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Star Wars: Empire at War Downloads > Mods > FoC Mods:
z3r0x's FoC Addon (V3.5)
Filename: z3r0x_foc_addon_full_3.5.zip


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243.65 MB
V3.5
z3r0x
106167
05-23-2007
Forces of Corruption and Patch 1.1
Mods > FoC Mods


Average User Rating: 6.8
Number of Votes: 528
Related Files:
Latest 5 Mods > FoC Mods:
- Rise of the Crime Lords (2.0)
- Clone Wars and TOR Icon Pack (1.0)
- FOC Enhancements 0.4.6 Patch (0.4.6)
- Imperial Commando Mini-Mod (1.0)
- Starfighters With Secondarys (1.0)

5 Other Files by z3r0x:
- Bounty Hunter Pack - Dengar, Greedo, & Cradossk (1.1)
- Bounty Hunter Pack - Zuckass & 4-LOM (1.0)
- z3r0x's FoC Addon (V3.0 Full PATCH)
- z3r0x's FoC Addon (V3.0 Full)
- z3r0x's FoC Addon (V3.5 PATCH)

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z3r0x's FoC Addon (V3.5) - File Description  


Description:
Here is the Long Awaited Next Mod from z3r0x.

This mod adds a significant amount of units, heroes, Planets, Missions and gameplay features to Forces of Corruption. It Includes a number of Easter Eggs and also contains a number of other new items.

New Items In 3.5:

*V3.5*
2 New Units (Mediator Cruiser and Scimitar Assault Bomber)
3 New Planets (Bakura, Bastion, Belkadan)
1 New Space Skirmish Map "Duros Assault"
7 New Maps
Re-Worked AI for the mod..
Vong added in as a true faction.
11 New Props



z3r0x's FoC Addon (V3.5) - Screenshots  
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z3r0x's FoC Addon (V3.5) - File Download Options  

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z3r0x's FoC Addon (V3.5) - Readme  
Readme File:
**FOC ADDON MOD Ver 3.5**
FULL

By z3r0x


z3r0x's FOC Addon V3

This mod adds a significant amount of units, Heroes, Planets, Missions and gameplay features to Forces of Corruption. It Includes a number of Easter Eggs and also contains a number of other new items.

CHANGES FOR V3:

New units:


Underworld:

Space:
Ginivex-class Fighter
Mankvim-814 Fighter
Nantex Fighter
Technounion Destroyer
Pinnance
Hardcell Transport

Land:
R2-D3 Slicer/Suicide Droid
Single Trooper Aerial Platform (STAP)
Droideka MK1
AAT Droid Tank
Hailfire Tank
Multi-Troop Transport (MTT)
V-19 Speeder

Special:
Golan 1-3
Structure: Casino*
Structure: Brothel*
Structure: Gladiator Arena


Empire:

Space:
A9 Interceptor
TIE Advanced
TIE Droid
TIE Raptor
Scimitar Assault Bomber
Tyrant Missile Cruiser
Star Galleon-class frigate
Legacy Class: Star Destoryer
Venator Class: Star Destoryer
Procurator-class Star Battlecruiser
Mandator I-class Star Dreadnought
Sovereign Super Star Destroyer

Land:
Novatroopers
XR-85 Tank Droid
Probe Droid
AT-RT
AT-PT
AT-AP
ISP

Special:
Golan 1-3
Hero: Mara Jade Added in for ALL GC's
Structure: Imperial Intelligence Branch*


Rebels:

Space:
Arc-170
Delta-7 Aethersprite
Eta-2 Actis
E-Wing
K-Wing
Preybird
Barloz-class freighter
Ferret Recon Ship
Fleet Tender
Sacheen-class light escort
Corona-class frigate
Alderaanian War Frigate
Mediator Class Cruiser
Bulwark

Land:
Bothan Spies
R4 Slicer Droids
T1-B Tank
T3-B Tank*


Special:
Golan 1-3
Hero: Kyle Katrarn/w Moldy Crow
Structure: Bothan Listening Post





Vong Units
*V3*
Miid Ro'ik *



Modifications:

*V3.5*
2 New Units (Mediator Cruiser and Scimitar Assault Bomber)
3 New Planets (Bakura, Bastion, Belkadan)
1 New Space Skirmish Map "Duros Assault"
7 New Maps
Re-Worked AI for the mod..
Vong added in as a true faction.
11 New Props

*V3*
3 New Galactic Campaigns (Classic Matchup- Just Imps and Rebs, Humble Beginnings - All factions start with 4-5 planets, Humble Beginnings Fulll - Rebs and Imps only start witth 4-5 planets)
4 New planets Rendili, Ord Mantell, Mygeeto, and Mechis III
6 New Maps
7 New Props
New Skydome added for Zhar.
Each faction has Major production planets. Where Companies like SorroSuub, KDY, Sienar Systems, etc can be built.
New Structures for all factions

Sienar Fleet Systems Empire (Corulag)*
Kuat Drive Yards Empire/Rebels (Kuat) *
Hoersch-Kessel Driveworks Inc Underworld (Mechis III)
Huppla Pasa Tisc Shipwrights Collective Underworld (Geonosis)*
SoroSuub Rebels (Sullust)*
Corellian Engineering Corporation Rebels/Underworld (Corellia)*
MandalMotors Underworld (Mandalore)*
Rendili StarDrive Rebels (Rendili)*
Mon Cal ShipYards Rebels (Mon Calimari)*
Casino (Underworld)
Gladiator Arena (Underworld)
Cantina (Underworld)
Brothel (Underworld)
Imperial Intelligence Agency (Empire)
Imperial Prison (Empire)
Bothan Listening post (Rebels)
Empire Advanced Vehicle Factory only buildable on certain planets..
LAAT, Lancet, AT-AT, AT-AA, Juggernaut buildable at Empire Advanced Vehicle Factory
Golans 1-3's are buildable on most major planets as additional defenses. They do not replace Space Stations.
How and where ships are built has been completely re-vamped.
Space Battle Pop Cap increased for all sides
Executor buildable only on Fondor
Many new sounds for units

REMEMBER: You need to have Shaders in their correct folder to use the models in game or else you get a green skin for the units


Instructions:
1) Download the mod
2) create a mod folder in you Foc Folder ex-
(installation path)* \LucasArts\Star wars Empire at War Forces of Corruption\mods
3) Extract the folder called "z3r0x" to the mod folder should look like this
ex- (installation path)*\LucasArts\Star wars Empire at War Forces of Corruption\mods\z3r0x
4) extract the shortcut that is in the download to your desktop,right click and go to properties.
5) In the target box(of the shortcut that you extracted)it should say this
"(installation path)\*Lucasarts\Star Wars Empire at War Forces of Corruption\swfoc.exe" MODPATH=Mods\z3r0x
6)*IMPORTANT!!* now where i have said (installation path)* this mean that whereever you have installed the game ex "D:\Program Files" or whatever the default is "C:\Program Files" but if you installed Foc somewhere else then you must change that to the proper location
7) If you have done all the above steps correctly click "Apply", then insert your Foc disk and click on the shortcut to start the mod.

(Written by Lt Hawkeye who has more patience than I do)


New units:


Underworld:

Space:
Cloakshape Fighter
Howl Runner Fighter
Ginivex-class Fighter
Mankvim-814 Fighter
Nantex Fighter
Tri-Droid Fighter
Vulture Droid Fighter
Corellian Frigate
Recusant Frigate
Munificent Frigate
Technounion Destroyer
Corellian Destroyer
Providence Cruiser
Corellian Battlecruiser*
Lucrehulk
Pinnance
Hardcell Transport

Land:
R2-D3 Slicer/Suicide Droid
B1 BattleDroids
Super BattleDroids
Mandalorian Shock Troopers*
Single Trooper Aerial Platform (STAP)
Droideka MK1
Snail Tank*
AAT Droid Tank
Hailfire Tank
Multi-Troop Transport (MTT)
V-19 Speeder

Special:
Golan 1-3
Hero: Guri
Structure: Casino*
Structure: Brothel*
Structure: Gladiator Arena


Empire:

Space:
A9 Interceptor
Assault Gunboat
TIE Advanced
TIE Avenger
TIE Droid
TIE Raptor
Guardian Class Patrol Ship
Bayonet Cruiser
Carrack Cruiser
Strike Cruiser
Tyrant Missile Cruiser
Dominator Cruiser
Escort Carrier
Lancer Frigate
Star Galleon-class frigate
Legacy Class: Star Destoryer
Venator Class: Star Destoryer
Procurator-class Star Battlecruiser
Mandator I-class Star Dreadnought
Eclipse Super Star Destroyer*
Sovereign Super Star Destroyer

Land:
Novatroopers
E-Web Troopers
Darkside Adepts
XR-85 Tank Droid
Probe Droid
AT-RT
AT-PT
AT-AP
ISP
AT-TE Walker
LAAT/i*

Special:
Golan 1-3
Hero: Baron Soontir Fel w/181st Squadron*
Hero: Admiral Ozzel w/Nemesis Star Destroyer*
Hero: Mara Jade Added in for ALL GC's
Structure: Imperial Intelligence Branch*


Rebels:

Space:
Arc-170
Delta-7 Aethersprite
Eta-2 Actis
E-Wing
K-Wing
Preybird
T-Wing
Barloz-class freighter
Ferret Recon Ship
Fleet Tender
Sacheen-class light escort
Corona-class frigate
Alderaanian War Frigate
Assault Frigate MK1
CC-7700 Interdictor
Dreadnaught
Liberator Carrier
Quasar Fire Carrier
Nebulon B2
MC-40
MC-75
MC-80a
MC-90
Dauntless
Bulwark

Land:
AAC Hovertank
Bothan Spies
R4 Slicer Droids
T1-B Tank
T3-B Tank*
V-Wing Speeder

Special:
Golan 1-3
Hero: General Jan Dodonna
Hero: Kyle Katrarn/w Moldy Crow
Structure: Bothan Listening Post


Misc Factions:
R-41 StarChaser*
N1 Fighter*


Vong Units
*V3*
Miid Ro'ik *
Yorik-et*
Matalok*
Ro'ik chuun m'arh*
Uumufalh*



*V2*

Bonus Easter Egg Units (Hint: When invading Unknown planets bring a VERY large fleet and I mean VERY large..)
3 New Planets added Boz Pity, Helska IV and Ylesia
8 new maps added
New Corruption Mission added (Ylesian Kidnapping)
All New Units added in for Skirmish mode.
Removed Stormtrooper Briefing and replaced with Imp Officer
Imperial Structures build faster
Assault Gunboat Cost build time increased
Health on Dauntless HP's reduced.. Fire pulse reduced
Reduced Proton Torpedo Damage by 50%*
Reduced Fire from TIE Defender Ion Cannon*
TIE Figher Scale Fixed*
ALL Fighters RE-Scaled.
Star Destroyer HP health tactical health increased.

*v1*
3 New Planets added Rattatak, Polis Massa, and Zhar
4 new maps added
New Factions Added Hutts,Mandalorians,Naboo,Corellians,Corporate Sector.
Planetary Defense Fleets Added for Hutts,Mandalorians,Naboo,Corellians,Corporate Sector
Planet Values increased.
Planet Population Values Increased
Reinforcements Increased for Space Stations.
Faction Colors Changed to Purple for Underworld, Green for the Empire, and Crimson for the Rebels
LAAT/i: Transport Capability Added, Color Changed.
Juggernaught: Speed Increased, Rocket Attack added, Health Added, Size Scaled Up.
B-Wing: Health Increased, Shields Increased, Size Scaled Down
X-Wing: Size Scaled Down, Squadron increased to 12
A-Wing: Size Scaled Down, Squadron increased to 12
Y-Wing: Size Scaled Down
NebulonB: Size Scaled down
Corellian Corvette: Size Scaled Down
Corellian Gunboat: Size Scaled Down
Broadside Cruiser: Size Scaled Up
ISD: Size Scaled Up.
VSD: Size Scaled UP
Interdictor: Size Scaled up
TIE Fighter: Size Scaled Down
TIE Defender: Size Scaled Down, Squadron Increased to 12
TIE BOmber: Size Scaled Down
TIE Phantom: Size Scaled Down, Squadron Increased to 12
TIE Interceptor: Size Scaled Down, Squadron Increased to 12
Acclamator: Size Scaled Up
Marauder Cruiser: Size Scaled Up
Space Station Build Times are Decreased
ALL Fighter Build Times Decreased
Space Station Reinforcements Increased Greatly
Campaign "Equal Footing" starts with more credits for all sides.
Space Battle Pop Cap Increased for all sides.
Vengence Frigate: Shields Added
Opening Movie Music changed, ROTS music added to Galactic map

*NOTE*
I am aware of the base building menus bug on the new land maps.

Bug fixes from 1.0 Beta*
Atrt reverting to speeder bike after a save*
Dauntless in top row not visible on mon cal*
Text Entrys for HPs on Dauntless
Fighter Spawning errors on Dauntless*
Dominator Laser cannon Projectiles

Bug Fixes from 1.0 Full*
Snail Tank Firing Sound
Intro Music Volume Fixed
Correct sounds added for Battle Droids, Super Battle Droids and Snail Tank
Strike Cruiser Firing
Piracy Mission Bugs Fixed

Bug Fixes from 2.0 Beta*
Providence Model Bug
Missing Guri Textures
Missing Corellian Frigate Textures
Missing Buzz Droid Ability w/ Vulture Droid
Lucrehulk Firing Rate Increased
Providence Firing Rate/Angles etc adjusted.
Guri Text Error
Guri Attack Strength lowered
Munificent, Recusant, Snail Tank Skirmish build fixed.
Fire Range on Lucrehulk and Providence fixed
V-wing Spamming fixed
AI building new units
Space station Garrison Spawn time increased from 4 seconds to 10
Space station Garrisons reduced by 33%
Fighter Spawn Error on Dauntless and MC90
Providence Radar Icon bug
Snail Tank Infantry Crush Bug
Death Clone Scales on many ships
MC75 Projectile bug
Lucrehulk Z Layer
Carrack, Guardian Sound fixes
Build times on Providence and Lurcrehulk.
TIE Defender ION shot again slowed down...
Providence Missing text on Turbolaser
AI Building New units in Skirmish
Missing Vulture Droid Textures
ALL droids not ION stunnable
Droids repairable at Bacta Tanks
Guri repairable at Bacta Tank
AI not building New units in Skirmish
Tri-Droid Fighter Icon
Snail Tank Firing Sound missing
Guri Sonic Stun not working
Automatic Defeat sometimes while using Droids or Mandalorian Commandos
Crash while auto resolving land battles with droids
E-Web Troops not being able to garrion in Bunkers or be transported in LAAT or Juggernaught
Battledroids getting stuck in bunkers (Battle droids can no longer garrison)
Superbattledroids getting stuck in bunkers (Only Super battledroids can Garrison)
Mandalorian Commandos not being able to garrion in Bunkers or be transported
Buzz Droids NOT Deploying from Vulture Droids

Bug Fixes from 3.0 Full

Tooltip for "ferrets" type-o's and... blocks in it (FIXED)

Sovereign take about, 5 seconds to build, (FIXED) and two of the hardpoints on the sovereign, the ones between the tractor beam and hanger say [missing] (FIXED)

can't iniate a space battle at Mygeeto. Space battle load screen starts, loads to begin tab, click it and nothing (FIXED)

initiating land battle at Mygeeto (FIXED)
The "T3B Tanks" missing their icon. (FIXED)

AAT Icon missing and Text Missing (FIXED)

The Moldy Crow has no icon, no information, nothing during space battles (FIXED)

Novatroopers DONT drop mines (FIXED- Removed ability replaced with StimPack)

Missing Mygeeto on the Humble beginnings map (FIXED)

Shipwrights building issues with Starbases levels etc (FIXED)

VSD not buildable anywhere.. (FIXED)

Weird rebel tech errors with ships not being buildable after tech advancement. (FIXED)

Naboo Intimiadtion bugs (FIXED)

AAC description repeating (FIXED)

Golan radar Icon size (FIXED)

Saboteurs destroying Shipwrights and Golans for cheap (FIXED)

Mygeeto map troops cant move past first platform (FIXED)

CLoakshape pop value (FIXED)

K-Wing cannot move alone in GC; it doesn't appear to have 'hyperspace' capability (FIXED)

Procurator turn rate (FIXED)

Legacy Selection Ring Size (FIXED)

tyrant missile cruiser firing (FIXED)

TIE X1's squadron has TIE Avengers in it (FIXED)

Odd Colored Lancer skin (FIXED)

Some ships building on land only (FIXED)

Dreadnaught not able to be built after Rendili Shipyard Purchase (FIxED)

Assault Frigate Mk2 not able to be built after Rendili Shipyard Purchase (FIXED)

Assault Frigate Mk1 not able to be built after Rendili Shipyard Purchase (FIXED)

Dominator building on Land (FIXED)

Barloz building on Land (FIXED)

Legacy building on Land (FIXED)

Venator building on Land (FIXED)

Pirate Forces in orbit on some capaigns on Underworld controlled planets. (FIXED)

Odd crash sometimes 15 min into the game on ALL campaigns. Primarily on Humble Beginnings (FIXED)

Rendili Indgenious citizen issue (FIXED)

Fondor Golan Location too far from battle (FIXED)

MC90 Selection ring too small (FIXED)

Hangar HP's Showing on Golans (FIXED)

Auto Resolve on New Factions Crash (FIXED)

Hutts on Ylesia are Neutral (FIXED)

Missing Text on Vong Miid Roik (FIXED)

Missing Text on Scimitar (FIXED)

Missing Providence Icon (FIXED)

Novatroopers cant garrison (FIXED)

AT-AT Barrage ability is broken (FIXED) (Removed ability)

When selecting an AT-AT, the screen gets "darker" around it. (FIXED)

Squares in unit descriptions on T-3B, Liberator Carrier, AT-PT (FIXED)

Anti-Fighter lasers on Golan 1 not firing on fighters (FIXED)

Luke's X-Wing Scale Larger than other X-Wings. (FIXED)

MC80's not the same scale as Homeone (FIXED)

Rogue Squadron not re-spawning after tech 5 (FIXED)

Jabiim restricted units (FIXED)

TaunTauns deploying on non Artic worlds (FIXED)

Fixed PG FOC Error Shola showing up as Temperate

Fixed PG FOC Error Polu showing up as Temperate

Zhar showing land build slots (FIXED)

Descriptions for Factorys etc not matching build abilities (FIXED)

Thranta desctiption typo (FIXED)

Ord Mantell Barrack building in junk.(FIXED)


Change Log from 3.0 Full

******CHANGE LOG**********
ATRT tech from 1 to 2
Ferret Population Value from 3 to 1
Sacheen Population Value from 3 to 2
Thranta Population value from 3 to 2
Bulwark population value from 8 to 4
MC90 population value changed from 8 to 6
MC40 population value changed from 3 to 2
ALL projectile speeds increased..
GOLAN removed from Bonadan
Sabotage ability added for NovaTroopers and Bothanspies (NOTE: Can only Sabotage on corrupted worlds)
Prices increased for Sabotage for Golans, Shipwrights, Ion Cannon, Hypervelocity gun, mining facilities,
Officer Academys, Advanced Veh Factory, Magnepulse, listening post, and Imp Intel HQ.
AI Now builds Golans
New Shipyard structure in skirmish. Allows production of many ships.
Thranta Tech changed to Tech level 1 starbase changed to level 2
Changed Radar Icons for (Dominator,Venator,Legacy)
Ylesia map spruced up a bit
Dreadnaught Health and cost reduced.
MC75 Population Value changed from 4 to 3
Repairship Population value changed from 3 to 2
Bonadan Spacebase Level changed from 3 to 5
MC90 Fire Rate and angles adjusted
MC90 B-wings added to spawn at tech 4
Calamari Cruiser Scaled changed from 1.0 to 1.1
Star Destroyer Scale changed from 1.2 to 1.3
MC80 scaled changed from 1.0 to 1.1
MC90 scaled changed from 0.65 to 0.45
Lucrehulk changed...
T3b Health Decreased.. Attack range decreased.
Shipwrights Cost and build time reduced..
AI now builds shipwrights and new structures
Coruscant Credit value increased
Bespin Credit Value Increased
Corruption Costs Increased
Dauntless Pop Value changed from 8 to 4
Removed TIE Bomber spawn from Strikecruiser
Reduced health from 225 to 150 on majority of strike cruiser HP's
Buildpads added to Mechis map
Mechis map spruced up a bit.
Golans Cost and Build time reduced
StarDestroyers now buildable on Kuat, Fondor, Bestine, Byss, and Eriadu
Bulwarks buildable on ALL former Techo Union Worlds Fondor, Hypori, Saleucami, Mustafar,and Mechis
Munificents and Recusants buildable on all former Techo union Worlds, Mechis, Hypori, Saleucami, Mustafar
Venator unit replaced with better model and code. Has working turrets and SPHA-T beam
Star Destroyer model replaced with better model, and code. Is more like it should be in Power and weapons.
Rebel Mines produce more credits
Removed Independant Faction land forces as they were worthless
Naboo Space force defenders halved.
Nebulon B's and B2's can be built anywhere now.
Sovereign build limit reduced from 3 to 1.
Sacheen Population Value reduced from 3 to 2
Nebulon B's Pop value reduced from 3 to 2
Garm Bel Ilbis made buyable and now comes with Peregrine in space.
Novatroopers buildable on Carida and Bastion now
Increased fire rate of V-19
NO air units except Snowspeeders can deploy on Hoth
Hunt ability added to X-Wings, A-Wings, E-Wings, T-Wings, Preybirds, ETA-2's, ARC-170's, Delta-7's, Howlrunners,StarVipers, Tri-Droids, Gnivex, Nantex, Mankvim
MoldyCrow Scaled down
Millenium Falcon scaled down
MoldyCrow death explosion increased
Executor buildable on Coruscant and Fondor
TIE Droid uses Droid sounds

NOTE: Space Skirmish maps now only show in the custom maps area as I had to add new markers to all of them to accomodate the new skirmish stuctures.


http://everythingeaw.com/v3 to see the current tech tree




Thanks and Credits:

Lancer Frigate: LoW (Model, Skin)
Dreadnaught: Low, IA2 (Model, Skin, Lightmap, Bumpmap)
ATPT: LightNinja,Avenger, NeoMarz, Codeuser (Base Model, Animation, Model Re-work, Skin)
XR85: LoW, Avenger, z3r0x, Swgbex (Base Model, Animation Model Re-work, Skin, Bump Map)
AT-RT: LoW, Wildcat (Model, Skin, Animations
B1 Battledroid: Keeper of Faith (Model, Skin)
Super Battle Droid: Keeper of Faith (Model, Skin)
Droideka MK1: Keeper of Faith, Codeuser (Model Model Re-Work, Improved Animations Skin)
AAT: Keeper of Faith (Model, Skin)
E-Web: Bailknight (Model, Skin)
Quasar Carier: Bailknight (Model, Skin)
V-Wing: Bailknight (Model, Skin)
K-Wing: Bailknight (Model, Skin)
Assault Frigate Mk1: Bailknight (Model, Skin)
AAC Tank: Bailknight (Model, Skin)
LAAT: Bailknight (Model, Skin)
ProbeDroid: Bailknight (Model, Skin)
Smokestack Props: Codeuser
MTT: E9, Coduser, z3r0x (Base Model, Animation, Model Re-Work, Skin)
STAP: E9, Codeuser (Base Model, Animation, Model Re-Work, Skin)
T1B: Codeuser, Bryant, z3r0x (Base Model, Model Re-work Skin)
Snail Tank: Codeuser (Model, Skin)
Legacy: Codeuser (Model, Skin)
AT-TE: (Model: Psyk0Sith
Textures: Neomarz1, additional work by Qui-Rom
Animations: Avenger)
Venator: Eville Jedi, Avenger (Base Model, Model Re-work, Skin, Bump Map)
HailFire: Avenger, Schrodinger (Base Model Conversion, Animation, Model Re-work, Skin)
T3B: Avenger85 (Model, Skin)
Assault Gunboat: Given to me by IA2 (- Original mesh and texture work by Nixon (nixon@gerf.org)
- This low poly complete mesh rebuild by Major A Payne. Textures rendered from original mode)
N1 Fighter: IA2 (Model, Skin)
Mausoleum Prop: (Skin and Model by Wildcat)
Mygeeto Props: Low, Elron, Codeuser (Model, Skin)
Mygeeto Lamp: Keeper of Faith (Model, Skin)
Zhar Skydome: z3r0x
Providence Skin Tweaks by z3r0x
Novatroopers: z3r0x (Re-Skin)
Guri: z3r0x (Re-skin)
R2-D3 Slicer Droid: z3r0x (Re-Skin)
Casino: z3r0x (Re-Skin)
Brothel: z3r0x (Re-skin)
Bastion Model Props (LoW and Codeuser)
MagLeV Train Props (LoW)
Mediator Cruiser (Eville Jedi, Avenger)
Scimitar Bomber (EvilleJedi , Avenger)


The following list is models that were coverted and or animated from EvilleJedis Warlords pack by Codeuser.
for THIS mod
Nantex Fighter
Ginivex-class Fighter
Mankvim-814 Fighter
Diamond Cruiser
Hardcell Transport
V-19 Speeder
A9 Interceptor
TIE Raptor
TIE Droid
E-Wing
Eta-2 Actis
Arc-170
Delta-7 Aethersprite
Hajen Fleet Tender
Sovereign Super Star Destroyer
Star Galleon-class frigate



All other models by EvilleJedi. Skins and model modifcations by Frankie (warlord.thb) and RazielKanos (Steiner Modding Team)

Rattatak Land map built by Petroglyph Games. Texturing modification, Terrain modification, props, markers and AI zones done by ME z3r0x.



ALL code modifcations, re-skins, icons, text-entrys, maps, story scripting, and lua coding by me z3r0x
Mod built by z3r0x

http://everythingeaw.com

Thanks to Codeuser, Avenger85, and Swgbex..who without them this mod would not be what it is.. All of them took time away from their other work to donate much time on this mod. Especially Codeuser.

I would really like to thank Codeuser for all his time and dedication to this project... thanks man.

If you want to use anything from this mod IN your mod you need EXPRESS PERMISSION FROM ME and the other authors of the above material.






















