How To Download Empire At War Mods

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Auriville Cha

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Aug 3, 2024, 4:27:29 PM8/3/24
to arellesi

The story is bloody awesome and as a person living in the netherlands but having a german nationality this warms my heart so see germany and the netherlands working so closely together as in this mod (wich happens in rl aswel the netherlands has a joined MBT team with germany cointaining 24 Leo2A7's if I remember correctly) so for me being from both sides it fills my eye's with tears.

As some might know germany and the French have workt together by mergin their aero development together it used to be known as eurocopter with their super puma and their tiger I was imagining these helicopter reconfigured for 2020+ so the they would either recieve the x2 rotor layout or maybe something even more futuristic looking a chopper meets jet vtol... that together with some more slick looks (Its all about that stealth ;) ) would make it something that their enemies would fear.

knowing that the Netherlands has quite a broad naval force (I mean we are a country of fisherman have you ever read our proverbs their mostly about boats ;) ) I thought that a proper maritiem fleet would be awesome (Also for proper fleet depolyment) ofcoarse you have that amazing sub! but there is more to a maritiem fleet. in order to deploy those lovely Tiger 3s and CV-30s one would need a fleet that is able to deliver those to distant coutries right? so I was thinking of a LHD class vessel, it would be able to deploy choppers, maybe even the "Owl" (If it is a STOL) and deploy all the armor and ground troops you would need.

and lastly, I saw that their was stil being thought for another Assault rifle. I had to think of the M468, the M468 is a M4 version by Barret that chambers a 6.8mm round. that combined with a M416 or XM8 would make those weapons truly something for the powerfull empire from the near future ;)

Hey guys, sorry for the lack of updates lately! Just wanted to know that we are still working on this mod. We've have been quite busy for the last couple of weeks but you can expect some cool updates soon! :)

@kbbw123 Thanks man! We really apriciate it, I hope we can keep making you happy. haha :) Help is always welcome. True, we didn't say anything about choppers yet. That's because we wanna keep some aspects of our mod a secret. So far we have been quite good at it and we do this to make the mod even better once we release it. Though we do have choppers in our mod! :) That's something I can promise.

We are working at our Naval force as well. At this moment there are 2 carriers types our empire will use. I haven't announced them yet but they will be part of the mod. Screenshots will follow soon! The submarine will most likely come first and later on other ships will follow. :)

At this moment we're working on planes and armoured vehicles for our lovely empire. Now most of you will probably remember the "K-75 Heavy Tank Model" also known as the "Lwe". The same model will be used to create an heavy SPG based on the "Panzerhaubitze 2000". :)

Another mayor update in our project are all the planes that will come with it over time. At this moment "Venom800TT" is working on 3 main plane models for us. 1 Stealth Fighter Jet, 1 VTOL Transport plane with an stealth design and some normal (carrier based) fighters. (Yes we will have carriers! :D)

I am starting this as a new thread as I am hoping to get into modding, with a game that I want to mod I was hoping that if there are any KOTOR and Sith Lord mod authors out there who could possibly enlighten me in the creation of jade empire mods whether there are similarities to KOTOR modding, If it can use the same tools what kind of programs would be required to get me started i am no programmer but i do have a love for the game and would ideally like to give it a fresh coat of paint if anyone can help i would be most grateful.

Who's still playing Sins of a Solar Empire: Rebellion [official site]? It's been about a year since I last dabbled with Ironclad's lovely space RTS, but I'll admit that I think I'd quite like to play it right now rather than writing about it.

First up is Sins of the Prophets, a total conversion which "aims to capture the fast paced intensity of the Halo series" and bring it to Sins. They recently released an update tweaking the Sins map editor to use their custom assets. Prophets has been knocking around since the original Sins game was released in 2008 and a lot of the Prophets code still relates to that version of the game. The mod's team have elected to go through everything and ensure greater compatibility with Rebellion all round. The Forge update is a small offering to their followers and an opportunity to provide an update on the overhaul, which is apparently halfway done. Good luck to them!

Next up is Thrawn's Revenge II: Ascendancy, which is of course a Star Wars mod. Hey, I remember Thrawn! I read a couple of Zahn's books as a teenager. It looks like Thrawn's experienced some success since then. Always nice to see a local Mitth boy done good.

