allow you to land closer to your advancing army, all the build pads have been moved to better locations such as tactical choke points, as well as the turbo laser towers. speaking of turbo laser towers, they are much stronger than before and are very well placed on the map, definitly worth the 3000 credits, to take them out i suggest artillery units or airstrikes.
4. Easy Installation:
DO NOT MIX MODS, BAD THINGS HAPPEN UNIVERSALY WITH ANY MOD IF YOU DO THIS!!!
- Easy Install:
The easiest way to install this mod is as follows:
1. unzip the contents of the mod folder into your "C:Program FilesLucasArtsStar Wars Empire at WarGameData folder.
2. You can either use a mod launcher to launch the mod or if you have problems with the mod launcher there is a button in the folder that says double click to play AEM, Double click that and you can still play with out mod launcher. Thats it, your ready to play :)
This method works only if your game is installed in the default directory, the alternative method below is still easy but a little more complicated.
To uninstall:
If you did the easy install:
Just delete the mod called AEM4, thats it :)
* 5. Very Special thanks
steiner group: for permission to use the following models: Mc90, strike cruiser, lancer frigate, assault frigate 2, cc-7700 intertictor, tie defender, tie advanced, tie interceptor, gunboat, missleboat, b-wing, e-wing, k-wing, T-wing and many more miscilaneous things down to TGA Icons. The Steiner group, I cant thank you enough...
Evillejedi: for permission to use the following models: allegiance star destroyer, mediator cruiser, nebulon b2 frigate. t3b medium tank, all cruiser and frigate class ships.
Keeper_of_faith@gmx.de / Evillejedi once again for all the models
LOW for all the tech help from your former members, thanks for the help
and also EAW@filefront members for the help in the forums and testing.
If you want to include this mod in your mod, you have advance permission to do so.
if you have any comments or suggestions pls feel free to leave them in the comments page of the mod, if there is a bug let me know, i will fix it asap and release a new version.
thank you,
MOBBMANN |  |

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| AEM (4.5) - File Download Options |
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Primary Download Locations:
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| AEM (4.5) - User Comments |
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The following comments are owned by the user that posted them. Empire at War Files is not responsible for their content.
Total comments: 348 | Last comment: 12-30-2008 at 14:49 I've been looking back and keeping up with this mod, and it looks awesome to be honest. I downloaded 4.1, and tried both methods of installation, VERY carefully, I swear I read that readme 15 times! xD The problems I face are:
1.Opening screen appears, but shortly returns me to desktop.
2. Enters the normal, unmodded game.
I hope you can give me some help ( you dont have to )
Downloading this as I speak!

Looks great man, keep up the good work! =)
I downloaded 4.1 a couple days ago, and i'm having a blast with it. I am wondering though if the laser lag has been addressed in 4.5. I've also noticed that Leia keeps saying her attack dialog while she's attacking the enemy, and i'm not clicking the attack button. Aside from those few issues i was very pleased with 4.1. Kinda wish i waited till 4.5 came out though, cause i'm on dial up and it'll take all night to download the new version . Oh well, its worth it.
teh seph, if you tried both methods you might have caused a conflict, reinstall game and mod and do the installation outlined in 4.5.
cx33, leia should not be repeating the attack order like that, just tried it and she does not do it, also confirmed on another pc that was a laptop xps from dell, I hate to sound like a broken record but if you have any remnants from old mods mixed in with your original files you will run into strange things like this, also what might do this is old saved games.
All I did in 4.5 was basically find all the small bugs that most people didnt even notice, none were blatant, And sound was not going to be something overlooked, even the droidekas have sound that fits them properly (which wasnt easy) try 4.5 on a fresh install, this should be everyones troubleshooting goto solution before you ask for help here, I hate to say it but alot of problems are due to people messing with the orignal files thats why I only recommend the use of the mod in the mod folder now as outlined in the readme in 4.5.
70 new maps!? , How'd you get the time to do all that! And all those new units, man your a legend! downloading now!
