Absolute Enhancement Mod 1.31
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ABSOLUTE ENHANCEMENT MOD 1.3 - BY MOBBMANN
INSTALATION:
Put the XML folder into gamedata/data in your EAW program folder. should be program/eaw/gamedata/data
Then copy the masterTextFile_english.dat to your gamedata/data/text folder.
-WARNING!! YOU MUST USE THE INCLUDED MASTER TEXT FILE OR NO NEW UNITS WILL HAVE A DESCRIPTION!
-WARNING!! please make sure to make a backup of the original MasterTextfile_english.dat before you overwrite it.
-I highly recommend you do not use this mod with any other mod or your game might not work anymore,
mixing mods = bad
New unit List:
-Empire-
-Nebulon B frigate with tie fighters and bombers
-Assault frigate with fighters and bombers
-mon cal cruisers with fighters and bombers
-Venator Cruiser with tiefighters and bombers
-Tie Advance Fighters
-Scout Troopers company of 6 speeders instead of 2
-Mara Jade(hero) with squad of 9 special forces.
-emperor palpatine with squad of 6 Imperial Royal Guards
-Darth vader comes with a squad of 9 special forces soldiers(may change this to imperial guards depending on feedback)
-Field commander unit now comes with 1 squad with 4 Special forces soldiers attached to commander and 3 more squads of 9 special forces soldiers in independent squads
-new imperial special forces soldiers. 3 Squads attached to field commander much better than regular infantry, just build field commander to get them. (custom made by me)
-Rebel Alliance-
-Assault frigate with fighters and bombers
-mon cal cruisers with fighters and bombers
-nebulon b with fighters and bombers
-Venator Cruiser With x-wings and ywings
-Kyle Katarn(Hero)with 9 man squad of special forces
-Field commander unit now comes with 1 squad with 4 Special forces soldiers attached to commander and 3 more squads of 9 special forces soldiers in independent squads
-new unit rebel special forces soldier. 3 squads attached to field commander much better than regular infantry, just build field commander to get them. (custom made by me)
*********Version 1.0*********
-Added fighter squadrons to rebel frigates and capitol ships. Venators spawan 1 fighter 1 bomber squadron, nebulon b frigates and acclamators spawn 2 fighter and 2 bomber, victory star destroyer and assault frigate spawn 4 fighter and 4 bombers, imperial star destroyers and mon calamarie cruisers spawn 6 fighter and 6 bomber. (note that assault frigates and moncalamari have 6 squadrongs of fighters, 2 a wings and 4 x wings, with one awing squadron and one xwing in reserve. The victory star destroyer and imperial star destroyers spawn tie advanced now instead of tie fighters.
-size of all ships including capitol ships is more realistic, fighters and bombers too.
-ALL Capitol ships and Frigates maneuver a little better.
-Unit cap has been raised with 50 for space and 30 for land combat. (land unit cap will vary a lot depending on planet)
-Both alliance and empire can now build venators and nebulon b frigates (empire version of course has tie fighters and bombers, alliance xwings and ywings)
-can build space stations up to level 5 at any planetary system
-can build capitol ships now at these addition systems:Hoth, atzerri, dagobah, coruscant, byss, corulag and geonosis
-made tie bombers a little tougher and faster.
-made y-wings a little tougher and faster
-Space station garrison forces have been redone completely: At level 1 the Empire will get 6 fighters, 6 bombers and 4 corvettes,at level 2 - they get 6 fighters 6 bombers, 4 corvettes, and 2 venators, at level 3 they get 6 fighters 6 bombers, 4 corvettes and 2 acclamators, at level 4 - 6 fighters 6 bombers, 4 corvettes, and 2 victory stardestroyers, and level 5 - 8 fighters 8 bombers, 4 corvettes, and 2 victory stardestroyers. At level one Alliance forces will get 6 fighters, 6 bombers and 4 corvettes, at level 2 they get 6 fighters 6 bombers, 4 corvettes, and 2 venators. At level 3 - 6 fighters 6 bombers, 4 corvettes, and 2 nebulon b frigates, level 4, 6 fighters 6 bombers, 4 corvettes, and 2 assault frigates, level 5, 8 fighters 8 bombers, 4 corvettes, and 2 Assault frigates.
