bhaalshad Posted November 28, 2006 Author Posted November 28, 2006 EaW & FoC CompliantOk, due to a request on how to do this, thought it would be better to post for all. In this example I will show you how to add a Tie Fighter and a X-Wing for land use. Open GroundCompaniesEmpire.xmlAdd this <!-- ******************* --> <!-- Fighters Land Based --> <!-- ******************* --> <!-- ***** Empire Units ***** --> <GroundCompany Name="TIE_Fighter_Land_squad"> <Text_ID>TEXT_UNIT_TIE_FIGHTER</Text_ID> <Encyclopedia_Text>TEXT_TOOLTIP_TIE_FIGHTER</Encyclopedia_Text> <Encyclopedia_Good_Against> Rebel_Trooper Plex_Soldier </Encyclopedia_Good_Against> <Encyclopedia_Vulnerable_To> X_SPEEDER SNOWSPEEDER UC_Rebel_Buildable_Anti_Aircraft_Turret </Encyclopedia_Vulnerable_To> <GUI_Row> 0 </GUI_Row> <Is_Dummy>Yes</Is_Dummy> <Damage>24</Damage> <Autoresolve_Health>40</Autoresolve_Health> <Affiliation>Empire</Affiliation> <Build_Cost_Credits>450</Build_Cost_Credits> <Build_Time_Seconds>25</Build_Time_Seconds> <Build_Time_Reduced_By_Multiple_Factories> Yes </Build_Time_Reduced_By_Multiple_Factories> <Build_Tab_Land_Units>Yes</Build_Tab_Land_Units> <Build_Initially_Locked>No</Build_Initially_Locked> <Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer> <Slice_Cost_Credits>2000</Slice_Cost_Credits> <Tech_Level>1</Tech_Level> <Required_Timeline>0</Required_Timeline> <!--<Required_Ground_Base_Level>1</Required_Ground_Base_Level>--> <Required_Ground_Base_Level>1</Required_Ground_Base_Level> <Required_Star_Base_Level>0</Required_Star_Base_Level> <Required_Special_Structures></Required_Special_Structures> <Required_Planets></Required_Planets> <Behavior>DUMMY_GROUND_COMPANY</Behavior> <Formation_Prority>1</Formation_Prority> <Is_Escort>yes</Is_Escort> <Ship_Class>walker</Ship_Class> <Company_Transport_Unit>Imperial_ATAT_Barge</Company_Transport_Unit> <Company_Units>TIE_Fighter_Land</Company_Units> <Icon_Name>i_button_tie_fighter.tga</Icon_Name> <GUI_Model>RV_snowspeeder.ALO</GUI_Model> <GUI_Distance>70</GUI_Distance> <GUI_Offset>0 0 0</GUI_Offset> <GUI_Velocity>45</GUI_Velocity> <SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>Unit_Complete_Tie_Fighter</SFXEvent_Build_Complete> <Score_Cost_Credits>225</Score_Cost_Credits> <!--<MULTIPLAYER SKIRMISH VALUES BEGIN>--> <Tactical_Build_Cost_Multiplayer>1000</Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds>20</Tactical_Build_Time_Seconds> <Tactical_Build_Prerequisites></Tactical_Build_Prerequisites> <Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue> <!--<Build_Limit_Current_Per_Player>0</Build_Limit_Current_Per_Player>--> <!--<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>--> <!--<MULTIPLAYER SKIRMISH VALUES END>--> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class> <Maintenance_Cost>0.05</Maintenance_Cost> <Population_Value>0</Population_Value> </GroundCompany> Open GroundComapiesRebel.xmlAdd this <!-- ***** Rebel Units ***** --> <GroundCompany Name="X-Wing_Land_squad"> <Text_ID>TEXT_UNIT_X_WING</Text_ID> <Encyclopedia_Text>TEXT_TOOLTIP_X_WING</Encyclopedia_Text> <Encyclopedia_Good_Against> TIE_Fighter TIE_Bomber TIE_Prototype </Encyclopedia_Good_Against> <Encyclopedia_Vulnerable_To> AT_AA_Walker UC_Empire_Buildable_Anti_Aircraft_Turret </Encyclopedia_Vulnerable_To> <GUI_Row> 0 </GUI_Row> <Is_Dummy>Yes</Is_Dummy> <Damage>24</Damage> <Autoresolve_Health>40</Autoresolve_Health> <Affiliation>Rebel</Affiliation> <Build_Cost_Credits>450</Build_Cost_Credits> <Build_Time_Seconds>25</Build_Time_Seconds> <Build_Time_Reduced_By_Multiple_Factories> Yes </Build_Time_Reduced_By_Multiple_Factories> <Build_Tab_Land_Units>Yes</Build_Tab_Land_Units> <Build_Initially_Locked>No</Build_Initially_Locked> <Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer> <Slice_Cost_Credits>2000</Slice_Cost_Credits> <Tech_Level>1</Tech_Level> <Required_Timeline>0</Required_Timeline> <!