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Posted

What are everyone's feelings on removing units? For example, taking out the Tartan and replacing it with a Lancer? or removing the Acclamator all together and replacing it with something else?

 

Also, I found models for the Golan Space Defense platforms. And I think I came up with a way to make them work.

Posted
I prefer adding, but redundancy is a big problem, so I'm not sad to see something go if something replaces it.

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Posted

My personal thought is that a lot of the models and whatnot are as good as the ones that shipped with the game. Why have a Tartan when you can have a Lancer? Why have an Acclamator when you could have a Strike Cruiser? All seems very odd to me. But, that's why I'm changing it.

 

I'm going to bed, but I anticipate the addition of Golan Defense Platforms tomorrow. That's one of those mods that's truly game changing.

 

More on this, when I wake up.

Posted

Its quite true its often occured to me that its pointless having old units in the game that have been made redundant because of newer units that can replace them. For instance I have added code into my campain files so that the acclimator is no longer buildable after a certain tech level and is replaced with a strike crusier. I did the same also for the Venator.. so you see using a little bit of code can take this pain away from things LOL

 

That way you can retire old units and have them replaced with new better ships as the natural progression of the game should be,. :)

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Posted

Its quite true its often occured to me that its pointless having old units in the game that have been made redundant because of newer units that can replace them. For instance I have added code into my campain files so that the acclimator is no longer buildable after a certain tech level and is replaced with a strike crusier. I did the same also for the Venator.. so you see using a little bit of code can take this pain away from things LOL

 

That way you can retire old units and have them replaced with new better ships as the natural progression of the game should be,. :)

 

Such code could come in useful some day. Can you please give us an example.

Posted

of course, its very easy to do. You just edit the sandbox file you want to have affected by this code change.

 

Example code:

 

 

STORY_TRIGGER

BUILDABLE_UNIT

Imperial_Stormtrooper_Squad

Republic_Clonetrooper_Squad

Empire_AI_Heroes_05

 

1) The Reward Parameter 1 shown as is the line of of the unit you are to be rewarded with at at certain tech level. The Tech Level is dependant on where you add this type of code into. Just for information this is in my Tech/spawn era Level two.

 

2) Reward_Param2 - is the unit to be removed from the game at that tech level era.

 

Event name can be what you like I called mine unlock_stormtrooper.

 

ok, thats eample code and it should be used in any spawn time era you want to be affected by the changes, through out the sandbox files you want to edit. Only add 1 instance of the type your changing. Although the actual reward parameter doesnt matter if your just removing a type of unit - it will still work.

 

General usage:

 

Removes old unit and rewards player with new unit at a given tech level.

 

Hope this helps. :)

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Posted

What are everyone's feelings on removing units? For example, taking out the Tartan and replacing it with a Lancer? or removing the Acclamator all together and replacing it with something else?

 

Also, I found models for the Golan Space Defense platforms. And I think I came up with a way to make them work.

Why take out anything? You can just add, and modify. That works too, doesn't it?

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Posted

your not actually taking anything out. Your removing units at a certain tech level to be replaced with a new unit. This ALSO helps free up space on the commandbar ;) it then helps you add more different types of units to a certain extent without clogging up the command bar. Thats because old redundant units will be 'retired' from service - keeps in with the natural progression of the game in tech levels and story line of the EU. For example I dont want to be building acclamators at tech level 5 - as they were retired at some point before the first death star blew up Alderaan ? The Empire started using Strike Cruisers.

 

Anyway it depends on how your game pans out. I have modded my game a lot so it starts from the end of EP III Post Clone Wars up to post ROTJ +10 ABY it covers that kind of era.

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Posted
Okay, I'm not supposed to tell you guys this, as I wanted to keep it a secret, but I've been able to successfully add the FoC Droideka MK. II to E@W. It was quite difficult, but thanks to Mike.nl (the ala2ala conversion tool. ;)) I was able to add it in. I will be able to get screenies in a little bt, but right now I'm balancing it as to Movie Cannon (the Droidkea Mk. I, trying to get that blaster efect in), so I'll get them up ASAP.
Posted

your not actually taking anything out. Your removing units at a certain tech level to be replaced with a new unit. This ALSO helps free up space on the commandbar ;) it then helps you add more different types of units to a certain extent without clogging up the command bar. Thats because old redundant units will be 'retired' from service - keeps in with the natural progression of the game in tech levels and story line of the EU. For example I dont want to be building acclamators at tech level 5 - as they were retired at some point before the first death star blew up Alderaan ? The Empire started using Strike Cruisers.