-Space station garrison fighters and bombers all deploy at once and have only 1 squadron of fighter and 1 squadron of bombers in reserve.
-Space station garrison units classes corvette, frigate and capitol ships will not respawn for that combat round once they are destroyed (once again it made no sense to have an endless supply of frigates and corvettes, so once they die that combat round you wont see them again until the next time your planetary system is attacked).
-Space stations at level 4 and 5 will spawn 6 tie advance instead of six regular tie fighters.(for Empire only of course)
-All frigates and capitol ship fighters and bombers all deploy at once and have only 1 squadron of fighter and 1 squadron of bombers in reserve. ( it made no sense to hold back your fighters in reserve and send them in piece meal so I made it to where they all deploy at once except for one that you hold in reserve.)
-empire starts with venator and nebulon b available to build. At level 2 acclamator is available, level 3 victory star destroyer, level 4 is imperial star destroyer rebel alliance starts with venator and nebulon b frigate available to build, at level 2rebels get new corvettes, at level 3 assault frigates become available and at level 4 moncalamari cruisers are available.
-All fighter construction costs have been raised to prevent spaming (mainly by the ai)
-Field commander unit now comes with 1 squad with 4 Special forces soldiers attached to commander and 3 more squads of 9 special forces soldiers in independent squads
-new imperial special forces soldiers. In squads attached to field commander (custom made by me)
-Heroes remain the same except now jedi and sith powers recharge about 25% faster
-Mara jade and Kyle Katarn will now be in game from beginning, and have a 9 man (squad of special forces)
-All Infantry physical size including all heroes has been scaled down.
-Indigenous units are now totally unsuitable for fighting, better used for capturing build sites or spotting targets.
-T4B now has about 5% more life and 5%percent more attacking power
-changed the size of AT-AA from 3 to 4 tanks in a company.
-raised shield strength a very small amount on imperial hover tank.
-infantry take fewer hits to kill than before.
-stormtroopers and rebel infantry squads are now squads of 36 (decreased hitpoints of all infantry)
-imperial speeder bikes now come in a squad of 6 instead of 2.
-raised the build speed of imperial research center by about 10%. Its still the same speed to research new techs though.
-space commander take a little less time to create
-field commander build time cut by 33%.
-Field commander units now come with 4 companies; 1 commander with personal security and 3 9 soldier special forces companies.
*********Version 1.1 changes*********
-can build space stations up to level 5 at any planetary system
-can build capitol ships now at these addition systems:Hoth, atzerri, dagobah, coruscant, byss, corulag and geonosis
-Mara Jade(hero) with squad of 9 special forces.
-emperor palpatine with squad of 6 Imperial Royal Guards
-Darth vader comes with a squad of 9 special forces soldiers(may change this to imperial guards depending on feedback)
-Field commander unit now comes with 1 squad with 4 Special forces soldiers attached to commander and 3 more squads of 9 special forces soldiers in independent squads
-new imperial special forces soldiers (custom made by me)
9 special forces soldiers in independent squads
-new unit rebel special forces soldier (custom made by me)
-Kyle Katarn(Hero)with 9 man squad of special forces
-Hoth and Naboo have 8 slots for ground buildings
-ywings have 3 in a squadron again.
-removed ground ground versions of v-wing, x-wing, and tiefighter.
-removed anti tank stormtrooper, elite stormtrooper, elite rebel soldiers, scouts without speeder squad, and rebel mechanic.
-Hoth and Naboo have 8 slots for ground buildings
*********Version 1.2 changes*********
- squad of six imperial guards added properly to emperor palpatine
- fixed minor typo in game text.