--<Required_Ground_Base_Level>1</Required_Ground_Base_Level>--> <Required_Ground_Base_Level>1</Required_Ground_Base_Level> <Required_Star_Base_Level>0</Required_Star_Base_Level> <Required_Special_Structures></Required_Special_Structures> <Required_Planets></Required_Planets> <Behavior>DUMMY_GROUND_COMPANY</Behavior> <Formation_Prority>1</Formation_Prority> <Is_Escort>yes</Is_Escort> <Ship_Class>walker</Ship_Class> <Company_Transport_Unit>Imperial_ATAT_Barge</Company_Transport_Unit> <Company_Units>X-Wing_Land</Company_Units> <Icon_Name>i_button_x_wing.tga</Icon_Name> <GUI_Model>RV_snowspeeder.ALO</GUI_Model> <GUI_Distance>70</GUI_Distance> <GUI_Offset>0 0 0</GUI_Offset> <GUI_Velocity>45</GUI_Velocity> <SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>Unit_Complete_Tie_Fighter</SFXEvent_Build_Complete> <Score_Cost_Credits>225</Score_Cost_Credits> <!--<MULTIPLAYER SKIRMISH VALUES BEGIN>--> <Tactical_Build_Cost_Multiplayer>1000</Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds>20</Tactical_Build_Time_Seconds> <Tactical_Build_Prerequisites></Tactical_Build_Prerequisites> <Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue> <!--<Build_Limit_Current_Per_Player>0</Build_Limit_Current_Per_Player>--> <!--<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>--> <!--<MULTIPLAYER SKIRMISH VALUES END>--> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class> <Maintenance_Cost>0.05</Maintenance_Cost> <Population_Value>0</Population_Value> </GroundCompany> Open GroundVehicles.xmlAdd this <!-- ********************** --> <!-- Land Based Space Units --> <!-- ********************** --> <GroundVehicle Name="X-Wing_Land"> <Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level> <Blob_Shadow_Scale>40.0, 40.0</Blob_Shadow_Scale> <Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name> <Text_ID>TEXT_UNIT_X_WING</Text_ID> <Encyclopedia_Good_Against> TIE_Fighter TIE_Bomber TIE_Prototype </Encyclopedia_Good_Against> <Encyclopedia_Vulnerable_To> AT_AA_Walker UC_Empire_Buildable_Anti_Aircraft_Turret </Encyclopedia_Vulnerable_To> <Encyclopedia_Text>TEXT_TOOLTIP_X_WING</Encyclopedia_Text> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class> <Land_Model_Name>rv_XWing.ALO</Land_Model_Name> <Mass>0.98</Mass> <Scale_Factor>1.2</Scale_Factor> <!--<Is_Sprite>No</Is_Sprite>--> <Size_Value>15</Size_Value> <Select_Box_Scale>40</Select_Box_Scale> <Ranking_In_Category>6</Ranking_In_Category> <Max_Speed>4.0</Max_Speed> <Min_Speed>2.5</Min_Speed> <OverrideAcceleration> .2 </OverrideAcceleration> <OverrideDeceleration> .2 </OverrideDeceleration> <Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn> <Max_Rate_Of_Roll>5.0</Max_Rate_Of_Roll> <Max_Lift>4</Max_Lift> <Bank_Turn_Angle>40</Bank_Turn_Angle> <Space_Layer> Frigate </Space_Layer> <Stationary_Space_Layer> Land </Stationary_Space_Layer> <FormationGrouping> Solo </FormationGrouping> <PathFrameDelay> 4 </PathFrameDelay> <Hover_Offset>100.0</Hover_Offset> <Prepare_Strafe_Height>150.0</Prepare_Strafe_Height> <MaxFacingLookAheadFrames>5.0</MaxFacingLookAheadFrames> <Should_Cause_Limited_Turrets_To_Turn> false </Should_Cause_Limited_Turrets_To_Turn> <AI_Combat_Power>2000</AI_Combat_Power> <Behavior>SELECTABLE, POWERED</Behavior> <LandBehavior>SPOILER_LOCK, ABILITY_COUNTDOWN, FLYING_LOCOMOTOR,REVEAL,HIDE_WHEN_FOGGED, AMBIENT_SFX,UNIT_AI,TARGETING,WEAPON,STUNNABLE, WIND_DISTURBANCE,DAMAGE_TRACKING</LandBehavior> <Influences_Capture_Point>False</Influences_Capture_Point> <Weather_Category>Speeder</Weather_Category> <Collidable_By_Projectile_Living> Yes </Collidable_By_Projectile_Living> <Affiliation>Rebel</Affiliation> <Political_Control>0</Political_Control> <Armor_Type> Armor_Speeder </Armor_Type> <Damage>28</Damage> <Autoresolve_Health>40.0</Autoresolve_Health> <Shield_Points>0</Shield_Points> <Tactical_Health>190</Tactical_Health> <Shield_Refresh_Rate>0</Shield_Refresh_Rate> <Energy_Capacity>1000</Energy_Capacity> <Energy_Refresh_Rate>999</Energy_Refresh_Rate> <Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust> <Land_FOW_Reveal_Range>400.0</Land_FOW_Reveal_Range> <Targeting_Max_Attack_Distance>300.0</Targeting_Max_Attack_Distance> <Turret_Rotate_Extent_Degrees>20.0</Turret_Rotate_Extent_Degrees> <Turret_Elevate_Extent_Degrees>50.0</Turret_Elevate_Extent_Degrees> <Projectile_Damage>28.0</Projectile_Damage> <Projectile_Types>Proj_Ship_Small_Laser_Cannon_Red</Projectile_Types> <Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds> <Projectile_Fire_Pulse_Count>8</Projectile_Fire_Pulse_Count> <Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds> <Targeting_Fire_Inaccuracy>Infantry, 20.0</Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy>Vehicle, 1.0</Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy>Air, 2.0</Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy>Structure, 10.0</Targeting_Fire_Inaccuracy> <Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name> <Death_Explosions>Small_Explosion_Space</Death_Explosions> <Spin_Away_On_Death>Yes</Spin_Away_On_Death> <Spin_Away_On_Death_Chance>0.2</Spin_Away_On_Death_Chance> <Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time> <Spin_Away_On_Death_Explosion>Small_Explosion_Space</Spin_Away_On_Death_Explosion> <Spin_Away_On_Death_SFXEvent_Start_Die>Unit_X_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die> <Remove_Upon_Death>true</Remove_Upon_Death> <Wind_Disturbance_Radius>100</Wind_Disturbance_Radius> <Wind_Disturbance_Strength>5</Wind_Disturbance_Strength> <Wind_Disturbance_Sphere_Alpha>0.1</Wind_Disturbance_Sphere_Alpha> <SFXEvent_Fire>Unit_X_Wing_Fire</SFXEvent_Fire> <SFXEvent_Select>Unit_Select_X_Wing</SFXEvent_Select> <SFXEvent_Move>Unit_Move_X_Wing</SFXEvent_Move> <SFXEvent_Fleet_Move>Unit_Fleet_Move_X_Wing</SFXEvent_Fleet_Move> <SFXEvent_Attack>Unit_Attack_X_Wing</SFXEvent_Attack> <SFXEvent_Guard>Unit_Guard_X_Wing</SFXEvent_Guard> <SFXEvent_Assist_Move> Unit_Assist_Move_X_Wing </SFXEvent_Assist_Move> <SFXEvent_Assist_Attack> Unit_Assist_Attack_X_Wing </SFXEvent_Assist_Attack> <Death_SFXEvent_Start_Die>Unit_X_Wing_Death_SFX</Death_SFXEvent_Start_Die> <SFXEvent_Ambient_Moving> Unit_X_Wing_Fly_By </SFXEvent_Ambient_Moving> <SFXEvent_Ambient_Moving_Min_Delay_Seconds> 5 </SFXEvent_Ambient_Moving_Min_Delay_Seconds> <SFXEvent_Ambient_Moving_Max_Delay_Seconds> 10 </SFXEvent_Ambient_Moving_Max_Delay_Seconds> <!-- <SFXEvent_Engine_Idle_Loop> Unit_SnowSpeeder_Engine_Loop </SFXEvent_Engine_Idle_Loop> --> <!