General Questions

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18 years 9 months ago #18475 by psyborg
General Questions was created by psyborg
I got EoC about a year ago and just now got around to actually playing it seriously. I got it as a space sim replacement for X-Wing Alliance of sorts, since XWA isn't playable with my video card anymore (stupid nVidia...) Anyway, I'm very pleased with it so far, and it has much better physics than all the Star Wars games combined. ;) I just have some general questions about things I can't seem to figure out.

1) Active Sensors....what do they actually do? I can't notice a difference between them enabled or disabled, except that my ship is "brighter" of course.

2) Imaging Module...I just picked one up, how do I install it? My only guess is that I can't install it on the Tug. Which leads to

3) You DO get more ships, right? (I'm only on Act 1 so far...on the mission where you lead the assault, but I'm having fun with distress calls for now, they're good for racking up points for bagging Corvettes and sometimes the transports you rescue will randomly drop their cargo!) Anyway I'm having trouble getting good loot because sometimes Cruisers show up, like at the Crosspoint stations near Griffon. I even had a Destroyer show up once, even after I destroyed an escort wing of 4 interceptors! I can't even dent the cruisers, and I need a ship that can take more punishments, even the Meteor LDAs I have are a joke.

4) I was thinking of installing a few mods as I got closer to the end of the game, such as the simple FreeForm mod (23k) so that I coudl continue playing after the game was over, and a mod I found called Future Trader which aparently lets you buy/sell things at any station...and maybe one called Unleashed. Any recommendations? I like games with good continuous play and/or replay value.

5) Is there a list of blueprints that become available somewhere? Or maybe a list of all trades that are availabel at different points in the game? I'm just curious about that...there's some things I'd love to be able to have an infinite supply of...like Gattling Ammo.

Thanks!

Psyborg

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18 years 9 months ago #13292 by Shane
Replied by Shane on topic General Questions
Hi Psyborg. Welcome to the forum.

Active sensors increase the range at which your sensors can identify ships, at the expense of making your ship easier to detect.

The imaging module works for any ship. With it you're able to zoom in on distant objects (as if you were looking through a telescope). You can also tag pods (when zoomed) from 20 km away. The Imaging Module installs under your CPU in the hanger screen. Pressing any loadout other than custom (Assault, Stealth, etc.) should load it in the proper place. Activate zoom in the game by pressing the 'Z' key.

You will get other ships, but not for a while. As you progress through the game you will continue to given trades for better hardware. Your tug is already much more powerful than other tugs running about Hoffer's Wake (what with the T-Fighters and all). By the time you're ready for your new ship the tug will be well able to take on a cruiser.

None of the mods created by Stephan Robertson will interfere with the mission scripts in the single player game. Once in free-form mode (and all the mission scripts are over with) try out all the mods. Some make combat easier... some make it harder. Gold Rush is great. So is Future Trader and Station Assault. And Epic will be ready for release soon... which is the largest mod yet for EoC (I believe). In addition, Second Chance and Major Tom work on a multiplayer Star Wars mod, but I am uncertain of the status of that one.

In time you'll have the blueprints for Gattling Ammo. It's a shame that by that time the Gattling Cannon will look like a pea-shooter. :D

Enjoy!

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18 years 7 months ago #13672 by dendog220
Replied by dendog220 on topic General Questions
Hello Shane..

Thanks for ur explaination..

However, for the active sensor part, I still don't notice any increase in indentification range when i Install evern the active 4 sensor.. right now I'm in tne end of Act2, and for some reason even after I got Active 5 sensor from Future Trader, the game doens't let me put it on... when I finally get to put it on, on the list it says "passive 5 sensor" instead of "active"...

Moreover, could u use this chance to tell me what those "REM fighters" r for? there's no info on them, and even when I completed the "Momma Wolf" mission where I was promised a REM fighter, I docked to 3 of them using my Patcom, nothing happened after I go home.... and i don't seem to be albe to equipe them. The same thing gose for Defense Auto turrent and Docking turrents... i have them but can't use them, at least in Act2.

I'm running some great mods all together: Jet's weapon mod; Unleash mod; SA and FT mods.. some of them seems to conflict each other so i deleted some repeating config files... Will they cause any trouble like I have right now?? Pls Advice!~

Thanks in advance..

Den

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18 years 7 months ago #13674 by Shane
Replied by Shane on topic General Questions
The source of your troubles is most definately the numerous mods you're running. IIRC, Unleashed completely changes the method in which REM fighters are used (I think that's the mod where you run the freighter and undock REM fighters?).

Not too sure how you can get around this stuff without deactivating the mods. Sounds like the base loadout code is having problems with the different ship types.

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18 years 7 months ago #13675 by dendog220
Replied by dendog220 on topic General Questions
Hello Shane:

I think the problem is not due to me running many mods at the same time; I tried turning off all mod except for that guy's unleash mod and multimod (which it requires) only, yet the new functions he intended in his readme (i.e, those remote drone and other cool fitures) still don't happen.

Taking a look at his modified ini files, i think i found out why. While he created many new custom "dockport" files for his mod, i don't think he defines them very well for the Flux engine to know what he means; the guy replaced many "mountpoint" subsystems on the player ships with his own "dockports", but the game doesn't seem to konw what the hell he's talking about. The result is that in his mod, even the default player ships lose their originally functions (such as loosing the docking and point defense turrets) while gaining nothing.

I'm no good at modding, just understand the basics... so if this mod work for anybody, please post up and correct me, and teach me how to make it work the way it was designed to. However, to this point, i've come to believe that this mod is a bit broken and doesn't do anything it promises to do... still a very nice mod tho, considering so many minor changes to all the ships...

But I really want to see what the Vespa drones will do... if anyone got this mod to work, please tell me how... ^^

thx!

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18 years 7 months ago #13682 by Bozobub
Replied by Bozobub on topic General Questions
BTW, what IS the Unleashed mod..?

I have several, but that one seems to have escaped me.

@psyborg: Which nVidia card do you have? I have a GeForce 4200 Ti (64 mB) and have had no problem with any of the x-Wing/Tie Fighter series, including XWA...

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