 

Anyway it depends on how your game pans out. I have modded my game a lot so it starts from the end of EP III Post Clone Wars up to post ROTJ +10 ABY it covers that kind of era.

 

Oh........

 

I didn't read about that one line of code............ I did that with tEB.......Clones AND Stormies :D

:'( :'( :'( :'( :'( :'( :'( :'(

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and when you're dying I will be

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and when you're dead I will be

Still Alive

STILL ALIVE"~GLaDOS

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When in doubt- rocket it.

Dowload The Underworld's Might beta from Filefront!

Posted

No, it's actually not, because we are talking about both adding new units and taking out old units. :D

 

Screens:

 

http://screenshot.xfire.com/screenshot/large/9cf1a09c3cb57f1e6c30278fda7959bfdb4f81f4.png

 

http://screenshot.xfire.com/screenshot/large/bed079d0b23d9f7164a72eb25e47c630311a13d3.png

 

http://screenshot.xfire.com/screenshot/large/6f2ee56beb8339661f962f2a0fe19e4ab73a77ac.png

 

http://screenshot.xfire.com/screenshot/large/1f2b1c53939b13261746eb4f5905fe37a408adf9.png

 

http://screenshot.xfire.com/screenshot/large/4f1ccd061696e07da14b50c196c2fd214c37ef48.png

Posted

Fr*cken sweet! This still feels more at home in the FoC demo moddability thread though...but you're the moderator.

 

And uh...the commandbar for FoC contains the Droideka Mk2 icon, (just FYI unless you dodn't know)

 

Ps. 1upD CLONES = STORMIES (lol)

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Posted

I can, but I can't put the file inside the TGA or DDS. I'll have it free-floating in the textures folder. I just think its so much easier that way.

 

Or you can just use the FOC commandbar for EaW. You'll only need to replace one screen-the backing for the Skirmish selection screen. (and everything will be yellow...)

 

EDIT: yes i do.

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Posted
No, it's actually not, because we are talking about both adding new units and taking out old units.

 

that script I posted an example of does this. Adds and removes units. It doesnt however remove any starting units of a type that is removed. Only from the build tab for the current player only. Any units of an old type that were built are still playable in game until they are destroyed. When you advance to the required tech level they will no longer be buildable, only the unit you replaced them with i.e your new unit. ;)

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Posted

A word of caution: be VERY careful when removing units.

 

Once I used a mod that added units. I incorporated these units into a map.

 

Then I replaced the mod, thereby removing the units (ground versions of every fighter ingame)

 

When I opened the map, the units were gone; and within 5 minutes the computer began making failed attempts to reboot itself. After 5 failed attempts, I manually shut it off and started it back up. the map was thus rendered "invalid".

 

From then on EaW would barely get past the company logos before rebooting the PC.

 

Anyway, its partially fixed now, so here's my warning;

 

Before removing a mod;

 

1. Remove all units in the mod from any custom maps

 

2. if you forget step one, delete all custom maps containing that unit

 

 

What happens in this error is that it corrupts the Star Wars Empire at War folder make automatically by the game disc. This is linked to the fact that Map Editor is trying to detect a non-presence, and the CPU shuts down.

 

Here's how you fix it:

 

1. uninstall EaW and Map Editor

 

2. reinstall EaW and Map Editor, but choose "custom" for file destination.

 

3. create a new folder who's title has nothing to do with Star Wars, Petroglyph, or EaW (for example, my new folder is called "Frobba")

 

4. delete map editor permenently

 

The last step is neccessary because Map Editor is permenently corrupted; you can not make new maps.

If you try to, it will awaken the problem, limiting you to 10 minute sessions (and sometimes less) before rebooting automatically. Delete Map Editor.exe. You can still play maps made by others because you didn't uninstall map editor, you just deleted the .exe. EaW Should work perfectly normal for ever after.

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Posted

Wow that never happened to me. I did the same thing and the map still runs. The units are now just not there...

I feel sorry for you who now can never make maps again...lol

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