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After Episode VI Release!
Posted: Fri Nov 25, 2005 10:36 am
by sef0907
A mod that comes some time after the jedi academy series when luke has taught an army in the ways of the force. But the former galatic empire rages a war. This is just a BETA though. PlEASE! read the ReadMe first. I am open to good+, and bad-, comentary and your suggestions.
Link:
http://files.filefront.com/AfterEpsiode ... o.html[url]
RE: After Episode VI Release!
Posted: Fri Nov 25, 2005 10:39 am
by Blackcurrent
Seems cool, although it's unrealistic that Luke would teach an army the ways of the force, since he believes it's wrong. Expect comments in a couple of hours from now. BTW you can't just teach ppl the ways of the force, they have to have the right amount of Midi chlorians in their body, and then you can teach ppl to master these Midi Chlorians.
RE: After Episode VI Release!
Posted: Fri Nov 25, 2005 10:57 am
by Talibanman
actually luke DID establish a jedi academy on yavin 4. the book series "jedi academy" tells that story

RE: After Episode VI Release!
Posted: Fri Nov 25, 2005 11:05 am
by sef0907
Yeah. I was trying to get it off of that but now it does seem hard or unbelievable. I know he taught a jedi army but it was not giant like mine..... Don't forget to vote!
RE: After Episode VI Release!
Posted: Fri Nov 25, 2005 11:13 am
by Blackcurrent
The Hoth level bug can be fixed by d/ling the realism mod from
http://files.filefront.com/erm+08/;4155 ... einfo.html which includes a Hoth level to put in the AdOn folder.
My first though was: This is real cool! But then i realized this:
The empire has no lightsabers or forcepowers what so ever! This makes it so unbalanced, it took me 5 mins to win Bespin Platforms with bots on hard by capturing all CPs using the wookie cuz he has a lot of health, and i could just push ppl of the Platforms. I also tried it a couple of other times on other levels, and we still pwned everyone, even though i had locked Luke in somewhere, so we didn't have a hero. That's why, i think that there should be some sort of Jedi on the Imperial side to. All games like this are about balancing, a thing this mod, most unfortunatly isn't, even though it was good otherwise! Keep up the good work, i'm looking forward to try the next release!
RE: After Episode VI Release!
Posted: Fri Nov 25, 2005 11:16 am
by Blackcurrent
Yes, there is a Jedi Academy, but as i told you, the force is not something you need to be born with, and only then you can learn the ways of the force. In JK2:JO the remenants tried to breed force soldiers, using a special mineral. Luke found that awfull, so i don't think he would have done the same.
RE: After Episode VI Release!
Posted: Fri Nov 25, 2005 12:41 pm
by sef0907
Yeah, my lazyness prevented me from making the empire have sabers too. But I'll try to get myself to give the empire sabers too. It was diffrent for me. Most of my troops diesd before I could lay a hand on the empire. Anyways I'll take your advice.
PS: Did the disquise kit work for you. Mine is having some bugs.
RE: After Episode VI Release! v2.0
Posted: Fri Nov 25, 2005 1:50 pm
by sef0907
I aim to please. The 2.0 version made in one day! Now we will be reviewing this.
Link:
http://files.filefront.com/After_Epsiod ... einfo.html
RE: After Episode VI Release! v2.0
Posted: Sat Nov 26, 2005 9:42 am
by Blackcurrent
Sure thing, 30 mins or so and you'll have new comments. The disguise kit works fine for me. But what unit did have the force speed? i couldn't find it.
RE: After Episode VI Release! v2.0
Posted: Sat Nov 26, 2005 10:19 am
by sef0907
I'm wondering about that too. His speed was origionaly 70.0 but I changed it to 95.0 no effect. Now, another glitch. I see imperial scouts trying too KILL enemies with the grappling hook! Very odd. The imperial shocktrooper and rebel vangurd SHOULD have force speed.
RE: After Episode VI Release! v2.0
Posted: Sat Nov 26, 2005 10:25 am
by Blackcurrent
GOOD!!
Changes to be made:
The grapling hook should have a better range, if it's possible
It still feels a little unbalanced, but now it's teh Empire that is better.
The bots tend to use the grapling hook as a weapon, try puting it as a secondary weapon
I think the infantry is as good as it gets, but the problem with lightsabers is: If you kill a guy while standing i front of him, you will die to.
You should include a force jump for the primary soldier, cause i hate that there is no such thing for anybody.
You should proceed to moding the vehicles to!
RE: After Episode VI Release! v2.0
Posted: Sat Nov 26, 2005 10:28 am
by Blackcurrent
sry that i posted the same thing as you, but i din't refrech the page so i didn't see that you posted it. Try extracting the rep.lvl file from this mod:
http://files.filefront.com/eliteunitsmo ... einfo.html and see what they have done, cause the Jedi there runs faster then the other troops.