Send any bugs to z3r0_89@hotmail Dot Com or come over to http://everythingeaw.com

website: http://warlords.swrebellion.com/





website: www.Steiner-Modding.com






website: http://fgx.strategyplanet.gamespy.com/catnz/





website: http://fgx.strategyplanet.gamespy.com/eawspaceaddon/


z3r0x's FoC Addon (V3.5) - User Comments  
The following comments are owned by the user that posted them. Empire at War Files is not responsible for their content.

Total comments: 580 | Last comment: 11-08-2007 at 14:52

 #1 - 04-11-2007 at 17:43
Darth_Cubsdude
Joined: February 9th, 2006
Posts: 90
WooT! Ive been waiting forever! thanx Z!

 #2 - 04-11-2007 at 17:45
StarWarsHero2
Joined: October 3rd, 2006
Posts: 56
i'll download it now thx z3r0x! big grin

 #3 - 04-11-2007 at 17:56
D3matt
Joined: February 17th, 2007
Posts: 111
Sounds great! But what are theres rumors of a V4 that converts to the clone wars? And is it the same with 3.5 as 3 as for using parts of it? Because me and my mod are in need of models.

 #4 - 04-11-2007 at 18:39
z3r0x
From:
Joined: May 29th, 2006
Posts: 195
v4 is a TC for the clone wars.. yes its true you may read all about it on eeaw.com

Also, there is NO shortcut to launch the mod in the zip. Sorry. Make your own, OR download a custom one from eeaw.com OR you may use the Mod Manager.

 #5 - 04-11-2007 at 18:54
venator_crew92
From:
Joined: April 6th, 2007
Posts: 2
im a noob. what is eeaw? and this mod is awesome!

 #6 - 04-11-2007 at 19:55
z3r0x
From:
Joined: May 29th, 2006
Posts: 195
http://everythingeaw.com

 #7 - 04-11-2007 at 20:24
dbsjohnlee
From:
Joined: May 12th, 2005
Posts: 5
Z can we use the previous shortcuts?

 #8 - 04-11-2007 at 20:53
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
Yes, as long as the updated mod is in the same spot as where the shortcut links to you can use it to run the mod.

 #9 - 04-12-2007 at 00:25
Grand_Admiral_Potts
From:
Joined: March 13th, 2007
Posts: 91
do i have to delete the old 1 or is this all 4 mods in 1

( i downloaded v3 it Rock )

 #10 - 04-12-2007 at 00:36
cjkolbrek
Joined: September 21st, 2006
Posts: 20
were can we play as the vong? "Vong added in as a true faction"

 #11 - 04-12-2007 at 01:50
Grand_Admiral_Potts
From:
Joined: March 13th, 2007
Posts: 91
HELP i correctly downloaded the mod but what do i do now ????

 #12 - 04-12-2007 at 01:51
Grand_Admiral_Potts
From:
Joined: March 13th, 2007
Posts: 91
oh and on everything eaw my account isn't activated HELP with that aswell plz plz plz

 #13 - 04-12-2007 at 02:36
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
Admiral, yes, take out the old files and put in the new 3.5 contains everything. Just put it in the same spot that v3 was in and the shortcut link should still work, if not then check it or use a mod launcher.

cj, The Yuzhann Vong are not a playable faction in this version, When he says true faction, he meant like Corellia, Bonadan, etc. They have two planets under their control, no more having to attack an enemy controled Helska just to take a crack at them.

 #14 - 04-12-2007 at 03:31
Corellian
Joined: April 12th, 2007
Posts: 21
Hi

First of all: GREAT mod!!

But I can't built Garm Bel Iblis anywhere frown anybody else who have the same problem??

 #15 - MEDITATOR!!!!!111!!!1!11!! - 04-12-2007 at 04:15
slafnaf
Joined: October 28th, 2006
Posts: 56
this rocks Z Rock

 #16 - Polus problem - 04-12-2007 at 04:29
dark_lord_jay
From: (birmingham)
Joined: March 21st, 2007
Posts: 149
ive just installed this mod, lovin the reworked star destroyers by the way big grin but, when i engage a space battle at polus, it never starts, like the problem with mygeeto in the previous mod, any idea when a patch will be out to repair this and any others that pop up?

 #17 - Playing the vong ? - 04-12-2007 at 05:19
jedib1
From: (michigan)
Joined: January 20th, 2004
Posts: 152
In this version can you play the vong? cause if you can i see no option to do so

 #18 - Bugs - 04-12-2007 at 05:43
Acclamator55
Joined: April 12th, 2007
Posts: 4
Hi i have play you latest verision of this mod and there are some major bugs.
one Alzoc III , units drop to the planet and nothing happens , but thay disapere9 fett gone missing, for some reasion). this was a problem with FOC 1.0 from the start. two. battles over polus never happens .you hit the button ,and it just returns to the start screan. these seam like old probles( probley beceuse this was done useing the old verision of FOC) . these seam to be major bugs that need to be addressed.

 #19 - 04-12-2007 at 05:46
TheBossk
From: (FL)
Joined: October 11th, 2006
Posts: 10
For every 1 asking you can't play as the vong ( at least not yet... would be cool though ) I havent tested it yet but they probably control Helska and/or Belkadan.
Any way keep going z3r0x this is the best mod ever! Oh and this might not be the best place to ask but I read that there were some hero files with FOC that lucas arts never completed. ( 4lom, denger ,and 4lom's partner I can't remember his name.) Is this true? They would make awsome heroes for the zann!

 #20 - " A.I." - 04-12-2007 at 05:48
Acclamator55
Joined: April 12th, 2007
Posts: 4
good job on the cpu " A.I." it dose some intresting thing

 #21 - 04-12-2007 at 08:54
mister_X
From: (Lohne (Oldenburg))
Joined: April 2nd, 2007
Posts: 25
yeah!!!!! This mod rocks!!! its the greatest mod I have ever played!!!!! VERY good job z3r0x! I look forward to v4RockRockRock

 #22 - V4 - 04-12-2007 at 09:10
the202
Joined: October 2nd, 2006
Posts: 28
Will V4 be on eawfiles please

 #23 - 04-12-2007 at 09:58
Trizzolo
Joined: March 15th, 2006
Posts: 7
Good.

Are you going to add World Devastators (Empire Capital ship) and Lusankya Super Star Destroyer (Rebel Hero) in V4?

 #24 - 04-12-2007 at 10:01
Grand_Admiral_Potts
From:
Joined: March 13th, 2007
Posts: 91
hey again i realised when i dowloaded it only had 7 maps and nothing else in any of the folders is that supposed to happen or is there more files??? plz help really wnat this to work

oh and v3 still works

 #25 - 04-12-2007 at 10:34
dynablade223
From:
Joined: December 15th, 2005
Posts: 680
world devastators are cool big grin if one is ever made, make it a Iblis clone with shield gens and that but it doesent need the sucktion thing however try to make a unit deployment of some sort stick out tongue another thing: the AT-AT barrage area doesent work

 #26 - 04-12-2007 at 10:53
FEARsome_oddslayer_4667
From: (Rhode Island)
Joined: January 29th, 2007
Posts: 606
looks great z3x0r too bad i dont have foc anymoe or i would totally play thisRockRocksmile

 #27 - 04-12-2007 at 10:59
DarkWraith666
Joined: April 12th, 2007
Posts: 50
can anyone tell me how to make the shipyards appear in space skirmish?the readme states that all of the maps should be in the custom maps folder in the game but the only one there is duros assault,which is the only map to have a shipyard.

 #28 - Too many units - 04-12-2007 at 11:19
Wee_Ooh
From: (New York)
Joined: April 12th, 2007
Posts: 116
I don't know if you've fixed this yet, but there isn't enough room for all the units in the build unit box...

 #29 - 04-12-2007 at 11:39
Doomgiver3
Joined: October 3rd, 2006
Posts: 45
great mod Z ur mod is going back to the top of the list where it belongs

 #30 - V4 info - 04-12-2007 at 11:53
Darth_Cubsdude
Joined: February 9th, 2006
Posts: 90
Guys, V4 is a total conversion of the game to the Clone Wars Era, not another update of this mod. If you got some problems with it, i doubt he will fix them. But u never kno, he mite come back to it.

 #31 - help - 04-12-2007 at 11:56
Knoxinton
From: (Fort Mcmurray)
Joined: April 7th, 2006
Posts: 89
confusedAlright i get everything extracted to the mods folder, except i can't find the shortcut anywhere

 #32 - disregard last comment - 04-12-2007 at 12:23
Knoxinton
From: (Fort Mcmurray)
Joined: April 7th, 2006
Posts: 89
Alright i got the shortcut working, but now whenever i try to launch the .exe i get it:
xml parse error- File .dataXMLGUIDialogs.xml: file has syntax errors, see log file.
O.o

 #33 - 04-12-2007 at 12:30
thanatos117
Joined: September 27th, 2006
Posts: 11
Is it just me or is anyone else having the same problem from version 3 full where you can't build the MC90 and a few other ships at Mon Cal. I tried playing on Equal Footing and Classic Matchup and for both i counldn't get the MC90 or the Mediator and a number of other ships.

 #34 - 04-12-2007 at 13:11
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
I got all the ships just fine, so its not the mod.

 #35 - Please Help! - 04-12-2007 at 13:26
jdemon1029
Joined: April 9th, 2006
Posts: 34
Every time a new version of z3r0x's FoC addon comes out, I download it and try and play it, but every single time that I do that, I get this error:

Exception!
An exception has occurred. See _logfile.txt and _except.txt for details. Press CANCEL or RETRY to debug.

I'm tired of not being able to use this mod because it looks amazing. Could someone please help me? confused

 #36 - 04-12-2007 at 13:34
z3r0x
From:
Joined: May 29th, 2006
Posts: 195
There is is a issue with the zip... it may be corrupted the skirmish maps are NOT in there.. and some XMLS are missing.. nothing to cause bugs but enough to be annoying. There will be a patch for the people that downloaded it.. and there FF staff are going to replace the zip.. so hang tight.

 #37 - 04-12-2007 at 13:47
Ice_06
From: (Birmingham)
Joined: August 11th, 2006
Posts: 127
So How We Create A Shortcut ?



big grin In Ice We Trust big grin

 #38 - 04-12-2007 at 13:55
z3r0x
From:
Joined: May 29th, 2006
Posts: 195
use the old one or use the mod manager if you dont want to make one...

 #39 - 04-12-2007 at 14:14
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
ya know my mod launcher never did run this mod right anyways. hehe only the shortcut worked lol.

 #40 - 04-12-2007 at 14:34
Boundy
From:
Joined: August 2nd, 2006
Posts: 78
10/10 mod bloody brill m8 just tend to get exception error when playing gc with mod............ not tht its a problem just thought i would mention it forigve me plz if u have already bin notified ( exception error not all the time btw )

 #41 - 04-12-2007 at 14:45
z3r0x
From:
Joined: May 29th, 2006
Posts: 195
There was a issue with the Empire MDU...


its been fixed.

http://www.everythingeaw.com/showpost.php?p=7606&postcount=1182

 #42 - 04-12-2007 at 16:23
lukedude2
From:
Joined: March 16th, 2007
Posts: 41
hey z3r0x are u gonna make a 3.5 patch version?... i really dont wanna download a whole new modd

 #43 - 04-12-2007 at 16:47
alenoguerol
From: (buenos aires)
Joined: July 19th, 2005
Posts: 715
2 things x3r0x

1) plz upload the projectiles fix to rapidshare or megaupload or maybe filefront cause i registred on eeaw.com but my account still deactivated

2) the game crash of galactic conquest is fixed?

 #44 - 04-12-2007 at 19:06
z3r0x
From:
Joined: May 29th, 2006
Posts: 195
Well so much was fixed or added that its needs to be re downloaded.

#43 you have been activated.

 #45 - 04-12-2007 at 20:08
hairman49er
Joined: April 12th, 2007
Posts: 3
In version 3( I think it was) I attack a planet and had some LAATs with other troops. When the battled started I had no reforcement points because it started me off with a LAAT , which could not capture any reforcement points. I was wondering if that had been fixed.

 #46 - Where is Garm? - 04-12-2007 at 21:38
Corellian
Joined: April 12th, 2007
Posts: 21
Hey guys

Can any of you build Garm Bel Iblis for the Rebellion? I can see the XML files there, but he doesn't appear in my game....

Is it only me?

And does any1 know how to lower the credit income on the planets? Because I really like the idea that I have to carefully consider which ships and units to purchase...

 #47 - 04-12-2007 at 23:51
scpk2000
From: (Arizona)
Joined: September 24th, 2006
Posts: 46
Why are you people releasing these mods without testing them completely? The bugs going on here should have been dealt with and fixed from the beginning. Version 3's problems seem to be going on in 3.5 can you please issue a patch to fix all the bugs people are talking about? There's not point in releasing a mod that doesn't work.Two Thumbs Down!

 #48 - 04-13-2007 at 00:45
Corellian
Joined: April 12th, 2007
Posts: 21
When u ask nicely Roll Eyes (sarcastic)

 #49 - 04-13-2007 at 01:30
Grand_Admiral_Potts
From:
Joined: March 13th, 2007
Posts: 91
i have 3 things t o say

1) i totally luv ur mod it Rock

2) i accidentally deleted the old shortcut and i han't got mod manager plz help

3) i registered to everything eaw but no1's sent me and e-mail to activate my account plz help

 #50 - for xerox mod v5 - 04-13-2007 at 01:57
dynablade223
From:
Joined: December 15th, 2005
Posts: 680
for v5... could you add the planet Rhen Var, Raxus prime, Lehon and Telos IV?

 #51 - 04-13-2007 at 03:29
z3r0x
From:
Joined: May 29th, 2006
Posts: 195
#46 GARM builds on land anywhere with a level 4 station

#47 ... stfu and download the mod. It plays fine. Most of these errors people are claiming to have is cuz they installed the mod wrong.

 #52 - 04-13-2007 at 03:43
dark_lord_jay
From: (birmingham)
Joined: March 21st, 2007
Posts: 149
i downloaded the new mod fine, and the old shortcut works fine too, but there are still problems, like polus starting (which i mentioned earlier) and also there is a completely white skin for the executor, any idea how these can be fixed please

 #53 - To #52 - 04-13-2007 at 04:44
Super_Shadowman
Joined: January 30th, 2005
Posts: 451
The reason why your Executor is white is because you either haven't updated the game with the 1.1 patch or you need to get a new graphics card.

 #54 - 04-13-2007 at 06:57
alenoguerol
From: (buenos aires)
Joined: July 19th, 2005
Posts: 715
indeed. i buyed a new videocard+1GB of ram and the game looks fine now without glitches or missing textures. also you must get the lateast version of FoC

and for the account activation. thanks x3r0x

 #55 - 04-13-2007 at 07:14
Ice_06
From: (Birmingham)
Joined: August 11th, 2006
Posts: 127
I Registered For EEAW But They Havent sent Me An Email to Activate The Account

confused Can Someone Help Me Please?

Btw All Your Mods Own z3rox 10/10


big grin In Ice We Trust big grin

 #56 - 04-13-2007 at 07:37
Corellian
Joined: April 12th, 2007
Posts: 21
I've only noticed a few things that are annoying:

- Garm has gone AWOL.

- Polus map doesn't load properly. ( but u can always autoresolve )

- Hunt ability on fighters doesn't work.

- MDU glitch ( you can dowload a patch for this on EEaW but they never send u a confirmation email to register your account frown )

When a patch for this comes out, this will be the greatest mod EVA!!!

 #57 - Game freezes at startup - 04-13-2007 at 07:40
whiteknight80
Joined: April 13th, 2007
Posts: 7
so i followed all the directions... and the game "starts"... but freezes at the mod's title screen.

thoughts?

 #58 - #57 - 04-13-2007 at 08:01
Super_Shadowman
Joined: January 30th, 2005
Posts: 451
Combining this mod with other mods will really screw things up, including earlier versions of this mod. Make sure that not even a single trace of any old mods exist on your computer before installing this mod!

 #59 - 04-13-2007 at 08:25
mpaj
Joined: October 31st, 2006
Posts: 94
i got an e-mail to activate my account, not sure why you guys didn't. Great mod very fiew errors.

 #60 - no other mods - 04-13-2007 at 10:07
whiteknight80
Joined: April 13th, 2007
Posts: 7
Super... not sure if you were responding to me... but I have no other mods installed... this is my one/only.

 #61 - 04-13-2007 at 10:58
scpk2000
From: (Arizona)
Joined: September 24th, 2006
Posts: 46
z3r0x there is no reason to be a ***** with your reply. People donate to this site and it's only decent for the modders to provide mods that will work. It's obvious you don't care about what you are releasing otherwise your attitude wouldn't suck the way it does. I find it very hard to believe that people are installing the mod wrong. Your short cut doesn't work any where else but if it is in the Mods folder otherwise the game just starts w/out the mods if the short cut is used else where. If the mod is working as good as you say it is, then why are so many people finding problems with it. If they are not installing the mod correctly then maybe it would be wise to make the Read Me File more user friendly and precise with it's instructions. You need to learn how to take criticism.

 #62 - 04-13-2007 at 11:30
Jon_McClane
Joined: January 10th, 2007
Posts: 9
This is a really good mod, theres a lot of well made models in there, and the shipwrights system is very innovative

There are problems, however. This, like most unit mods, adds too many overpowered, hideously well-armed new units, with extremely powerful shielding, that kick all the existing units to the kerb and back again. The new ships have so many weapon hardpoints that most of them feel like spam, and it prevents them being properly targeted. The scale of certain ships is also dodgy, like the Broadside cruiser, which now looks plain silly. And the Zann Consortium has so many old droid units that they might as well be renamed 'CIS'.
Also, the XML file controlling the Providence Destroyer is misspelt as Units_sapce_providence_carrier.xml, I'm not sure if this stops it being built but its still worth fixing

Other than that, excellent mod Two Thumbs Up! 8/10

 #63 - 04-13-2007 at 12:58
Grand_Admiral_Potts
From:
Joined: March 13th, 2007
Posts: 91
OMG WHEN WILL ANY1 LISTEN TO ME !!!!!

i have 3 things t o say

1) i totally luv ur mod it

2) i accidentally deleted the old shortcut and i han't got mod manager plz help

3) i registered to everything eaw but no1's sent me and e-mail to activate my account plz help

 #64 - 04-13-2007 at 13:16
Corellian
Joined: April 12th, 2007
Posts: 21
Yo Pottsman

Just download the mod manager OR the easy way: make a shortcut yourself, just copy a random shortcut from another game and type in the path for your FOC in properties: like "C:GamesStar Wars Empire at War Forces of Corruptionswfoc.exe" MODPATH=Modsz3r0x if thats your path...

For some reason noone is getting their accounts on EEaW activated for the time being, me included frown just be patient

Happy playing

 #65 - 04-13-2007 at 15:28
alenoguerol
From: (buenos aires)
Joined: July 19th, 2005
Posts: 715
agreed with x3r0x

and for #66

1) like everyone else except that "clown" scpk2000 lol
2) http://empireatwar.filefront.com/file/EAW_FoC_Mod_Launcher;73979 or make a shortcut yourself to the mod
3) its simple. send a private message to x3r0x or ask him to activate your account here

and plz stop posting the same things lol

 #66 - 04-13-2007 at 15:46
Ice_06
From: (Birmingham)
Joined: August 11th, 2006
Posts: 127
Ive had 0 problems Two Thumbs Up! z3r0x and spck2000, chill ya beans, its just a mod for a game (a sik mod for a sik game but still) big grin In Ice We Trust big grin

 #67 - Otana Anyone. - 04-13-2007 at 16:06
comptech224
Joined: April 11th, 2007
Posts: 21
I've been a big fan of many Star Wars games, but there is at least one or two units that have failed to make it here

X-Wing Alliance: YT-2000 Otana as Ace Azzameen, Rebel Hero
or another Rebel Hero Dash Rendar in the YT-2400 Outrider.

I figured to put it here because this is a great mod in and of it self with detail and added units. I figured two more wouldn't be a hard fix.

Anyhow, have a good day

 #68 - 04-13-2007 at 16:21
rkruger789
From: (Portage)
Joined: March 13th, 2007
Posts: 17
#69

Z is already working on v4, so i dont think he would make anymore for the current version, and there is a limited number of heros each faction can have. after that they dont respawn when they die or something like that.

by the way Z, great mod. i greatly appreciate all the work you do.

 #69 - 04-13-2007 at 17:42
ScorLibran
From:
Joined: April 13th, 2007
Posts: 2
@ scpk2000:

Occam's Razor: All things being equal, the simplest solution - or explanation - tends to be the best one. You, and perhaps a few other people, can't get the mod to work, but for MANY MORE people it's working just fine. Therefore the problem, as Z says, must be localized to individual installation failures or other issues with individuals' PCs.

I'm sending a shout out to my man z3r0x and to his testing team for creating and releasing such a fantastic addition for FoC. In my opinion it's what FoC should have been in the first place, as it improves the overall quality of gameplay at least 300%.

Thank you Z! smile

 #70 - 04-13-2007 at 17:59
AnAngryAsian
From: (Seattle Washington)
Joined: January 10th, 2007
Posts: 9
this is the best one yet. i hope you continue to make more.

 #71 - 04-13-2007 at 18:23
thanatos117
Joined: September 27th, 2006
Posts: 11
Wait i installed the mod and the screen that says v3.5 with the hailfire droids and everything comes on yet i can't build certain vehicles like the mc90 and the mediator. Any suggestions?

 #72 - 04-13-2007 at 19:33
alenoguerol
From: (buenos aires)
Joined: July 19th, 2005
Posts: 715
i was a big fan of x-wing series and i still playing x-wing alliance. even more when the ep3 conversion was released

and for the hero things. if a hero dies and doesnt respawn makes the game more real lol. its better. atleast that's what i think. i always get owned by 50 tyber zann's in space battles.. and for galactic conquest the guys who dies shouldnt respawn in 5 mins..

 #73 - MY ONLY COMMENT - 04-13-2007 at 21:04
Darth_lord_of_Death
Joined: March 20th, 2007
Posts: 15
THE MOD IS PERFECT EXCEPT FOR THE MINISCUEL BUG OF THE MTT AND ITS DEPLOY PROBLEM

 #74 - 04-13-2007 at 21:19
Souleater
From: (Texas)
Joined: August 29th, 2005
Posts: 9
z3r0x: Great mod. Love your work, as always. (^_^)

#74: I don't see why they shouldn't respawn in GC. I mean, Luke and Anakin did after they should have died in the whole Ice / Fire thing. Leia got blasted on Endor, but she came back. R2 gets taken out all the time. The ability to respawn is what makes them a Hero. Well, except for Leia. She's never gets to be a Hero. (^_~)

 #75 - #73 - 04-14-2007 at 00:17
Super_Shadowman
Joined: January 30th, 2005
Posts: 451
The Mon Calamari battleships can only be built on Mon Calamari. Go there, get a big space station and start building the Mon Cal shipyards, then it should work.

 #76 - 04-14-2007 at 01:47
Corellian
Joined: April 12th, 2007
Posts: 21
Hi z3r0x

Would you upload the 3.5 patch to FF or activate my account on EEaW please?

And for this Garm ***** smile I accept the fact it must be something on my end that is wrong. I just think it is strange because I have never had issues installing before... Anyways, thx for the time and effort you have put into this mod.

You have truly made the game into what it should have been like in the first place Rock

 #77 - 04-14-2007 at 04:17
z3r0x
From:
Joined: May 29th, 2006
Posts: 195
Ok.. I have made a small patch for some people that had the coprrupted zip.

It fixes the MDU issue, and the Polus, Mustafar issue, and it adds the shortcut.

For all the Garm ?'s. Garm is a Tech 5 hero. He build anywhere there is a Level 1 station.

http://www.everythingeaw.com/showpost.php?p=7745&postcount=1262

 #78 - HELP!!! - 04-14-2007 at 08:04
Sith_Assassin
From: (Illinois)
Joined: April 14th, 2007
Posts: 2
I've forgotten how to get mods to work and I can't get into the forums because of my damn internet! Help would be nice frown

 #79 - 04-14-2007 at 09:06
Corellian
Joined: April 12th, 2007
Posts: 21
LOL Sith Assassin smile

Try look at the top of this tread, maybe under instructions (!) cool

 #80 - 04-14-2007 at 13:33
Grand_Admiral_Potts
From:
Joined: March 13th, 2007
Posts: 91
I GOT IT WORKIN !!!!!!

after 4 downloads and 2 hours it works!!!!!! LOL

Rock

 #81 - 04-14-2007 at 22:25
AT_XT_pilot
Joined: January 14th, 2007
Posts: 18
Could someone tell me please where the corellian gunboats have gone, cant seem to find them to build them

 #82 - 04-14-2007 at 22:28
AT_XT_pilot
Joined: January 14th, 2007
Posts: 18
z3r0x

anychance of seeing the Protodeka in V4

Also a proper theed security force/Gungan army on naboo would be cool

 #83 - 04-14-2007 at 22:28
AT_XT_pilot
Joined: January 14th, 2007
Posts: 18
and oh yeah

an AT XT

 #84 - 04-14-2007 at 23:49
Grand_Admiral_Potts
From:
Joined: March 13th, 2007
Posts: 91
AT-XT the corrilian gunboats are on coriellia

 #85 - 04-15-2007 at 02:06
AT_XT_pilot
Joined: January 14th, 2007
Posts: 18
thanks Grand_Admiral_Potts

yeah sorry about mistakes not feeling well.

 #86 - 04-16-2007 at 00:21
Ice_06
From: (Birmingham)
Joined: August 11th, 2006
Posts: 127
I Havent Had ANY Exceptions And I Never Use The MDU That Much Anyway


big grin In Ice We Trust big grin

 #87 - 04-16-2007 at 09:35
scpk2000
From: (Arizona)
Joined: September 24th, 2006
Posts: 46
Hmm...well the only common factor with each time the game would do the Exception Error failure this is I would have Yoda and two V wing Speeder Squads as a "Raid" fleet to invade Mandalore. They worked great with all the other planets I used them on and the V-wings kick butt big time. I did try re-installing everything and did the orignal 3 patch too. That's the funny thing, the space battle was fought and I won, but it only occured on Mandalore with the land battle with Yoda and the 2 V-Wing squads, I would do ctrl A to select all units, then hear the little boop sound the pc makes when somethings up, i hit my Windows button and saw the pop up window there saying there was an error ie exception error thingy and asking me if I want to retry or cancel. I would hit retry it turns off the game and asks me if I want to send the report to Microsoft in which case I said no, and it does the same thing if I hit cancel. So, what did I do wrong or where did I go wrong? My graphics cards is about two years old, but if that were the case wouldn't do the same thing when I was just playing the game as the game w/out the mod?

