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Comment History
Peter_BladeFury
Peter_BladeFury - - 6 comments @ Order 64 Mod

Hey BarakYisrael the mod is at 60%. Sure lets play

Good karma+1 vote
Peter_BladeFury
Peter_BladeFury - - 6 comments @ Order 64 Mod

This mod needs a proper IA to work at 100%, like I dont know how to (yet), this is something still work in progress.

The adv fighter I think you mean Rebellion Adv Fighter?? I don't like the unit sprite so I disable it.

Some civilizations have the scout bike and other don't. Like Geonosians, wich actually after some upgrades became useful.
This was due to initially I thought they were useless, but later on I change my mind.

+ The jedi/sith ruins mechanics?
The next realese will explain it on detail, for now here is the explanation:

After research 'basic training' from command center, level 1. You are able to construct the jedi ruins.

It cost 10 kills (any unit) on level 1 to build 1 jedi ruins.
If you try to build another one it wont allow it until you
have 10 more kills.

To build 2 you need 20 kills on level 1.
In level 2 needs 25 kills for 1 jedi ruins.
In level 3 needs 100 kills for 1 jedi ruins.
In level 4 needs 1000 kills for 1 jedi ruins.

Also note that in the end game statistics if you look
at the military tab in the 'unit kills' the number will
be decreased from the real number. In other words
the jedi ruins take kills from the 'kills counter' and
make a substraction of 'X' number of kills.

Good karma+2 votes
Peter_BladeFury
Peter_BladeFury - - 6 comments @ Order 64 Mod

Hey thanks for your kinds word, there has been a lot of work
involved in this mod; receiving a comment like yours make it all
worth it.

+ new EF version?
Yes! I'm working on migration to EF 1.5.x but it will take some time...
There are many modifications needed to make it similar to Order 64

Some answers to your questions.

+ jedi and sith build limit?
This is a interesting idea, and is something hard to do. In some cases
like in the Resistance Faction I've changed Rey to require certain
amount of kills to create a new one. To avoid creating to many of them.
But will keep it on mind.

+ adv fighter?
Which one do you refer?

+ hvy troopers and repeater troopers on tech4
Actually this is the initial reason why I started this mod, I also found
that on tech level 4 only repeater troopers where useful and the other
troopers where completely useless. For example, if you send 100 troopers
vs Fortress they all will die and barely cause damage to fortress

+ defenses too weak?
This wis on porpuse since now turrets are cheaper and with the spaceport
and the additional nova income the player can create a lot of turrets. Plus
Adv Turrets have additional features, like more range, more damage vs mechs

+ heavy art, air cruiser, scout bikes?
Heavy art you mean cannons? I disable the cannons since I think they are
too powerful same with air cruiser, and with the changes I've introduced
almost any unit cause more damage.

The air cruisers still a unit I would like to add but still thinking how to balance it correctly.

The scout bike, I think you refer to Empire Scout Bike; yes I remove it to
allow other units to be created at mech factory.

Good karma+2 votes
Peter_BladeFury
Peter_BladeFury - - 6 comments @ Order 64 Mod

Did you install the Expanding Fronts 1.4.2 (Full) Mod?

Good karma+1 vote
Peter_BladeFury
Peter_BladeFury - - 6 comments @ Order 64 Mod

It goes in the SWGB/Data/... replace de 'genie_x2.dat' for the 'genie_x2_mod_file.dat’' and rename this last file for 'genie_x2.dat'. Also check if GOG has an auto update function like Steam this probably could change the 'genie_x2.dat' for the original.

Good karma+1 vote
Peter_BladeFury
Peter_BladeFury - - 6 comments @ Order 64 Mod

Yes, it's only for 1.4.2 version. The reason is the sprites, sounds, and additional content in version 1.5.1

Good karma+1 vote