RE: After Episode VI Release! v2.0
Posted: Sat Nov 26, 2005 11:04 am
by sef0907
I'll check it out, I tried the force jump. But my game crashed. I can't change the lightsaber thing, and I'll do the grapplinghook as a secondary weapon. Please, tell me more of how the game is unbalanced. I would like to know how to make it more balanced.
RE: After Episode VI Release! v2.0
Posted: Sat Nov 26, 2005 1:09 pm
by sef0907
WAIT! hold the phone. How do you extract other peoples mod files!?!
A Little Off Topic: Have you noticed that 130 people+ have viewed this and did not vote. I appreciate your help and commentary. I'm just wondering what other people think. Please don't let that scare you away. You are the only person continuing to view this..... I think I wil add you in my credits if I remember.
After Episode VI Release! v3.0
Posted: Sat Nov 26, 2005 7:19 pm
by sef0907
Srry for my 3rd post, but I'm on a roll! v3.0 release. With new ReadMe and Pics. I could not add the force jump, the grappling hook did not work as a secondary weapon, and the vanguard and shocktroopers force speed is more of a force glide.
Link:
http://files.filefront.com/After_Episod ... einfo.html
Again, how do extract other peoples mod files? And, I'll be releasing v3.1 shortly to try and fix the grappling problem and the new problem with the ai throwing TOO many grenades.
RE: After Episode VI Release! v3.0
Posted: Sun Nov 27, 2005 5:39 am
by Blackcurrent
Sry, but i'm no modder so i don't know. Thaught it was the same way as when you create new sides
EDIT: BTW do you know that there is an edit buton
EDIT 2: BTW i'll check your new version
RE: After Episode VI Release! v3.0
Posted: Sun Nov 27, 2005 6:09 am
by Blackcurrent
Review comming up:
I HATE THE GRANADES!!! They are everywhere! The bots throw them like they are shooting blasters! So i think it's pretty obvious that i think that you should remove them. The Shoch trooper/Vanguard is a little to fast i think. You said that they slided, but they don't to me. What patch are you using and what O/S are you runing on? I'm runing 1.3 beta on Win XP and everything works fine. It could also be that you may have a slow computer (i saw the screens and they looked kinda strange). If you want i can take new screens cause i'm using the highest graphics.
Well, back to the review. If you know how, change the reloading time for the jetpack. What's wrong with the force jump? Why isn't it working?
I'll be glad if you included me in your credits as a beta tester

. If you want i can translate the read me to swedish and french. I think the reason nobody votes is cause they think:"Oh no, not another wanabee mod for SWBF (there are lots of those)" But i can tell you this mod os real good. Is it availible on
http://starwarsbattlefront.filefront.com ? Cause i think ppl will comment it there. Well, that's all i had to say for the moment. I'll go back playing your mod for another hour or so, believe me that's a long time for being me. But i still think that you should start to alter the vehicles and create new levels. Talk to Teancum abot the vehicles, he is making a vehicle pack, and maybe you might be able to talk him into giving you them. Check the topic here:
http://www.gametoast.com/index.php?name ... pic&t=2436
RE: After Episode VI Release! v3.0
Posted: Sun Nov 27, 2005 9:53 am
by sef0907
Edit button.....Doh! I see it now. yeah, I need an expert with the force jump thing. When I had it on for the rebel soldier and stormtrooper in sp I spanwed I ran around for a few seconds and CRASH! No error reports or anything. I took it out and it started working fine. Also, when I put the grenades on I thaught that will be their special thing till I can get one. I did not know that they will GO COMPLETELY INSANE! with them, I did'nt know they had infinate ammo. And If you want to take better pictures sure thing. I added you in the credits but I'll put down beta tester. But before i release another one (sending the link to you via e-mail, is that okay withyou?) I need some new hooks, not just fixing errors. Know anyone who can help, or got some iedas yourself?
RE: After Episode VI Release! v3.0
Posted: Mon Nov 28, 2005 12:11 pm
by Blackcurrent
Force lightning for the Trooper. It's ok if you mail me. There are some other force powers that you may use i think, but i'm not shure and if they exist i don't realy know where to find them. It's good that you don't have any blasters, cause that would just be disturbing. You could also try increasing the health of some soldier (such as the trooper) and just give him a lightsaber. Makes him have a chance. I'll send you some screens and beta-tester is ok. But what version of the game are tou using? Cause that might be the problem for the force jump.
RE: After Episode VI Release! v3.0
Posted: Mon Nov 28, 2005 5:42 pm
by sef0907
v. 1.2, I think I have an alternative for force lightning..... Since all the force powers are just a push that does damage. What? Who should I give a lightsaber, i thought I gave everyone one. Is their any way to contact more people. 2 heads are better than 1, but for this tobe a real crowd getter we need more people taking part and helping us out. I'll e-mail you when I get some stuff figured out.