Jump to content

Some help modding the ground side of things.


ShineDog
 Share

Recommended Posts

gosh.

 

this is one of the more convuluted RTS games ive tried to mod...

 

 

 

okay, basically, what im trying to do, is mod the ground battles to take place over a somewhat (not MASSIVELY, the maps simply wont support realistic ranges as is) larger range, simply because with the miopic warriors we have now, things look... well.... kinda bum. and not very epic.

 

my inspiration here is ground control, and anyone who has played that game will know, having soldiers taking potshots at each other from a good distance looks frigging cool.

 

 

 

and so it came to modding the files.

 

 

 

and theres about a million files referring to each unit.

 

 

and they all overlap.

 

 

and its confusing.

 

 

and im sitting here wanting to cry.

 

 

as you can imagine, when im looking to modify the ranges that ground units engange at, im going to have to modify a variety of elements to get things looking spiffy and avoid screwing up the balance entirely.

 

things like, range, accuracy, the weapons travel speed, the dispersion effect of shots that roll a miss (it appears to be dice checks), and the weapons damage, various things like that.

 

(with regards to the infantry combat, id like to see troops miss more but be more lethal when they hit, keeping the kill rate roughly the same as it is right now, and thus the relative balance similar, but increasing the visual realism of combat)

 

taking damage as an example, ill be buggered if i can figure this out.

 

taking a unit of stormtroopers as an example, there are, at least, 3 files that refer to them

 

groundinfantry, groundcompaniesimperial, and from these you are led to projectiles for the weapon properties,

 

each one of these, has an entry referring to the units damage, various information referring to the range of the projectiles, and, well, its kinda tricky to see how everything multiplies together, or knowing what overwrites what or.... well. whatever.

 

 

 

basically, i NEED HELP. :(

Edited by Cain
Link to comment
Share on other sites

well. got most of it figured out - the majority of duplicates appear to only activate if the details listed in another version arent present (particularly in the case of projectiles vs groundinfantry - groundinfantry contains a single reference to damage, for the rebel soldier, which differentiates his gun from the stormtrooper version which calls the same entry in the projectiles file)

 

 

 

my only remaining problem is i cant, for the life of me, find the entry to change the units firing range.

 

 

ive got line of sight up, max engagement ranges are up, projectile max flight distance is up....

 

 

any ideas?

Link to comment
Share on other sites

Okay, I haven't tested it yet (and can't for another hour or so), but I think I found weapon range in PROJECTILES.xml. Try changing the Projectile_Max_Flight_Distance to double or triple (so you can really see the difference) for one type of projectile, build only units with that projectile weapon type, and see if it works. If it does, just change that distance to whatever you want.

 

Hmmm...just had a funny idea. What if we managed to increase the firing range so that units could choot at each other from opposite edges of the map? That would be interesting to watch...I'll call it the insanity mod...and I'm going to work on it right away...

http://i61.photobucket.com/albums/h65/NightshadowDragon/RyuuKageSIG.jpg

 

http://i61.photobucket.com/albums/h65/NightshadowDragon/AoSW-JCW_Banner.jpg

Link to comment
Share on other sites

doesnt work - tried it

 

i found the range setting for SOME vehicles, under hardpoints.

 

 

but thats only for the turreted units.

 

entry is something along the lines of "max_fire_range" but im not at my home machine right now so im not sure.

 

 

 

also - there are still multiples of the damage characteristics that im unsure of.

 

 

namely, in the infantry, most units have a "damage" setting, in almost all cases this is set to 1. for the speeder bike its 6 (why is the speeder considered infantry?) for the ATAT its 100.

 

untill i saw the speeder and ATAT i assumed it was a simple multiplier. now i dont think so.

 

 

im wondering how the damage, and projectile damage stats work together, other than tweaking with trial and error...

 

 

 

 

getting there, but i still feel like a nub.

Link to comment
Share on other sites

I don't remember what the actual tag is but its something like Max Attack Targeting or something.  Also any changes will be ignored if the Targeting attribute isn't in the Behavior tag.

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

Link to comment
Share on other sites

im trying to do the same thing as u .. exept maybe recreate the ammount of lasers that ep 2 geonosis battle had.. and that range..

got everything but the range done :/

i need help on this too

http://www.swgbex.com/sig.jpg

Hehe IA 2 venator :P

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

Copyright (c) 1999-2022 by SWRebellion Community - All logos and trademarks in this site are property of their respective owner. The comments are property of their posters. Star Wars(TM) is a registered trademark of LucasFilm, Ltd. We are not affiliated with LucasFilm or Walt Disney. This is a fan site and online gaming community (non-profit). Powered by Invision Community

×
×
  • Create New...