 #88 - permissions better get them befor releasing a mod - 04-16-2007 at 10:33
Mike_Raab
From:
Joined: October 25th, 2005
Posts: 3
As I know from a Author that made some of the ships that are used in this mod, he was never ask for his permission. And in my oppion this is very very very unpolite. Two Thumbs Down!

 #89 - 04-16-2007 at 11:04
Ice_06
From: (Birmingham)
Joined: August 11th, 2006
Posts: 127
Im Probably Wrong But If The Ships Are Part Of A Bigger Mod, Its Usually The Head Of The Mod That Gives Permissions, Not The Modeler (I Could Be Wrong)

And Who Cares If Its Unpolite Really? (Apart From You , What Do You Care Anyway? -.- )


big grin In Ice We Trust big grin

 #90 - Who gives a *****? - 04-16-2007 at 13:14
mpaj
Joined: October 31st, 2006
Posts: 94
If you submit work to filefront it's for public use in my opinion. If people are getting *****ed because they aren't metioned, don't worry. No one reads the credits anyways! Great mod z3r0x Two Thumbs Up!! You deserve a Beer! Beer!!

Rock

 #91 - is this stand alone or install over 3.0? - 04-16-2007 at 16:38
DirkDiggler76
Joined: February 26th, 2007
Posts: 90
is this stand alone cuase i had a fresh install of the game and installed the 3.5 patch over the game . When playing the game i could not biuld the death star or more ships like darth vadors big ship, i am on tech level 5 and biuld the max space stations i can...


help

 #92 - 04-16-2007 at 17:39
VADERFAN1
From: (New Port Richey Florida)
Joined: April 21st, 2006
Posts: 102
i love this mod but I suggest the vong as playable faction that would be awesome

 #93 - 04-16-2007 at 18:37
z3r0x
From:
Joined: May 29th, 2006
Posts: 195
Death Star is buildable on Endor only.. Executor is buildable on Coruscant and Fondor only.

#93Mike_Raab

If you read the credits.. 95% of the SHIP models are EvilleJedis that were released to the public.

 #94 - Pros and Cons - 04-16-2007 at 18:53
bravehart10000
From:
Joined: February 17th, 2007
Posts: 44
Pros: Many new powerful units and new planets to conquer. fun for skirmish

Cons: squadren size is too big. I like to have massive space battles and put space cap to 500. the size of the squadrens are so massive i have to fight off the 4000 bombers while killing the capital ships. Just to stressful.

 #95 - 04-17-2007 at 07:58
BtX_NEO
From:
Joined: September 8th, 2004
Posts: 38
MC-104 Odysseus type-Battle Cruiser is still missing.
Eclipse II is still missing.
Executor (and Lusankya) sholud be buildable on Kuat and Fondor only (Not Coruscant).

Nevertheless this MOD is stil awesome; hope you can make the changes in your next release.

 #96 - 04-17-2007 at 12:02
mpaj
Joined: October 31st, 2006
Posts: 94
ANy chance to be able to build more than vust vaders executor. There were 4 in the galaxy aren't there?

 #97 - Help!!!!! - 04-17-2007 at 18:42
Razgris2468
From: (you will never know)
Joined: November 4th, 2006
Posts: 26
I got all the stuff for the mod fine, but i havent got the Vong as a faction for skirmish. Is it supposed to be like that, or is sompin up. Answer as fast as possible. Thx.

The mod looks frickin awsome.

 #98 - 04-17-2007 at 21:17
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
#95 The MC-104 and the Eclipse II are not missing as you say. They were not put into the mod and no one said they would be in it.

#97 The vong are not a playable faction in this mod. you'l have to wait for v5

 #99 - A Couple Questions - 04-18-2007 at 15:23
Gold_Leader
From: (California)
Joined: September 9th, 2006
Posts: 2105
I just got a couple questions. Are most of these ships for GC or can I play them in Skirmish battles too? Because when I played as the Rebs in skirmish, I did not see any new ships or anything! Maybe I installed it wrong, or something. And do I need the V3 Full mod or can I just use this??

 #100 - Is this all I need? - 04-19-2007 at 06:25
RAJeff
Joined: April 17th, 2007
Posts: 31
Does this 3.5 version contain all the things from the prevous versions too, or will I have to install all the past versions as well?

 #101 - 04-19-2007 at 09:12
Grand_Admiral_Potts
From:
Joined: March 13th, 2007
Posts: 91
#99 & 100

u only need this version and the patch all the previous mods are in the file ( that's y it's so big)

and #99 there's a special structure which allows u to build the ships in skirmish called the shipyard so uninstall it and re-install it

 #102 - i like the 3.0 - 04-19-2007 at 14:40
DirkDiggler76
Joined: February 26th, 2007
Posts: 90
not hanging ***** one the main man here, but i like the 3.0 mod better, free to build ships ( small ones) at most places.

But in saying that z3r0x mod 3.0 is the best out there.

 #103 - Hey - 04-19-2007 at 15:58
justo6
Joined: April 19th, 2007
Posts: 2
Alright i just installed this mod and the
super star destroyer is green (i read about the
shader thing) the weird thing is that all the other ships
are fine thanks for any help ( its not vader just the executor
SSD and ive only played in skirmish mode)

Justo6

 #104 - 04-19-2007 at 16:19
_HK47_
Joined: December 11th, 2006
Posts: 38
Very nice, z3r0x!
You're always making this mod better and better. wink

 #105 - 04-20-2007 at 02:38
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
#102 Actually you are able to produce more units in different planets in 3.5 than 3.0 The Nebeon Frigates for example are again universally buildable

 #106 - Executor??? - 04-20-2007 at 04:22
whiteknight80
Joined: April 13th, 2007
Posts: 7
so i have fondor, but can't build Executor class SSD's. Says on the website that's where to build them, but no dice. i do have Vader... and speaking of, will the mod to correct the color work with this mod?

other wise, great mod. only noticed a few issues with industry heavy planets loosing some buildable units due to the limited number of blocks and no scrolling for the Que.

that aside... everything else works wonderful. Still like to see ISD-II and Victory II SD's... maybe as an upgrade (dunno how that would work).

 #107 - Cool - 04-20-2007 at 09:41
Jackiiiii
From: (Oslo)
Joined: December 11th, 2006
Posts: 40
Will the enemy upgrade this Sienar Fleet Systems Empire (Corulag)*
Kuat Drive Yards Empire/Rebels (Kuat) *
Hoersch-Kessel Driveworks Inc Underworld (Mechis III)
Huppla Pasa Tisc Shipwrights Collective Underworld (Geonosis)*
SoroSuub Rebels (Sullust)*
Corellian Engineering Corporation Rebels/Underworld (Corellia)*
MandalMotors Underworld (Mandalore)*
Rendili StarDrive Rebels (Rendili)*
Mon Cal ShipYards Rebels (Mon Calimari)* in this version?

I cant wait to play this version.
stick out tongue

 #108 - 04-20-2007 at 10:21
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
#106 Vader's space unit is the Executor.
#107 Yes they do build them, Ive actually seen ISD's and Mon Cal Cruisers even on easy with the revamped AI built.

 #109 - just wow, thats all i can say - 04-20-2007 at 13:06
justo6
Joined: April 19th, 2007
Posts: 2
this mod rocks with force of 1000 rocking things
just one question when does V4 come out???
(are the vong playable in V4 or V5??):

 #110 - 04-20-2007 at 16:04
star_wars_monkey
From: (Manhattan Beach, California)
Joined: April 4th, 2007
Posts: 66
odd, i installed correctly, but every time i use the extracted shortcut, it just loads the normal game, and yes, i checked the instilation path. The short cut was extracted from the zipped folder, not the extracted one. Could that make a difference? Someone please help.

 #111 - 04-20-2007 at 17:11
star_wars_monkey
From: (Manhattan Beach, California)
Joined: April 4th, 2007
Posts: 66
sorry for the double post, but i used the short-cut from the extracted folder, and it didn't work either. Also, it goes strait to the game, no little start-up screen like when you play it without mods. Is that normal?

 #112 - Rissien... - 04-20-2007 at 20:37
whiteknight80
Joined: April 13th, 2007
Posts: 7
so the only Executor SSD you can build is Vader?... that stinks :-p... oh well. i thought you could build them as their own ship since vader is buildable elsewhere other than Fondor.

it still shows up white... even with the patch (which i loaded too)... any ideas on that?

 #113 - 04-20-2007 at 21:48
star_wars_monkey
From: (Manhattan Beach, California)
Joined: April 4th, 2007
Posts: 66
your video settings are probaly too low

 #114 - 04-20-2007 at 22:55
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
Yes Vader on the Executor is the only Super Star Destroyer of its specific class that is available in this mod. Of course you still have the Eclipse, the Sovereign, and the Mandator Star Dreadnaught

 #115 - This ROCKS - 04-20-2007 at 23:32
Jackiiiii
From: (Oslo)
Joined: December 11th, 2006
Posts: 40
I love this modRock

This is the best mod in GALAXYTwo Thumbs Up!

 #116 - 04-21-2007 at 00:52
EvilSniperTom
From: (England)
Joined: August 27th, 2006
Posts: 52
Ok mod rocks..... 1 thing
You havent coded in the Vong faction in Factions.XML

 #117 - 04-21-2007 at 07:38
Corellian
Joined: April 12th, 2007
Posts: 21
I really hate the stupid AI in this game

Hell the AI in Bomberman for C64 was better...

 #118 - 04-21-2007 at 10:54
tamnud902
From:
Joined: February 12th, 2006
Posts: 369
i like the idea of the shipwrights but i think its no fun when going against AI, the Ai never build any shipwrights so it means that the only things you will ever come up against are maybe a few acclaimators, and they wont stand long against my armada of mc-90s
is there anyway in which you could choose to include the shipwrights or not?

 #119 - 04-21-2007 at 14:09
Grand_Admiral_Potts
From:
Joined: March 13th, 2007
Posts: 91
hey z i have sum ideas which might b helpful 4 v4

Delta squad ( y not they Rock )

I no i would take time but how about a campaign with missions and that

that would seriously Rock

oh btw i would hav put these ideas on everythingeaw but u haven't actiated my account

 #120 - 04-22-2007 at 16:27
SDF2
From:
Joined: March 12th, 2007
Posts: 26
Hey z3r0x

Great job on your mod. I just can't get enough of this mod.

I have a couple of ideas

Make a map for GC that has about 80-100 planets that would allow me and other to continue the destruction of the star wars universe.(Chiss,Hapes,etc....those type of planets. I know some people dont have enough RAM but i think your skills are better suited for this type of goal that my opinion.

Like the Steiner Mods have more special units that you can build like hapes battledragon, Chiss destroyers,etc.......once you capture the planet of course.

Give Gen dodonna a ship. and skywalker his X-wing. like you did with Garm ilbs Dreadnought. I am sorry but for those who say we dont need more SSD they just dont get it. The Empire will not have an advantage because you add the Meditor class and could add another super class for the Rebels and even for Zhan so in the end it would balance out.

I am not sure of this could you add the Emperor's Red Guards too (like maybe ask Stiener if you could be allowed to build Tie Interceptors for the Red Guards that have hyperspace capability that he has or create a tie fighter maybe Tie Phantom,Defender,or Tie AdvanceX1 <Mara could have a Fighter instead of a shuttle craft.

think the Zhan side is somewhat taken care of but i am still thinking what else could you add.ship or land unit.

Thank you once again for this Great Mod i can't thank you enough for this Mod. I hope maybe you take some of my suggestion as a collection of ideas not of being Critical of you or the work that you have done.

Thanks and rock on!!!!!!
Rock

 #121 - 04-22-2007 at 19:41
star_wars_monkey
From: (Manhattan Beach, California)
Joined: April 4th, 2007
Posts: 66
Can someone please answer my question (# 110/111)

I realy want to play this mod!

 #122 - nova troopers - 04-23-2007 at 09:13
whiteknight80
Joined: April 13th, 2007
Posts: 7
nova troopers can only sabatoge on corupted worlds?

 #123 - n/m - 04-23-2007 at 09:14
whiteknight80
Joined: April 13th, 2007
Posts: 7
n/m... reread everything and saw it writen that way.

 #124 - CIS Units. - 04-24-2007 at 07:57
Verstummelung
Joined: December 31st, 2006
Posts: 6
I noticed a balance issue with some of the CIS/Zhan combat ships.

The Providence is way too underpowered man. It should carry proton torpedo tubes aswell as much more turbo laser batteries. The hangers should also be flanked by laser cannons.

The Munificant is also underpowered, it's shields fail too quickly, I also think it would be nice if they could spawn some vulture droids. I think these ships are more suited for picket duties, arm them as such, more laser cannons, and 1 ion cannon, and a few TB batteries.

The Rescuant, now thats a funny design. Its way too powerful. In all honesty, I took a fleet of 6 of these ships, and spanked an SSD. I didn't know their able to match a stardestroyer for power. The shields need to be weaker, and the ship needs to be scaled accuratly. The weapons loadout is decent.

The Luclka-whatever...that ship is way too underpowered man. It should easily be packin tripple the amount of cannons the providance has, and be spawning more fighters.

Now, the Venator....thats just...meh. The ship's shields collapse way too easily, and the weapons loadout is a joke. Perhaps stregthen the shields, and add a few more turbo laser batteries?

The Tri-Droid and the Vulture droid don't count as unit's in battle either, also the battledroids don't attack buildings.

I'm going to explore this mod further, I'll send along anything else I run across mate. Thanks for the hard work.

 #125 - I can't play it - 04-24-2007 at 16:02
piemanofKAOS
Joined: February 21st, 2007
Posts: 79
i dont know whats wrong but it keeps telling me that theres an exception? help please!

 #126 - Maybe this can help!!!!!! - 04-24-2007 at 19:02
SDF2
From:
Joined: March 12th, 2007
Posts: 26
Hey piemanofKAOS

First how much Memory do you have? and what type of comp too....

The exception error is something that the game was created with from Petrogylph that to my knowledge cant be fix (i could be wrong.)

It comes up because you have to much unitson the map and not enough memory.(that has happened to me in a long time) and caused me to clean my comp to get the extra memory and i haven't had it yet.

or

You didn't install it right and might have to reinstall it again.

 #127 - thx - 04-24-2007 at 19:34
piemanofKAOS
Joined: February 21st, 2007
Posts: 79
sweet thx was loy of help!!!Rock

 #128 - 04-24-2007 at 20:27
mpaj
Joined: October 31st, 2006
Posts: 94
My only complaint for the game is that the really big ships, the super star destroyers, Mediator mon calamari ships and underworld ship can't manuver in battle due to asteroids and debris fields, any way to fix this? Maybe increae the size of the maps?

 #129 - Farrets - 04-24-2007 at 20:32
volkov2006
From: (Kalida Ohio)
Joined: July 26th, 2006
Posts: 14
Can you either remove or rework the farrets for the rebs because I lost 9 Imperial- Class Star Destroyers in a single battle to about 30 farrets, My destroyers could not target them, or hit them, torps completely missed, and their concussion missiles are deadly to me larger ships, if you could maybe just remove the concussion missiles that would help alot.

 #130 - #118 - 04-27-2007 at 14:57
Jon_McClane
Joined: January 10th, 2007
Posts: 9
tamnud, if you want to remove the whole shipwright thing you would have to go through the xml code for every applicable unit, find the line that reads ' <Required_Special_Structures>*name of shipwright*</Required_Special_Structures>' , and then delete the name of shipwright bit

 #131 - TOO large squadrons - 04-27-2007 at 15:40
Tophersmessage
Joined: March 13th, 2005
Posts: 6
if you dont like the number of bombers in a squadron then go find the XML files and changes it. i do it all the time. u can make the game run like you want it.

PS Z has turned a cool game into the best game (strategy genre). Thanks.

 #132 - How to work - 04-29-2007 at 06:22
tobbe79
From:
Joined: April 9th, 2005
Posts: 10
Hey i can´t get the shortcut to work even if i do as u say? Do u have plans to add the fisrt death star and admiral Daala also in the mod?

 #133 - 04-29-2007 at 06:49
tobbe79
From:
Joined: April 9th, 2005
Posts: 10
Can u add Death Star 1 and Admiral Daala´s Flagshig Gorgon and maybe the 501st Legion elite clone troopers (fisr stormtroopers it would be realy cool? big grin

 #134 - 04-29-2007 at 09:24
ChipMunk
Joined: February 27th, 2004
Posts: 77
This is probably a FOC bug but when I won a land battle on Naboo as the empire my units disapeared. One of them was a hero and double clicking it still brought me there. He wasnt dead cause there was no count down timer for respawn. I just cant see them anymore.

 #135 - 04-29-2007 at 11:51
BtX_NEO
From:
Joined: September 8th, 2004
Posts: 38
The Vongs are too overpowered,

1.- I know than their Coral-Fighters are tough, but as far as I know, only Tie-Defenders, Tie-Avengers, A-wings and E-Wings are capable to chew-them like a beaver through birch; also the Falcon and the Slave-I are capable of the same thing, plus the Slave-Is Sismic charges should be able to kill the vong fighters in one Shot ...You need to fix those details.

2.- Same goes for Vong Capital Ships, they are tough against other Capital Ships, nevertheless, Vong Capital Ships are Weak against Imperial Star Dreadnoughts and Alliance Star Defenders, these ships means massive ownage for the Vongs.

3.- The Empire should be able to build 2 Super StarDestroyers, the well known Executor (buildable only at Fondor) and its sister ship, the Lusankya (buildable only at Kuat), plus in these ships the tractor beam sucks, you should replace it with a Full-Weapon-Atack command.

4.- Same thing goes for the Sovereign, the tractor beam Sux, you sholud replace it with Gravity-well Projectors; and should be buildable only on Byss) .

5.- Eclipse I is a sitting duck, It really needs hardpoints (Hangar, Turbolasers, etc), I hope you can add them later;

5.- The Eclipse II wolud be AWESOME (buildable only on Byss), hope you can add it later.

6.-Add the MC-104-type Battle Cruiser to the Alliance.

7.-Add the Viscount-Class StarDefender (bulidable only on Mon Calamari) and the Strident-class StarDefender (buildable only on Corellia), to the alliance.

if you need Info about the Star- Defenders, here is a link http://starwars.wikia.com/wiki/Viscount-class_Star_Defender

 #136 - 04-29-2007 at 12:56
AnAngryAsian
From: (Seattle Washington)
Joined: January 10th, 2007
Posts: 9
for anybody who can't figure out how to build the mediator, when you get to tech 5 you still have t steal it from the imperials, same with the b-wing, e-wing and mc-30 frigate. if that doesn't work well sucks to be you

 #137 - 04-29-2007 at 14:21
JAATT
Joined: September 4th, 2006
Posts: 17
Z, I did not think the 3.0 could get any better but "voila". Excellent work, Lucas needs you on the payroll. Many thanks from the outer rim.

Two Thumbs Up!

 #138 - 04-29-2007 at 15:23
Darth_Cubsdude
Joined: February 9th, 2006
Posts: 90
Btx, z3r0x cant make any hardpoints for the sovereign. the game didnt come with a skeleton for it

 #139 - 04-29-2007 at 16:41
BtX_NEO
From:
Joined: September 8th, 2004
Posts: 38
You mean for the Eclipse, Darth Cubsdude...yes know that..and thats too bad..Dont know, maybe he coudl do it, but it will require a lot of work, thats why I hope than some day he can do it big grin

 #140 - 04-29-2007 at 23:01
Grand_Admiral_Potts
From:
Joined: March 13th, 2007
Posts: 91
#135 the next version is v4 it is a clone wars conversion

v5 is the vong war

so your ideas will be useful then however i agree unless you have the ds2 and the eclipse it's very hard to kill the vong

 #141 - 04-30-2007 at 06:18
BtX_NEO
From:
Joined: September 8th, 2004
Posts: 38
Greetings Admiral Pots!!...

In that case, it would be nice if z3r0x releases an update (like version 3.6 or something) for this MOD if he already choose Clone wars and Vong War as their next porjects .

PS..Dont forget it, Alliance Star Defenders and Imperial Star Dreadnoughts can rape ANY Vong Capital ship.

 #142 - 04-30-2007 at 06:55
Grand_Admiral_Potts
From:
Joined: March 13th, 2007
Posts: 91
lol

on eeaw ( everything eaw ) he has hinted at a minimod

however he did quote

"Im working hardcore on V4"

( btw it's potts not pots lol )

 #143 - Manipulating the XML files - 04-30-2007 at 12:52
JAATT
Joined: September 4th, 2006
Posts: 17
Hey,
Does anyone know how to change the variables in the XML files, I am looking to change the # of fighters garrisoned in the ISD's.

 #144 - 04-30-2007 at 13:44
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
135 Weve gone over alot including the Lusankya, it might be possible but is unlikly to be added. Z had already stated that the DS1 will not be included, dont know why you ppl complain about wanting two death stars really. The Eclipse problem now.. There are not enough bones in the model to support any defensive weaponry, the only way to correct this is by constructing an entirely new model for it, the reason that this hasnt been dones is because thus far only the current model supports the charging fire effect for the superlaser. The Sovereign does have a gravity well generator hardpoint, however Z hadnt placed it as an ability. The vong at least in this mod were made to be overpowered, its meant to be a challenge so improvise and get over it. And yes quit trying to 'remind' us about what is good against vong as most of us have read the NJO series and know all the cannon info.

 #145 - Manipulating the XML files - 04-30-2007 at 14:16
JAATT
Joined: September 4th, 2006
Posts: 17
OK, figured out how to change those numbers from my previous post but trying to increase the assault gunboat sqd from 3 to 4 is proving to be more difficult, can anyone shed some light(saber) on the subject?

 #146 - 04-30-2007 at 15:00
BtX_NEO
From:
Joined: September 8th, 2004
Posts: 38
"Weve gone over alot including the Lusankya, it might be possible but is unlikly to be added." Too bad, cos Lusankya its a logical choice since it was build at the same time.

"Z had already stated that the DS1 will not be included"...And whos talkin about the DS1?

"The Eclipse problem now.. There are not enough bones in the model to support any defensive weaponry, the only way to correct this is by constructing an entirely new model for it, the reason that this hasnt been dones is because thus far only the current model supports the charging fire effect for the superlaser"...Thats why I said SOMEDAY (could be know, could be tomorrow, never, etc)

"The Sovereign does have a gravity well generator hardpoint, however Z hadnt placed it as an ability."..Thats why it woud be much better the well Proejector abitlity than the Tractor beam ability.

"The vong at least in this mod were made to be overpowered, its meant to be a challenge so improvise and get over it.".....Its Too Overpowered, no much the capital Ships but the Fighters....nevertheless I managed to Edit the XML and now E-Wings and Tie-Defenders can chew up and spit those pesky Coral-fighters.

"And yes quit trying to 'remind' us about what is good against vong as most of us have read the NJO series and know all the cannon info."...Canons??..gee....We are talkin about balance-and-fixes.

 #147 - 04-30-2007 at 16:06
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
And you are the only person griping about it.

 #148 - 04-30-2007 at 16:08
star_wars_monkey
From: (Manhattan Beach, California)
Joined: April 4th, 2007
Posts: 66
whenever i launch this mod, it always brings up the normal game. Anyone else having problems like this? Please help, because this mod looks really fun!

 #149 - my bad - 04-30-2007 at 17:45
Darth_Cubsdude
Joined: February 9th, 2006
Posts: 90
o yes i meant eclipse, i always mix up the two

 #150 - 04-30-2007 at 19:27
Grand_Admiral_Potts
From:
Joined: March 13th, 2007
Posts: 91
#148

star wars monkey (great name lol )

you will have to uninstall the mod and re-install it

thats what i did and it worked Rock

 #151 - 05-01-2007 at 18:15
star_wars_monkey
From: (Manhattan Beach, California)
Joined: April 4th, 2007
Posts: 66
thanks, i can't wait!

 #152 - 05-04-2007 at 11:48
Admiral_Cole
Joined: March 19th, 2007
Posts: 431
i think z3r0z can make an eclipse model, after al he made that new star destroyer model.

I love the challenge of the vong, it leaves like a final chaalenge once you'ver beaten everyone else.

thankgod they can't attack planets and just defend.

i had an idea for how the vong faction in v5 would work by the way...
insted of the normal games 'pay money for ships' since the vong ships are grown they shouldn't cost much or even anything.
the thing that stops you building loads of ships is the fact that the more powerfull the ship, the longer it takes to build, i mean about 5-10 minutes to build a capital ship.

 #153 - Hey Z - 05-04-2007 at 12:30
Admiral_Gemar
From: (South Dakota)
Joined: April 8th, 2007
Posts: 24
Im admiral stephen from Everythingeaw. this is the most bugfree mod ive ever seenbig grin Rock

 #154 - I NEED HELP FAST PLEEAAASEEE!!!!! - 05-05-2007 at 01:07
CommanderAppo
From: (Berlin)
Joined: April 14th, 2007
Posts: 1
This is the graetest mod in this Galaxy but i have a big problem!

I have installed the mod version 3.5 and the patch than i startthe mod with the z3r0x test mod exe but in Galactic Conquest all new units and plantes he has added the are no names for the planets and all new units the providince and lukrehulk are build no where on every side i play there are some units he has listed i can´t build this units they aren´t shown anywhere!

PLEASE HELP ME

German version of FoC and Patch 1_1 is installed!
Mod 3.5 is installed
Patch 3.5 is installed

 #155 - 05-05-2007 at 01:47
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
#154 You might want to try reinstalling the mod.

 #156 - Lucrehulk - 05-05-2007 at 07:32
Ascendant1
From: (Odesssa)
Joined: January 17th, 2007
Posts: 15
wher can i find it? i cant seem to find it anywhere :/

 #157 - 05-05-2007 at 10:07
Namoge
Joined: January 21st, 2007
Posts: 25
Im still in love with this mod, The small mini patch fixed almost if not everything
to those wanting the Lusankya probably not gonna happen for balence reasons.

It was an empire(sorta) ship Commanded by Iceheart the empire definatly dosn't need another SSD

As for the guy rippin zerox apart for haveing bugs.. There isn't a mod on this site that is a large scale like this.. that dosn't have bugs. The bugs that were found were fixed fast.. and were minor as it was.