The 0.9 beta release of this mod was launched earlier this month with quite a significant bevy of updates. It sounds like quite a few features function differently to vanilla Rebellion, to the extent that the mod team recommend doing a bit of reading before you play. Or you could just dive in and build some Corellian Corvettes; whatever floats your spaceboat.

Finally, we've got one that Mass Effect mod Alec teased back in 2012, before it was even available. It is, happily, available now. The mod's most recent release update was last August, but the team have been showing off some of their recent work, having made good progress over the past few weeks, and mentioning three mods seems better than mentioning two, yes?

I've barely scratched the surface of the Sins modding community here, which if I'm honest is because I'm as new to it as many of you reading this probably are. Still, hopefully I've inspired a few of you to join me in reinstalling Rebellion and trying out some of these - or other - conversions and mods for Sins.

vX.XX is the version of Rebellion. There may be multiple folders for different versions of each upgrade. Place the mod in the most current version folder only if the mod was made for that version. Older version folders or the mods in them are no longer used by the game.

I found the Modding Basics page on this wiki somewhat confusing, outdated and unclear. I started only recently to mod Sins, and I used what I had learned mostly through trial and error with a few pointers. My intention is to make it easier for first-time Rebellion modders. I am currently using Rebellion 1.52, which I bought from Steam.

When you boot up Rebellion, the game searches for all the files it needs. The first place it looks is in your mod path. If there is nothing suitable in there, the game uses the original files. To find your mod path, go on Rebellion and then Options. Select Mods and click the Show Mod Path button. It should something like this:

I recommend take a picture or writing this down until you memorise the location. A simple option is to create a shortcut on your desktop. The mods that you create will be folders in Mods-Rebellion v1.52.

The files that the game uses are in binary form, which is fairly useless. If you try to open one on notepad, it doesn't make much sense. So to edit them (and make a mod) you need the text versions. You can find them online; I found mine at this website: -m0dders/downloads/reference-files. As these are compressed archive files, you need the right program to open them. I use jZip, because it is free. However, if you bought Rebellion on Steam, there is another way. All the files used by vanilla Rebellion are at something like:

There will be lots of confusingly named files. To make simple mods, you only need two folders: GameInfo and String. You also need the MANIFEST files: entity.manifest, galaxy.manifest, brush.manifest, playerPicture.manifest, and playerThemes.manifest. The GameInfo folder contains entity files: text descriptions of all the stats and attributes of a particular object, such as health, armor, weapon damage, etc. Although they look daunting to begin with, as you progress they will become easy to read. The String folder has one file: English. In it are descriptions and names of every ship, structure, research subject, etc. All the files are still in binary though. I use the Sins Data Converter, which is found at I downloaded the latest one. It is fairly obvious what to do, but here are some tips. Create a COPY of the folder you want to convert on your desktop. Be very careful here. If you mess it up you will have to unistall and reinstall Rebellion. Copy the GameInfo folder from the above place and select the in-place conversion. It saves a lot of hassle. Make sure you click the version box, so always Rebellion. Check that it is binary (bin) to text (TXT). When it has finished, you will have lots of entity files which you can open and read with notepad or word or something. Have a look through some and try to figure out what is going on.

Go to the mod path that you found earlier (that should be a shortcut on your desktop) and create a new folder called Overpowered Advent. Because you are not adding or removing files for this, all you need is a copy of the GameInfo folder. Move this into Overpowered Advent. Search for capitalship. You should get a few research subjects and a list of the 18 capital ships in the game. You may have noticed that the names of the entity files don't match up with the names in the game. For example, the CAPITALSHIP_PSIBATTLESHIP is actually the Radiance Battleship. This is okay for the easier things, like ships and structures, but gets very confusing for research subject, abilities and buffs. Anyway, open up the PSIBATTLESHIP. I will go into a detailed breakdown of this ship on another page later. Scroll down a bit and you come to this bit:

Now change the MaxHullPoints to 5000 and the Max Shield Points to 5000 too. Save the file and exit it. The game does NOT require files in the mod folders to be in binary form, although it will be slower loading. Open Rebellion and go to Options, Mods, and there should be a mod on the right hand list- your mod, Overpowered Advent. Enable it and then click Apply Changes. The game will load again (it is checking whether you have any files or folders in your mod) and then you will be back to the title screen. Start a new game as the Advent, and hey presto! You have an improved capital ship.

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