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Posted

lets say you are playing as the rebels,

you start with 5 planets,

low on income

low on starting forces.

Your goal is to reach the other side of the galaxy.

the problem is that the path is blocked by "neutral" planets.

All defended by pirate ships representing the defense force of that planet x

Some planets will have a verry powerful and strong defense force while others (outer rime planets) will have sometimes a couple of z-95's and perhaps a frigate.

Its inportant that the pirate ai leaves the good protected planets alone and that he moves his forces to protect or retake a planet

Posted

lets say you are playing as the rebels,

 

ok

 

you start with 5 planets,

 

defined by which planets you assign rebel starting forces to in campaigns_singleplayer.xml

 

low on income

 

If you mean that the planets themselves generate low amounts of credits, you will have to edit them all in planets.xml. If you mean you start with a low amount, thats easily done in campaigns_singleplayer.xml

 

low on starting forces.

 

campaigns_singleplayer.xml

 

Your goal is to reach the other side of the galaxy.

 

Alter victory conditions to something like:

 

  Galactic_Control_Named_Planets

  PLANET YOU WANT TO CAPTURE TO WIN

  Galactic_All_Planets_Controlled, Galactic_Opponent_Controls_No_Planets, Galactic_Super_Weapon_Destroys_Last_Enemy_Planet

 

the problem is that the path is blocked by "neutral" planets.

 

By neutral you mean occupied by pirates as opposed to empty planets with no owners?

 

All defended by pirate ships representing the defense force of that planet x

Some planets will have a verry powerful and strong defense force while others (outer rime planets) will have sometimes a couple of z-95's and perhaps a frigate.

 

you will need to add new forces to the pirates if they are to have anything more than pirate frigates, IPV patrol craft, Pirate fighters, and a generic pirate base.

 

Its inportant that the pirate ai leaves the good protected planets alone and that he moves his forces to protect or retake a planet

 

The pirate AI as it stands does not take over the galaxy. It sits where its assigned in the first place. You'll have to modify the pirates in faction.xml, or simply use the Empire as the opponent, starting on the other side of the map, and fill all the intervening planets with pirates. The Empire will try to make its way through the priates as well, to get to you eventually.

 

So essentially, is this what you are after:

 

Rebels control a few planets at one edge. Empire controls one or a few planets at the opposite edge. All the planets in between are occupied by pirate forces. Pirate forces include new units. For the rebels to win, they must capture and the empire starting planet. For the empire to win, they must either capture the rebels starting planet or take over the whole galaxy.

 

Is this right?

 

Tycho

Posted

Ahhhh, i think i know where you are having difficulty. Firstly, your xml folder is in the right place.

 

In your campaigns_singleplayer file, have you tried to add a new campaign to the end of the file or something like that, or have you modified one of the existing entries for the galactic conquest campaigns that come with the game?

 

I had a problem in my first attempt at a campaign, that although it showed up as a new entry in the list of galactic conquest campaigns, when i actually tried to run it, it used data from the Empire Surrounded scenario. Any changes i had made were completely ignored. I have no idea why and i still don't know why. When i modified an actual campaign that already existed, the changes occurred fine. In the end, i've just made different versions of the campaigns_singleplayer.xml file and deleted out everything except the actual campaign i want to play.

 

Also, when you make changes to some xml files, the game tells you they have been changed and lets you reload them. For the campaign files, this didn't happen for me at least and i had to restart the game each time to check changes.

 

Tycho

Posted

 

Rebel,  10000

Rebel, 2

Rebel, 4

                                                   

       

Rebel, Hoth, Rebel_Star_Base_1

      Rebel, Hoth, Rebel_Infantry_Squad

                                                     

       

Rebel, Bespin, Rebel_Star_Base_2

Rebel, Bespin, Rebel_X-Wing_Squadron

Rebel, Bespin, Rebel_X-Wing_Squadron

Rebel, Bespin, Rebel_X-Wing_Squadron

Rebel, Bespin, Rebel_X-Wing_Squadron

Rebel, Bespin, Y-Wing_Squadron

Rebel, Bespin, Y-Wing_Squadron

Rebel, Bespin, Corellian_Corvette

Rebel, Bespin, Nebulon_B_Frigate

 

This is 1 of the planets the rebellion does not start with

i aksed someone on my msn list and he said the only thing  i need to do is just change "rebel" to pirate like this

Pirate , Bespin, Rebel_Star_Base_2

Pirate , Bespin, Rebel_X-Wing_Squadron

Pirate , Bespin, Rebel_X-Wing_Squadron

Pirate , Bespin, Rebel_X-Wing_Squadron

Pirate , Bespin, Rebel_X-Wing_Squadron

Pirate , Bespin, Y-Wing_Squadron

Pirate , Bespin, Y-Wing_Squadron

Pirate , Bespin, Corellian_Corvette

Pirate , Bespin, Nebulon_B_Frigate

or do i have to make a seperate section with only

pirate , planet name, x-wing and so on for all the planets?

i would like to ask your msn since i realy want to solve this problem

Posted

Ahhhh!

 

I see what the problem is now. You are adding rebel affiliated units to the pirate faction. The pirates don't have x-wings, y-wings, nebulon-b etc.

 

Give them pirate units:

  Pirates, Bespin, Pirate_Asteroid_Base

  Pirates, Bespin, VWing_Squadron_P

  Pirates, Bespin, Pirate_Fighter_Squadron

  Pirates, Bespin, IPV1_System_Patrol_Craft

  Pirates, Bespin, Pirate_Frigate

 

This is basically the full extent of available space pirate forces. They have ground ones too.

 

To give them new ships you would have to go into the spaceunits files and make new instances of the other ships but with a pirate affiliation. For example:

 

spaceunitscorvettes.xml would need modifying to contain a pirate version of the corellian corvette like so.

 

  Corellian_Corvette

  Pirate

 

 

Then you can add it to your starting forces with:

 

  Pirates, Bespin, Pirate_Corvette

 

Hopefully, that will solve it!  ;D

 

I don't have MSN or AIM i'm afraid.

 

Tycho.

Posted

Oh! Good to know that works. Saves time putting in lots of variants.

 

So in that case, i would say the problem is that you have named the faction incorrectly.

 

The faction name is "Pirates". In your Bespin example you have called them all "Pirate".

 

Can't believe i didn't spot that before  :o

 

Tycho

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