*********Version 1.2b changes*********
-made space unit cap 34 instead of 50. 34 is a much better number for most people due to the lag and slowdown 50 causes.
*********Version 1.3 changes*********
-fixed bug where mulitiple imperial star destroyers were available to build
-all ships and space stations descriptions compliments of fighters and garrisons are now accurate.
-description of field commander with special forces now has correct description
-space battle population cap is now set to 34 to alleviate lag and slow down reported by having the cap set to 50.
*********Version 1.31 changes*********
-Fixed a bug where rancor in at-at test died for no reason stoping the story from moving forward in campaign mode for empire.
-made snowspeeder and t4b 4 unit squads instead of 3.
NEW GALACTIC CONQUEST MAP INCLUDED
-I redid the scenario called “Empire AT WAR” under Galactic conquest
- I made a new Galactic conquest scenario under the name “empire at war” This mod works great for rebel and empire story campaign, but I highly encourage you to try the Galactic conquest mode and then select the empire at war scenario, the new Galactic Conquest map: “Empire At War” has all planets in system plus a new planet Kamino and now you must completely wipe your enemy off the Galactic map to win. Both factions start out with 5 systems each and most other planets will be contested by at least a sizeable pirate force. PLEASE TAKE NOTE, The menu text says that you will win if the emperor, mon mothma or the death star are killed, just ignore the intro message it wont happen, actually you have to wipe out the enemy completely to win. Also ignore the fact it says only 35 planets, there are actually 44.(I will try to change this incorrect message in the next version) Added to the number of planets that can build capitol ships and added a few new trade routes. The difficulty should be set to medium if you want to have a lot of epic battles. Made a change in 1.1 to hoth and naboo, you can now build 8 land structures on both of these worlds.
Unistallation:
Simply remove the XML folder and replace the new mastertextfile with the original
feel free to improve or do whatever youd like to this mod, and most importantly…ENJOY!!!
INSTALATION:
Put the XML folder into gamedata/data in your EAW program folder. should be program/eaw/gamedata/data
Then copy the masterTextFile_english.dat to your gamedata/data/text folder.
-WARNING!! YOU MUST USE THE INCLUDED MASTER TEXT FILE OR NO NEW UNITS WILL HAVE A DESCRIPTION!
-WARNING!! please make sure to make a backup of the original MasterTextfile_english.dat before you overwrite it.
-I highly recommend you do not use this mod with any other mod or your game might not work anymore,
mixing mods = bad
New unit List:
-Empire-
-Nebulon B frigate with tie fighters and bombers
-Assault frigate with fighters and bombers
-mon cal cruisers with fighters and bombers
-Venator Cruiser with tiefighters and bombers
-Tie Advance Fighters
-Scout Troopers company of 6 speeders instead of 2
-Mara Jade(hero) with squad of 9 special forces.
-emperor palpatine with squad of 6 Imperial Royal Guards
-Darth vader comes with a squad of 9 special forces soldiers(may change this to imperial guards depending on feedback)
-Field commander unit now comes with 1 squad with 4 Special forces soldiers attached to commander and 3 more squads of 9 special forces soldiers in independent squads
-new imperial special forces soldiers. 3 Squads attached to field commander much better than regular infantry, just build field commander to get them. (custom made by me)
-Rebel Alliance-
-Assault frigate with fighters and bombers
-mon cal cruisers with fighters and bombers
-nebulon b with fighters and bombers
-Venator Cruiser With x-wings and ywings
-Kyle Katarn(Hero)with 9 man squad of special forces
-Field commander unit now comes with 1 squad with 4 Special forces soldiers attached to commander and 3 more squads of 9 special forces soldiers in independent squads
-new unit rebel special forces soldier. 3 squads attached to field commander much better than regular infantry, just build field commander to get them. (custom made by me)
*********Version 1.0*********
-Added fighter squadrons to rebel frigates and capitol ships. Venators spawan 1 fighter 1 bomber squadron, nebulon b frigates and acclamators spawn 2 fighter and 2 bomber, victory star destroyer and assault frigate spawn 4 fighter and 4 bombers, imperial star destroyers and mon calamarie cruisers spawn 6 fighter and 6 bomber. (note that assault frigates and moncalamari have 6 squadrongs of fighters, 2 a wings and 4 x wings, with one awing squadron and one xwing in reserve. The victory star destroyer and imperial star destroyers spawn tie advanced now instead of tie fighters.
