Bodin Posted February 13, 2006 Posted February 13, 2006 (edited) EMPIRE AT WAR DEMO MODDING GUIDE FOR NEWBIES The Tools You’ll need only the EaW Extractor by Dante of Renevo which can be found in the Tools and Tutorials sticky. Extracting the Files Unzip the Extractor and open it. Double click on Config.meg and select Tools>Extract all. Let’s say they’ve been extracted to a folder named EaW Extracted Data. In it, you should have a Data folder and inside it you’ll have 3 Folders: Resources, Scripts and Xml. In the Xml folder there should be a lot of Xml files and 2 folders. Good, because we’re going to work with Xml files only in this Guide. Preparations You should make another folder, like “My EaW Demo Mod”. Copy the “Campaigns_Singleplayer.xml, Factions.xml, Planets.xml and Spaceunitscapital.xml” from EaW Extracted Data/Data/Xml to “My EaW Demo Mod”. Then create a folder called Xml in “My EaW Demo Mod”. Cut all the .xml files in it. Let’s Start First we’ll edit the Campaigns_Singleplayer.xml (the one in My EaW Demo Mod/Xml of course). Hit Ctrl+F and write Demo Campaign, hit enter then. It should of scrolled down to something like this: Good, this is the Demo Campaign you’re usually playing in the DEMO. Now we’ll edit it. Scroll down, down. Let’s change the locations. Clear everything that is beetween and . Now put beetween them: Galaxy_Core_Art_Model, Hoth, Atzerri, Bespin, Tatooine, Geonosis, VergessoAsteroids.It should look like this: Galaxy_Core_Art_Model, Hoth, Atzerri, Bespin, Tatooine, Geonosis, VergessoAsteroids . Now let’s edit the Trade Routes. Initially it’s: Hoth_VergessoAsteroids, Tatooine_VergessoAsteroids We’ll edit it and it should look like this: Hoth_VergessoAsteroids, Hoth_Atzerri, Tatooine_VergessoAsteroids, VergessoAsteroids_Geonosis Very good, now we have 3 new playable Planets, actually they’re not playable now. Later on we’ll edit them so they are playable. Oh yeah, you’ll have to change the FALSE to True and should look like this:TRUE NOTE: When we’re editing the Campaigns_Singleplayer.xml you’ll allways have to hit Ctrl+F, write Demo Campaign and hit enter because we’ll be editing only the Demo Cpn. Now let’s change the Starting Forces, Starting Credits and Starting Tech Level. First we’ll edit some Starting Forces. Let’s say, we’ll start on Hoth with 2 Mon Cal Cruisers, 4 X-Wing Squadrons, 3 Y-Wing Squadrons, 1 Nebulon B Fregate and 2 Correlian Corrvetes.You’ll have to scroll down to „”. There you should find: Rebel, Hoth, Rebel_Star_Base_2 Rebel, Hoth, Rebel_X-Wing_Squadron Rebel, Hoth, Rebel_X-Wing_Squadron Rebel, Hoth, Y-Wing_Squadron Rebel, Hoth, Y-Wing_Squadron Rebel, Hoth, Han_Solo_Team Rebel, Hoth, R_Ground_Barracks Rebel, Hoth, Rebel_Infantry_Squad Rebel, Hoth, Rebel_Tank_Buster_Squad Rebel, Hoth, Rebel_Light_Tank_Brigade Rebel, Hoth, Rebel_Artillery_Brigade Now let’s we’ll have to copy „ Rebel, Hoth, Rebel_X-Wing_Squadron ” 2 times so we’ll have 4 of them, and „ Rebel, Hoth, Y-Wing_Squadron ” so we’ll have 3 of them. Okay, now we’ll add some Ships. Copy any of these Space Starting Forces and replace the Text after „Hoth, ” with „Calamari_Cruiser” for Mon Calamari Cruiser, „Nebulon_B_Frigate” for you know what, and „Corellian_Corvette” for you know what, if you don’t, you’re stupid.It should look like this: Rebel, Hoth, Rebel_Star_Base_2 Rebel, Hoth, Rebel_X-Wing_Squadron Rebel, Hoth, Rebel_X-Wing_Squadron Rebel, Hoth, Rebel_X-Wing_Squadron Rebel, Hoth, Rebel_X-Wing_Squadron Rebel, Hoth, Y-Wing_Squadron Rebel, Hoth, Y-Wing_Squadron Rebel, Hoth, Y-Wing_Squadron Rebel, Hoth, Calamari_Cruiser Rebel, Hoth, Nebulon_B_Fregate Rebel, Hoth, Corellian_Corvette Rebel, Hoth, Corellian_Corvette Rebel, Hoth, Han_Solo_Team Good, good. Let’s move on. HINT1: You can change the Tech Level of the Star Base by changing the number after „Rebel_Star_Base_”.HINT2: You can enable the Death Star by putting „Death_Star” after „Hoth,” Were were we? Ah yes changing Starting Credits. Very simple. Find this in the Demo Campaign: Rebel, 20000 Rebel, 2 Rebel, 4 Change for how many credits you