Just like to say thanks to FF for uploading it and another 10/10 for Mobbmann
>.< Why is the LAAT so Small?
and why is the deka like Dekzilla?
So, to me, this mod is only really missing two things:
1. Titan-class star destroyers
2. Eidolon missile ships
other than that..... absolutely awesome 
Woot woot! THIS ROCKS!! 100000000000000000000/10
I unzipped it right to the GameData folder, I just reinstalled it yesterday, but I'll do it again, I've tried using the launcher provided in the AEMV4.5 folder, but it always starts up the original game....I'm gonna triple check everything and re-install the game. This mod is too good to pass up. Thanks for the help Mobbmann!
Well now that you sucessfully completed version 4.5 now what are you going to do?
i've been [laying EaW for a lnog time and jsut recently reinstalled it after a long break. I have FoC butm it's not in yet....anyways, my problem. In battles, I have no problems, but in the menues and stuff, the buttons are all messed up and my screens are weird. i know theres a fix but i've forgotten it. can i get some help?
it wont work iv reinstalled the mod and game tried both ways to do it , and it keeps takin me to the desktop when i start it up
First, this mod is very god, but i have one problem...in skirmish AI dosent build capital ships, only corelian corvets, nebulon b, alliance assault frigate and fighters (empire build ISDs)?!
I have put other ships to skirmish (like mediator, dauntles, mc104, executor,praetor etc.) but ai dosent build them. Please help.Thanks.
Sorry for bad english.
After I download the zip file, and extract, only some of the original zip file is extracted.
Did I so something wrong?
#5 you should wait until z3r0xs new V4 mod comes out over 124 new planets all added and a complete make over of everything it is a total conversion for F.O.C and it is the republic and C.I.S.
hey mobbmann can u keep this to eaw because most of the eaw mods changed to foc mods and the people that have foc ARE SOO GREEDY!!!!!!!!!!!!!!!!!!!!!!!! you know they have lots of cool mods and they still want more!!!!!!!!!!! so can u plz dont change this mod to foc
Glad to see you're still updating/working on this mod after so long, it's keeping me playing EAW and even pulls me from my Stalker/WoW addiction! Great work mr Mobbman, keep it up!!!
Sigh ok here we go,
Vango,
the droideka has been resized, read the fixes in 4.5.
Fersome,
the L.A.A.T is scaled accuratley.
Woodavers,
Damn good Idea, I'll work on getting the models and integrating into the mod.
Vaftss,
I dont know what is going wrong with your game, thats the first time I've heard of the buttons being messed up, they shouldnt be though so you might want to recheck everything, sorry I cant help more but it isnt the mod, sorry.
Adm Darko,
It depends what difficulty you have the game on for skirmish, the ai will not build th e ships right away, but trust me they get to a point where they do build them and like it galactice conflct scenarios, I've been attacked by the rebel super and you definitly quitly mutter an oh $h** to yourself if you know what I mean 
Scorpjnr,
Read the readme again and follow directions, there isnt two ways to install 4.5, only one and if its crashing, its because you forgot a file while doing a manual install, follow directions bud. 
Commander cody,
Go ahead and try to play 124 planets and youll get an unplayable game, I could easily add more than 70 planets but you know why I dont? lag, I ran this on a core2 duo 3.0ghz and 8800gt and 70 is the limit before the game starts to lag from too many units on the galactic map. attention to detail gents, right now I'm trying to find more ways to reduce the lag and load times. I'm experimenting with the lasers right now, which brings me to my next question.
CC33,
I'm working on reducing the laser size and increasing the speed by about 10 to 15 percent. that should help with lag alot with out looking or feeling wierd like some mods where the lasers are way, way way to fast, The size is more of the determining factor for lag I think. I'm going to look up the actuall speed for lasers and turbo lasers that is cannon and use the isd as a 1.6 kilometer rule and apply the speed using how long it takes a laser to clear the length of that ship, (yes I'm that picky )
edwinator,
Yes, you didnt unzip the whole folder, next time, unzip the whole folder.