-- <SFXEvent_Engine_Moving_Loop> Unit_SnowSpeeder_Engine_Loop </SFXEvent_Engine_Moving_Loop> --> <SFXEvent_Engine_Cinematic_Focus_Loop> Unit_X_Wing_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop> <SFXEvent_Unit_Lost> RHD_Unit_Destroyed </SFXEvent_Unit_Lost> <SFXEvent_Tactical_Build_Started> RHD_Reinforcements_En_Route </SFXEvent_Tactical_Build_Started> <SFXEvent_Tactical_Build_Complete> RHD_Reinforcements_Available </SFXEvent_Tactical_Build_Complete> <SFXEvent_Tactical_Build_Cancelled> RHD_Reinforcements_Cancelled </SFXEvent_Tactical_Build_Cancelled> <Icon_Name>i_button_x_wing.tga</Icon_Name> <CategoryMask> Air | AntiStructure</CategoryMask> <MovementClass> Flying </MovementClass> <OccupationStyle>1x1</OccupationStyle> <Victory_Relevant>yes</Victory_Relevant> <No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level> <No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level> <Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled> <GUI_Bracket_Size>1</GUI_Bracket_Size> <Air_Vehicle_Turret_Target> Yes </Air_Vehicle_Turret_Target> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <!--Keep the idle chase range small since Snowspeeders don't tether--> <Idle_Chase_Range>50.0</Idle_Chase_Range> <Guard_Chase_Range>200.0</Guard_Chase_Range> <Attack_Move_Response_Range>150.0</Attack_Move_Response_Range> <Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold> <Targeting_Priority_Set>AntiVehicle</Targeting_Priority_Set> <Autonomous_Move_Extension_Vs_Attacker>200.0</Autonomous_Move_Extension_Vs_Attacker> <FormationGrouping> Solo </FormationGrouping> <Weather_Category>Flying</Weather_Category> <Score_Cost_Credits>50</Score_Cost_Credits> <!-- Non-Hero unit abilities description --> <Unit_Abilities_Data SubObjectList="Yes"> <!-- Primary ability --> <Unit_Ability> <Type>SPOILER_LOCK</Type> <Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 3.0f</Mod_Multiplier> <Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, 3.0f</Mod_Multiplier> <Mod_Multiplier>ENERGY_REGEN_MULTIPLIER, 3.0f</Mod_Multiplier> <Mod_Multiplier>SPEED_MULTIPLIER, 1.5</Mod_Multiplier> <SFXEvent_GUI_Unit_Ability_Activated>Unit_Ability_On_X_Wing</SFXEvent_GUI_Unit_Ability_Activated> <SFXEvent_GUI_Unit_Ability_Deactivated>Unit_Ability_Off_X_Wing</SFXEvent_GUI_Unit_Ability_Deactivated> </Unit_Ability> </Unit_Abilities_Data> </GroundVehicle> <GroundVehicle Name="TIE_Fighter_Land"> <Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level> <Blob_Shadow_Scale>40.0, 40.0</Blob_Shadow_Scale> <Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name> <Text_ID>TEXT_UNIT_TIE_FIGHTER</Text_ID> <Encyclopedia_Good_Against> Y-Wing Z-95_Headhunter_Rebel </Encyclopedia_Good_Against> <Encyclopedia_Vulnerable_To> AT_AA_Walker UC_Empire_Buildable_Anti_Aircraft_Turret </Encyclopedia_Vulnerable_To> <Encyclopedia_Text>TEXT_TOOLTIP_TIE_FIGHTER</Encyclopedia_Text> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class> <Land_Model_Name>ev_TieFighter.ALO</Land_Model_Name> <Mass>0.985</Mass> <Scale_Factor>1.2</Scale_Factor> <!