Battlefront Extreme 2.2 Final

New maps and mods are coming out quickly. If you release something (even a beta) please post it here. Be sure to give details in the topic such as Map/Mod name and version

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Delta-1035
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Re: Battlefront Extreme 2.2 Final

Post by Delta-1035 »

oh yes, it would be fantastic
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Re: Battlefront Extreme 2.2 Final

Post by fiddler_on_the_roof »

Yay, DLing now,

waiting waiting waiting...

trying trying trying...

:eek: :faint:
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Re: Battlefront Extreme 2.2 Final

Post by Null_Clone_Assasin »

wow i just downloaded and its just.....wow :faint:
its totaly awesome :thumbs: :thumbs:
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Re: Battlefront Extreme 2.2 Final

Post by Barny »

LOl the first time i downloaded bfx, it always crashed if i landed a gunship in an enemy cruiser..... :cpu: But, i assume now IT SHOULD be better, plus i only have convo pack, and like 2 or 3 maps, so it should be fine. CANT WAIT TO PLAY!!!!!!!!!!!!!!!! :bowdown: :maulsaber:

Edit: accidently wrote bfs for bfx :funny2:
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Re: Battlefront Extreme 2.2 Final

Post by Delta 47 »

This is a really great mod even though the limit is around 6 AddOn maps but I've found Zerted's Map Manager really useful instead of going to my AddOn map every time I want to switch maps the program does it for me. Anyway, I didn't notice any bugs or anything with this version and everything looks great and it adds a lot more difficulty to survive too. Were you still going to release the SWBF Conversion Pack AddOn for this?

@Zerted: I think you should finish the Map Manager and it would be really be neat to have the map name show like maybe work through the AddMe script to get the name or something because it could really help people who don't know which AddOn map is which and with large mods like BFX you could easily switch and wouldn't have a problem trying to figure out which AddOn map is wich. Just a thought.
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Re: Battlefront Extreme 2.2 Final

Post by ARC_Commander »

I have Conversion Pack 2.0, BFX, KOTOR Galactic Conquest, the 607th map pack, 5 addon maps, and everything seems to run fine.
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Re: Battlefront Extreme 2.2 Final

Post by JysT »

Greatest mod ever.
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Re: Battlefront Extreme 2.2 Final

Post by impspy »

I only have the new units for a couple of the default maps (Corucant, dagobaugh, felucia endor jabba's palace dont have the bfx units)

I do have the 2.0 convo pack
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Re: Battlefront Extreme 2.2 Final

Post by DarthD.U.C.K. »

that is what they arte meant to be,
its hard to add new units/new era to maps from which you cant get the lua
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Re: Battlefront Extreme 2.2 Final

Post by Fluffy_the_ic »

D.U.C.K, he meant that they only show up on a few of them
impspy wrote:...(Corucant, dagobaugh, felucia endor jabba's palace dont have the bfx units)...
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Re: Battlefront Extreme 2.2 Final

Post by Commander_Fett »

Woah. I havn't played this mod much since my normal addon had too many missionsw with this, but I just played and it's AWESOME! Especialy Fett... :D
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PS. If you don't mind me asking, how did you get Fett's flamethrower to fire continuosly? InitialSalvoDelay = "0.46" // 14 frames makes it wait .46 seconds between each shot, but it won't work without that line...
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Re: Battlefront Extreme 2.2 Final

Post by lesovikk1 »

ok i love this specially kamino i all ways put troop count on 9999 (fake consle)

remember im doing a server called: bfx 2.2 join now!
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Re: Battlefront Extreme 2.2 Final

Post by Fluffy_the_ic »

impspy wrote:I only have the new units for a couple of the default maps (Corucant, dagobaugh, felucia endor jabba's palace dont have the bfx units)

I do have the 2.0 convo pack
Can't believe I never thought of this, but do you get a warning saying you have too many missions?
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Re: Battlefront Extreme 2.2 Final

Post by ARC_Commander »

Ah yes, Fett's flamethrower... That was a tough one. When I get around to releasing the assets (which, BTW, do fix a few inconsistencies in BFX 2.2) you'll see how I got it working.
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Re: Battlefront Extreme 2.2 Final

Post by DarthD.U.C.K. »

does that mean, you will release a small fix?
if you do so, i can give you a fixed version of assajj, her lightsabers and a great new cloneassassinmodel and ofcourse a better royalguard

how did you improve the ai by the way?
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Re: Battlefront Extreme 2.2 Final

Post by Fluffy_the_ic »

ARC_Commander wrote:Ah yes, Fett's flamethrower... That was a tough one. When I get around to releasing the assets (which, BTW, do fix a few inconsistencies in BFX 2.2) you'll see how I got it working.
By fixing a few inconsistencies, does this mean, say, adding Kit and Assajj? Lol, sorry to sound like a noob.
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Re: Battlefront Extreme 2.2 Final

Post by ARC_Commander »

No, more along the lines of starfighter missile lock-on and map-specific balancing issues.
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Re: Battlefront Extreme 2.2 Final

Post by obiboba3po »

ARC_Commander wrote:Ah yes, Fett's flamethrower... That was a tough one. When I get around to releasing the assets (which, BTW, do fix a few inconsistencies in BFX 2.2) you'll see how I got it working.
:P cant wait for it then!
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Overwriting ???

Post by rameyuk »

I installed BFX2.2 and it works well...

The thing is, BFX is a separate era and only works in InstantAction. But I want to apply BFX to story mode and galactic conquest...
Is there any way that I could overwrite the original game files with BFX ???

It's a shame you know, at the battle of space coruscant, the ARC-170 looks like S**T and only 1 pilot is able to pilot it. Not to mention the absence of cockpit panels, due to either the 1.1 patch or 1.3 patch.

Can anyone help me, how to overwrite the original game files with BFX ?? PLEASEE :bowdown:
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Re: Overwriting ???

Post by AQT »

rameyuk wrote:Not to mention the absence of cockpit panels, due to either the 1.1 patch or 1.3 patch.
The 1.3 patch added cockpit panels only to the ships that were also in Battlefront I. The 1.1 patch and the 1.3 patch never took the cockpit panels away; the game didn't have in the first place.
Is there any way that I could overwrite the original game files with BFX ???
Get BFX 1.0.
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