-size of all ships including capitol ships is more realistic, fighters and bombers too.
-ALL Capitol ships and Frigates maneuver a little better.
-Unit cap has been raised with 50 for space and 30 for land combat. (land unit cap will vary a lot depending on planet)
-Both alliance and empire can now build venators and nebulon b frigates (empire version of course has tie fighters and bombers, alliance xwings and ywings)
-can build space stations up to level 5 at any planetary system
-can build capitol ships now at these addition systems:Hoth, atzerri, dagobah, coruscant, byss, corulag and geonosis
-made tie bombers a little tougher and faster.
-made y-wings a little tougher and faster
-Space station garrison forces have been redone completely: At level 1 the Empire will get 6 fighters, 6 bombers and 4 corvettes,at level 2 - they get 6 fighters 6 bombers, 4 corvettes, and 2 venators, at level 3 they get 6 fighters 6 bombers, 4 corvettes and 2 acclamators, at level 4 - 6 fighters 6 bombers, 4 corvettes, and 2 victory stardestroyers, and level 5 - 8 fighters 8 bombers, 4 corvettes, and 2 victory stardestroyers. At level one Alliance forces will get 6 fighters, 6 bombers and 4 corvettes, at level 2 they get 6 fighters 6 bombers, 4 corvettes, and 2 venators. At level 3 - 6 fighters 6 bombers, 4 corvettes, and 2 nebulon b frigates, level 4, 6 fighters 6 bombers, 4 corvettes, and 2 assault frigates, level 5, 8 fighters 8 bombers, 4 corvettes, and 2 Assault frigates.
-Space station garrison fighters and bombers all deploy at once and have only 1 squadron of fighter and 1 squadron of bombers in reserve.
-Space station garrison units classes corvette, frigate and capitol ships will not respawn for that combat round once they are destroyed (once again it made no sense to have an endless supply of frigates and corvettes, so once they die that combat round you wont see them again until the next time your planetary system is attacked).
-Space stations at level 4 and 5 will spawn 6 tie advance instead of six regular tie fighters.(for Empire only of course)
-All frigates and capitol ship fighters and bombers all deploy at once and have only 1 squadron of fighter and 1 squadron of bombers in reserve. ( it made no sense to hold back your fighters in reserve and send them in piece meal so I made it to where they all deploy at once except for one that you hold in reserve.)
-empire starts with venator and nebulon b available to build. At level 2 acclamator is available, level 3 victory star destroyer, level 4 is imperial star destroyer rebel alliance starts with venator and nebulon b frigate available to build, at level 2rebels get new corvettes, at level 3 assault frigates become available and at level 4 moncalamari cruisers are available.
-All fighter construction costs have been raised to prevent spaming (mainly by the ai)
-Field commander unit now comes with 1 squad with 4 Special forces soldiers attached to commander and 3 more squads of 9 special forces soldiers in independent squads
-new imperial special forces soldiers. In squads attached to field commander (custom made by me)
-Heroes remain the same except now jedi and sith powers recharge about 25% faster
-Mara jade and Kyle Katarn will now be in game from beginning, and have a 9 man (squad of special forces)
-All Infantry physical size including all heroes has been scaled down.
-Indigenous units are now totally unsuitable for fighting, better used for capturing build sites or spotting targets.