 #158 - 05-05-2007 at 20:49
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
The Lukrehulk is built on Mechis III

 #159 - 05-05-2007 at 22:20
star_wars_monkey
From: (Manhattan Beach, California)
Joined: April 4th, 2007
Posts: 66
#154

did you bild the correct ship companies? It should work if you build them.
You know, like Kuat Drive Yards, ect.

 #160 - 05-06-2007 at 08:42
BtX_NEO
From:
Joined: September 8th, 2004
Posts: 38
#157, Thats why Im Saying than the Alliance will Ned the Star-Defenders if the Lunsankya its included.

 #161 - 05-06-2007 at 12:14
spothisto
From:
Joined: May 6th, 2007
Posts: 2
Well in the read me it says: "New Factions Added Hutts, Mandalorians, Naboo, Corellians, Corporate Sector", but how can i get access to these factions? Or can't i play as one of them?
And i can't see anything new in the game expect the loading picture at start up and some new galactic conquest map.

 #162 - 05-06-2007 at 12:34
Ascendant1
From: (Odesssa)
Joined: January 17th, 2007
Posts: 15
thanks for the lucrehulk tip.. umm when i download patch 3.5 it removes mediator class cruiser along with the mc-90 and luke skywalker. how do i fix this? im not too proficient in reading and fixing XMLs frown

 #163 - 05-06-2007 at 15:27
Admiral_Gemar
From: (South Dakota)
Joined: April 8th, 2007
Posts: 24
#161 those are faction that only the AI can use. If you play the GC with every planet you'll see the factions controling one or two planets.

 #164 - 05-06-2007 at 15:47
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
#162 That shouldnt be happening, you may want to reinstall the mod.

 #165 - 05-06-2007 at 19:51
spothisto
From:
Joined: May 6th, 2007
Posts: 2
#163 But why not make these factions playable?

 #166 - 05-07-2007 at 03:04
Admiral_Cole
Joined: March 19th, 2007
Posts: 431
because it would be complicated to make and confusing with 20 odd different factions to play as.

thats why i think z3r0x hasnt added the vong as a playable faction yet as its hard to do so.

 #167 - 05-07-2007 at 11:10
Ice_06
From: (Birmingham)
Joined: August 11th, 2006
Posts: 127
but he will in v5

JOY!!


Pimp! In Ice We Trust Pimp!

 #168 - 05-07-2007 at 15:47
star_wars_monkey
From: (Manhattan Beach, California)
Joined: April 4th, 2007
Posts: 66
v4 looks cool so far.

just go to:

http://everythingeaw.com/v4

to check it out

 #169 - 05-08-2007 at 04:41
Ascendant1
From: (Odesssa)
Joined: January 17th, 2007
Posts: 15
turns out i had to reinstall all of EAW frown i fixed it tho. but im not usng patch 3.5 yet. frown

 #170 - 05-10-2007 at 01:36
Ice_06
From: (Birmingham)
Joined: August 11th, 2006
Posts: 127
When V4 comes out I can still use V3.5 though right? Just rename one of the mod folders. I like the look of V4 but i still like the consortium and that so id play both.



Pimp! In Ice We Trust Pimp!

 #171 - 05-10-2007 at 06:20
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
Ice, I do beleive so. Anyways that'd be easy to do, just copy the shortcut and use one for 3.5 and the other for 4. I dont intend to forsake 3.5 once 4 comes outt because I still like the other eras more than the clone wars. The NJO is actually my fav period so I cant wait for v5.

 #172 - 05-10-2007 at 13:36
star_wars_monkey
From: (Manhattan Beach, California)
Joined: April 4th, 2007
Posts: 66
OK, wtf? I reinstall it like five times, and it just loads the normal game! Can someone help? I did all the required instructions. Someone, please help! Do I have to download the mod runner thing???? confused confused confused

 #173 - 05-10-2007 at 23:06
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
No, Ive never gotten to get the mod launcher to work with any mod. Make sure the target to in the shortcut is correct.

 #174 - 05-11-2007 at 08:43
star_wars_monkey
From: (Manhattan Beach, California)
Joined: April 4th, 2007
Posts: 66
The Mod launcher doesn't work, and the shortcut goes to the right place, I think. Could the shortcut possibly just be leading to the normal game? Would I have to reinstall FoC in a different folder? Right now its in Programs (x86). Should I move it to just normal Programs? Help!

 #175 - 05-11-2007 at 08:45
star_wars_monkey
From: (Manhattan Beach, California)
Joined: April 4th, 2007
Posts: 66
Sorry for the double post, but does this mod work on Windows XP 64 bit?

 #176 - 05-12-2007 at 07:38
deathhawk
From:
Joined: March 5th, 2004
Posts: 291
Love it.

One small bug: the rebel repair ship (already forgotten its name) only heals itself.

Is there some odd way of getting it to heal other ships?

 #177 - 05-12-2007 at 10:21
Ice_06
From: (Birmingham)
Joined: August 11th, 2006
Posts: 127
It heals other ships aswell for me o.O


Pimp! Cool As Ice Pimp!

 #178 - 05-12-2007 at 11:09
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
Put them in its healing radius, doesnt repair destroyed hardpoints

 #179 - help - 05-12-2007 at 11:36
Likestogame23
Joined: May 12th, 2007
Posts: 2
Hello, I installed the V3 mod and cant seem to get it to work. When i start up the game i get a message saying "xml parse error - File .DataXMLGUIDialogs.xml: file has syntax errors, see log file" If anyone can help me that would be great.

 #180 - Uhh, may be an obvious answer but I am new... - 05-14-2007 at 04:05
Cpt_Hawkeye
From: (NSW)
Joined: May 14th, 2007
Posts: 1
I'm not sure if I do or do not have a problem here. I download this addon and the file I am confronted with is an application, not a zip file, thus rendering the installation instructions completely useless. I run the application and it installs in the fashion of any other program/game. However, it has no impact on the game, nor do any opf the shortcuts or directories it creates in the pgrams listing do anything. I and confronted with a flash of the black box and then perpetual non-FoC-happening.

If I am doing something obviously wrong, please tell me because I truly want to enjoy what appears to be an excellent mod.

 #181 - 05-15-2007 at 10:42
deathhawk
From:
Joined: March 5th, 2004
Posts: 291
178# Not quite that stupid smile

 #182 - 05-16-2007 at 06:16
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
then its your game lol, my repair ships work just fine

 #183 - missing ships, please help - 05-16-2007 at 15:41
dark_lord_jay
From: (birmingham)
Joined: March 21st, 2007
Posts: 149
right, the mod is great, as with all Z's work, but i have a problem, i cant seem to get beyond tech level 4 on GC, there doesn't seem to be any more units to steal as the rebellion past tech 4, they play fine in skirmish but not GC, is there anyone out there that can enlighten me please?

 #184 - 05-18-2007 at 08:06
Admiral_Cole
Joined: March 19th, 2007
Posts: 431
yes i had that problem as well...
what solved it for me was uninstalling the game and rienstalling it.
that didn't open up as many options as i thought though, there arent many rebel super ships as you get most of them at tech level 4, though enjoy the mediatorbig grinbig grinbig grin

 #185 - 05-18-2007 at 08:08
Admiral_Cole
Joined: March 19th, 2007
Posts: 431
?????confusedconfusedconfused?????

 #186 - 05-18-2007 at 08:08
Admiral_Cole
Joined: March 19th, 2007
Posts: 431
?????confusedconfusedconfused?????

 #187 - 05-18-2007 at 08:09
Admiral_Cole
Joined: March 19th, 2007
Posts: 431
lol dont mind those other comments with the confused

 #188 - I NEED MODELS WORKING UNDER NORMAL EAW! - 05-19-2007 at 06:09
CaptainVerbic
From: (Nysa)
Joined: May 9th, 2007
Posts: 259
I have wanted to make normal SW:EaW version for myself, but the models work correct only under FoC (which I haven't got frown ) ! Can you publish a version of these models for EaW?

 #189 - 05-19-2007 at 11:15
Admiral_Cole
Joined: March 19th, 2007
Posts: 431
why? everyone plays FOC nowadays.
it has loads more units and an extra faction so its easier for moders to add more units.
Plus it would mean having to pick out and delete half of the coding for the ships that tell it to attack the zann consortium.

 #190 - 05-21-2007 at 11:00
swanee98
From:
Joined: June 13th, 2006
Posts: 3
anybody know what works best for killing coralskippers? When i fight the Vong I have no trouble beating the big ships, but takes like 20 of my squadrons to kill one of theirs. This was when playing as the rebels. Are they supposed to be that hard to kill?

 #191 - 05-22-2007 at 10:17
Admiral_Cole
Joined: March 19th, 2007
Posts: 431
ye they are like a final challenge to the game.
I suggest not bothering with fighters less powerfull than e-wings or tie defenders.

How about a marauder cruiser or a broadside cruiser.

for the capital ships the only ships that are effective are ones with lots of hardpoints so not to get killed by the plasma projectors too quickly.
Such as a mediator cruiser or a dreadnought9ithink its called, its the black one that looks like a long brick anyway).

The vong are ver hard to win against so thank god they can't invade-only defend.

 #192 - confusion - 05-22-2007 at 13:36
j_freak12
From: (Michigan)
Joined: May 22nd, 2007
Posts: 1
hey uh i'm new to this and i love this mod but the huge genosian ship confuses me cus i thought there were only like a nebulon-b size atleast thats what they look like in the movie unless there is something different in the books yet. i havn't got that far with them i just got done with the New Jedi order era series and havn't started the old republic books yet. if someone could clear that up for me that would be awesome.

Again awesome Mod 10/10 cus it rocks and its more then i ever could do

 #193 - 05-23-2007 at 09:02
Admiral_Cole
Joined: March 19th, 2007
Posts: 431
that geonosian cruiser (the one you can only build once) is a hero ship and so isnt a type of ship such as a nebulon b cruiser.

most geonosian ships are small that ship is just a special ship (i can't remember its name...).

The movies don't show ships as big as these coz all of those ships were in EAW.
FOC and these mods add ship not previously shown before.

 #194 - 05-23-2007 at 09:18
Merkenary_Bossk
From: (cologne)
Joined: January 30th, 2007
Posts: 275
is it an addon mod as avengers ISD vs VSD 2.1 ?

 #195 - something went wrong - 05-23-2007 at 09:21
sevicson
Joined: January 31st, 2007
Posts: 308
New files???? For a sec I tough version 4 got out. v3 and v3.5 aren't new files.

 #196 - 05-23-2007 at 10:17
Merkenary_Bossk
From: (cologne)
Joined: January 30th, 2007
Posts: 275
Bossk, DON'T spam over and over. plus, be patient. We DO indeed have lives outside of this. -Valiantofficer

 #197 - 05-23-2007 at 10:22
1upD
From: (Michigan)
Joined: July 1st, 2006
Posts: 332
For a split second I thought you betrayed Code and I.
lol

 #198 - 05-23-2007 at 10:41
holybeast
Joined: September 29th, 2006
Posts: 82
Hey does anyone else have problems Trying to get on Z3rox Site for some reason i cant get on it if someone can help me please help


everythingeaw.com

 #199 - 05-23-2007 at 11:10
Col_Janson
From:
Joined: June 8th, 2006
Posts: 117
Why were z3r0x's mods reuploaded?

to Merkenary_Bossk: can you state that differently?


By the way, to someone seeing these mods for the first time, DOWNLOAD THEM!!! They are great mods!

 #200 - 05-23-2007 at 12:07
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
Merkenary dont be so impaitent. You dont need to go asking a question like that after only an hour. We have lives too you know. Yes this mod is an addon to the normal FOC game, however some things are changed such as a revamped AI, some units are only buidable at certain planets, etc. It is far bigger and better than the ISD vs VSD mod.

 #201 - 05-23-2007 at 13:37
bobsmithishere
Joined: July 30th, 2006
Posts: 126
can someone upload this somewhere else? i've had problems downloading anything from filefront for the past week or so

 #202 - 05-23-2007 at 13:50
CaptainVerbic
From: (Nysa)
Joined: May 9th, 2007
Posts: 259
ADMIRAL COLE I dont want this non-canon **** (foc). EaW was enough non-canon stick out tongue I wanna HAILFIRE FOR EaW!!!!!!!!!!!!!!!

 #203 - 05-23-2007 at 21:25
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
CaptainVerbic what is noncannon in the mod you will have to just deal with. If you want a 100% cannon mod, make it yourself

 #204 - help - 05-24-2007 at 02:40
Demon2222
Joined: May 24th, 2007
Posts: 2
whenever i download, it always makes a compressed folder and i can set up the mod properly. What do I do?

 #205 - 05-24-2007 at 05:04
Merkenary_Bossk
From: (cologne)
Joined: January 30th, 2007
Posts: 275
is it an addon mod as avengers ISD vs VSD 2.1 ?

 #206 - 05-24-2007 at 07:56
CaptainVerbic
From: (Nysa)
Joined: May 9th, 2007
Posts: 259
I wasn't about the mod! It was about the FoC!

I WANT HAILFIRE FOR NORMAL EAW!!!!!!!!

 #207 - 05-24-2007 at 10:18
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
Merk I alrieady answered you, so knock it off.
Captain if your bugging about wanting that for the original game then your posting in the wrong forum. Z's mods are all FOC. He isnt working on EAW. the next mod is completely clone wars with the mandalorians as the third faction. v5 is NJO with the Yuzhaan Vong.

 #208 - stopping the spamming - 05-24-2007 at 10:20
sevicson
Joined: January 31st, 2007
Posts: 308
@205, k to stop your spamming. It's more then avengers mods. Avenger has only a venator and a improved ISD. You wouldn't had to ask it (by spamming) if you just look at the units list at the top or just download it.

AVENGER: - venator (moving turrets)
- ISD type I
- ISD type 2

Z3ROX: where do I have to begin? smile

Valiant officer, if he doesn't stop now I suggest a bigger punisment wink

 #209 - V5 ? - 05-24-2007 at 10:22
sevicson
Joined: January 31st, 2007
Posts: 308
woow rissien, is he talking about a v5 allready? lol, maybe he should finish v 4 first. CAn you tell me more about V5?

 #210 - 05-24-2007 at 12:49
sideshow_bob
Joined: April 1st, 2007
Posts: 247
i just downloaded the mod, which works fine, i hacve downloaded the re-uploaded version, with which i have had several hours of fun, but sometimes the AI does do stupid stuff (when doing piracy at corillea, the three correllian destroyers and corvette did not even mov at all, just fired their missilse, to little avil at tyber and 3 vengange frigates

best mod i've seen, seems well done, good ENGLISH (im looking at you stiener modding team...) descriptions
some times it loked like she crashed though she did load bar at 0, jumps to full after a repeating voice mp3
9.5/10Two Thumbs Up!

 #211 - 05-25-2007 at 00:39
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
v5 was already predetermined to be during the Vong Invasion. in 3 and 3.5 Z included them as a non-playable faction and well what fun is it to just fight them when we can play them. Currently v4 is more than 60 % done.

 #212 - 05-25-2007 at 10:42
CaptainVerbic
From: (Nysa)
Joined: May 9th, 2007
Posts: 259
I just want a Hailfire droid which works correct on EaW. No any version of this mod for EaW...

 #213 - 05-25-2007 at 11:22
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
If you want it so bad, go bug someone else about it. Not going to happen here.

 #214 - 05-26-2007 at 13:39
bobsmithishere
Joined: July 30th, 2006
Posts: 126
can someone upload this mod somewhere else?
whenever i try to download anything off of fliefront it always says that no download servers are availible

 #215 - help an idiot... - 05-27-2007 at 04:46
deathhawk
From:
Joined: March 5th, 2004
Posts: 291
Small question: In Skirmish how do I scroll down on the space stations build menu?

(Once I reach tech 5 so many ships are listed that they don't fit onto the UI build bar, I presume that there is a way to scroll down though?)

 #216 - 05-27-2007 at 10:07
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
deathhawk, no there is not, that is why Z included the shipyards into all of the skimirish maps.

 #217 - Online - 05-27-2007 at 15:08
Bullet413
Joined: February 17th, 2007
Posts: 14
If anyone has this mod and the patch for it and u want to play online, buddy me on the game my name is [RST]Bullet413
BTW great mod, but one major bug for me is the Sovereigns axial superlaser doesnt work.... frown

 #218 - 05-28-2007 at 03:18
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
the laser does work, just not correctly, you have to chose your target very fast, or pause the game then do so

 #219 - Help! - 05-30-2007 at 04:01
Haz0203
Joined: July 18th, 2006
Posts: 15
Sorry, I'm a bit of an idiot and i need some help. I downloaded the mod fine, but when entering the target, it says that the target is not valid. Any help would be greatly appreciated!

 #220 - Online issues - 05-30-2007 at 08:24
crazyl999
From: (Littlehampton)
Joined: January 3rd, 2007
Posts: 4
How do u play online with this mod!

cause it says version missmatch when my clan members with the mod installed cannot play online with each other.

Other than that this mod rulez! RockRockRock

 #221 - when? - 06-01-2007 at 12:41
xxProvidencexx
From: (Kiev)
Joined: May 24th, 2007
Posts: 156
when will this v4 be out give me a rough estimate please

 #222 - online issues 2 - 06-01-2007 at 12:44
xxProvidencexx
From: (Kiev)
Joined: May 24th, 2007
Posts: 156
sorry but crazy from {from above} is fight mine doesnt work online either please help us we need help would u agree with me crazy it makes me angryAaargh!!!

 #223 - 06-01-2007 at 15:19
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
I already mentioned in the other thread that like many other mods this one does not work online. The mod is currently at least 60% done, Z is guessing around mid-summer.

 #224 - 06-02-2007 at 09:58
valiantofficer
From:
Joined: May 24th, 2005
Posts: 632
It is possible this was posted, but maybe make bakura able to build bakuran destroyers. You could make up the design.

 #225 - 06-02-2007 at 11:58
CaptainVerbic
From: (Nysa)
Joined: May 9th, 2007
Posts: 259
so can anybody tell me what is wrong with a hailfire droid under eaw? big grin Roll Eyes (sarcastic)

 #226 - 06-02-2007 at 12:06
CaptainVerbic
From: (Nysa)
Joined: May 9th, 2007
Posts: 259
can anybody tell me what is wrong with hailfire droid model under EaW?

 #227 - 06-02-2007 at 12:09
CaptainVerbic
From: (Nysa)
Joined: May 9th, 2007
Posts: 259
sorry for doblue posting, i thought i didn't posted that

 #228 - 06-02-2007 at 15:28
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
Quit asking about a hailfire droid in the eaw. This mod is for foc. if you want one then make it yourself or ask someone specificly somewhere else rather than spamming this thread about it

 #229 - missing - 06-03-2007 at 10:05
Mr_Tyranus
Joined: June 3rd, 2007
Posts: 6
Hi all^^

just downloaded the 3.5 mod and the patch, new units are nice looking, but some unit-descriptions are "missing", also planetnames....
i reinstalled the mod,but nothing changed frown

Someone has the same problem?

 #230 - 06-03-2007 at 11:02
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
you did not install the mod correctly then.

 #231 - 06-03-2007 at 11:53
Mr_Tyranus
Joined: June 3rd, 2007
Posts: 6
Where´s my mistake ?

The new units are there, but the description is missing....
reinstalled the maingame, but nothing happened.
Someone has an idea?

 #232 - CaptainVerbic - 06-03-2007 at 19:30
xxProvidencexx
From: (Kiev)
Joined: May 24th, 2007
Posts: 156
sorry buddy why dont you just go out and buy FOC its much better and there are better mods for it because there are new actions that the units are able to do so if you want the hailfire download this mod cause it it sweet in it , firing waves of missiles long range at a unit just doesnt get any better than with a Hailfire Droid tank
PS. if your a CIS fan than this it the mod for you i tell you what this mod is excellent when it comes to the number of droid units ingame.

 #233 - 06-03-2007 at 19:52
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
you might want to check the xml files.

 #234 - 06-04-2007 at 08:14
Mr_Tyranus
Joined: June 3rd, 2007
Posts: 6
@ Rissien

How can i check the xml files?

is the mod working with the german version?
maybe thats the problem....

 #235 - mr. tyranus - 06-04-2007 at 11:33
Darth_Cubsdude
Joined: February 9th, 2006
Posts: 90
i think ur version is ok, cuz its the same with me, not every single new unit and planet has a description.

 #236 - 06-04-2007 at 11:50
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
well if you downloaded the german version I wouldnt know, still i would assume its the same thing. and if you go to the mods folder you placed the mod in data you will find the xml files.

 #237 - add this=sweet - 06-04-2007 at 13:50
xxProvidencexx
From: (Kiev)
Joined: May 24th, 2007
Posts: 156
another thing you should do is the geonosians there sometimes anoying but you could also make it so there is poggle the lesser or some geonosian commander.

Another idea would be mustafarians in galactic conquest if youve ever used them there really strong but they take forever to fire there blasters you should make elite mustafarians have there health all the way up.

You could make a Admiral Ackbar ground unit from the mon calamari unit just re-skin it white like what he wears in episode 6.

I personally think Rodians are a missing unit needed in the game there everywhere someone should make that unit

Actually why doesnt someone just make it so every planet has its own species like when you go to hut planets they also have Gammoreans. or if you go to kamino theres kaminoans and clones, you go to muunilist theres munns , if you go to you go to some place like mustafar or munilist or skako [techno union] there is a large droid fleet above it. geonosians have there fighters overhead in space along with the pinnance and utapuans have there P-38 starfighters and there own militia along with a small force of droids [pirate faction] that spawn up out of droid works or something


It wouldnt be that hard actually there are alot of those skins/models out and i could help out with some stuff i could also get some other people to help or donate skins and models for you wow this would be sweet huh well there goes like a half hour out of my life for you guys there you have it the life of xxProvidencexx





sounds good already who here would be willing to help me out if i did this maybe even with the help of 1337 bishop if he is willing to please tell me if you could help me this could be sweet and i have no life so i could do it in no time flat.

 #238 - still same problem - 06-05-2007 at 09:08
Mr_Tyranus
Joined: June 3rd, 2007
Posts: 6
still have the same problem, i unistalled eaw and foc, removed all other mods,
reinstalled eaw(german version),patched it to 1.5 ,installed FoC(german version), patched it ot 1.1....
then installed z3r0x 3.5 and patched it like it was said in the description,but have still the problem, that planetnames and unitdescriptions are missing....

The planets bakura and rattatak have their names and descriptions!

Someone has an idea, what to do now?
Maybe the german version could be the troublemaker?

 #239 - Laats - 06-05-2007 at 14:11
Jaahb
From: (Portstewart)
Joined: November 1st, 2005
Posts: 264
The laats are overpowered in this and for v4 could you make lthem come in squads of 2 or 3 perhaps and make them have weaker attack power. Appart from that loving this mod.

 #240 - 06-06-2007 at 06:02
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
Jaahb, just build anti-air as simple as that and laats are kinda overpowered in cannon references. they were built to pwn the enemies

 #241 - 06-06-2007 at 08:21
Admiral_Cole
Joined: March 19th, 2007
Posts: 431
before saying that. Uninstall the mod one more time. Are the descriptions missing from the normal game?
if so then its not the mod.
if theyre not then go into the files of the mod and see if theres an xml folder somewhere.
if not then thats why the descriptions are missing.
if there is then insted of installin the mod, extract it then go into each of its folders and copy them into the same folder in the game. when it comes up with whether you want to replace something click yes to all.

if that doesnt work then its probably because its a german mod and hasnt got the encodeing that the game engine can recognise.
install the english version.

if all that doesnt work the ask me again.

 #242 - 06-06-2007 at 08:22
Admiral_Cole
Joined: March 19th, 2007
Posts: 431
that last comment was for mr tyranus by the way

 #243 - 06-06-2007 at 10:00
Mr_Tyranus
Joined: June 3rd, 2007
Posts: 6
@ Admiral Cole

First of all, thank you for your support^^

I checked the descriptions of the normal game after uninstalling the mod, they are still correct...
in the modfolder theres also a xml-folder with lots of files in it (214 xml-files)
in the FoC-maingame there are only 2 folders in gamedata called audio and text,
and 9 files (maps ,models,shaders,textures...) with a .meg-ending, no other folders with xml-files ...

think, my german version is the trouble maker !!!

 #244 - 06-06-2007 at 11:09
Mr_Tyranus
Joined: June 3rd, 2007
Posts: 6
@ Admiral Cole

I GOT IT^^

As i thought, my german versin of FoC was the troublemaker....
The file "Mastertextfile_english" from z3r0x in the textfolder contained all new descriptions,
but my german game almost open my Mastertextfile_German....( the original Descriptions from FoC,not z3r0x´s modified ones)
I renamed z3r0x´s file to _German, and it works^^

Thank you again for your help^^
man,i´m so happy now :-)

 #245 - 06-06-2007 at 14:35
Jaahb
From: (Portstewart)
Joined: November 1st, 2005
Posts: 264
the laats defence is ok like. im just saying its weapons are to powerful. Also have noticed that the weapons pods on the sides of the laat arent on the model in this mod. I just think itd be better if there attack was weaker, you got 2 or 3 instead of 1 and if they were faster aswell.

 #246 - cool - 06-07-2007 at 09:32
kingalpha
From: (Linconshire)
Joined: June 5th, 2007
Posts: 4
RockRockRock

coooooooooooooooooooool!!!!!!!!!!

 #247 - when i mean what, where how, why ah Providence cruiser in your face yeeeyaa - 06-07-2007 at 11:32
xxProvidencexx
From: (Kiev)
Joined: May 24th, 2007
Posts: 156
when is v4 going to come out and what is it going to add on to the already great mod maybe some more units like hapan battledragons my favorite warships

 #248 - 06-07-2007 at 14:17
Admiral_Cole
Joined: March 19th, 2007
Posts: 431
i wish z3r0x was able to make this mod work for multiplayer...

the only one that does is galaxy divided V3 and thats nothing compared to this modfrown
i hate the ships crammed in and bad models, id actually rather play the origional game then that mod.

PLEASE z3r0x !!!
PLEASE!!!

Use your humble magic and make it work for multiplayer!

 #249 - 06-07-2007 at 14:28
z3r0x
From:
Joined: May 29th, 2006
Posts: 195
Some people are playing online.. I have seen them post about it.. not sure what they did to get it to work....

 #250 - 06-07-2007 at 14:41
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
them bring them hear and let them speak their tales so that the secret may flourish

 #251 - 06-08-2007 at 03:11
Colonel_Davis
From: (Hollister CA)
Joined: December 3rd, 2006
Posts: 32
My god man, you do damn good work...

i applaud you....

