Warlords header image 1

Files Update

October 20th, 2006 · 10 Comments

We’ll call this 0.55 test 4

basically I cleaned up the big files needed, the SW_SOUNDS and PLANET_PACK are not updated so you don’t have to download them


I consolidated the other ones into SP and CORE

this should shorten the paths, the readme has been updated to reflect these

this release adds back in facilities mode, also the duel modes should work, and included are some sample files for the new custom starting fleet, you will need to create a directory in your data folder called scripts/startingfleets/ you will also need to know the names of the ships (they are usually named properly, but sometimes… let me know if you need a listing, just copy paste the existing format) it can then be accessed by adding -overrideBigFile to the shortcut and selecting ‘skirmish only’ gametype, and then ‘custom’ starting fleet

there are lots of bugs and weirdness in this release, but it was stable and playable enough to put out, expect quicker updates to fix outstanding issues and then another delay while more content is prepared

Tags: News

10 responses so far ↓

  • 1 dojoyoda // Oct 20, 2006 at 9:09 am

    brilliant. One small step towards the next version, one giant leap for Warlords fanatics like me:) If you’re still wanting playtesters and bug reporters, I’m keen as all f*ckin mustard. regards.

  • 2 OOM-911 // Oct 21, 2006 at 2:22 pm

    awsome althoue i didn’t see to much diffrence it was preatty nice

    however theres still a problem with the milita team every time i have them they crash the game

  • 3 chrlsthgreat // Oct 21, 2006 at 9:36 pm

    I downloaded the SP, CORE and all other updated “big” files, but I still dont have facilities. Do I need to delete all other non-updated “big” files?

  • 4 Freek // Oct 22, 2006 at 4:47 am

    You need to change your command line, just copy the one in the readme.txt file, found on the same page where you downloaded the .big file.

    The biggest issues I found in this mod is that the AI doesnt seem to build anything but fighters in facility mode, and that TIE fighters dont fly in a straight line but move more like “bees”. Those are the most obvious bugs I noticed though, apart from that, great job with the new textures!

  • 5 chrlsthgreat // Oct 22, 2006 at 9:38 am

    Thanks Freek, I got it working.

    Looks great so far, although I have some issues…
    -I had fighter on fighter battles as the Empire vs. Alliance, and they completely owned me. I know TIEs are supposed to be weaker, but is it supposed to be that big of a difference?
    -Also the Alliance and Militia weren’t able to research anything, although I’m sure you plan to fix in other versions.
    -I saw that Mining ships aren’t able to collect from the mole miners, but this may be the “docking” issue you mentioned earlier
    Other than this, nothing to complain about 🙂

  • 6 chrlsthgreat // Oct 22, 2006 at 9:52 am

    Things that I did like, Eville:
    -The new wreckage of destroye ISDs or Frigates are awesome. Great job, it looks so realistic.
    -Explosions when turbolasers hist ships are great too
    -I do hope that you bring back all the other ISD classes (ISD III, Victory, Harrow, Dominator) and all the Imperial cruisers (Dominator, Vengence, etc.) Same goes for Alliance
    -I also liked that you trimmed down the list of corvettes and frigates (or maybe that was just for the test release?)
    -New maps are great. So much to choose from!
    -One question however: did you scrap your plans of including the Yuuzhan Vong?

  • 7 Pellaeon // Oct 26, 2006 at 11:23 am

    This mod just keeps getting better every time i play it. Few things that i did notice whilst playing.
    -Building an Invincible Dreadnought crashed the Game just prior to its completion
    -Pressing the key I a lot (don’t know why i was) also made it crash, although that could just be HW2
    -An ISD2 said ‘Tartan Cruiser reporting’
    -Shields aren’t obvious at all, which leads to my question are they actually implemented in this version?
    -The Militia Tie BOmb got stuck in the launch part of the factory, thus preventing other fighters from launching
    -Then theres the usual things like certain ships not having hardpoints (such as the ISD having plenty for turrets, sensors etc) whilst others do (ISD2 only has it for shields and i think hyperdrive) and details of ships needing work, but i presume your working on that.

  • 8 TitanWolf // Feb 6, 2007 at 11:18 am

    IF u can tget any maps working i know why the reson my maps wudnt work is becasue the comps were on random cahnge them to a race and chose ur map and tere u go 🙂

  • 9 TitanWolf // Feb 6, 2007 at 11:18 am

    How do you get the clonewars mod to work?
    I downloaded it but it wont work

  • 10 TitanWolf // Feb 10, 2007 at 2:29 pm

    evile could u put starwars music on the mod that is the only thing missin from it now
    ive got the mod and its realy really sweet great work but its missin the music itd be cool if u got some music on there