--<Is_Sprite>No</Is_Sprite>--> <Size_Value>15</Size_Value> <Select_Box_Scale>40</Select_Box_Scale> <Ranking_In_Category>6</Ranking_In_Category> <Max_Speed>4.5</Max_Speed> <Min_Speed>2.5</Min_Speed> <OverrideAcceleration> .2 </OverrideAcceleration> <OverrideDeceleration> .2 </OverrideDeceleration> <Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn> <Max_Rate_Of_Roll>5.0</Max_Rate_Of_Roll> <Max_Lift>4</Max_Lift> <Bank_Turn_Angle>40</Bank_Turn_Angle> <Space_Layer> Frigate </Space_Layer> <Stationary_Space_Layer> Land </Stationary_Space_Layer> <FormationGrouping> Solo </FormationGrouping> <PathFrameDelay> 4 </PathFrameDelay> <Hover_Offset>100.0</Hover_Offset> <Prepare_Strafe_Height>150.0</Prepare_Strafe_Height> <MaxFacingLookAheadFrames>5.0</MaxFacingLookAheadFrames> <Should_Cause_Limited_Turrets_To_Turn> false </Should_Cause_Limited_Turrets_To_Turn> <AI_Combat_Power>2000</AI_Combat_Power> <Behavior>SELECTABLE, POWERED</Behavior> <LandBehavior>HUNT, ABILITY_COUNTDOWN, FLYING_LOCOMOTOR,REVEAL,HIDE_WHEN_FOGGED, AMBIENT_SFX,UNIT_AI,TARGETING,WEAPON,STUNNABLE, WIND_DISTURBANCE,DAMAGE_TRACKING</LandBehavior> <Influences_Capture_Point>False</Influences_Capture_Point> <Weather_Category>Speeder</Weather_Category> <Collidable_By_Projectile_Living> Yes </Collidable_By_Projectile_Living> <Affiliation>Empire</Affiliation> <Political_Control>0</Political_Control> <Armor_Type> Armor_Speeder </Armor_Type> <Damage>28</Damage> <Autoresolve_Health>40.0</Autoresolve_Health> <Shield_Points>0</Shield_Points> <Tactical_Health>190</Tactical_Health> <Shield_Refresh_Rate>0</Shield_Refresh_Rate> <Energy_Capacity>1000</Energy_Capacity> <Energy_Refresh_Rate>999</Energy_Refresh_Rate> <Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust> <Land_FOW_Reveal_Range>400.0</Land_FOW_Reveal_Range> <Targeting_Max_Attack_Distance>300.0</Targeting_Max_Attack_Distance> <Turret_Rotate_Extent_Degrees>20.0</Turret_Rotate_Extent_Degrees> <Turret_Elevate_Extent_Degrees>50.0</Turret_Elevate_Extent_Degrees> <Projectile_Damage>28.0</Projectile_Damage> <Projectile_Types>Proj_Ship_Small_Laser_Cannon_Green</Projectile_Types> <Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds> <Projectile_Fire_Pulse_Count>8</Projectile_Fire_Pulse_Count> <Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds> <Targeting_Fire_Inaccuracy>Infantry, 20.0</Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy>Vehicle, 1.0</Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy>Air, 2.0</Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy>Structure, 10.0</Targeting_Fire_Inaccuracy> <Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name> <Death_Explosions>Small_Explosion_Space_Empire</Death_Explosions> <Spin_Away_On_Death>Yes</Spin_Away_On_Death> <Spin_Away_On_Death_Chance>0.2</Spin_Away_On_Death_Chance> <Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time> <Spin_Away_On_Death_Explosion>Small_Explosion_Space_Empire</Spin_Away_On_Death_Explosion> <Spin_Away_On_Death_SFXEvent_Start_Die>Unit_TIE_Fighter_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die> <Remove_Upon_Death>true</Remove_Upon_Death> <Wind_Disturbance_Radius>100</Wind_Disturbance_Radius> <Wind_Disturbance_Strength>5</Wind_Disturbance_Strength> <Wind_Disturbance_Sphere_Alpha>0.1</Wind_Disturbance_Sphere_Alpha> <SFXEvent_Fire> Unit_TIE_Fighter_Fire </SFXEvent_Fire> <SFXEvent_Select> Unit_Select_TIE_Fighter </SFXEvent_Select> <SFXEvent_Move> Unit_Move_TIE_Fighter </SFXEvent_Move> <SFXEvent_Fleet_Move>Unit_Fleet_Move_TIE_Fighter</SFXEvent_Fleet_Move> <SFXEvent_Attack> Unit_Attack_TIE_Fighter </SFXEvent_Attack> <SFXEvent_Guard> Unit_Guard_TIE_Fighter </SFXEvent_Guard> <SFXEvent_Assist_Move> Unit_Assist_Move_Assault_Speeder </SFXEvent_Assist_Move> <SFXEvent_Assist_Attack> Unit_Assist_Attack_Assault_Speeder </SFXEvent_Assist_Attack> <Death_SFXEvent_Start_Die>Unit_Snow_Speeder_Death_SFX</Death_SFXEvent_Start_Die> <SFXEvent_Ambient_Moving> Unit_TIE_Fighter_Fly_By </SFXEvent_Ambient_Moving> <SFXEvent_Ambient_Moving_Min_Delay_Seconds> 5 </SFXEvent_Ambient_Moving_Min_Delay_Seconds> <SFXEvent_Ambient_Moving_Max_Delay_Seconds> 10 </SFXEvent_Ambient_Moving_Max_Delay_Seconds> <!