dw333 Posted February 1, 2006 Posted February 1, 2006 (edited) Since there are only 26 slots available for space or ground units that you can select to build, and i doubt there is a scroll bar if you exceed it (and coding one in is probably not going to happen), i have found an acceptable workaround, that makes the game more realistic to starwars. now you can have 26 units to purchase per 'shipyard'. with this you can now build 78 space units. I have added shipyards, 3 to be exact: Light Shipyard - builds starfighters and shuttlesMedium Shipyard - builds corvettes, frigates, light cruisers, and medium cruisersHeavy Shipyard - builds heavy cruisers, and star destroyer/star cruiser/super class ships allowing stations to be accurate for defense not building, like it should be. remodel:Level 1 - Platform 1 (XW/TF series)Level 2 - Platform 2 (XW/TF series)Level 3 - Galon 1Level 4 - Galon 2Level 5 - Galon 3 I have tested a version of it on fighters (test units) and it works! You can also only have one shipyard per system, and shipyards are very expensive, so choose carefully, and dont let the enemy destroy them, with hit and fade attacks. Ground units already have this, but i plan to only allow 1 (maybe 2) types ground build structure(s) per planet. to allow for all the new units Edited February 1, 2006 by dw333 Dan WilliamsMod Project : Star Wars - Civil War (v0.3)
Star Wars Man Posted February 1, 2006 Posted February 1, 2006 Are you going to give us a mod with it? Or like a line of codes? http://img525.imageshack.us/img525/3269/pffuserbar2globalmodnx9.jpg
dw333 Posted February 1, 2006 Author Posted February 1, 2006 mod the whole thing, there are already so many changes done (to all parts of the game), i am waiting for the full version so i can confirm all the data, before release code from the demo version. Since i cant replace models aswell. I might release a small mod for the demo, but there is so much code change, and confimations done and to do, that it is best to make it, confirm code fronm full version, then release for full version, if code is same or very close it wont take nearly as long. Dan WilliamsMod Project : Star Wars - Civil War (v0.3)
Guest JediIgor Posted February 3, 2006 Posted February 3, 2006 This is a good idea. Space stations should definitely not be building ships . Though you should be able to build more than one shipyard per planet (maybe level 2, level 3.., means 2, 3 shipyards?)
Stellar_Magic Posted February 3, 2006 Posted February 3, 2006 We only get 2 slots for space structures beside the Station which means you should be able to build 2 Shipyards... Am I right? Forum and RPG Membership:http://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsTC.jpghttp://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsRPG2.jpg Signature:Sufficiently advanced technology would be indistinguishable from Magic. -Arthur C. Clarke
dw333 Posted February 3, 2006 Author Posted February 3, 2006 You could do multiple stations, but there are ONLY 26 slots to build units for space (and 26 for ground), this number cannot be changed without a scrool bar code addition, this is probably a major thing. So this way each shipyard can have up to 26 units assigned. examplea Rebel Light Shipyard can build up to 26 starfighter and shuttle types:Rough ListX-Wing Y-WingA-WingB-WingE-WingT-WingK-WingZ-95A-9Lambda - ShuttleSkipray BlastBoatYT-1300 FreighterYT-2000 FreighterDelta - Escort Shuttle? - Assault Transport? - Escort Transport 16 of 26 available slots, can have 10 more units at this shipyard/planet. Since you can only have 26 slots you cannot have more then one shipyard per planet, otherwise you would exceed this 26 and one shipyard would overlap anothers units... Dan WilliamsMod Project : Star Wars - Civil War (v0.3)
Stellar_Magic Posted February 3, 2006 Posted February 3, 2006 This is why a Corporation based system would make so much sense... ;D Incom Space Factory: Incom/Subpro ARC-170Incom/Subpro Z-95 Headhunter (And its spaceborne variants)Incom T-65 X-wing (And its variants)Incom Y-4 Raptor TransportIncom I-7 Howlrunner Forum and RPG Membership:http://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsTC.jpghttp://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsRPG2.jpg Signature:Sufficiently advanced technology would be indistinguishable from Magic. -Arthur C. Clarke
MajorPayne Posted February 3, 2006 Posted February 3, 2006 Most useful, but I bet my bottom dollar that some smart alec will figure out a way to enable further space based structures in time (unless they hardcode that sort of thing).
Teradyn_pff Posted February 6, 2006 Posted February 6, 2006 I have seen some references to the command bar GUI in some of the files. There may be a way to extend them somehow. If nothing else, I wonder if you could have a custom menu pop up when you click on a build button. Kind of like making a build button = "Heavy Corvettes" and then choose what you want from there... My Death Star is bigger than your Death Star!"The XML is strong with this one!"http://miniprofile.xfire.com/bg/bg/type/0/teradyn.png
NOT Hadoken13 Posted February 6, 2006 Posted February 6, 2006 or making specific ships only buildable on certain planets/regions my EAW online screen name [PFF]HAdoken13
dw333 Posted February 6, 2006 Author Posted February 6, 2006 ^--- Just like Noghri Squads are only available at Honoghr, who ever controls it can have them as a buildable infantry squad. Could add the story to this in game, hmm...just like finding the katana fleet, but anyway, just an update to 'Civil War' Mod Dan WilliamsMod Project : Star Wars - Civil War (v0.3)
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