wish to have. Change the number in after „Rebel,” for the starting Tech Level, and the number in after „Rebel,” for the maximum Tech Level you want to reach. Well, basicly we finished with Campaigns_Singleplayer.xml. Ok, moving to Factions.xml. Open it with Wordpad. First thing we can change here is the colour by changing these: 185, 40, 39, 255 185, 40, 39, 255 Just put random numbers till you find the colour you want. The first one’s red value, the second it green and the third is blue value. The fourth... I dunno. Next. The Space Battle Population Capacity? What is that? You know that you can’t bring your entire fleet into the battle, don’t ya? Well by changing: 25To:70You surely can! What’s next? Retreat, well this is just tweaking it, to enable it you’ll have to do something else (Cain’s Enabling the Retreat Guide ). Anyway, changing the retreat time is done by editing: 10.99 And the colour of the Countdown Seconds by editing: 255, 255, 255, 255 Okay, now I’m gonna teach you how to be able to play as the Empire. It’s actually quite simple. Cut the Empire half and put it in front of the Rebel Half so the Empire is the first, the Rebels are the second and then the other factions. Open up Campaigns_Singleplayer and hit Ctrl+F and type Demo Campaign. Hit Enter. Scroll down till you find: Empire, None Pirates, None Rebel, SandboxHuman Change it to this: Empire, SandBoxHuman Pirates, None Rebel, BasicRebel One more step. A little higher there should be: Rebel Change it to this: Empire Goooood, now close it. Open Planets.xml with Wordpad. Firstly, we’ll enable our three new planets by changing both their and . Change them so they’re like this: _Land_Planet_Tatooine_02.ted _Space_Planet_VergessoAsteroids_01.ted Otherwise it won’t to battle on them. Now a little cool thing for the ones who love Space Battles. You can edit the: Yes To: No And there won’t be any land battle on those Planets.WARNING: DO NOT MODIFY THIS TO THE HOME PLANETS (HOTH AND TATOOINE) OR YOUR GAME WILL CRASH. Now, let’s edit the Planet Credit Value (This will modify your daily income). Hit Ctrl+F and type Hoth. Then Hit Ctrl+F again and type „Planet_Credit_Value”. It should find you this:60Change the number for how many credits do you want to get from Hoth every day. Now, let’s change the Galactic Population Capacity. You know when you can’t build anymore because the Pop Cap is full, don’t you? Well simply hit Ctrl+F... again and type „Additional_Population_Capacity”. For that it should give you this: 5 ROFL, 5?! We gotta change it: 70 There. Of course if you want more, change it to 100, or even more. How much you want it to be. Done, now heading towards Spaceunitscapital.xml. Open it with... Wordpad of course. Since you’re the Rebles, you’ll edit the Mon Cal Cruiser.First you can change the Size:1Change „1” to how big you wish.Then you can edit it’s strength by modifying:60Change „60” to how much damge you want it to do.You can also edit it’s speed:1.5Change „1.5” to how fast you want it to be.You can change it manuverabilty too:0.4Change „0.4” for how manuverable you want it to be.Next? The Hyperspace Speed:1Change „1” to how fast you want it to be.To make it buildable in the DEMO change:YesTo:NoTo change if you can steal its technology edit this:YesTo change the price of stealing the technology edit this:2000Change „2000” to how much you want.To change its requiered Star Base Tech Level edit this:4Change „4” to how much you want, even 1.To change the planets it can be built on edit this:MonCalimari, Kuat, Fondor, SullustAdd the planets you want it to be built, let’s say Hoth.To change its Health edit:8500Change „8500” to how strong you want it to be.To change its Shield edit:2000Change „2000” to how strong you want its Shield to be.To modify its cost edit this:4000Change „4000” to how expensive/cheap you want it to be.To change its build time edit this:90Change „90” to how long you want to wait for it to be built.Well that’s all about this xml. If you want to change these things for other Space Units like Nebulon B Fregates or X-Wing Squadrons you’ll have to edit Spaceunitscapital.xml, Spaceunitscorvettes.xml, Spaceunitsfighters.xml and Spaceunitsfregates.xml. Ending and Credits Modding the EaW DEMO is easy and fun. I hope this guide helped.CREDITS:My brain - PFF – Petroglyph Fan Forums – Great comunity, very helpful. Edited February 14, 2006 by Bodin BODiNEmpire at War ModderPFF Moderator