 #252 - 06-09-2007 at 06:24
Admiral_Cole
Joined: March 19th, 2007
Posts: 431
i think the problem may be that it doesnt use the same shortcut and so directory path that normal FOC uses but does use the same multiplayer path...

i know that galaxy divided V3 doesnt has a seperate shortcut and just modifies(badly) the origional game.

But i have no idea how to fix it so that it uses the same path so ill leave it up to you z3r0x and your wisdom.

 #253 - im online - 06-11-2007 at 12:59
xxProvidencexx
From: (Kiev)
Joined: May 24th, 2007
Posts: 156
im always online but there is never anyone playing this mod online wtf is going on why wont anyone play with me why huh why omg im like so totaly mad or something huh yeah um anyways i dont know how i did it it just worked for me so good luck he he

 #254 - 06-11-2007 at 13:45
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
would be because not many of us have been able to get it to work online

 #255 - Case of the missing saves - 06-11-2007 at 21:39
TheLivingNick
Joined: June 11th, 2007
Posts: 5
My friend and I have been playing the mod online in Galactic Conquest, but while it will let us save, it won't let us load the saves later on. The saves will show up in the list of saves when we do "Save" in-game, but not in the Load screen. Why would it be doing this?

 #256 - 06-12-2007 at 07:57
Admiral_Cole
Joined: March 19th, 2007
Posts: 431
xxProvidencexx there are people on this mod online its just that it says version mismatch whatever.
we dont know why
i dont think even z3r0x does.
dont get paranoid im sure people would play with you if they could.
though you are a bit wierd.

 #257 - hay hay - 06-12-2007 at 18:08
xxProvidencexx
From: (Kiev)
Joined: May 24th, 2007
Posts: 156
now thats not vary nice saying im a little weird but anyways yeah your right wtf does that mean i cant even get on regular EAW or FOC because when i try to join the game it always says version mismatch so what did i do to it .
PS>im not paranoid im just kind of mad cuz i want to play online so i guess il just play some xbox live then by the way how am i weird?

 #258 - 06-13-2007 at 08:15
Gilson_Star
From: (New York)
Joined: June 13th, 2007
Posts: 1
The best game site



Two Thumbs Up!

 #259 - 06-13-2007 at 08:29
Admiral_Cole
Joined: March 19th, 2007
Posts: 431
ok k then your mad.
Do you play halo 2 on xbox live?

 #260 - hello? - 06-16-2007 at 06:43
commandjasonxxx
From: (Quezon City)
Joined: May 30th, 2007
Posts: 38
um where do i get the dark side adept i alread found the CIS for ZC but in empire i cant create the dark side adept and the XR 85 what planet do you create those for empire in GC? Pimp! tell me Beer! Beer! im always at the bar dude drinking beer Beer! Beer!

 #261 - can you add...? - 06-16-2007 at 09:05
attackmike
Joined: December 17th, 2006
Posts: 494
World Devastator Yo'gand's Core Sun Crusher Star Forge Mass shadow generator Galaxy Gun Eye of Palpatine Darksaber Dark Reaper and Centerpoint Station? they are all superweapons of star wars. plzzzzzzzzzzzzzzzzzz it will be cool btw you can find info on them at this website-http://en.wikipedia.org/wiki/Mass_Shadow_Generator

 #262 - 06-16-2007 at 12:53
z3r0x
From:
Joined: May 29th, 2006
Posts: 195
XR85 Droids are on Mechis and Dark Side Adepts are on Korriban

 #263 - 06-16-2007 at 17:13
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
If so many super weapons would use, then that would be all that ppl built and considering almost all of them are Imperial weapon that would make an extremely large unbalance to the game.
Cole I play Halo 2, RissienDunami.

 #264 - thanks - 06-16-2007 at 21:35
commandjasonxxx
From: (Quezon City)
Joined: May 30th, 2007
Posts: 38
thanks you Rock dude Beer! Beer! man im drinking too much beer i think im gonna puke on you z3r0x Puke! too late

 #265 - Admiral_Cole - 06-17-2007 at 07:06
xxProvidencexx
From: (Kiev)
Joined: May 24th, 2007
Posts: 156
who doesnt play halo 2 on xbox live i mean seriously but if you do play online then my name is Blynxwarlord i wont be on for a while though because i dont have my 360 right now do you play live if so whats your account name

 #266 - Clone Wars Units - 06-17-2007 at 09:14
Orus42
Joined: March 15th, 2006
Posts: 42
If the empire have the ventor, at-te, LAAT/i, etc why do the rebels have their space fighters, arc-170, Jedi Starfighters?

 #267 - Orus42 - 06-17-2007 at 11:22
xxProvidencexx
From: (Kiev)
Joined: May 24th, 2007
Posts: 156
because the empire made new fighters and didnt want the old ones because they were obsulete i guess which is stupid because the arc-170, ETA-2 and and Delta-7aethersprite are some excellent fighters have you used them in this mod yet?

also i have a question do you know if theres a sith leviathin in this mod i been looking but i havent had anyluck finding that information i was wandering if they were buildable on korriban along with the dark side adepts just wanted to know

 #268 - 06-17-2007 at 15:46
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
This mod may have clone wars era units but it has none that date back to the KOTOR era. So the answer to your question is no.

 #269 - 06-17-2007 at 17:27
xxProvidencexx
From: (Kiev)
Joined: May 24th, 2007
Posts: 156
well i just wanted to know because some other mods have it thanks though

 #270 - Hey z3r0x - 06-17-2007 at 17:59
angryandorian
From: (Bronx, NY)
Joined: September 26th, 2004
Posts: 225
Love the mod, but I can't access your site (everythingeaw.com) to make comments.

 #271 - Cool Mod - 06-18-2007 at 04:49
PowerToad05
From: (Halifax Nova Scotia)
Joined: May 6th, 2007
Posts: 42
Great Job! I can't build Nova Troopers for some reason... Do you need somthing other then barracks?

 #272 - LAATs in PVP play - 06-18-2007 at 08:53
TheLivingNick
Joined: June 11th, 2007
Posts: 5
I'm trying to figure out what I can use unit-wise against the LAATs. I'm playing against a friend in GC online, and I play Rebel while he plays Empire. He's discovered that if he keeps LAATs on a planet, he can just rush the landing zone when I invade and slaughter all of my units (even heroes) long before I can do anything, let alone build an AA turret. I've been trying to figure out what unit to use against them since I can't build turrets, but nothing seems to work: proton torpedo launchers, PLEXs, even V-wings get eaten up by the LAATs. The LAATs have made it impossible for me to launch a land battle. Has anyone figured out how to take them down?

That said: this mod rocks amazing hard, and we play nothing else at the moment. Thanks a million, z3r0x!

(Figured out the multi-player save problem - was an issue with the game itself, not the mod.)

 #273 - TheLivingNick - 06-18-2007 at 09:06
xxProvidencexx
From: (Kiev)
Joined: May 24th, 2007
Posts: 156
bring in someone like yoda or someone thats really fast then right when you bring him in run away or get luke skywalker and turn invisible then run then hell follow your hero somewhere else while you bring in the big guns by the way we need a mobile AA turret or something like a large tank that has a huge quad laser on it or something and it also had shields but the bad thing was the quad laser was the only gun so it would have to run away because AA turrets arent good against most ground units but it could be a good seige weapon it could shoot across the map you land one in and use one of those probe droids to find the base
well that was really weird i think ive been nerdy enouph for one day

 #274 - TOO COOL!!!!!!!!! - 06-19-2007 at 10:28
Acclamator8
From: (Bristol)
Joined: June 19th, 2007
Posts: 72
This Mod Is So Neat!!!!!!!!!!!!!!!!!!!!RockRock. Too Bad You Can't Be The Yuuzhan Vong ManCry

 #275 - Found the solution - 06-19-2007 at 12:01
TheLivingNick
Joined: June 11th, 2007
Posts: 5
I finally countered the LAAT defense. If anyone wants to know: the AAC tank is not listed as anti-air, but it has an inaccuracy of 0 (I hunted through the XML to find the right unit) and a squad or two can eat up LAATs.

 #276 - TheLivingNick lives again - 06-19-2007 at 19:12
xxProvidencexx
From: (Kiev)
Joined: May 24th, 2007
Posts: 156
are you serious thats sweet thats a hardcore unit then it has like 5 uses lets see um anti infantry, anti tank, anti air, anti something and anti somthing.
yep those will work do you play online? not with this mod i mean with any other mod or EAW or FOC? just wanted to know

 #277 - start problem - 06-19-2007 at 20:08
Iam42
Joined: June 19th, 2007
Posts: 6
Myself and several others have this problem. I try to start it but all I get is a window saying expect strange bugs. in it it says xml parse error - File .DataXMLGUIDialogs.xml: file has syntax error please see log file and the game stops I could be doing something wrong in installation if so, please tell me I have seen similiar requests, but no answers.

 #278 - 06-19-2007 at 20:38
xxProvidencexx
From: (Kiev)
Joined: May 24th, 2007
Posts: 156
have you tried deleting everything and then trying it again that might work something like this happened to me just try it again

 #279 - Republic class SD - 06-20-2007 at 09:12
DarthStewe
Joined: March 2nd, 2007
Posts: 34
And will you add a Republic class SD and dreadnaught for Imperials in any future version of this mod?

 #280 - still can't start - 06-20-2007 at 10:49
Iam42
Joined: June 19th, 2007
Posts: 6
I deleted everything from the mod and reinstalled everything but I still cant start it. I noticed that the menu that asks you to start it doesn't come up and also it says Empire at War without adding Forces of corruption at the screen it freezes at.

 #281 - 06-20-2007 at 13:15
Admiral_Cole
Joined: March 19th, 2007
Posts: 431
di you change the install path to the one you have to>

 #282 - can't start cont. - 06-20-2007 at 13:59
Iam42
Joined: June 19th, 2007
Posts: 6
I'm not sure. I don't know what they should be. The game is installed in the default place. the target is "Cstick out tonguerogram FilesLucasArtsStar Wars Empire at War Forces of Corruptionswfoc.exe" MODPATH=Modsz3r0x and the start in is "Cstick out tonguerogram FilesLucasArtsStar Wars Empire at War Forces of Corruption". Does that sound right?

 #283 - sorry - 06-20-2007 at 14:00
Iam42
Joined: June 19th, 2007
Posts: 6
I apologize, the smileys are supposed to be P's

 #284 - shortcut prob. - 06-20-2007 at 16:26
Galvitaurties
Joined: June 20th, 2007
Posts: 1
hey i just downloaded this mod, and i did everything correctly but the shortcut only takes me to the original game, and what do i do with the following steps

6)*IMPORTANT!!* now where i have said (installation path)* this mean that whereever you have installed the game ex "Dstick out tonguerogram Files" or whatever the default is "Cstick out tonguerogram Files" but if you installed Foc somewhere else then you must change that to the proper location

7) If you have done all the above steps correctly click "Apply", then insert your Foc disk and click on the shortcut to start the mod.

Plz help me if you know how

 #285 - 06-20-2007 at 17:50
BiOcoN
From:
Joined: December 13th, 2006
Posts: 47
I have two questiions now -.- one not being related to the mod, and it being, Can the Consortium (probably misspell) blow up the DS, and if so, please tell me how and 2nd one being, Where do i get those circular droid ships (cant remember name off the top of my head but they are like a donut with a bite out of it and a sphere in the middle)

 #286 - 06-20-2007 at 20:20
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
There may possibly be a NR SD in v5 but that is only a speculation, the empire however will ot receive a dreadnaught. It being rebel only gives the rebels some needed firepower in this mod, besides they can be destroyed easily, they just happen to dish out alot of pain in the process.

Consortium uses IG88 *whatever the droid hero name is* to hack the death star. The Lukrehulk is built at Mechis III.

 #287 - Thx Rissien - 06-20-2007 at 21:25
BiOcoN
From:
Joined: December 13th, 2006
Posts: 47
Thanks..just gotta make sure i destroy it over a planet i dont need

 #288 - Unkillable Nebulon B2? - 06-21-2007 at 13:07
TheLivingNick
Joined: June 11th, 2007
Posts: 5
Acclamator55 actually brought it up before, but he was so busy being an ***** that no one paid attention: the Nebulon B2 has invisible hardpoints that cannot be targeted, making the ship basically unkillable. While they are fairly harmless at that point, they always survive the battle and are at full health afterwards, which can be annoying.

I checked the XML files and found that in Hardpoints_underworld.xml hardpoints 11 and 12 are <Is_Targetable>no</Is_Targetable> <Is_Destroyable>no</Is_Destroyable>. Is there a specific, makes-the-game-crash-otherwise reason they are set like that, or can we try turning them to yes?

*xxProvidencexx - I actually play this mod fairly exclusively online with my friend who used the LAATs; we are both lucky enough to get it to work.

 #289 - HELP PLEASE !!!! - 06-21-2007 at 16:33
victorpollo23
From: (sonora/hillo)
Joined: June 10th, 2007
Posts: 5
WHERE CAN I FIND A PROGRAM TO MAKE MY OWN MODELS OR MODIFICATE

 #290 - 06-21-2007 at 17:03
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
Hmm yes i know of that problem but i have destroyed Neb B2's plent yof times before.

 #291 - 06-22-2007 at 09:30
Admiral_Cole
Joined: March 19th, 2007
Posts: 431
yes maybe something got mixed up in the download coz ive always been able to kill them

 #292 - Curiouser and cruriouser - 06-22-2007 at 16:20
TheLivingNick
Joined: June 11th, 2007
Posts: 5
Hmmmm ... do you know what those flags are set to in your XML?

 #293 - 06-22-2007 at 20:49
z3r0x
From:
Joined: May 29th, 2006
Posts: 195
setting a hardopint as not targetable not destroyable does not make them invisible it just makes them fire with out being able to be destroyed. Thats all...

 #294 - 06-23-2007 at 04:46
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
Untargetable and unkillable hardpoints usually exist on units such as toe corellian corvette, so attacks with the hull itself rather than the hardpoints.

 #295 - 06-23-2007 at 04:56
Admiral_Cole
Joined: March 19th, 2007
Posts: 431
yes, your mod has always been fine and shows that you must have thoroughly checked through it because if have seen other mods where they havent.

take a galaxy divided v3 for instance the executor has one hardpoint that cant be destroyed and so battles are impossible to win against empire in galaxy conquest.

i know this because i have played v3 in multiplayer before in galaxy conquest, i was rebels and he was empire. I knew i was fighting a losing battle from the start but through tactics i managed to hold off the planets surrounding my production world of star defenders(mon calamari) and use the one tactic that the rebels had over the empire...

its the abilty to send a small ground force to an enemy planet without the impossible ground battle, luckily i found out that when designing the mod they accidentily made obi won kenobi almost invinciblebig grin

my friend made me laugh, he destroyed one of his own planets (eclipse) in an effort to get obi won on the ground but i had just pulled hium up to orbit that secondbig grin

In the end though defeat was inevitable, though i could take planets i could not take the space above them....i made my last stand on mon calamari as he destroyed the planet to take out the 'heavy ion cannons' (capable of actually destroying ships).

there was also the fact that if i attacked the sovereign it would appear off the map suddenly and fire at me from above!

sooo full of bugs!
still this mod aint and thats why i love it, shame about no multiplayer though...

 #296 - wothout test? - 06-23-2007 at 06:35
Redhi
From: (port clinton ohio)
Joined: June 22nd, 2007
Posts: 21
can u play the game without the test one?

 #297 - 06-23-2007 at 07:00
Redhi
From: (port clinton ohio)
Joined: June 22nd, 2007
Posts: 21
when i click apply it just highlights my target, why?

 #298 - HELP PLZ - 06-23-2007 at 07:28
Redhi
From: (port clinton ohio)
Joined: June 22nd, 2007
Posts: 21
I DOUBLE CLICK THE SHORT CUT AND IT GOES TO THE TITLE SCREEN BUT THEN THIS WINDOW POPS UP THAT SAYS SOMETHING BUT AT THE END IT SAYS 'SEE LOG FILES'. WHAT DO I DO PLZ HELP ME.

 #299 - 06-23-2007 at 11:58
Redhi
From: (port clinton ohio)
Joined: June 22nd, 2007
Posts: 21
someone plz help me!!!!!!!!!!!!!!!!!

 #300 - 06-23-2007 at 12:18
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
Dude you are way too impatient, you do realize that we have lives too. If someone doesnt answer just wait, id help but i need to get going.

 #301 - 06-23-2007 at 18:11
Redhi
From: (port clinton ohio)
Joined: June 22nd, 2007
Posts: 21
now when i try to get the test to work when i double click the short cut for the test it says that there is no disc in the drive but i hae disc in the drive. plz tell me what to do.CryCryCry

 #302 - 06-23-2007 at 18:14
Redhi
From: (port clinton ohio)
Joined: June 22nd, 2007
Posts: 21
hea is have srry im only 12

 #303 - Good mod, but there are some problems. - 06-24-2007 at 07:24
WarHawk109
Joined: June 7th, 2002
Posts: 14
Some problems I have noticed:

1. Dominator Interdictor is of incorrect scale, it should be the same size as an ISD.
2. Bulwark Cruisers are extremely difficult to destroy. This is because of an issue with it's hardpoints. For instance if you send bombers after it it can take way longer than it should to destroy since torpedos will just fly around in circles and not hit anything if you target the shield generators.
3. From my experience, when I am Imperial, the enemy AI spams bulwarks, and mediator cruisers, which is rather dull.
4. ISD's are way underpowered, I can't count the number I have lost.
5. The only way I seem to be able to win as imperial is if I spam escort carriers and mass tie defenders.
6. Mygeeto gives you waaaay too many credits. 12k a turn is insane.
7. There seems to be very little continuity, the game takes place in no particular timeline. Yuuzhan Vong around when Darth Vader is still alive? That just kills the experience.

 #304 - 06-24-2007 at 09:19
DarthStewe
Joined: March 2nd, 2007
Posts: 34
>> WarHawk109 >> But Yuuzhan Vong was in the galaxy already in 25 BBY (and Palpatine knew it, look in the book "Outbound Fly"wink wink

 #305 - 06-24-2007 at 09:49
WarHawk109
Joined: June 7th, 2002
Posts: 14
Yes, but as far as I am aware they were only scouting. They did not have a fleet or control over an entire planet.

 #306 - 06-24-2007 at 16:23
squalla
From: (vestfold)
Joined: April 18th, 2006
Posts: 97
just delete the units

and mod it like u see star wars from or piont of view ,8600 GT

 #307 - 06-24-2007 at 18:01
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
I guess someone cant go along with the what if arena.

 #308 - 06-24-2007 at 21:51
z3r0x
From:
Joined: May 29th, 2006
Posts: 195
Thats not a Vong invasion fleet. Not by a long shot..

When we do V5.. you will see a MAJOR difference.

1. No worldships in this mod OR Groundtroops.. Call it a scouting party.

Mygeeto is ONE of the wealthiest planets in the Galaxy. Maybe even the wealthiest.
Never saw the AI spam Mediators or Bulwarks..was always a mix for when I play.

Cant please everyone Warhawk.

 #309 - uninstall previous version? - 06-25-2007 at 08:55
DarthStewe
Joined: March 2nd, 2007
Posts: 34
But when we will want to install a new version of the mod we will have to delete the previous version or it will be made like a completly new mod? (because if I will want to install V5, I will really NOT want to delete Republic at War version)

 #310 - 06-25-2007 at 10:32
Admiral_Cole
Joined: March 19th, 2007
Posts: 431
god i cant wait to face the vong, right now the only way i win is by taking over the whole galaxy except for those 2 planets and then attacking it with a ridiculously oversized fleet.

 #311 - 06-25-2007 at 11:18
Redhi
From: (port clinton ohio)
Joined: June 22nd, 2007
Posts: 21
i cant get the mod to work so i just play the test one but the sounds are screwed up like the sounds will repeat itself in gc but theres no trouble in skirmish.what do i have to do to get the sounds to stop repeating itself in gc and the menu screen?

 #312 - 06-25-2007 at 12:22
Redhi
From: (port clinton ohio)
Joined: June 22nd, 2007
Posts: 21
and i hear some static too.

 #313 - is there going 2 be a (v4.0) - 06-25-2007 at 12:43
Gunship55
From:
Joined: June 24th, 2007
Posts: 53
is there going 2 be a v4.0 if there is there should be clone troopers for the empire and i have some bugs 2 report.


1. when u use the driod transport spawn they just fall out from under the transport frown.

2. When i put some new troops in a gunship or juggernot they multiply and cant move when i drop them off.

3. i think thats it but ill keep u posted

 #314 - 06-25-2007 at 13:50
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
v4 or Republic At War is going to be a total clones wars conversion.

 #315 - EXPECT STRANGE BUGS? - 06-25-2007 at 14:25
Redhi
From: (port clinton ohio)
Joined: June 22nd, 2007
Posts: 21
this is a great mod but i can only get on the test one because everytime i try the real one it goes to the title screen but then a window titled "expect strange bugs" appears and i click ok but when i do gets rid of the game.plz what do i do?confused

 #316 - 06-25-2007 at 14:26
Redhi
From: (port clinton ohio)
Joined: June 22nd, 2007
Posts: 21
it gets rid of the game.

 #317 - know rong 1 but i do i put maps on site - 06-25-2007 at 15:54
Gunship55
From:
Joined: June 24th, 2007
Posts: 53
have a cool map its from the orginal head waters and its for FoC only since it has the bases iv made it funner and 1 battle on medium lasted 2hours . plz help me figure out how.

Also id like 2 thank the owner for making the map i forgot his name if the person looks at this its a cool map and it has 4 landing pads orginal is for eaw only just donload and make a map folder and go on ur map editor and open that folderany bugs plz tell me but first i have 2 get it on here=(.

 #318 - Static in the sound - 06-25-2007 at 18:42
Redhi
From: (port clinton ohio)
Joined: June 22nd, 2007
Posts: 21
ok, now i hear static in the sounds in skirmish and gc and the main menu.
plz help

 #319 - 06-26-2007 at 01:46
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
did you install the mod correctly?

 #320 - 06-26-2007 at 06:02
Redhi
From: (port clinton ohio)
Joined: June 22nd, 2007
Posts: 21
yes. but this is happening to original FOC game so i think i kinda messed up my comp while trying to get this mod to work.but i couldnt so i just played the test one.what do i have to do to get rid of the staic on the original FOC game?

 #321 - 06-26-2007 at 08:36
Admiral_Cole
Joined: March 19th, 2007
Posts: 431
hmmm have you tried playing games other than EAW coz it might be a problem with ure sound card

 #322 - 06-26-2007 at 09:13
Redhi
From: (port clinton ohio)
Joined: June 22nd, 2007
Posts: 21
i tried EAW and theres nothing wrong with it.

 #323 - 06-26-2007 at 09:13
Redhi
From: (port clinton ohio)
Joined: June 22nd, 2007
Posts: 21
FOC is the one with the static

 #324 - 06-26-2007 at 10:55
Redhi
From: (port clinton ohio)
Joined: June 22nd, 2007
Posts: 21
does this have anything to with the option in the video option? the word starts with vys and it says disableing this will increse performance but it could cause tearing.
does this have anything to do with the static i hear?

 #325 - 06-26-2007 at 12:59
valiantofficer
From:
Joined: May 24th, 2005
Posts: 632
z3r0x, you amaze me. These vong are VERY hard to kill, though. THey need to be weakened a bit to be able to beat them. The Coralskippers almost took out the Eclipse.

Also, will Republic at War completely overwrite THIS version of your mods, or is it a standalone in that it doesnt overwrite 3.5?

 #326 - 06-26-2007 at 15:11
Redhi
From: (port clinton ohio)
Joined: June 22nd, 2007
Posts: 21
officer, thats the point. this mods makes the game challenging. this mod rocks!
z3r0x is amazing!Rock

 #327 - Review. - 06-26-2007 at 17:36
Verstummelung
Joined: December 31st, 2006
Posts: 6
Some bugs I found.

The Nebulon B2 frigate likes an engine hardpoint, thus allows them to escape any battle even if all of their hardpoints are gone.

Rendili isn't on the map.

I click on a planet it's units move four planets away.

Build times are way too slow for some ships.

The Rebels can turn a level 1 space station into a level 5 in about fifthteen minutes.

Y-wings spawn out from every ship is really just not right...they decimate fleets so easily. If anything instead of having tri-droids and fulture droids spawn from everything, add in skip-rays for the Kedelbe battleship, or possibly do the same for the Providance and the Lulkrehull.

I'm gonna get back to playing, I'll tell you more when I find out some more bugs/issues.

 #328 - 06-26-2007 at 17:59
Verstummelung
Joined: December 31st, 2006
Posts: 6
I found the B2's hardpoint! Its in the upperleft corner of my comp screen...

 #329 - 06-27-2007 at 21:19
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
Quit spamming the thread with your static problem. We know. How about reinstalling the entire game. or maybe its your soundcard/speakers.

Please refrain from backseat moderation, the staff will handle any out of place comments. Furthermore this is not a thread nor forum. ~AdmiralHocking

 #330 - 06-28-2007 at 07:12
BanzaiKen
Joined: May 28th, 2007
Posts: 8
Yay a new expansion, the best part about this mod is how easy it is to modify, I even got the Rebel's working as an AI in the two player GC over LAN. Unfortunately, I can't save the game now, or use the extra factions, but you wouldn't believe how beautiful this game works and comes together. I wish someone would seriously do an AI mod for GC for this mod.

 #331 - i need help - 06-30-2007 at 19:05
leganoth
From: (california)
Joined: June 30th, 2007
Posts: 15
where do i put this mod what folder

 #332 - NEED HELP - 06-30-2007 at 21:27
leganoth
From: (california)
Joined: June 30th, 2007
Posts: 15
IM GETTING THE ERROR WITH THE SEE LOGG FILES OMG HOW DO I FIX IT THIS DOES NOT Rock this is making me mad Aaargh!!!
Hmmm Donut!

 #333 - 07-01-2007 at 00:51
Grand_Admiral_Potts
From:
Joined: March 13th, 2007
Posts: 91
you put the mod in the gamedata folder of the FOC

 #334 - 07-01-2007 at 10:13
leganoth
From: (california)
Joined: June 30th, 2007
Posts: 15
oook ill try that i made a folder where the sweaw.exe was called mods and somthing told me to do that and it dont work

 #335 - ok - 07-01-2007 at 10:28
leganoth
From: (california)
Joined: June 30th, 2007
Posts: 15
ok i put the folders into the data spot now it should work please tell me it will work confusedHmmm Donut!