I have just played a GC game and found a bug. You know your turbolaser towers, they are supposed to go offlline when the power generator is destroyed right? Well, they didnt. Here are the details; the Map was The Lines are drawn (the one with 8 planets) and the planet was hoth. The rebel turbolasers didnt go offline when the Power Generator was destroyed.
Thanks.
i have read the readme loads of times it still won't work
ghostrider11,
Turbo laser towers work fine just tested it. Does it do it for you on any other planets? if it does it on one it should do it on all, maybe you didnt destroy the generator or it was really close to dying.
ScorpJnr,
The only way what your talking about happens is if you try to do a manual install vs, just drop the mod into your mod file as explained in the readme, I will not support manual installs anymore because too many people screw it up and wonder why they dont have sound, icons, game crashes ect.
I just wanted to let you guys know from this point on I will not be answering posts that are obviously the result of someone not following install procedures outlined in the readme.
Before you ask for help, you need to do a couple of things:
#1.
read the install instructions in the readme
#2.
if you ever did any kind of manual install for any other mod, you should reinstall the game ( this almost always screws up any larger mod that installs afterward)
It would help if you explained what you did to try to resolve the problem also. Look people, alot the people are just being lazy, not reading the readme or trying to install the mod manually when they dont know what they are doing.
There is only one way to install this mod, and it's so damn simple a monkey can do it. I made the mod compatible with the mod launcher, but included a button in the AEM mod folder so you can still launch it if the mod launcher causes you issues for instance, if you have the gold pack of the game, it wont work. ( I personally dont use the mod launcher because its buggy as hell).
When you were answering ScorpJnr you said to drop the mod into your mod folder...does that mean that we have to already have a folder called "Mods" in Gamedata?
No, actually that was a small typo on my part, just follow the instructions in the readme.
Also, alot of people that had problems in 4.1 simply didnt update their game to the latest patch.
PATCH YOUR GAME FIRST PEOPLE!!!
Yes, The Power Generator was definatly destroyed becuase the Shield Generator went offline. I have not tried it on other planets but maybe its just me. Its only a minor bug so its not a problem, I just thought I would mention it.
Thanks
i havent patched the game lol ooops
in the next version of AEM you could make the fighters lasers WAY smaller and WAY weaker. Just think the lasers are supposed to shoot out of a tiny hole and one is the length of an interceptors wing. Also make the proton torpedoes 3 sizes smaller.
Re: scorpJnr,
Ta daaaaaa 
yeah, the lasers are a bit big...
Ghostrider11,
I totally forgot to ask you this earlier, did you destroy the other power generator? There is a northern and southern power generator, you have to destroy both to disable the shields and Turbolaser turetts. I gave that planet two because its the rebel HQ and it balances out since the empire gets Imperial Royal guards, so I made that Hoths planetary advantage.
like I said HOTH IS THE ONLY PLANET WITH TWO GENERATORS, it was supposed to be a planetary perk, but I didnt put it in the planetary advantages description so sorry for catching you unaware ghostrider11.
OK, Apparently there is a small list of small things people still want changed, let me know if I'm missing anything.
- Titan class star destroyers? (warning: very similar to Allegiance class)
- Eidolon cruisers?
- Smaller lasers ( do you guys want them to be faster too?)
- Keep the Hoth dual powergenerator planetary advantage?
Special thanks to Ghostrider for pointing out the Hoth planet perk, and now that everybody knows to use the latest patch for the mod, install it on a clean EAW Game (no modified original files) and only use the method outlined in the readme to install it, we can skip alot of the obvious questions and focus on making the mod better with realistic suggestions. 
I got the patch, and BANG, works like a charm!
As soon as I saw that galactic map, I knew I was in for something special.
You did an awesome job, love those Allegience destroyers.
*applause*

hi mobbmann,
Could it be a good idea to make the capital ships' armament more diverse?
for example, it seems that the ssd vengeance, praetor and allegiance have the same weapons set, could it be interesting to make different weapons sets between these ship classes?
concerning my wish list for capital ships....