Megajames Posted February 13, 2006 Posted February 13, 2006 Thanks a lot, I have just learnt a ton about modding Evacuate, in our moment of triumph. I think you overestimate their chances. Please can you post a comment on My clone story, in fan fiction. http://pff.swrebellion.com/index.php?topic=2306.0 (\_/)(O.O)(> <) This is Bunny. Copy Bunny into your signature to help him on his way to world Domination
Bodin Posted February 13, 2006 Author Posted February 13, 2006 I hope this guide helped EDIT: You're wellcome! BODiNEmpire at War ModderPFF Moderator
Quickshot14_pff Posted February 13, 2006 Posted February 13, 2006 Heya, Nicely done this will defintly give thoese the basics of not only how to mod eaw war but a genreal idea of how eaw handles things, keep up the great work
kingdark Posted February 13, 2006 Posted February 13, 2006 1 thing to all modders: you shouldnt touch the speed setting because it can mess up your game, i tried this myself so... http://miniprofile.xfire.com/bg/os/type/0/kingdark.png
Valeforth Posted February 13, 2006 Posted February 13, 2006 Nice little guide, I myself was wondering how to extract the files. Although I had already modified existing mod files I had. Thanx very much. Next to try and get my head around .lua ;D
Bodin Posted February 13, 2006 Author Posted February 13, 2006 Thank you everyone! You know that if you put your starting credits to let's say 900000, they suddenly drop to 80000. Well I think I found a way to disable that. Stay Tunned! BODiNEmpire at War ModderPFF Moderator
kingdark Posted February 13, 2006 Posted February 13, 2006 yhea i noticed that too, there is a easy way to goo around this,you go to planet.xml and you look for 1 of the planets you controlthere you see somehwere how much that planets let you earnyou can change that into 10k. if you do that with each owned planet you make at least 30k per tick and sometimes it takes a couple of ticks before the enemy makes a move against a owned planet http://miniprofile.xfire.com/bg/os/type/0/kingdark.png
Bodin Posted February 13, 2006 Author Posted February 13, 2006 Now, let’s edit the Planet Credit Value (This will modify your daily income). Hit Ctrl+F and type Hoth. Then Hit Ctrl+F again and type „Planet_Credit_Value”. It should find you this:60Change the number for how many credits do you want to get from Hoth every day. And I meant that if you had 900000 starting credits it won't be dropped automaticly when you build something to 80000. I'm going to test it now. BODiNEmpire at War ModderPFF Moderator
kingdark Posted February 13, 2006 Posted February 13, 2006 ooh, ok but why would you want to start with that much money? http://miniprofile.xfire.com/bg/os/type/0/kingdark.png
Bodin Posted February 13, 2006 Author Posted February 13, 2006 Fun? I like kicking the Rebels' @$$! Anyway, it works, though it looks like the MAXIMUM Credit limit is 180.0007. How to do it?Simple, open up Factions.xml and hit Ctrl+F. Type "SFXEvent_Max_Credits_Limit_Reached". Delete it for the faction you want to have max 180.0007. EDIT: Oh and you said something about Speed settings. Why not? I moddified them. I made the Rebel Ships (All) faster (Nothing happened, except they were faster, as I planned), a bit bigger and more manuverable. And the Imperial Ships (Not all) bigger and powerful. Since they were bigger, I had to change their speed to, again all was how I planned. BODiNEmpire at War ModderPFF Moderator
kingdark Posted February 13, 2006 Posted February 13, 2006 i dont know what the default speed is but i changed it into 5.0 all the fighters y wing x wing etcand when it fired it was like the fireblast came later then the sound... but i only adjusted the speed and cost so nothing else there was something i think you need to adjust to prevent this http://miniprofile.xfire.com/bg/os/type/0/kingdark.png