 #336 - OMFG WTF? - 07-01-2007 at 10:30
leganoth
From: (california)
Joined: June 30th, 2007
Posts: 15
I PUT IT ALL IN DATA AND I GO TO MOD LAUNCHER THING IT SAYS MODS INSTALLED THEN NONE WTF DO I JUST DO THE REGULAR ONE Aaargh!!!Aaargh!!!Aaargh!!!

 #337 - OMG - 07-01-2007 at 10:52
leganoth
From: (california)
Joined: June 30th, 2007
Posts: 15
ok wtf i put it in it says mods FoC data then i try to play then it says GUIDIALOGS.xml see log files what the F**** where are the log files can somone just tell me what to doCryCryCry

 #338 - test mod - 07-01-2007 at 10:53
leganoth
From: (california)
Joined: June 30th, 2007
Posts: 15
I TRIED TO DO THE TEST ONE AND THAT DIDNT WORK OMFG THIS IS *****ING ME OFF Two Thumbs Down!Aaargh!!!

 #339 - 07-01-2007 at 11:40
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
Put it in the mods folder not the gamedata.

 #340 - no mods folder - 07-01-2007 at 13:24
leganoth
From: (california)
Joined: June 30th, 2007
Posts: 15
there is no mods folder

 #341 - 07-01-2007 at 15:28
hk47
From: (Woodbride, New Jersey)
Joined: February 20th, 2006
Posts: 17
you create the mod folder as a new folder

 #342 - 07-01-2007 at 15:30
hk47
From: (Woodbride, New Jersey)
Joined: February 20th, 2006
Posts: 17
Cstick out tonguerogram FilesLucasArtsStar Wars Empire at War Forces of CorruptionMods is the directory if the mods part of the directery isnt there, rename a new folder "Mods"

 #343 - 07-01-2007 at 15:33
hk47
From: (Woodbride, New Jersey)
Joined: February 20th, 2006
Posts: 17
C:/Program Files/LucasArts/Star Wars Empire at War Forces of Corruption/Mods


replace / with the other key(under backspace)

 #344 - 07-01-2007 at 16:14
Arcesious
From: (Colorado)
Joined: June 4th, 2007
Posts: 146
This mod is truly fantastic. thank you for all your hard work. hopefully i can repay you someday for making it possible for me to have more fun in a game than i've ever had!

 #345 - need some major help - 07-01-2007 at 17:28
chaoslord996
Joined: July 1st, 2007
Posts: 24
err i downloaded the file thing and i clicked the short cut but when i get into FoC everythings normal i have no idea whats going on or how to opperate this properly, can anyone help me out here?confused

 #346 - It won't work, help... - 07-01-2007 at 19:21
Arcesious
From: (Colorado)
Joined: June 4th, 2007
Posts: 146
Well, even as i am very happy to have this mod, i can't seem to get it to work. i did exactly what the instructions say, and for all intents and purposes, it should work, but it doesn't. i guarentee that i installed it corrrectly and everything, but it doesn't work for some dumb reason. when i use the shortcut, it just takes me to the normal unmodded game, and the target path is exactly what it should be. everytihing is in it's right place. i've retried this 5 times and it doesn't work for me. please help, i know i installed it correctly, but i can't get it to work. frown

 #347 - 07-03-2007 at 04:05
Armagaiden
From: (CA)
Joined: July 1st, 2007
Posts: 19

First mod for EAW:FOC and probably the last until v4. Gotta love the model conversions from Warlords:Rebellion for Homeworld. Now I'd love to see the Gauntlet/Allegiance, Implaceable, Titan, and the rest from that laundry list of awesome models.

I love the e-web troopers and the animation for mounting/unmounting. Really makes the unit look like an original. Awesome little unit. Should the AT-AP be the same way and perhaps have a higher powered gun (I've already altered my XML file but upping the damage doesn't seem to be affecting it). AT-TE could use some more detail on the texturing in comparison to the AT-AP but compared to Petro's AT-ST, it's more than enough!!

For a mod of this size, very few bugs:

1.) Nova Troopers cannot be garrisoned or be transported or else they get stuck permanently and continue to spawn as you put them back in the building/loader.

2.)No sounds for the AT-PT when walking (Anyway I can transfer some XML coding from the AT-RT or AT-PA?? Not sure what to look for in the XML file if anything, probably need to look somewhere else, right?).

3.) "Enhanced Targeting" for the Sovereign doesn't work? (Not sure what's is supposed to do, as the description would lead me to believe it has the Eclipses' Superlaser but the name sounds like Ackbar's special ability)

And that's about it, just absolutely phenomenal. I'm really surprised people have had that many problems when it's just a matter of following instructions of making a MOD folder in your FOC folder and extracting to that. And I'm running a generic DELL with a generic integrated motherboard ati x300/400.

For the guy that said the Venator didn't have enought hardpoints, he's on crack. Multiple Turrets, lasers, and the SPHA-T's laser? That's seriously enough coming from a Clone Wars Era SD. The SPHA-T's laser is awesome touch btw, just awesome.

Those cloakshapes can be seriously dangerous with those diamond boron tipped missles.

I did choose to scale the size of some of the units to my own taste (AT-TE, AT-AP, AT-RT, Broadside, etc.). Noticed however that no matter how much I change the scale factor of General Max Veers AT-AT in namedherounits.xml that it won't reflect it in the game. Same goes for Storm troopers in groundcompaniesempire.xml. Am I in the wrong xml files? Any tips?

Thanks again z3rox for reviving my love for EAW.

 #348 - 07-03-2007 at 09:11
Admiral_Cole
Joined: March 19th, 2007
Posts: 431
my god i cant believe people are still talking about this mod when its sooo old.
everyone is anticipating V4 now!

 #349 - how to fight vong - 07-03-2007 at 09:38
saber555
From: (minot ND)
Joined: October 25th, 2006
Posts: 26
this is the best way I fond to win aganst vong. all u have to do is have a LARGE!!!!! fleet ov ships that use missals concotion and bor they dons have to make direct hits on them so the do more agenst them. I defeten the first planet with the imps like this it took 2 hours with a small fleet and a hafe with a large fleet

 #350 - 07-03-2007 at 11:35
saber555
From: (minot ND)
Joined: October 25th, 2006
Posts: 26
ok this has ben buging me the grav gens only work on the enemy could u make it so both side it maksit more realistic

 #351 - 07-03-2007 at 17:40
25tolife78
Joined: June 23rd, 2007
Posts: 24
how u download this in winrar stupid downloader ,ive been w8ing for this but now it sucks please help me download itCryCry

 #352 - 07-04-2007 at 13:47
kripto29
From:
Joined: March 1st, 2007
Posts: 17
cool mod but one thing... IT SAYS I NEED 5 DAYS TO EXTRACT

 #353 - 07-04-2007 at 15:35
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
For the one saying you cant get it to run, obviously you havnt followed the instructions corectly.

Enhanced Targeting for the Sovereign does work its just glitchy. Try this, pause the game then select the ability and target, then unpause the game.

If it says 5 days to extract there is really something wrong with your computer because it should take only minutes if that.

 #354 - 07-04-2007 at 22:22
saber555
From: (minot ND)
Joined: October 25th, 2006
Posts: 26
ya but it is funny that it says 5 days u may need a beter internet provider

 #355 - 07-05-2007 at 02:49
starOnE1
From: (Austin,Texas)
Joined: January 6th, 2007
Posts: 31
Good mod REALLY GOODeek!eek!I LOVE IT Rock good job

 #356 - 07-05-2007 at 11:03
25tolife78
Joined: June 23rd, 2007
Posts: 24
do i need winrar?to download this?

 #357 - 07-05-2007 at 14:35
25tolife78
Joined: June 23rd, 2007
Posts: 24
i need help on the installation path!!!!!!!!!!!mad

 #358 - 07-06-2007 at 09:15
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
hmm I ddnt need it when the version was new. I ddnt need winrar till downloading another mod but id go safe and say yes. google winrar and find the free version.

 #359 - 07-06-2007 at 10:06
25tolife78
Joined: June 23rd, 2007
Posts: 24
i need help on when u have to create a mod folder in your FOC Folder ex-(installation path)*LucasartsStar wars Empire at War Force of Corruptionmods thing help on that plz!!!i cant find iteek!

 #360 - 07-07-2007 at 21:34
Theon_Greyjoy
From: (Texas)
Joined: July 7th, 2007
Posts: 2
Just a simple question, I was wondering what planet must you have to build the Providence? p.s Just started playing this and z3rox is the best modder.

 #361 - Excepyion! - 07-08-2007 at 07:45
Redhi
From: (port clinton ohio)
Joined: June 22nd, 2007
Posts: 21
when i like play the galactic conquest a window appears that says an exception has a ccurred and when i press retry it gets rid of my game and it shows this xfire window.what do i do?

 #362 - 07-08-2007 at 12:16
chaoslord996
Joined: July 1st, 2007
Posts: 24
I got the thing downloaded but whenever i click the short cut everything is still normal in the game, i got freelancer mod manager and i think i put the short cut on that but even when i activated it nothing changed. can someone please help me out here?
i really want to be able to play this

 #363 - 07-08-2007 at 12:43
chaoslord996
Joined: July 1st, 2007
Posts: 24
I need some serious help here. i made a folder in the star wars empire at war forces of corruption thing and put the shirt cut in it but its still unmodded ingame please help i really want to play this mod

 #364 - 07-09-2007 at 23:38
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
follow the directions in the read-me it tells you exactly how to get it to work

 #365 - 07-10-2007 at 06:59
Theon_Greyjoy
From: (Texas)
Joined: July 7th, 2007
Posts: 2
Extract the contents to your Cstick out tonguerogram FilesLucasartsStar Wars Empire at War Forces of CorruptionMods folder. If you don't have one then just make one. Then put the shortcut on the desktop. Then it should work.

 #366 - DUH! - 07-10-2007 at 13:46
Comandercody9
From: (Lacombe alberta)
Joined: April 15th, 2007
Posts: 115
caos lord wat you need to do is create a mod folder in your foc game data file if you dont already have one and then put the mod in there and then search for eaw foc mod manager and launcher or wat ever it is and then install that and then any mods you want to use you can use the mod manger to launch its not that hard

 #367 - Please help me someone. - 07-12-2007 at 12:26
cod26
Joined: July 12th, 2007
Posts: 4
I followed the instructions and done everything as it said, made a mods folder put the z3r0x mod in there and then put the shortcut on the desktop. But when I click on the shortcut the mod gives you it doesn't change the game, it just plays the original FOC.

I even downloaded the mod launcher but it doesn't pick the mod up. Please help. confused frown

Edited. Do not post entirely in capitals, it is considered rude. ~AdmiralHocking

 #368 - To mr. 304 - 07-12-2007 at 14:01
The_Solo
Joined: December 2nd, 2006
Posts: 5
the name of the book is outbound Flight, and it said palpy had a vision of the vong, not that they were already there, although some books have scouts about 50 years before they invaded.

 #369 - another awesome mod - 07-12-2007 at 14:31
uberdroid
Joined: June 15th, 2007
Posts: 21
Great mod man everything looks awesome and the gameplay and new units r GODLY RockRock cant wait to see more Beer! Beer!

 #370 - Download what worked for me - 07-12-2007 at 15:15
jojobe
Joined: July 9th, 2007
Posts: 79
1. i down loaded the game to my desk top
2. created a folder in foc mods fold in the main folder of foc
3. i extracted the file to the mods folder
A. it should read data then the folder z3rox that will let you know if you extracted it right
4. i just found the short cut swfocmod exe in the file that was the short cut to the game.
Hope that helped.
actually i like this version better than the 4.1 sorry the only bug in 3.5 is that in the galaxtic conquest if you start off at station level 5 you can send cp30 to other world to get technology but you dont get to make the ships.im gona test it to see what happens if you start out level 1

 #371 - 07-12-2007 at 16:01
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
Did you check the target for the shortcut? If it is not correct the mod will not work. Make sure the shortcut target is...
"Cstick out tonguerogram FilesLucasartsStar Wars Empire at War Forces of Corruptionswfoc.exe" MODPATH=Modsz3r0x

#368 The Vong were indded within the boundaries of the galaxy during that time. The living planet Zenoma Sekot was attacked by the "Far Outsiders" during that time, Jedi Knight Vergere negotiated with the Vong advance force that they leave and take her. Obi-Wan and Aniken also had arrrived on scene at the living world. There are also hints of during the Mandalorian conquests that they came across a ship that shot plasma and had gone through the edge of the galaxy.

 #372 - OMG BEST MOD COULD BE GAME!!!!! - 07-12-2007 at 21:42
GreedoNeverShot
From: (Reberto)
Joined: July 12th, 2007
Posts: 467
This mod is the best. thats it. no one else comes close.

Just the new map with other factions(like the Vong, Hutts, Black Sun, Corellians, Mandalorians, Bonadan's fleet, and the others) was great.
This mod gives you all new models of clone wars units. The Consortium can now build battledroids and tanks on (mechis genonosis and hypori r what i know)
Not only that but you can build Seperatists ships smile
It adds a ton of more units to every side.
Golan platforms :thumbs up:
Space facilities that produce more units in both skirmish and galactic
It has it all except two things..............
Certain maps like mustafar dont load frown
WE NEED A NEW FACTION!!!! PLZ Hutts, Silri, Corellians,Naboo, Vong, PLZ!!!!
999,999 out of 1,000,000

 #373 - PPL HOPEFULLY THIS IS THE ANSWER!!! - 07-12-2007 at 21:59
GreedoNeverShot
From: (Reberto)
Joined: July 12th, 2007
Posts: 467
1. Press Download
2. Press Open not save (do not pass go do not collect 200 dollars)
3. Open my computer go to Program Files--->LucasArts--->FOC--->mods
4. Copy and Paste (the little thing that shows where you r at top) Copy the address (Cstick out tonguerogramFiles/Blah/Blah/Blah/YouGet it) to the open place where you r going to open the file then click next
5.Go to shortcut (it might not look like it but it has a little arrow thing at the bottom like most icons
6.Target is or should be Cstick out tonguerogram FileLucasartsStar Wars Empire at War Forces of Corruptionswfoc.exe" MODPATH=Modsz3r0x
7.Remember where you copy and pasted before do that in second box EX: "Cstick out tonguerogram FilesLucasartsStar Wars Empire at War Forces of Corruption"
8.Click on icon
9.Pray to god it works
10.if it brings something up hit open
11. Dont play mustafar
12.Dont use a mod launcher those just dont work very well
13.Beer! Beer!

 #374 - Something I forgot - 07-12-2007 at 22:09
GreedoNeverShot
From: (Reberto)
Joined: July 12th, 2007
Posts: 467
Something I forgot
DONT USE A NEW MOD folder!!!!
You come with one with Steve's Ewok mod in it use that one
Beer! Beer!Beer! Beer!Beer! Beer!

 #375 - i don't understand - 07-12-2007 at 22:38
cod26
Joined: July 12th, 2007
Posts: 4
On my computer there isn't a program files button so what am i supposed to copy and where am i supposed to paste it.

 #376 - 07-13-2007 at 18:39
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
There has to be a program files button, look in your harddrive under My Computer

 #377 - help - 07-13-2007 at 23:28
Roachbugg
From: (indianapolis indiana)
Joined: July 11th, 2007
Posts: 30
evry time i try to launch the mod i get an exception error and the mod crashes help or ill drink my self stupidBeer! Beer!Beer! Beer!Beer! Beer!

 #378 - Thanx - 07-14-2007 at 03:00
cod26
Joined: July 12th, 2007
Posts: 4
I got it working i found the button, thanx to the people who wrote the info.Rock

 #379 - Time To V4? - 07-14-2007 at 03:58
Ice_06
From: (Birmingham)
Joined: August 11th, 2006
Posts: 127
How much of v4 is completed and when do you expect it to be out?

 #380 - Some ideas for your future mod's - 07-14-2007 at 06:43
soundsmith9
Joined: July 2nd, 2007
Posts: 4
First thing to say - well done z3r0x!!!! Nicely balanced and playable mod. I can't imagine how much time and coding work went into this.
Apart from a view glitches and maybe a little too strong clone war-era ships the most enyojable mod I have played (And I have also tested thist new Spaceship addon mod).
Now to some Ideas I got for making your future mod(s).
I have a dream... about a mod spanning all 6 episodes and beyond. You would start out as The old Republic or CIS with all regular heros, jedis then at the turning point (whitch would be some tech advance or something) Jedis would perish, Anakin would be turned, republic would change into the Empire. CIS would dissolve into two factions - The rebels (bigger one) and Zahn. This event could even be coupled to a revolt on some planets allready possesed by the Republic from the clone wars. So, in the middle of the game, whatever side you were on, everything would start anew. New ship types and weapons would emerge, making older designs obsolete and unbuildable (or buildable just on some lesser planets).

Another idea I saw in another mod whitch I think is great and could greatly improve gameplay is using multiple shield generator hardpoints and multiple engine hardpoints for the big vessels. In this mod I also missed Star destroyer II, Vics I,II and III.

 #381 - 07-14-2007 at 15:34
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
What you just suggested in one GC map isnt possible. v4 I a complete clone wars conversion anyways.

 #382 - 07-15-2007 at 11:04
nemisis22
Joined: June 29th, 2007
Posts: 19
GOOD IDEA! CLONE WARS RULES! except there is no complete conversion out yet!
Two Thumbs Up!
Good luck!

 #383 - 07-15-2007 at 16:44
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
What I meant is that v4 is on the way, give it a few weeks to a few months. its almost ready.

 #384 - im confused - 07-16-2007 at 11:46
two_tone
From: (Coventry)
Joined: May 20th, 2007
Posts: 201
hi z can you tell me where you can by the lurcehulk battleship (like what company and what planet) thanks.

 #385 - 07-16-2007 at 15:50
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
Mechis III
http://everythingeaw.com/v3/ tells you what gets built where.

 #386 - thanks - 07-17-2007 at 04:00
two_tone
From: (Coventry)
Joined: May 20th, 2007
Posts: 201
thank you for your help

 #387 - TECH PROBLEMS - 07-19-2007 at 00:40
aclamon03cb
Joined: July 19th, 2007
Posts: 24
First of all THIS MOD ROCKS but i've got a few technical problems but i don't think it's because i installed it wrong. can you PLZ help me z3r0x

tech problems:
1. I've only got one skirmish space map
2. Sovereighn super laser doesn't works
3. I haven't got every ship in skirmish (i do have them in GC)
4. The eclipse is DEAD it only fires the super laser (if this is normal you can ask the guy of the SSD mod he has a eclipse that ROCK it has everything from lasers to fighters to gravity well generators)

z3r0x can you plz help me with this maybe you can install a patch or something but if you can't help me your mod still ROCKS.

 #388 - whats the difference? - 07-19-2007 at 10:45
Redhi
From: (port clinton ohio)
Joined: June 22nd, 2007
Posts: 21
whats the diference between the test and the real one?

 #389 - ZONG INFO - 07-19-2007 at 11:28
aclamon03cb
Joined: July 19th, 2007
Posts: 24
If you want some info about the Zong faction z3r0x go to this link http://starwars.wikia.com/wiki/List_of_Yuuzhan_Vong_technology

Edited. Posting in capitals is considered rude, please refrain from doing so. ~AdmiralHocking

 #390 - 07-19-2007 at 12:14
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
Check the custom Skirmish maps
Its a glitch, pause the game, choose a target, then unpause the game
Spaceports have the others
The current Eclipse Moedl has no firing bones, All other models thus far do not support the visual effect for the superlaser so no others are being used.

Its Vong, not zong and we already know what we need to about them, and we especially know how to get info about them.

 #391 - THX Rissien - 07-19-2007 at 14:39
aclamon03cb
Joined: July 19th, 2007
Posts: 24
LOL THX for the info.

 #392 - Sovereighn - 07-19-2007 at 14:40
aclamon03cb
Joined: July 19th, 2007
Posts: 24
But the sovereighn laser only works when i have the eclipse in the battle.

 #393 - V4? - 07-20-2007 at 13:33
pirateleader1
From: (Colton Oregon)
Joined: June 20th, 2007
Posts: 20
Iv'e been dying to play Republic at war. I saw eeaw.com and that made me want it bad. The clone wars is a really good era.

That would be cool if v5 had more buildings for all factions.

The best mod everRock on

 #394 - An idea - 07-22-2007 at 21:00
GreedoNeverShot
From: (Reberto)
Joined: July 12th, 2007
Posts: 467
The v5 is the NEW REPUBLIC right.... well if the VONG and the REMENANT are there I was a suggestion. If the Zann Consortium was alive during that time you could add them......as an unplayable faction maybe....Silri, if you finished campaign and watched the movie, had an army, maybe she could be used as a faction......playable or nonplayable either one

Just an idea wink Two Thumbs Up!

 #395 - 07-22-2007 at 23:40
Roachbugg
From: (indianapolis indiana)
Joined: July 11th, 2007
Posts: 30
PREETY GOOD MOD the nxt rounds on mee cheersBeer! Beer!Beer! Beer!

 #396 - having the name - 07-23-2007 at 10:25
TomtheDuck
From:
Joined: July 23rd, 2007
Posts: 1
Hi

Thanks a lot for this wonderful mod, it was easy enough to install.
I have noticed the bug when starting a space battle on Polus.
And i can't have the name of the new units and new planets, it's just writing missing on the new planets. What is to be done so that the good name of units and planets appear ?
Thanks for all this.

 #397 - Compatible with other mods? - 07-23-2007 at 12:07
SirKillsAlot22
Joined: July 23rd, 2007
Posts: 7
I'm not sure if this ws answered already and I don't want to go through 200 comments so I'll just ask now. Is this mod compatible with other addon mods, say the Star Wars - Empire at War - Spaceship AddOn?

 #398 - 07-23-2007 at 12:16
Ice_06
From: (Birmingham)
Joined: August 11th, 2006
Posts: 127
Trust me, you wont want the Spaceship AddOn mod when you download this. Delete it now and install this instead ^.^

 #399 - 07-23-2007 at 13:16
orc5me
From:
Joined: April 18th, 2007
Posts: 1072
This is a very good mod but Where are the Yuzhann Vong.

 #400 - 07-23-2007 at 13:19
SirKillsAlot22
Joined: July 23rd, 2007
Posts: 7
How so #398? I focus on space combat a lot more than ground. Which mod would have more/cooler ships?

 #401 - An idea - 07-23-2007 at 15:14
GreedoNeverShot
From: (Reberto)
Joined: July 12th, 2007
Posts: 467
In the battles
1. if a ship is hurt and you dont want or cant repair WHAT DO YOU DO???
2. if you accidentally bring in a ship you dont want WHAT DO YOU DO???
3. if you need more room for the pop cap and you dont want to kill a ship.....
WHAT DO YOU DO???

The answer to all these questions should be in the game.....a small scale retreat
this way not all you're forces retreat but you save your damaged ships for a later battle. The engines are usually last destroyed because they cant shoot. If a small scale retreat was in a mod then everyone would destroy the engines first
......Just an idea.....

 #402 - 07-23-2007 at 15:46
orc5me
From:
Joined: April 18th, 2007
Posts: 1072
1. Send it alone to enemy base.
2.tough you should be paying attention on what your doing.
3.You can't do anything.

 #403 - 07-23-2007 at 16:20
xxProvidencexx
From: (Kiev)
Joined: May 24th, 2007
Posts: 156
sirkills alot i tried to combine the two and i got an exception so something went wrong within the game so of you do wont to combine them do it one ship at a time or else you get an exception

 #404 - 07-23-2007 at 18:10
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
there is no such thing as small scale retreat in foc. The vong are at Belkadan and Helska IV

 #405 - the map works for me in skirmish mode - 07-23-2007 at 21:20
jojobe
Joined: July 9th, 2007
Posts: 79
but for some strange reason i cant get the rebels in galaxy mode to level past level 2. is this a bug.?? Pimp!

 #406 - 07-24-2007 at 01:15
Ice_06
From: (Birmingham)
Joined: August 11th, 2006
Posts: 127
#400 I personally prefer z3r0x's mod. He's added golan stations in space to help defend aswell as a ton of space units that pwn all other mods. Oh and if you want a challenge theres a massive battle in SPACE with the Yuuzhan Vong (Misspell?) which are much harder than the rebels trying to attack you and failing. Try this and if you don't like it (o.O) then just put in Spaceship Add0n again. You never know until you try smile

 #407 - Bugs, questions and other - 07-24-2007 at 01:59
soulscammer
From: (Putte-Grasheide)
Joined: December 29th, 2006
Posts: 54
Nice mod Z3r0x, but i've found some other bugs...

Bugs:

1) Super battledriods: They don't wan't to attack buildings (except bunkers), if u say to attack a building they just start to look around them and do nothing.

Questions:

1) What planet do you need to build death star II big grin
2) What planet do you need to build that nice CIS space ships. (the big ones)

Ideas:

1) Why not make the republic and the cis a faction on there own? It's would be nice to relive the clonewars without that silly empire and such between it.

2) Add some clonetroopers to the mod cause there much better than that stupid stormtroopers. (And they have nice looks)

That was it smile

Keep up that very very good work Z3r0x
Long live z3r0x FpC Addon!!!!

For now i go play it smile

 #408 - #407 - 07-24-2007 at 04:52
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
Bugs:

1) Super battledriods: They don't wan't to attack buildings (except bunkers), if u say to attack a building they just start to look around them and do nothing.

That bug was already established and taken care of.

Questions:

1) What planet do you need to build death star II

Endor.
2) What planet do you need to build that nice CIS space ships. (the big ones)

Mechis III

Ideas:

1) Why not make the republic and the cis a faction on there own? It's would be nice to relive the clonewars without that silly empire and such between it.

V4 is a complete Clone Wars Conversion

2) Add some clonetroopers to the mod cause there much better than that stupid stormtroopers. (And they have nice looks)

Again wait for v4. 3.5 is just an addon mod.

 #409 - 07-24-2007 at 05:01
soulscammer
From: (Putte-Grasheide)
Joined: December 29th, 2006
Posts: 54
Ok Thanks m8

 #410 - when - 07-24-2007 at 07:39
Cban
Joined: June 30th, 2007
Posts: 2
s wen is version 4 released?