- armada class battleship (empire)
- shockwave battlecruiser (empire)
- vanquisher fleet carrier (empire)
- good old dreadnought (both rebel and empire)
- corellian heavy gunship (both rebel and empire)
- bullwark battlecruiser (rebel)
- nebula class star destroyer (rebel)... well not historical maybe, but it looks so cool...
- liberator cruiser (rebel)
- mandator battleship (empire and rebel, whichever controls Kuat)
just a wishlist...
bye to everyone
ops i forgot the sabaoth destroyer (CIS ship) 
Oh so we need the latest patch to use this mod.BTW did you mention this in your readme file?I can't find it.
shike53d,
Did you really just ask me that?
who does the droides work for which army??
perfect in every way mobb but the days its uploaded my comp breaks so i have to save up to buy a new one and thats like a year
Droids probably are the Cis tech so they died and the mustafarians and geonosians probably put the tech up for resale on galactic ebay. Then no one bid over 100,000 credits so they gave it to whoever controled the cis key worlds.
You could also put in that old clone wars version of the at-at. The AT-TE I think. It's 4 front lasers could be like the tie fighter GT laser and the middle turret be the strength of the t3b/atst laser and the two back ones would be like the scout bikes laser. It would cost around 2000 credits or so. It could be built at all the places where the atatmk2, laat,and atstmk2 at tech level 4 with a combat research facility.
Hi all --
I have been playing with AEM 4.1 and have been trying to download 4.5 here...with no success at all. I keep getting messages from both the US and Oceania site. Anyone else have this problem?
Mobbmann, I am really impressed with the work you have put into this mod. It breaths a lot of life into EAW. I don't know how many months you've put into this project, but LucasArts should be beating down your door to get you on their team. Great work!!
Yes I did. I'm having trouble finding any mention of using a patch for this mod in the readme file,but I'll keep re-reading the readme file just in case.
Hi Shike53d -- Yeah, well, I finally did get it to start downloading (after trying on and off all day -- not a problem, though). It is downloading as I write, and I'm looking forward to giving 4.5 a spin.
I am curious to see if some of the possible bugs with the larger battle cruisers, such as the MC80 type 2 Cruiser, are worked out in this mod. In 4.1, during the space battle sequences, all I could see was the engines, though if I put my cursor over the empty spaces I could see the placement of missiles and turbolasers. No ship, though. It didn't really detract from gameplay, since I treated these ships as "cloaked" vessels (they appeared as burning wrecks after they were destroyed).
i got another problem. whenver my Nebulan B2 Frigtate, Strike Cruisr or one of the rebel ships hyperspace in, i can only see the engine glow and the engines themselves.
Vaftss and thehadman, I've had the same problem with only seeing the engines but not the rest of the vessel. That is because I just reinstalled the game and the mod. What you have to do is go to the options menu and adjust the video settings until you can see the rest of the ship.
Campaign - Chewie's break into vehicle thing doesn't work correctly, ran into the problem on Carida. Hard, Easy, and Medium.
Also, I've had synchronization errors when attempting to play Campaign with my friends online. Any input on this?
Also, Ship Suggestions;
-Ackbar's ship is a Home One, not an MC90 as it's represented in the mod (Pet peeve)
-Titan Class Battle Cruiser (Mentioned already, but it's damn fine)
-Nebula Class Star Destroyer
-Bulwark Battle Cruiser
-Dreadnaught
-Bothan Cruiser
-Mandator Star Dreadnought
-Strident Star Defender
-Armada Battle Cruiser
For ground troops, just please add ;
-Juggernaut Heavy Tank, v6. (possibly add other variants that get better.)
-Nerf the T4-B slightly. Way over powered.
Alright, I can't see the Nebulon B-2 or... Lance Frigate (I think that's what it's called.) models . Does I need any extra add-ons, or did some data just not get downloaded with the rest of the mod?
Thanks in advance. 