-T4B now has about 5% more life and 5%percent more attacking power
-changed the size of AT-AA from 3 to 4 tanks in a company.
-raised shield strength a very small amount on imperial hover tank.
-infantry take fewer hits to kill than before.
-stormtroopers and rebel infantry squads are now squads of 36 (decreased hitpoints of all infantry)
-imperial speeder bikes now come in a squad of 6 instead of 2.
-raised the build speed of imperial research center by about 10%. Its still the same speed to research new techs though.
-space commander take a little less time to create
-field commander build time cut by 33%.
-Field commander units now come with 4 companies; 1 commander with personal security and 3 9 soldier special forces companies.
*********Version 1.1 changes*********
-can build space stations up to level 5 at any planetary system
-can build capitol ships now at these addition systems:Hoth, atzerri, dagobah, coruscant, byss, corulag and geonosis
-Mara Jade(hero) with squad of 9 special forces.
-emperor palpatine with squad of 6 Imperial Royal Guards
-Darth vader comes with a squad of 9 special forces soldiers(may change this to imperial guards depending on feedback)
-Field commander unit now comes with 1 squad with 4 Special forces soldiers attached to commander and 3 more squads of 9 special forces soldiers in independent squads
-new imperial special forces soldiers (custom made by me)
9 special forces soldiers in independent squads
-new unit rebel special forces soldier (custom made by me)
-Kyle Katarn(Hero)with 9 man squad of special forces
-Hoth and Naboo have 8 slots for ground buildings
-ywings have 3 in a squadron again.
-removed ground ground versions of v-wing, x-wing, and tiefighter.
-removed anti tank stormtrooper, elite stormtrooper, elite rebel soldiers, scouts without speeder squad, and rebel mechanic.
-Hoth and Naboo have 8 slots for ground buildings
*********Version 1.2 changes*********
- squad of six imperial guards added properly to emperor palpatine
- fixed minor typo in game text.
*********Version 1.2b changes*********
-made space unit cap 34 instead of 50. 34 is a much better number for most people due to the lag and slowdown 50 causes.
*********Version 1.3 changes*********
-fixed bug where mulitiple imperial star destroyers were available to build
-all ships and space stations descriptions compliments of fighters and garrisons are now accurate.
-description of field commander with special forces now has correct description
-space battle population cap is now set to 34 to alleviate lag and slow down reported by having the cap set to 50.
*********Version 1.31 changes*********
-Fixed a bug where rancor in at-at test died for no reason stoping the story from moving forward in campaign mode for empire.
-made snowspeeder and t4b 4 unit squads instead of 3.
NEW GALACTIC CONQUEST MAP INCLUDED
-I redid the scenario called “Empire AT WAR” under Galactic conquest
- I made a new Galactic conquest scenario under the name “empire at war” This mod works great for rebel and empire story campaign, but I highly encourage you to try the Galactic conquest mode and then select the empire at war scenario, the new Galactic Conquest map: “Empire At War” has all planets in system plus a new planet Kamino and now you must completely wipe your enemy off the Galactic map to win. Both factions start out with 5 systems each and most other planets will be contested by at least a sizeable pirate force. PLEASE TAKE NOTE, The menu text says that you will win if the emperor, mon mothma or the death star are killed, just ignore the intro message it wont happen, actually you have to wipe out the enemy completely to win. Also ignore the fact it says only 35 planets, there are actually 44.(I will try to change this incorrect message in the next version) Added to the number of planets that can build capitol ships and added a few new trade routes. The difficulty should be set to medium if you want to have a lot of epic battles. Made a change in 1.1 to hoth and naboo, you can now build 8 land structures on both of these worlds.
Unistallation:
Simply remove the XML folder and replace the new mastertextfile with the original
feel free to improve or do whatever youd like to this mod, and most importantly…ENJOY!!!
Links / Downloads
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Download Absolute Enhancement Mod 1.31 | 2346 | October 5, 2008 - 12:50 |