Bodin Posted February 13, 2006 Author Posted February 13, 2006 Lol, of course because you changed it to 5. It's way too much. And yes to balance the speed you have to edit the size. BODiNEmpire at War ModderPFF Moderator
FleetAdmiral AK Posted February 14, 2006 Posted February 14, 2006 Cheers for this it really helped me. p.s Atzerri could not be accessed without putting bespin in. The rebelion will bring peace to the galaxy! http://miniprofile.xfire.com/bg/sf/type/0/fleetadmiralak.png
Bodin Posted February 14, 2006 Author Posted February 14, 2006 I'm glad it helped. About Atzerri, thanks, I'll edit it. BODiNEmpire at War ModderPFF Moderator
kingdark Posted February 14, 2006 Posted February 14, 2006 how could you compenstate it then? when they where at the speed of 5.0,.. it was the speed as it should have been! http://miniprofile.xfire.com/bg/os/type/0/kingdark.png
Bodin Posted February 14, 2006 Author Posted February 14, 2006 The X-Wing's original Max Speed is 4.0. Increasing it to 5.0 is too much. Try less. The Y-Wing's Original Max Speed is 3.0. If you increased that to 5.0, it's waay too much. Again, try less. BODiNEmpire at War ModderPFF Moderator
Joebwan Posted February 14, 2006 Posted February 14, 2006 Fighters and bombers are very sensitive to speed increases. Other factors come into play that can have an adverse effect. The game does 2nd order predictive calculations for firing, but not 3rd order prediction (i.e., it doesn't take into account the rate of change in the rate of change in fighter flight movement) which means fighters become very very hard to hit at high speeds due to the time it takes for a laser bolt to reach the fighter. Petroglyph Lead DesignerLas Vegas. Nevada, USA
kingdark Posted February 14, 2006 Posted February 14, 2006 that explains the weird effect i got too! well its a bit sad you cant increase it that much! starfights should be realy realy realy quik http://miniprofile.xfire.com/bg/os/type/0/kingdark.png
FleetAdmiral AK Posted February 14, 2006 Posted February 14, 2006 that explains the weird effect i got too! well its a bit sad you cant increase it that much! starfights should be realy realy realy quik You can't have everything... The rebelion will bring peace to the galaxy! http://miniprofile.xfire.com/bg/sf/type/0/fleetadmiralak.png
kingdark Posted February 14, 2006 Posted February 14, 2006 no your right http://miniprofile.xfire.com/bg/os/type/0/kingdark.png
Bodin Posted February 15, 2006 Author Posted February 15, 2006 (edited) Yeah... but anyway, 5.0 for the Y-Wing is way too much. Edited February 15, 2006 by Bodin BODiNEmpire at War ModderPFF Moderator
Joebwan Posted February 15, 2006 Posted February 15, 2006 You may get the desired result (much faster fighter movement) by slowing the larger ships down and then increasing the game speed. Or you could increase the travel speed of bolts, missiles, and torpedoes greatly to compensate for the targeting issues against faster fighters/bombers. Another issue that can have an adverse affect on targeting fighters is if they are reduced in size the collision mesh is reduced in size as well, so if all other things are equal, a fighter that is 50% smaller is about 4x harder to hit. Petroglyph Lead DesignerLas Vegas. Nevada, USA
Megajames Posted February 15, 2006 Posted February 15, 2006 Yeah... but anyway, 5.0 for the W-Wing is way too much. W-wings ??? Evacuate, in our moment of triumph. I think you overestimate their chances. Please can you post a comment on My clone story, in fan fiction. http://pff.swrebellion.com/index.php?topic=2306.0 (\_/)(O.O)(> <) This is Bunny. Copy Bunny into your signature to help him on his way to world Domination
Foshjedi2004 Posted February 15, 2006 Posted February 15, 2006 maybe a ywing ;D whats x-a? w http://i199.photobucket.com/albums/aa197/knivesdamaster/tags/sith_omguserbar_member.jpg
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