I meant to say "Do I need..." not "Does I need..."
neoboy you need to turn up the geomertary up high in the video as these models have high quality meshes i had the same problem but i remembered this happened on other mods so i hope this helps
i ment in the advanced video options
cool mod modmann listen you really need to put 2 heros with their proper ships
kyle katarn with the moldy crow and mara jade in her z95 other than that ive enjoyed this mod in your next update can you add clone trooper build for kamino also since you have all the battle droids why not add droid control ships so if you are the empire you can blokade naboo and send a droid invasion army just like episode 1 keep up the good work id love to see what you could do for a Foc mod
Thank you Darth Necron, I'll try that.
And I know where the geometry settings are 
this is bad just seeing some of the stuff that can be added to to original eaw made me start playing it again but I have one problem I can seem to get any of the new buildings and ships to give a name or anything the just say missing everytime anyone know how to remedy my problem?
I know your supposed to replace the original mastertext file with the one that comes with the mod.
Neoboy80,
You didnt read the readme on how to install the mod properly.
generally i only play mods for FOC, but ur mod actually surpasses quite a few of those
good work 10/10
thanks but it didnt help i still cant get the names to show it just says [missing]
Thanks for the advice, Snowdragon. That did the trick on adjusting the video.
This is a great mod. If only I could get the Empire to attack more often. On the hard setting and I'm burning through the planets while the Empire sits quietly on a couple of planets, building ships. I guess the AI knows when its beat!
think you guys could add the Incom X4 Gunship from SWG? I kinda liked it alot and would like to see it in a mod. i did make my own model but its like probably way over poly and doesn't have a skin (i used corellian corvettes skin to skin it)
hi just so you know for future referance admiral ackbar's ship is home one as we know but it is a mc120 star cruiser not an mc90 which you have given him also as a request cud you modify this in your next update can you put regular star destroyers with the executor and mc80 / a with the mc104 rather than using vsd2 and mc40 as the mc40 is no match for the vsd2 i know from playing this mod keep up the good work also please do a mod for foc that is like phoenix rising where even the turrets on ships move however you seem to have the ground units sorted why not try colaberating with the phoenix rising team and share ideas i think you could have a trully awesome mod for foc that would surpass all expectations
Darth Necron,
The VSD2 and MC40 are close but yes the VSD2 is superior but a player who thinks about what he is doing and uses all his tools at his disposal will be able to defeat it, even 1 on 1 with a MC40, heres a hint, shield generator destruction and power to shields.
Darth Necron,
this is a continuation of the above post, I got interupted earlier. What I meant to say was, brute force vs. brute force the rebels lose in this game but, that is not their strength, their strength is in their tactics, IE most of their ships have redundant shield generators, or units like the t4b can shoot in every direction while the at-at can only shoot in a 180 degree arc, if you flank at-at's they are screwed, especially with artillery.
Next is the rebel ships, Here is a huge difference people miss, the rebel ships all have a smaller width, making it possible to put 3 mc80 cruisers close together side by side concentrating firepower, where as the empires destroyers are wider and can only fit two in the same space, sounds trivial but in combination with destroyable shield generators, it is very balanced.
You definitly have to be smarter when playing the rebels but I found many of the mods overlook the rebellion forces and just add mostly imperial units, I like playing the rebel alliance as much as the empire so when I made this mod I maximized both like I would want them if I were playing that side. I will say this now, if you are getting stomped in battle, you probably are using the wrong units. Just as a side note, I noticed alot of people dont use plex troopers very much, they devastate armor and are cheap to build, if you pull up with even light armor against medium armor then set 3 plex squads right behind it to fire in support, they will take a heavy toll... Hmmm, maybe I should write a gameguide for the mod, better yet... If anyone else wants to you have my blessing in advance, with one condition, be very thorough and accurate.
later 
when i played the game I couldnt see the nebulon b2 frigate, just the engine glow
is there a different way to fix this other than setting the detail up? my computer is too old to have the detail up (Dad wont let me get a new one)
thnx for any help!
Darth whatever,
Sorry man, thats the model and the texture, you can set your resolution lower and raise your detail level and see if that works.
I think the rebels need more battlecruisors. The empire has the allegiance, praetor, and vengeance but the rebels only have the medator.
This mod just modifies the original EAW correct?