-- <SFXEvent_Engine_Idle_Loop> Unit_SnowSpeeder_Engine_Loop </SFXEvent_Engine_Idle_Loop> --> <!-- <SFXEvent_Engine_Moving_Loop> Unit_SnowSpeeder_Engine_Loop </SFXEvent_Engine_Moving_Loop> --> <SFXEvent_Engine_Cinematic_Focus_Loop> Unit_TIE_Fighter_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop> <SFXEvent_Unit_Lost> RHD_Unit_Destroyed </SFXEvent_Unit_Lost> <SFXEvent_Tactical_Build_Started> RHD_Reinforcements_En_Route </SFXEvent_Tactical_Build_Started> <SFXEvent_Tactical_Build_Complete> RHD_Reinforcements_Available </SFXEvent_Tactical_Build_Complete> <SFXEvent_Tactical_Build_Cancelled> RHD_Reinforcements_Cancelled </SFXEvent_Tactical_Build_Cancelled> <Icon_Name>i_button_tie_fighter.tga</Icon_Name> <CategoryMask> Air | AntiStructure</CategoryMask> <MovementClass> Flying </MovementClass> <OccupationStyle>1x1</OccupationStyle> <Victory_Relevant>yes</Victory_Relevant> <No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level> <No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level> <Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled> <GUI_Bracket_Size>1</GUI_Bracket_Size> <Air_Vehicle_Turret_Target> Yes </Air_Vehicle_Turret_Target> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <!--Keep the idle chase range small since Snowspeeders don't tether--> <Idle_Chase_Range>50.0</Idle_Chase_Range> <Guard_Chase_Range>200.0</Guard_Chase_Range> <Attack_Move_Response_Range>150.0</Attack_Move_Response_Range> <Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold> <Targeting_Priority_Set>AntiVehicle</Targeting_Priority_Set> <Autonomous_Move_Extension_Vs_Attacker>200.0</Autonomous_Move_Extension_Vs_Attacker> <FormationGrouping> Solo </FormationGrouping> <Weather_Category>Flying</Weather_Category> <Score_Cost_Credits>50</Score_Cost_Credits> <!-- Non-Hero unit abilities description --> <Unit_Abilities_Data SubObjectList="Yes"> <!-- Primary ability --> <Unit_Ability> <Type>HUNT</Type> </Unit_Ability> </Unit_Abilities_Data> </GroundVehicle> Open SpecialStructures.xmlSearch for " E_Ground_Light_Vehicle_Factory "Add TIE_Fighter_Land_squad to the build que.ie... Empire, Imperial_Anti_Infantry_Brigade, Imperial_Heavy_Scout_Squad,TIE_Fighter_Land_squad, Imperial_Anti_Aircraft_Company, EL_Light_Reflective_Armor_L1_Upgrade, EL_Light_Reflective_Armor_L2_Upgrade, EL_Enhanced_Reactors_L1_Upgrade, EL_Enhanced_Reactors_L2_Upgrade, Now search for " R_Ground_Light_Vehicle_Factory" Add X-Wing_Land_squad to the build que.ie... Rebel,X-Wing_Land_squad, Rebel_Light_Tank_Brigade, Rebel_Speeder_Wing, RL_Light_Armor_L1_Upgrade, RL_Light_Armor_L2_Upgrade, RL_Enhanced_Repulsors_L1_Upgrade, RL_Enhanced_Repulsors_L2_Upgrade, Thats all there is to it. You can modify this code as you see fit, mainly it is just a modification of the Rebel Snowspeeder code. http://i90.photobucket.com/albums/k240/bhaalshad/logo3.jpg
eawcommander Posted November 29, 2006 Posted November 29, 2006 Can you upload this in a Zip file at all? My XML files don't seem to like the new code, I must be typing something in wrong