 #411 - 07-24-2007 at 08:25
Roachbugg
From: (indianapolis indiana)
Joined: July 11th, 2007
Posts: 30
pretty good mod those vong are killers the blew up four of my moncal mc-8a cruisers ahhhhhhhhhhhh CryBeer! Beer!Devil!but this mod rock love the battle droids but i hate the stinking sclipse what the point o a 300000 cred ship with one weapon

But i rell lovr the mod oh an the bayonet patol cruiser can slaughter the vong in huge numbers use the tyrant also for rebs use the corellian gun boats

 #412 - 07-24-2007 at 10:11
GreedoNeverShot
From: (Reberto)
Joined: July 12th, 2007
Posts: 467
Thats the point, I want somebody to add small-scale retreats, so you can warp a ship not your entire fleet out

 #413 - 07-24-2007 at 12:33
orc5me
From:
Joined: April 18th, 2007
Posts: 1072
Warp is that not star trek

 #414 - 07-24-2007 at 13:55
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
As I said there is no such thing. youd have to tear up the game just even attempt it.

 #415 - 07-25-2007 at 05:44
aclamon03cb
Joined: July 19th, 2007
Posts: 24
z3r0x i see you have worked with evillejedi caus this mod looks alot like the star wars warlord mod from homeworld 2.

 #416 - Mustafar - 07-26-2007 at 02:50
Acclamator8
From: (Bristol)
Joined: June 19th, 2007
Posts: 72
When I Go To Mustafar, It Always Freezes On Loading Ground!

This Completely Ruined The Game For Me As I Had A Force That Took Up A Lot Of Time And Credits!!!!!!! Aaargh!!!

Can You Fix This Because I Want To See MustafarRock

Still Great ModTwo Thumbs Up! But When Is Your Total Conversion Coming Out???

 #417 - 07-26-2007 at 03:23
aclamon03cb
Joined: July 19th, 2007
Posts: 24
He has already fixed this search for patches

 #418 - 07-26-2007 at 11:23
CptKetten
Joined: July 10th, 2007
Posts: 15
hey, say I wanted to move a planet to another mod, lets say Bastion. what files should I move to the other mod?

 #419 - 07-26-2007 at 13:20
GreedoNeverShot
From: (Reberto)
Joined: July 12th, 2007
Posts: 467
Aclo-dude you made a comment on the very patch thta fixes that problem. Duhhhhhhhhh

 #420 - sorry for double post - 07-26-2007 at 13:21
GreedoNeverShot
From: (Reberto)
Joined: July 12th, 2007
Posts: 467
sorry man different Aclo-dude...

 #421 - 07-27-2007 at 17:57
Crusher3241
From: (California)
Joined: June 21st, 2007
Posts: 153
i love this mod but it has too many units and for me, too many new unites bore me to death 7/10

 #422 - A Query - 07-28-2007 at 16:19
GreedoNeverShot
From: (Reberto)
Joined: July 12th, 2007
Posts: 467
Will this unit be in your new mod???
http://starwars.wikia.com/wiki/C-9979_landing_craft

 #423 - ATTENTION - 07-29-2007 at 10:45
Siadhail
From: (Lawton, Oklahoma)
Joined: July 27th, 2007
Posts: 5
Supreme mod. I had no problems with it until the Polus bug, which I see you've made a patch for. I've been reading through these threads and I saw you had a problem with the Eclipse having no other weapons because of its skeleton. There is another mod where the person has been able to put weapons into the Eclipse; it was something to do with the coding as well. Anyways, it's the SSD mod on this site by Firestorm X. Mabye you could enlist his help with the Eclipse. He went crazy with SSDs in that mod, but we're all allowed to have fun with our modding, right? Overall, I think this is the best mod over any so far, even though I really hate the NJO era. I really like the Legacy era afterwards, though. But that doesn't make it any less fun and I'm sure V4 and V5 will be a hit. I'd have to say the Clone Wars are my second favorite era, but I'll be playing both mods all the same.

 #424 - 07-29-2007 at 18:27
FEARsome_oddslayer_4667
From: (Rhode Island)
Joined: January 29th, 2007
Posts: 606
any1 else getting a problem when they move the data they lose the MT commandbar.tga? i lose this all the time...

 #425 - 07-30-2007 at 05:18
Roachbugg
From: (indianapolis indiana)
Joined: July 11th, 2007
Posts: 30
wher can i build bulwarks

 #426 - some ppl never learn... - 07-30-2007 at 17:58
GreedoNeverShot
From: (Reberto)
Joined: July 12th, 2007
Posts: 467
The bulwark question has been asked a billion times look at the previous posts not only on the patch but the original 3.5.

If you are to lazy Salucami is one of the many places.....

 #427 - 07-30-2007 at 19:59
chaoslord996
Joined: July 1st, 2007
Posts: 24
I cant make any flipping captial ships in the campaign, The mandalore ship yards thing wont come up.
And when i play rebels, garm bel iblis isnt in any of the gc things.

Can anyone tell me whats going on?



~Long live Vong~

 #428 - 08-01-2007 at 04:59
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
Chaos, all of the heavier capital ships can only be built at their respective shipyards. ISD's were Kuat Drive Yards design so therefor you must build that shipyard and can only build them there. Learn the histories of your ships or just scroll up to the link i provided earlier. It tells where all the units are built and what you need. Garm is now a buildable hero. He was made this way in an attempt to fix the Rouge Squadron bug that whenever they die they never come back due to too many heros.

 #429 - 08-01-2007 at 10:30
GreedoNeverShot
From: (Reberto)
Joined: July 12th, 2007
Posts: 467
Thats bad if tooo many heroes they dont come back.......That means the minor heroes like Kit Fisto in v4 won't come back.

 #430 - 08-01-2007 at 13:43
Admiral_Cole
Joined: March 19th, 2007
Posts: 431
so when is the official release date for V4?

 #431 - 08-01-2007 at 15:37
GreedoNeverShot
From: (Reberto)
Joined: July 12th, 2007
Posts: 467
z said mid summer b4 but now its August and I wont be able to play the game because I have to go to band camp. frown

There is no official release date it will be done when its done. frown

 #432 - 08-01-2007 at 21:14
Sewrt_5
From: (San José)
Joined: February 28th, 2007
Posts: 51
Hey Z, Can i make a little modification to this mod?, for personal use Of course.
By the way,I DO LOVE THIS MOD!!!!!!!!!!

 #433 - 08-02-2007 at 07:14
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
The hero problem only ever was with Rouge Squadron. All the other heros come back as they should.
Sewrt that question is a little obvious, know one would know if you changed it for personal use. Just about everyone has. I have New Repuvlic Star Destroyers in my version. As long as you do not intend to release the changes without Z's permission you are fine.

 #434 - 08-02-2007 at 12:11
CptKetten
Joined: July 10th, 2007
Posts: 15
just a question, but what is the master text file written in? and why when I open it do 3/4s of the symbols appear as square boxes instead of characters?

 #435 - 08-02-2007 at 12:24
GreedoNeverShot
From: (Reberto)
Joined: July 12th, 2007
Posts: 467
Oh good then then the heroes will come back thx for info Rissien.

glad everything eaw is back up...

 #436 - 08-02-2007 at 13:09
Sewrt_5
From: (San José)
Joined: February 28th, 2007
Posts: 51
Today, i changed the factions of some ships and some land units, it worked for GC, but i can´t build them in single player skirmish mode. Why? and how can i fix it? Oh yes, in skirmish when i play in space against the computer, it never upgrades it shipyard. Thanks for your help.confused

 #437 - 08-02-2007 at 13:11
Sewrt_5
From: (San José)
Joined: February 28th, 2007
Posts: 51
Yes, i have allready downloaded the update for this mod.stick out tongue

 #438 - New ships - 08-02-2007 at 20:07
arjunta
Joined: August 2nd, 2007
Posts: 6
Just wondering, the correllian ships...which group are they buildable for? Rebels or ZC? And secodn I have seen sporadic posting about the Sun Crusher, what is that all about, is it in the mod and I am just missing it or what?

 #439 - 08-02-2007 at 20:17
Sewrt_5
From: (San José)
Joined: February 28th, 2007
Posts: 51
Today, i changed the factions of some ships and some land units, it worked for GC, but i can´t build them in single player skirmish mode. Why? and how can i fix it? Oh yes, in skirmish when i play in space against the computer, it never upgrades it shipyard. Thanks for your help.Yes, i have allready downloaded the update for this mod.

 #440 - 08-03-2007 at 11:45
GreedoNeverShot
From: (Reberto)
Joined: July 12th, 2007
Posts: 467
A. You just said that
B. Did you code the XMLs right???
C. When I play the computer upgrades both the shipyard and station and sends out the new units.
D.arjunta they are buildible by mainly ZC but, rebels can build some Crellian units too.
E. arjunta the Sun Crusher is not in this game.
F. Everyone asking abou the sovereign not attacking right cilck on enhanced targeting(so a yellow box comes up you ll know when it happens) and tell it to attack something(the something you want destroyed).Hmmm Donut!

 #441 - i unloaded it - 08-04-2007 at 18:44
commandjasonxxx
From: (Quezon City)
Joined: May 30th, 2007
Posts: 38
i un downloaded it but now i installed it but i put it in the mod folder and the data folder and the shortcut at my desktop but nothing workd the improed venator was still there! i need help!

 #442 - 08-05-2007 at 19:44
GreedoNeverShot
From: (Reberto)
Joined: July 12th, 2007
Posts: 467
be more specific plz

 #443 - 10/10 - 08-06-2007 at 05:37
DarthCaedus
From:
Joined: July 30th, 2007
Posts: 6
this has been the best MOD so far, fab work m8 cant wait for 4.0 Rock

 #444 - uh hello - 08-07-2007 at 23:34
commandjasonxxx
From: (Quezon City)
Joined: May 30th, 2007
Posts: 38
hello im 12 years old i cant follow it but im good at PC but i followed the instructions every single step i analyzed and i played the game it didnt show any droids or clones or anything new ji can only see the 501st clone troopers

 #445 - 08-08-2007 at 05:36
KODIAK
Joined: November 21st, 2002
Posts: 54
A couple problems i noticed with this mod. Empire is extremly extremly overpowered, there is no way of attacking a fleet with the eclipse and the soverign class SSD without losing all if not most of your capital ship, it would take an extremly large fighter task force. Second i also get the mustafarr loading area and havent been able to play due to it. Thats about it, other then that great mod.

 #446 - KODIAK - 08-08-2007 at 18:55
DarthCaedus
From:
Joined: July 30th, 2007
Posts: 6
i had the same problem as u pal, just download z3r0x 3.5 patch its on this website so dnt panic lol btw 1 fing which i av found annoying is the recusant special ability the ' concenrate all firepower ' drives me mad wen a AI performs it on me, so dam laggy lol Devil!

 #447 - commandjasonxxx - 08-08-2007 at 19:17
DarthCaedus
From:
Joined: July 30th, 2007
Posts: 6
if ur talkin about installing the game m8 il explain 2 ye simply how 2 install it... 1st go 2 ur star wars: empire at war FOC folder and make a new folder called Mods, then download the MOD and drag the z3r0x folder into ur Mods folder, once thats done open up ur Mods folder that u have recently just made click on the z3r0x folder and drag the luancher from the z3r0x folder to ur desktop named swfoc_z3r0x_test_mod.exe and click on the luancher and ur done Rock if u still have a problem installing this ' IMPORTANT '... make sure u av downloaded the latest patches for EaW and EaW FOC, if u still av a problem then get Beer! Beer!

 #448 - 08-09-2007 at 16:40
KODIAK
Joined: November 21st, 2002
Posts: 54
ty alot darth your help is appreciated big grin

 #449 - No custom maps - 08-09-2007 at 22:34
FireHazard
Joined: August 9th, 2007
Posts: 1
ok i installed the game and was playing it with my Bro. he thought it was awesome until i realised that all of the maps that were in the file were not in the game(i.e. 3 New Galactic Campaigns Classic Matchup- Just Imps and Rebs, Humble Beginnings - All factions start with 4-5 planets, Humble Beginnings Fulll - Rebs and Imps only start witth 4-5 planets
4 New planets Rendili, Ord Mantell, Mygeeto, and Mechis III.

is there a way to fix that? there prolly is but i havent found it.

also i think im using the test mod....is there a REAL mod out that i can download? or is this the one and im just being dense?

last but not least this mod has me hooked i play almost nothing else 10/10 definitely

 #450 - 08-10-2007 at 08:51
DarthCaedus
From:
Joined: July 30th, 2007
Posts: 6
could you be more specific on how you installed it? bcos ive installed this Mod countless times so lol abit more info and i can help you out Hmmm Donut!

 #451 - 08-11-2007 at 16:58
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
The GC maps are all in the official maps section.
All Skirmish maps however are in Custom so that they can accomidate the shipyards.

 #452 - For v4 - 08-14-2007 at 20:52
pirateleader1
From: (Colton Oregon)
Joined: June 20th, 2007
Posts: 20
I think for v4 that there would be eps. 2 clonetroopers at tec level 1 and 2, then at tec level 3 there eps. 4 clonetroopers. I also think that there should be divisions for the clontroopers and battledroids, like the 501st. The comments said that v4 is avalible in August, but the longer the wait the better it is.
KEEP GOING Z!!!!RockcoolRock

 #453 - sorry! - 08-14-2007 at 20:53
pirateleader1
From: (Colton Oregon)
Joined: June 20th, 2007
Posts: 20
I mean epsode 3 clonetroopers.

 #454 - ahem* please do not ignore this zerox - 08-15-2007 at 01:51
commandjasonxxx
From: (Quezon City)
Joined: May 30th, 2007
Posts: 38
please i need help this mod i hate the improved venator 2 so i cant undownload it coz i lost the read me and i put the zerox folder in my mod folder and the shortcut to my desktop and further more when i played the game the improved venator is still there coz i can see th 501st division of clone troopers know as "Vaders Fist"
then i cant see the new planets please please please give me a sign or instruction i cant play the zerox v 3.5 please please please

 #455 - Nice Goin - 08-15-2007 at 03:52
AlmightyOm
From: (Sandwell)
Joined: August 13th, 2007
Posts: 53
Gd mod and i think that the idea of old and new units from the beginnin was gdbig grin

 #456 - 08-15-2007 at 09:10
DarthCaedus
From:
Joined: July 30th, 2007
Posts: 6
commandjason the only fing u can do is reinstall the game and download this MOD its rly the only way if u dnt want any problems trust me i kno.

 #457 - sorry for tiple post - 08-15-2007 at 20:03
commandjasonxxx
From: (Quezon City)
Joined: May 30th, 2007
Posts: 38
Discussion of cracks or warez is prohibited on this network. Do not do so again. ~AdmiralHocking

 #458 - 08-16-2007 at 11:50
pirateleader1
From: (Colton Oregon)
Joined: June 20th, 2007
Posts: 20
I found out that in v4 that there is 20 new heroes, 22 minor heroes, 38 new land units and 36 new space units. That is one of the biggest improvements of all time for star wars files.eek!eek!eek!

 #459 - 08-17-2007 at 04:23
Azarath08
From: (Karlskrona)
Joined: August 3rd, 2007
Posts: 81
I got an idea. If the Empie controls Korriban, you will be able to build dark jedi. Force Powers: Lightning, Drain Life, Force Crush, Force Push. And of couse, they will have red lightsabers.

If the Rebellion controls Yavin 4, you will be able to build jedi knights (only if Luke Skywalker is there, he is training the jedi knights).
Force Powers: Force Heal, Force protection, Mind Trick.
Lightsaber colors: Green, blue, yellow, purple, organge.

If the Emperor is in orbit around Coruscant, you will be able to build Sith elites. They wearing red armor and almost look like the Imperial Guard. The Sith elites are strongest warriors in the imperial army. Their dark force powers are very powerful.
Force Powers: Force Destruction(Sends out a fire bolt of force enegry, if the bolt hits a group of infantry it explode an all infanty dies.) Force Annihilation (Simplar to the force push but this damage all kind of units, infantry, buildings. If a building is hit by the Force Annihlation, the building's health is going down with 50%)
Saber throw (They throw their lightsaber at any unit, units in the air will be destroyed at one hit, recharge very fast.)
Force Telekinetic (Lift all kind of units except flying units in the air and then throw them to them to the ground and nothing survives, do not work on heroes.
Ligtsaber: Sith elites have a double bladed lightsaber and it have white or silver color, I scould choose red. They do same damage as Urai Fen does with infantry. They can take a LOT of damage. If you attacking with 3 of this, nothing will survive in your track.

I can't make this happen but if someone can do this to the new versions of this mod, please make it happen.

Azarath08.

Weyland- Yutani Corporation
"Building Better Worlds"

 #460 - 08-17-2007 at 04:23
Azarath08
From: (Karlskrona)
Joined: August 3rd, 2007
Posts: 81
I got an idea. If the Empie controls Korriban, you will be able to build dark jedi. Force Powers: Lightning, Drain Life, Force Crush, Force Push. And of couse, they will have red lightsabers.

If the Rebellion controls Yavin 4, you will be able to build jedi knights (only if Luke Skywalker is there, he is training the jedi knights).
Force Powers: Force Heal, Force protection, Mind Trick.
Lightsaber colors: Green, blue, yellow, purple, organge.

If the Emperor is in orbit around Coruscant, you will be able to build Sith elites. They wearing red armor and almost look like the Imperial Guard. The Sith elites are strongest warriors in the imperial army. Their dark force powers are very powerful.
Force Powers: Force Destruction(Sends out a fire bolt of force enegry, if the bolt hits a group of infantry it explode an all infanty dies.) Force Annihilation (Simplar to the force push but this damage all kind of units, infantry, buildings. If a building is hit by the Force Annihlation, the building's health is going down with 50%)
Saber throw (They throw their lightsaber at any unit, units in the air will be destroyed at one hit, recharge very fast.)
Force Telekinetic (Lift all kind of units except flying units in the air and then throw them to them to the ground and nothing survives, do not work on heroes.
Ligtsaber: Sith elites have a double bladed lightsaber and it have white or silver color, I scould choose red. They do same damage as Urai Fen does with infantry. They can take a LOT of damage. If you attacking with 3 of this, nothing will survive in your track.

I can't make this happen but if someone can do this to the new versions of this mod, please make it happen.

Azarath08.

Weyland- Yutani Corporation
"Building Better Worlds"

 #461 - 08-17-2007 at 04:25
Azarath08
From: (Karlskrona)
Joined: August 3rd, 2007
Posts: 81
I'm sorry, something wrong happened when I sended the comment. I don't know what. But I sended 3 of the comment. I'm sorry.

Azarath08.


Weyland- Yutani Corporaion
"Building Better Worlds"

 #462 - tweaking GC difficulties/editing - 08-17-2007 at 09:04
fallen_angel_1880
Joined: June 14th, 2004
Posts: 7
is there anyway in GC to tweak the insane difficulty of medium and hard down to something us mere mortals can accomplish? lol

 #463 - 08-17-2007 at 13:27
blueaceofspades
Joined: August 12th, 2007
Posts: 4
Any chance we can change the space pop caps ourselves coz i think its too small

 #464 - 08-17-2007 at 19:57
JD450
From: (Oregon)
Joined: April 12th, 2007
Posts: 14
dumb question in gc what planet can you get luke at

 #465 - 08-18-2007 at 08:47
Azarath08
From: (Karlskrona)
Joined: August 3rd, 2007
Posts: 81
I have seen Luke on Mustafar when I have played as the Empire, then I blowed the planet with the Death Star.

When I played as the Consortium, I attacked an Empire fleet but that was a BIG misstake. The Empire had 4 Eclipse in the fleet and 3 super stardestroyers. None of my fleet returned from the planet, nobody of my ships survived.

 #466 - 08-18-2007 at 21:28
JD450
From: (Oregon)
Joined: April 12th, 2007
Posts: 14
i mean what planet can you build him at and also where can you build moldy crow at

 #467 - 08-19-2007 at 06:54
Azarath08
From: (Karlskrona)
Joined: August 3rd, 2007
Posts: 81
You can't build him if you asked me. You get Luke when you reach tech level 5. If not, I don't know.

 #468 - to answer #466... - 08-19-2007 at 15:25
fallen_angel_1880
Joined: June 14th, 2004
Posts: 7
humble beginnings in galactic conquest... rebels.. tech 5.... u dont need any special planet that i know of... u just get him.. the moldy crow is not in the game, at least not in the images that you can look at in the graphic files... the other GC missions are not tweaked with the expansion that i have found, or only have partial new stuff....

 #469 - 08-19-2007 at 20:19
JD450
From: (Oregon)
Joined: April 12th, 2007
Posts: 14
ok for some reason i cant get past tech4

 #470 - too much money - 08-20-2007 at 21:36
blueaceofspades
Joined: August 12th, 2007
Posts: 4
I dont know if this happen to anyone else but I got around 90000 credits per turn after turn like 9. is this a bug?? or did i install it wrong?

 #471 - 08-21-2007 at 02:50
Ice_06
From: (Birmingham)
Joined: August 11th, 2006
Posts: 127
No, if you're as smart as me and you control mygeeto with consortium and you have a palace, it racks up your credits stick out tongue

 #472 - Things i noted - 08-21-2007 at 03:35
aclamon03cb
Joined: July 19th, 2007
Posts: 24
Rissien maybe you can help me out cuz i know you r on the EEAW site and for some reason i can't sign up. but can you plz ask z3r0x if he can double the lasers and fighters on all ssd's cuz i can take out an ssd with an mc 90 and the mc 90 comes out with still 95 % of all it's lifes. Oh and can you also ask him if he would adjust the arc hammer's size and number of lasers i thought it was like 9.6 kilometers long or something i know it isn't his fault but i like it when he puts it in an patch or something.

 #473 - 08-21-2007 at 07:12
Azarath08
From: (Karlskrona)
Joined: August 3rd, 2007
Posts: 81
On witch planet can you build Droid Control ships? I have tried on Hypori, Geonosis, Kuat, Coruscant, The Maw and Kessel. Where can I build them?

 #474 - 08-21-2007 at 13:30
Azarath08
From: (Karlskrona)
Joined: August 3rd, 2007
Posts: 81
When I tried to play space Skirmish, I could only play a single space level. Is this a bug or is it something else?

 #475 - For answer #473 - 08-21-2007 at 19:09
pirateleader1
From: (Colton Oregon)
Joined: June 20th, 2007
Posts: 20
You cant build the drord control shipRoll Eyes (sarcastic), but there is the lucrehulk battleship avaliblesmile.

 #476 - 08-22-2007 at 02:40
Azarath08
From: (Karlskrona)
Joined: August 3rd, 2007
Posts: 81
They look the same for me, mostly. Where can I get them?

 #477 - 08-22-2007 at 16:21
Azarath08
From: (Karlskrona)
Joined: August 3rd, 2007
Posts: 81
By the way, can somebody add more space Skirmish levels? Please. The only space level that is avalible is Saleucami. I want more space levels.

Azarath08.

Weyland- Yutani Corporation
"Building Better Worlds"

 #478 - 08-22-2007 at 19:07
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
check custom space skirmish. MC-90's were built to fight SSD's, and there will be more invovled than just those two ships that caused the SSD to lose so badly, other ships as well as its great size limiting the number of weapons p[lacements to bear upon its opponents. Heavy CIS capital ships will be found on Mechiss III

 #479 - sweet mozes! - 08-23-2007 at 03:23
Akalla_Nextrayn
From:
Joined: December 12th, 2006
Posts: 16
Well FINALLY i come a cross a mod that doesnt mess up the first time i use it.

Very nice units and also it pretty good gameplay skirmish and GC
but if i had to rate it with numbers
starting up the FIRST time +10
units +5
skirmish and GC +4
19/20
Rock

 #480 - Great job! - 08-24-2007 at 08:13
NCC1017spock
Joined: August 24th, 2007
Posts: 221
Hi I'm new and I would just like to say this is one of the best mods i have ever seen! Rock

 #481 - 08-25-2007 at 00:55
blueaceofspades
Joined: August 12th, 2007
Posts: 4
Rogue squad bug still not fixed they still don't respawn

 #482 - R U SERIOUS - 08-25-2007 at 07:29
aclamon03cb
Joined: July 19th, 2007
Posts: 24
I mean cmon everrrrr seen a mc90 pwn a 19 kilometer long ship ??????and that's not it i can also pwn an executor with the mediator and if i really do my best with the bullwark i mean cmon that isn't really realistic or is it. and what's with the arc hammer but thx for helping anyway. big grin confused eek!

 #483 - 08-25-2007 at 11:24
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
19 kilometer doesnt mean SSD's have the advantage. Actually their vast size is more a disadvantage. Many blind spots, very large turn radius and slow speed. As I said before, MC90's were not converted luxery liners. They were warships specificaly built to be able to take on Exectutor class ships. Everyone knows how the Executor itself was taken down. One A-wing crashed into the bridge and she went down. Ships of those class were more to intimidate, When it comes to action, especially if they have no escort they will take a beating.

 #484 - 08-25-2007 at 11:26
Azarath08
From: (Karlskrona)
Joined: August 3rd, 2007
Posts: 81
Something is wrong with the planets Polus and Mustafar, their maps in Galactic Conquest isn't start when I press on begin, I guess it's the same thing on more planets but these two is the only ones I know for now.

 #485 - 08-26-2007 at 22:05
JD450
From: (Oregon)
Joined: April 12th, 2007
Posts: 14
where can u build the death star 2

 #486 - 08-27-2007 at 20:05
Darth_Vaper
Joined: August 24th, 2007
Posts: 109
u build the death star 2 at endor

 #487 - 08-28-2007 at 17:25
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
Azar you need to download to patch to the mod.