It's not a total conversion in which you change the factions to Republic and C.I.S.?
Uhhhm, How would I go about adding new icons to the MT_Commandbar file? ^^;
I have the latest patch and I followed the instructions carefully but still I can't find units ingame......I know a lot about modding but still something is missing.
Darts sid eous,
your wrong, rebels have other battlecruisers, check again.
Really! COOL!!
What are they?
OMG U NEED TO PUT DROIDS ON SKIRMISH!!!!!!!!!
totally unrelated, those of you who are thinking about getting frontlines fuel of war... dont do it, the game is humongous piece of $hiot.
I picked it up today hoping it would pull me away from BF2, and omg, it's a console port for starters, doesnt even have voip, no punkbuster or anything, no joystick option for helos and jets ( makes them roman candles with wings). stay far away from this game it is unfinished.
So what are the other rebel battlecruisors? (other than the cornillian one)  
In your 3.1 version of the mod, the old Venator class SD was available at the beginning of the Rebel's story mode. It's not available in the beginning for me in 4.5 so I was wondering if you could tell me how to enable it if at all possible. Thank you.
Tech_Level means what tech level is required to have access to that certain piece of technology right? So is it possible to get a ship for example is the tech level is 99?
Is it possible to manually change what planet the jedi can be built on? Sorry for all the post's this will be my last one for the day.
Ninja55,
Cheeky monkey !!! if you see 99 tech level next to a unit it's simply a unit I disabled for the final version of the modd, but instead of pulling it totally i simply changed the tech level to 99 in case I decided later to keep it... thats all,
QUESTION 2:
yes you can change the planets where jedi and sith can be built, all you have to do is go into the special structures and change where the jedi accademy or sith temple can be built, look under the required planet line in the xml and correctly (very important) make sure you correctly spell the planet name you want to add, Be carefull though, I made it so the jedi and sith are expensive, take long to build and can only be built on two planets for a reason, they pwn all. so be carefull you dont break the game balance mmmm...k?
I changed the tech level requirement for the jedi temple from 3 to 2 even though in my game i am at tech 3, no temple appeared so I did the above. I also changed it so the temple can be built on dantooine and yavin but kept korriban. I built a temple on all 3 but no jedi available. Help please I'm kinda confused....unless you did something to prevent players from doing this to begin with YOU TRAITOR!!!! Nah I'm just kidding. But seriously I am a little confused.
How are the Rebels supposed to get snowspeeders when the max techlevel for rebels is 3 but it tech tree says snowspeeders available at 4?
What does this mean?
<!-- Unlike the Empire, the Rebel's tech levels go from 0-3 instead of 1-4. It needs to be adjusted before displaying it to the player otherwise it won't match the tech tree we show in-game. -->
<Displayed_Tech_Level_Adjustment> +1 </Displayed_Tech_Level_Adjustment>
I found it in the FACTIONS.XML file
In the beginning of the game right after the raid on Kuat ship yards, the rebels tech number is 1 not 0, after the Kessel rescue and conversation between MonMothma and Antilles its jumps to 2, when I steal the first set of tech from the Imperials it goes to 3, when I steal the last set, it stays at 3. is it supposed to go to 4? Later on after a few more missions, the game tells me I can go steal more tech but I try to drag R23PO over an enemy planet and they can't steal anything. I'm am yet again confused.
The Juggernaut transport and at-te would be cool in the next version. The Juggernaut could have rocket weapons like in episode 3. You could also make the LAAT Ship transport version carrying different ships. For example you could make different unit models being carried by the LAAT carrier land can be dropped off anywhere just like the normal LAAT. LAAT/c carrying at-te or LAAT/c carrying juggernaut, AT-ST etc.
ninjai55,
Sounds like you might be alittle over your head in modding this game right now, let me explain how easy it is to screw up a mod making it, if you mispell one thing or forget a comma or period, thats it... the game might not load at all, so my suggestion to you is if you do want to mod the mod good luck and I suggest you post your questions in the forums since alot more people will see it and help you, this is meant more for improving the mod or reporting links, thanks again.
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