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Re: Bryant's Mod: 2.0 Featuring Rebel AI


Bryant_pff
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Guest JediIgor
The hypervelocity gun is usually present on Coruscant, but it's invisible, thus totally owning your fleets :). The interesting thing is that sometimes it keeps shooting but stops doing damage, wonder if that's just a side-effect or a true EaW bug?
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With the space station issue there is a simple solution... Completely replace the Level 2+ Space Stations with Level 1 Space stations and tweak them from there.

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With the space station issue there is a simple solution... Completely replace the Level 2+ Space Stations with Level 1 Space stations and tweak them from there.

 

The problem there is you get a situation where when the hardpoints are killed your ships no longer fire on the station but the station is still there and has to be bombarded by marauders. Been working on a solution to this but nothing yet.

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Grrr, not all of the models are present for the level 3 and level 4 Rebel Space stations.  Each level station uses components from all the lower stations, which are the models for the 3rd and 4th that are present.  I believe the menu movie shows a level 5 station, which is probably why they included anything higher than the first 2 levels.

 

I am thinking the solution is to make the 3rd and 4th use the first model and hit points, but to increase shield/armor, and weapon damage to attempt to balance.

Edited by SirNuke
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Bryant,

 

I dunno if you going to add this or figured it out, but you can change the the amount of units you can build for each planet simply by editing PLANETS.XML, look for the line:

 

5

 

This has to be changed for every planet.

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If hardpoints are the only problem with using the low space station model with a lvl5 space station, why not just change the hardpoints in the xml\hardpoints.xml file? Seems simple enough

 

edit: actually, it isn't so simple, I guess... oh well

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Rebel AI isn't working in your mod because you've put:

 

 

<AI_Player_Control> Rebel, BasicEmpire </AI_Player_Control>

 

Instead of

 

<AI_Player_Control> Rebel, BasicRebel </AI_Player_Control>

 

If you change that, it should start working.

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i do remember i played a mod that u can retreat ihave so many mods ill have to look but someone did unlock Retreat for space but ill go look

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To play imps you need to change the files.

 

Btw always when I want to move vader or Kenobi in a battle (space) I get a crash. So I will remove those.

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they are listed here:

 

CAMPAIGNS_SINGLEPLAYER.XML

 

demo campaign.

 

Just use WordPad to edit the files.

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Hmmm - Level 2 bases cannot be destroyed since to much hull is left. But anyway The Millenium Falcon could hit a space station hulls and the rest of the ships no - so it must have something that the others have not ....searching now.

 

I think that space stations Level 2 and 5 are missing a hardpoint.

Edited by Cain

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Thats Fixed in the Next Version.  :)

 

  • Death Star Disabled
  • Rebel AI
  • Pirate AI
  • Kenobi, Mothma, Inflitrators and Darth Vader Removed. -Caused Crashes
  • Fixed the glitch that didnt allow you to kill space stations
  • HARDER, Yes I Said HARDER AI

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