 #488 - Map Editor? - 08-29-2007 at 15:16
matt61893
Joined: March 3rd, 2006
Posts: 6
Two Thumbs Up!Rock this mod ROCKS

 #489 - Map Editor? - 08-29-2007 at 15:19
matt61893
Joined: March 3rd, 2006
Posts: 6
Are the new items and units supposed to come up on the map editor?? cuz if they did THAT WOULD BE SO COOL!!cool (the last note i posted i gave the same name to but posted it without my question. MY BAD)

 #490 - 08-30-2007 at 14:07
Gunship55
From:
Joined: June 24th, 2007
Posts: 53
i cant play online anymore on the orginal Foc i get ersion mismach for all games plz help!!!!!!!!!!!!!!iv restalled iv done everything Aaargh!!!Aaargh!!!:Borg:

 #491 - 08-30-2007 at 14:08
Gunship55
From:
Joined: June 24th, 2007
Posts: 53
i get version mismach for all games

 #492 - 08-30-2007 at 19:48
Valdir
Joined: August 6th, 2007
Posts: 3
I mean not to be rude in any degree, however I have done a bit of research onto the various ship types that this mod has offered, which by the way is very impressive, and an incredible mod of the highest order. However, the MC90 was designed to take on Imperial-class Star Destroys, not the Executor-class Star Dreadnought. The amount of firepower that the SSD was using was in the order of, generally speaking, 2000 turbolasers, 2000 heavy turbolasers, 250 heavy ion cannons, 250 concusion missle tubes, and 500 point-defense laser cannons. This made it an incredibly strong ship, slow, but titanically powerful, and almost certain death to any ship that neared it. Not only this, but the shields completely eclipsed those of the Mandator II-class Star Dreadnought, referenced and shown at one point to be able to protect the Executor-class from an Imperial-class from crashing into it's structure, the Star Destroyer being destroyed upon the shields, leaving little to no damage upon the Executor. This, however, is not to say that the Executor should almightly, as seen in Return of the Jedi, were the majority of the Rebel fleet fired on the Executor, thus causing its shields to fall for a short time, which allowed the A-wing pilot to strike the bridge, which had not be able to give control over to the secondary command bridge, and was so close to the Death Star II, that the total gravity of the station pulled it down before control could be gained. The ship then proceeded to explode, as it is well known. Indeed, I do believe that the Executor has been highly underestimated in general, and it's general lack of weaponry seems to give an underpowered version of a truly magnificent ship.

 #493 - 08-30-2007 at 20:53
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
The SSd is already hard enough to destroy at times, increasing its power expodentionally makes the ship extremly overpowered. Games are balanced for a reason, they will never be truly cannon or it would be both unfair and fun.

 #494 - V4 - 08-31-2007 at 10:29
Corellian
Joined: April 12th, 2007
Posts: 21
I have heard that z3r0x's vrsion 4 mod is dead.... stone cold dead!!!

 #495 - 08-31-2007 at 15:22
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
Your wrong there. Z and his team had been working practically non-stop since v3 on that, 3.5, and 4. v4 is quite close to completeion, the team and Z himself are taking a much needed and deserved rest right now before they go into the fiunal animations and finishing touches.

 #496 - How do i get the Lucrehulk battleship? - 09-01-2007 at 21:10
Separatist4life
From:
Joined: September 1st, 2007
Posts: 2
Could Anyone Please tell me which planet i need to control to build the lucrehulk battleship while playing Zann's Faction, this is the ship i'm talking about:

http://starwars.wikia.com/wiki/Lucrehulk-class_battleship

I have tried Hypori but no luck, if anyone knows which planet let me know and Also the only Versions of the mod i have is 3.5 do i have to download older versions of the mods in order to get the lucrehulk?

Any help is much appreciated.

 #497 - Lucrehulk - 09-02-2007 at 04:23
DarthStewe
Joined: March 2nd, 2007
Posts: 34
2Separatist4life: Did you try to build it on MechisIII?

 #498 - 09-02-2007 at 08:21
Corellian
Joined: April 12th, 2007
Posts: 21
Hi Seperatist4life

Maybe you can find it here: http://everythingeaw.com/v3/

I belive you need the Hoersch-Kessel Drive Yards at Mechis III

Good luck

 #499 - 09-02-2007 at 11:08
Jaahb
From: (Portstewart)
Joined: November 1st, 2005
Posts: 264
Yea the excutor should be much much stronger than it is, o and in this game its the wrong colour, in the films it was a dark blue/greyish blue, but in this game its a light grey. Just make it and the other capital ships ALOT deerer to build

 #500 - Vong - 09-02-2007 at 19:56
EAW_FOC
Joined: September 2nd, 2007
Posts: 71
god the Vong are hard to wipe out, that or i suck

 #501 - Thanks! the vong? huh? - 09-02-2007 at 22:24
Separatist4life
From:
Joined: September 1st, 2007
Posts: 2
Didn't know Lucrehulk was buildable on those planets, thank you. Someone mentioned the vong do you have to play on a certain map to fight against them?

is it either Humble Beginnings or Humble Beginnings full?

Thank you for the guide as well it is very helpful to know which units are buildable where, i enjoy Creating Separatist Fleets, Armies stick out tongue

 #502 - 09-03-2007 at 10:55
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
The Lukrehulk is only buildable on Mechis III. The Hoersch-Kessel Drive Yards he mentioned is a Shipyard not a planet. The Vong are at Helska IV and Belkadan. And Humble Beginnings starts with one planet, Full you start with many planets.

 #503 - 09-03-2007 at 12:28
soulscammer
From: (Putte-Grasheide)
Joined: December 29th, 2006
Posts: 54
v4 dead?? (#494) Ah common Z don't give up, you're so close. Don't let Imperial Assault win.

 #504 - 09-04-2007 at 07:24
Jaahb
From: (Portstewart)
Joined: November 1st, 2005
Posts: 264
It Isnt Dead!big grin

 #505 - 09-04-2007 at 07:25
Jaahb
From: (Portstewart)
Joined: November 1st, 2005
Posts: 264
It Isnt Dead!big grin Two Thumbs Up!

 #506 - 09-04-2007 at 10:46
soulscammer
From: (Putte-Grasheide)
Joined: December 29th, 2006
Posts: 54
When is it releasing then??? Or will it more time then forseen

 #507 - 09-04-2007 at 13:54
Jaahb
From: (Portstewart)
Joined: November 1st, 2005
Posts: 264
hes on hollidays atm and the mod with be released when its released! Other mods take years and his next 1 only a few months. Personnally im pretty sure its gona be out before xmas.

 #508 - starvipers - 09-04-2007 at 16:48
dude11111
Joined: January 14th, 2007
Posts: 8
where do I make them in GC? I can't find them anymore

 #509 - 09-05-2007 at 05:18
Jaahb
From: (Portstewart)
Joined: November 1st, 2005
Posts: 264
Mandalore however that planet is deadly to take

 #510 - 09-05-2007 at 14:01
Gold_Leader
From: (California)
Joined: September 9th, 2006
Posts: 2105
I have a problem. When I play this mod, it makes the maps double, and I have to click on "custom maps" in order to play the ones that were already made on it. Can somebody help me?

 #511 - 09-05-2007 at 16:41
EAW_FOC
Joined: September 2nd, 2007
Posts: 71
i think thats just a glitch

 #512 - 09-05-2007 at 16:46
Gold_Leader
From: (California)
Joined: September 9th, 2006
Posts: 2105
Possibly. But I would like to fix it, do I have to reinstall the mod?

 #513 - missing rebel ships - 09-05-2007 at 17:51
dude11111
Joined: January 14th, 2007
Posts: 8
When I play as the rebels I can't get past tech level 4. I tried reinstalling the game and mod but it didn't work. Suggestions?

 #514 - 09-06-2007 at 15:29
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
Play the custom maps, those have the construction yards you need to build more ships. And dude11111 you obiously dont have the latest foc patch. Get it, that problem was dealt with in the patch months ago.

 #515 - 09-06-2007 at 16:26
dude11111
Joined: January 14th, 2007
Posts: 8
I installed the patch but I still can't get to tech level 5 in galactic conquest with the rebels. I can get tech level 5 in skirmish.

 #516 - 09-07-2007 at 08:20
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
Reinstall the game.

 #517 - The Empire wants a bigger fleet - 09-07-2007 at 17:36
mountainman0916
From: (mountain home)
Joined: September 7th, 2007
Posts: 19
New to this site but I must say GREAT job guys ive played this mod numerous times into the late hours with no problems. Easy installment and the units are awesome with no equal ive seen so far in the modding world. One question though is it possible to add more units in Galactic Coquest? Noob so go easy!

 #518 - Version 4 - 09-07-2007 at 17:50
mountainman0916
From: (mountain home)
Joined: September 7th, 2007
Posts: 19
Z the man, 3.5 is awesome so I can only Imagine what V4 will be like. Great job and many thanks to you and the whole staff for making this game so much fun now. Keep the faith and from all us here good luck.

 #519 - 09-08-2007 at 04:16
dude11111
Joined: January 14th, 2007
Posts: 8
I did reinstall it. Does this just mean I'm screwed?

 #520 - corellian fleet - 09-08-2007 at 17:08
eelsonwheels
Joined: July 29th, 2007
Posts: 5
when i play as the empire, my ships aren't able to target any Corellian fleet ships at all, and they only attack certain ships of mine and leave others alone. (e.g., attacks executor SSD, fighters and bombers; mandator-1 class left entirely untouched, even when i moved it adjacent to teh whole fleet). any way to fix this?

 #521 - I love it but there is room for improvement - 09-10-2007 at 07:13
Mechanos_V
From: (Heyworth, IL)
Joined: September 10th, 2007
Posts: 16
I've been a big fan of your foc mods since I first found this site and I've loved how they've progressed from a pretty good mod that had some space ships that looked oddly like they had been made by someone doing an all night to a grand mod that I believe has only a few equals in their scope and imaginativeness.
Of course, as is cliche, I do have a couple problems. The fact that you could only build starvipers on Mandalore and yet you can build the Crusader almost every where. I would think that the Mandalorian capital ships would be the ones you could only build on mandalore.
Also the cloak shapes seem to have a whacky range. you practically have to be ontop of the target to even start firing. I learned this was a major problem when a bunch of assault gun boats got the drop on my cloakshapes from almost three times the range. Needless to say I lost about 1/5th my fleet trying to deal with about 5 squadrons of the gunboats.
And while on the subject of range the Pinnace (not sure if I spelt it right but its the big Geo capital ship) only seems to be able to hit targets inside its selection ring. Combined with the fact that its as slow a continent, I've found it almost never once gets a shot in before every other craft has wiped up the enemy.
And lastly this mod could really use a full GC map that has only one planet per playable faction. I always love those types of games since its a bit easier to defend at the beginning what with you only having a few planets in a small clump.

Sorry if I sounded a bit long winded but I just thought these were a couple things worth pointing out for the next version. Just be thankful I can't remember the other problems I noticed. big grin

 #522 - 09-10-2007 at 09:32
Azarath08
From: (Karlskrona)
Joined: August 3rd, 2007
Posts: 81
Where do I get the patch? Rissien you told me to download a patch or something, where do I get it/them?

Azarath08.


Weyland- Yutani Corp
"Building Better Worlds"


Weyland- Yutani AB
"Vi Bygger Bättre Världar"

 #523 - 09-11-2007 at 09:22
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
You may be surprised but the CLoakshapes are rather overpowered so that should make up for this range problem your having and play Humble Beginnings Full and there you have only a couple planets to start with.

Azarath, look in the top of this page at the "Other mods by z3rox"

 #524 - 09-12-2007 at 08:03
Azarath08
From: (Karlskrona)
Joined: August 3rd, 2007
Posts: 81
I found the patch and instaled it. Thanks.

Azarath08.

 #525 - V4 Dead?? - 09-17-2007 at 09:53
Corellian
Joined: April 12th, 2007
Posts: 21
Well you could be thinking that V4 is dead because:

1: Nobody has heard from z3r0x for ages, everybody is saying: "no he's on vacation", "he is just taking a well deserved break" etc. but the fact is that nobody knows.... he haven't told anybody about plans for a vacation, his posts on his homepage just stopped...

2: He said that V4 would be out for the summer holidays. It is now well past the holidays. I know this for a fact, and I also now that his hardcore fans will deny it, but I have been following the thread for v4 on his homepage since it started. I can even find it if needs be...

Am I the only one thinking it is strange that a dude so commited to the community, and who have a history of informing about his progress just stop doing so without a word?

Hell z3r0x himself could be dead for all we know!!!

This is the facts.... You cannot deny that. I hope I am wrong, and that he will surprise us all by suddenly releasing V4, but I will not be surprised if that will never happen....

 #526 - 09-17-2007 at 13:49
Jaahb
From: (Portstewart)
Joined: November 1st, 2005
Posts: 264
thats whats ive been thinking accually, hes just disapeared

 #527 - V4 is not dead - 09-17-2007 at 14:36
Darth_Vaper
Joined: August 24th, 2007
Posts: 109
Z3r0x is not dead, don't worry and neither is V4. he is still working hard but he is not spending as much time per week on V4 as he did for V3.5 and there is a lot more work that needs to be put in V4 then V3.5. I can't give an exact period in which it will be released (probably more towards the end of the year) but it is not dead

 #528 - 09-19-2007 at 07:53
Admiral_Cole
Joined: March 19th, 2007
Posts: 431
well this place needs his mod
its getting to the point when there are only 8 comments in the main discussion and over 60 in some of the other games, they might choose to shut this zone down if things dont liven up, which is why we need V4

 #529 - 09-23-2007 at 18:19
FireLordDraca
Joined: September 22nd, 2007
Posts: 3
hey, just wait. v4 is going to murder anything that will comeout, except v5.

 #530 - rofl at the above - 09-27-2007 at 15:59
RevanJOM
Joined: July 26th, 2007
Posts: 302
So very true and funny too on how you put that. stick out tongue

 #531 - Re: Population cap increase for GC space battles - 09-27-2007 at 21:09
mountainman0916
From: (mountain home)
Joined: September 7th, 2007
Posts: 19
Is it possible to increase the fleet sizes in Space combat GC? How do you access the file. I can get to the space population cap file it just wont allow me access to change anything on the file. Help, need bigger fleet battles. Unit mod increase doesnt work.

 #532 - 09-28-2007 at 13:42
Ice_06
From: (Birmingham)
Joined: August 11th, 2006
Posts: 127
you're probably opening it up as a html file.

Right click it, open with and then wordpad or notepad, then you can edit it.

To save dont do 'save as' just click the cross as if you were going to quit and then click yes when it asks you to save.

 #533 - 09-29-2007 at 19:36
Crusher3241
From: (California)
Joined: June 21st, 2007
Posts: 153
Draca: murder? LoL! umm v4 wont murder IA2 as it will kick but with guallity. thats what prefer nt quantity

 #534 - sorry for double post but i need to edit my previous post - 09-29-2007 at 19:37
Crusher3241
From: (California)
Joined: June 21st, 2007
Posts: 153

Draca: murder? LoL! umm v4 wont murder IA2 as it will kick but with quallity. thats what i prefer not quantity

 #535 - 10-01-2007 at 14:17
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
You may be surprised dude. v4 is not just quantity like the addons were.

 #536 - v4 ideas - 10-01-2007 at 16:11
swwar
Joined: September 30th, 2007
Posts: 128
befor i get into saying them i just think u should no u do not have to put these in if u dont want to

anyway i have about 5 requests
1. but in black sun faction and add swoop biker human merc and black sun assassin.
2.make a republic faction with valiant cruiser
3.make cis with cis stuff
4.put in vong heros and land units
5.put in sun crusher ,world devistater


that would be COOL swwar

 #537 - 10-02-2007 at 09:12
grievous112
Joined: October 2nd, 2007
Posts: 12
nice ideasTwo Thumbs Up!swwar. i love this mod but it wouldt be cool if clone's where added for the empire too ecept if the request before myn is possible than adds those clone to the republic.

sorry for bad spelling/grammer i'm not englishCry

 #538 - 10-02-2007 at 18:41
EAW_FOC
Joined: September 2nd, 2007
Posts: 71
only 1 complaint...for some structures (heavy vehicle factory and light factory for rebels..you can build an AAC tank in both of them) and in space you can build some units in space stations and ship yards...doesnt matter, its just weird

 #539 - 10-02-2007 at 22:30
grievous112
Joined: October 2nd, 2007
Posts: 12
ya that's treu i could use those double space for new ships howeversmile

 #540 - HAHA WIKED - 10-03-2007 at 04:56
Sons_of_Horus
From:
Joined: July 3rd, 2006
Posts: 35
Brilliant Bloody Brilliant!!!
thats all that needs to be sed!
RockRockRock
KEEP IT UP!

 #541 - swwar - 10-03-2007 at 08:28
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
v4 or RAW (Republic at War) is clone wars and v5 will be NJO timeline.

 #542 - huh???? - 10-04-2007 at 06:44
grievous112
Joined: October 2nd, 2007
Posts: 12
What happend with the comment that sad that z3rox was gone? confusedeek! or did i dream it?

 #543 - 10-04-2007 at 08:16
AdmiralHocking
From:
Joined: September 4th, 2006
Posts: 708
"He bite the bullet" is more spam than a comment, thus it was deleted.

 #544 - 10-04-2007 at 08:27
grievous112
Joined: October 2nd, 2007
Posts: 12
ooh oksmile ( i thougt i wouldt run crazybig grin)

 #545 - 10-04-2007 at 14:16
EAW_FOC
Joined: September 2nd, 2007
Posts: 71
Hey rissien, what makes u think there will be a NJO

 #546 - 10-04-2007 at 15:08
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
I have been with Z's mods for a long time. I know him well enough that and he talks to me and Ive known things about some of his mods before others. He confirmed v5 would be NJO a long time ago.

 #547 - UGH!!!!!!!!!!!!!! - 10-05-2007 at 20:42
NCC1017spock
Joined: August 24th, 2007
Posts: 221
UGH!!! This mod stinks!!!!! I Downloaded your stupid patch and nothing happened!! AT-TE dont show up, after tech 2 in land or 4 in space it all shuts down!! And the Fricken AT-Pts dont walk!! I hate this mod!! There another 40-50 problems with the land battles also that i cant even say about!! And dont even get me started on how bad the space maps are!! there all in the wrong places!!! I hate this !!! Im never downloading anything of yours again!!!!Two Thumbs Down!Aaargh!!!Two Thumbs Down! -100000000000/10 or -----------F

 #548 - . - 10-05-2007 at 20:50
NCC1017spock
Joined: August 24th, 2007
Posts: 221
sorry i was so angry but it took me liek 3 hours to download and nothing worked even after the patch..........frownAaargh!!!mad

 #549 - 10-06-2007 at 16:10
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
you obviously have either currupted files or ddnt put the files in right. As long as this mod has been out it would of been fixed along time ago if all those issues were present.

 #550 - 10-07-2007 at 09:54
Crusher3241
From: (California)
Joined: June 21st, 2007
Posts: 153
omg NCC1017spock, stop flaming Z3r0x!! its not his fault its yours cause u messed the xmls up most likely. my advice: dont ever try to code or mess with the xmls again Roll Eyes (sarcastic)Roll Eyes (sarcastic)Roll Eyes (sarcastic)

 #551 - 10-08-2007 at 12:06
VandarT
Joined: October 8th, 2007
Posts: 28
For thoose who have problems, make a mod folder, put z3r0x v3.5 there, then download the mod luncher ( found here ), when you open it then it should say z3r0x v3.5, now just press on it and have fun! big grin , anyway THIS MOD RULEZ!RockRock

 #552 - 10-08-2007 at 22:39
Soveriegn
From: (Liberec)
Joined: October 7th, 2007
Posts: 188
I hope theres going to be a v4 that would be awesome!! I only have 3 suggestions that there would be about 10 more planets, cooler units to replace the old boring units and to hav more faction units like the vong have land units and make them so they can attack the empire and rebels and anybody else.

 #553 - Soveriegn - 10-08-2007 at 22:59
Rissien
From: (Saint Marys, Georgia)
Joined: February 10th, 2007
Posts: 152
There is a v4 and it should be out before the end of the year. It is a clone wars total conversion.

 #554 - 10-09-2007 at 06:12
VandarT
Joined: October 8th, 2007
Posts: 28
He's back, go too eeaw and look there, you'll see the news, and he had some news about v4 too, maybe releaseRoll Eyes (sarcastic)

 #555 - I want the Deadnought! - 10-09-2007 at 18:11
EAW_FOC
Joined: September 2nd, 2007
Posts: 71
how do u get the dreadnought for Galactic Conquest with rebels!

 #556 - 10-10-2007 at 12:30
Admiral_Cole
Joined: March 19th, 2007
Posts: 431
Comment removed. ~AdmiralHocking

 #557 - 10-10-2007 at 14:37
greenfire07
Joined: February 16th, 2007
Posts: 210
z3r0x is back ppl go to everything eaw!!!!!

 #558 - 10-10-2007 at 17:47
EAW_FOC
Joined: September 2nd, 2007
Posts: 71
so....after those 2 posts...how do u get the dreadnought!!!! confusedCryAaargh!!!

 #559 - 10-11-2007 at 04:04
EAW_FOC
Joined: September 2nd, 2007
Posts: 71
post #492 if it had all those turbo laser towers and stuff u wouldnt need a space station or anything else...and thats to much fire power for a game

 #560 - 10-13-2007 at 10:27
Delta_____62
From:
Joined: April 9th, 2007
Posts: 203
i have a problem

I had recently downloaded z3r0x 3.5 and the patch. When i went to play this mod, every last unit, ship, structure were ALL missin their textures. And when i go to build sumthin, it has the percentage of how much it is complete but doesnt show what is being built.

how do i fix this? everythin has the Petro frog on it

 #561 - 10-14-2007 at 06:37
Shadow0
From: (South Holland, 's Gravenhage)
Joined: May 11th, 2007
Posts: 465
maybe you forgot something i had that to with bastion and bakura ahnd then i checked everything and it turned out i forgot something xD

yep bestn mod out there with attack of the clones ^^

 #562 - 10-14-2007 at 13:14
MasterMarine94
Joined: October 3rd, 2007
Posts: 58
this mod has come along way
i remember trying the first relase
keep up the good work :-)

 #563 - dreadnought - 10-15-2007 at 18:45
Darth_Vaper
Joined: August 24th, 2007
Posts: 109
post #555 to get the dreadnought for rebels u must have control of the planet Rendili, in which u can purchase the shipyard which allows u to build dreadnoughts which by the way are extremely powerful and a fleet of 10 dreadnoughts can easily defeat any enemy fleet

 #564 - 10-15-2007 at 19:16
Crusher3241
From: (California)
Joined: June 21st, 2007
Posts: 153
3.5 isnt bad, their are a few bugs ive expierenced with the patch but i took care of em

 #565 - 10-16-2007 at 07:08
augustkmy
Joined: October 13th, 2007
Posts: 7
who can tell me how to unzip the patch 1.1...i either put the disc or din put the disc juz cant play...who can teach me to unzip

 #566 - 10-17-2007 at 17:18
Crusher3241
From: (California)
Joined: June 21st, 2007
Posts: 153
lmao, just extract all to the data folder of fc, read the readme

 #567 - 10-17-2007 at 20:35
gumballthechewy
Joined: October 17th, 2007
Posts: 8
hey i was wondering if i screwed up or do the rebels only get to build 1ship on kuat? i did have the realistic galactic civil war mod on before this would that screw it up? im a bit of a n00b so sorry if i sound stupid (thats mainly because i am stupid) but its the same on other planets like corilia i only get 3 ships sullist i get 3. is that normal?

other that that this mod Rock 's

of by the way the eclips should have hardpoints

 #568 - 10-18-2007 at 18:30
fu12
Joined: October 18th, 2007
Posts: 3
At-Pt have bad hitboxes (is that the right term for this game?) My turrets had like a 10% hit rate against them, and the only things can can consistently hit them is artil....also. Why arent there droid tanks in GC (for empire)?

Is there a list of planets that build something exclusive?

 #569 - 10-18-2007 at 18:32
fu12
Joined: October 18th, 2007
Posts: 3
Oh yeah, where's the carrier for the rebels in GC? Firespray or somesuch. It in skirmish, but it would be huge help in fighting off empire forces if you could get it in GC....and not have to rely of mediators.

 #570 - 10-18-2007 at 19:25
Crusher3241
From: (California)
Joined: June 21st, 2007
Posts: 153
there are droid tanks on mechis 3. and the carrier is on sullust. you should really try it out fully before making sugestions <_<

 #571 - 10-19-2007 at 13:23
fu12
Joined: October 18th, 2007
Posts: 3
Ok then, sorry. What about improving the Golan defense stations? their shields are crap. Golans are supposed to be able to fend off small fleets, not get raped by a couple of cruisers. (and Golan placement on Bothwui (sp) needs to be changed so it doesnt show up behind the main station)

The Pinnance needs more point defense lasers....because it can barely maneuver, the turbolasers cant fire in the forward arc, and the guns arent exactly good at the broadside either. More turbolasers on a ship that size would help too......or at least extend the range of the rear mass drivers (by the time anything gets in range of those, all the forward guns are gone)

 #572 - 10-19-2007 at 15:19
Crusher3241
From: (California)
Joined: June 21st, 2007
Posts: 153
Please refrain from backseat moderation. ~AH

 #573 - 10-20-2007 at 16:42
Admiral_Cole
Joined: March 19th, 2007
Posts: 431
theres nothing wrong with double posting if youve got something to say
its is you are spamming that it is.
check the rules dude!

 #574 - 10-20-2007 at 16:45
Admiral_Cole
Joined: March 19th, 2007
Posts: 431
by the way i don't agree i think the pinnance is terrible
the best geonosian ship can be killed with ease and i was soooo dissapointed at its comlete uselessness
weapns are weak and short range and front firing
turning angle is slow
ridiculously massive yet useless!! gets in the way!
stupid super fast death clone
no real hanger yet the geonosians are supposed to be renowned for fighters

 #575 - 10-21-2007 at 20:24
mrkkk
From: (california)
Joined: March 24th, 2007
Posts: 135
this is so cool!!! cool everything is great and the texture, so far i had no problems big grin

 #576 - 10-23-2007 at 00:54
zombieslayer99
From: (queensland)
Joined: March 7th, 2007
Posts: 47
i know this probably has already been posted but i have had no time to read all of the post. Why cant i play online

 #577 - thank you - 10-24-2007 at 00:04
zombieslayer99
From: (queensland)
Joined: March 7th, 2007
Posts: 47
no what i mean is everytime i try to get into the multiplayer it comse up with connecting then it just goes back to the main menu

 #578 - 10-24-2007 at 07:45
Admiral_Cole
Joined: March 19th, 2007
Posts: 431
ok thats wierd
the thing that should go wrong is that when u have the mod every game appears red as it is the wrong version.

 #579 - 11-01-2007 at 13:30
BeanTheKing
From: (California)
Joined: May 15th, 2007
Posts: 483
Lol, this mod is officially the only reason I play this now, you rock dude big grin

 #580 - 11-08-2007 at 14:52
AdmiralHocking
From:
Joined: September 4th, 2006
Posts: 708
Comments locked, I am becoming tired of continually having to clean this section.



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