1upD Posted November 29, 2006 Posted November 29, 2006 Can you upload this in a Zip file at all? My XML files don't seem to like the new code, I must be typing something in wrong You could just copy and paste it. "I feel fantastic and I'mStill Aliveand when you're dying I will beStill Aliveand when you're dead I will beStill AliveSTILL ALIVE"~GLaDOSAnybody who thinks Palpatine is a sepratist knows NOTHING about star WarsWhen in doubt- rocket it.Dowload The Underworld's Might beta from Filefront!
eawcommander Posted November 29, 2006 Posted November 29, 2006 lol I did but nothing happened, couldnt build either
vaders_Legion Posted November 30, 2006 Posted November 30, 2006 hey i need bailknights ssd converted over to foc real fast cause i dont have time, i wanted to have it for skirmish cause it has team colors but i can do the skirmish coding
MajorPayne Posted December 9, 2006 Posted December 9, 2006 A couple of titbits. Firstly, I'm not sure if I'm the only one, but I've tended to find the Marauder missile ship to be practically useless, especially against ISD's. Anyway, I was playing about with changing the standard weapon and whilst I've tried several weapons and quite frankly the best one I've found is the Vengence Frigate mass driver. Therefore, if anyone wants to change this then try the following (expansion only): Open the SPACEUNITSCORVETTES.XML file and search for the term "maurader". Look slightly further down to whether the entry for the Boron missile is but not the special weapon and change it to reflect the code below: <Projectile_Types>Proj_Vengeance_Mass_Driver</Projectile_Types> <Turret_Rotate_Extent_Degrees>30</Turret_Rotate_Extent_Degrees> <Turret_Elevate_Extent_Degrees>40</Turret_Elevate_Extent_Degrees> <Projectile_Fire_Pulse_Count>8</Projectile_Fire_Pulse_Count> <Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds> <Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds> <!-- <Targeting_Fire_Inaccuracy_Fixed_Radius> 220 </Targeting_Fire_Inaccuracy_Fixed_Radius> --> *Note: by adding the REM statement to the Targetting line the ship will fire this with pretty good accuracy. Also in groups of 6 you'll find that these ships are now highly lethal to most ship classes, especially enemy fighters. Finally on this, doing the same to the Imperial Broadside Cruiser as well. Now to no.2 IIRC I think I read that someone wasn't happy with Home One's lack of hardpoints. Well I had a little play about and got a total of 16 usable hardpoints by re-arranging specific ones and applying additional weapons to them. To do this open the HARDPOINTS.XML file and add this code to the bottom of the file (above the line): <!-- Home One additional hardpoints --> <HardPoint Name="HP_HomeOne_TBL_BL1"> <Type> HARD_POINT_WEAPON_LASER </Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Tooltip_Text>TEXT_WEAPON_TURBOLASER</Tooltip_Text> <Health>1000.0</Health> <Death_Explosion_Particles> Large_Explosion_Space </Death_Explosion_Particles> <Death_Explosion_SFXEvent>Unit_Hardpoint_Turbo_Laser_Death</Death_Explosion_SFXEvent> <Model_To_Attach>RV_homeone_hp_TBL_BL.alo</Model_To_Attach> <Attachment_Bone>HP_TBL_BL_BONE</Attachment_Bone> <Collision_Mesh>HP_TBL_BL_COLL</Collision_Mesh> <Damage_Decal>HP_TBL_BL_blast</Damage_Decal> <Damage_Particles>HP_TBL_BL_EmitDamage</Damage_Particles> <Death_Breakoff_Prop> Hardpoint_Breakoff_HomeOne_Weapon_TBL_BL </Death_Breakoff_Prop> <Damage_Type> Damage_Calamari_Cruiser </Damage_Type> <Fire_Bone_A>FP_TBL_BL_01</Fire_Bone_A> <Fire_Bone_B>FP_TBL_BL_01</Fire_Bone_B> <Fire_Cone_Width>170.0</Fire_Cone_Width> <Fire_Cone_Height>170.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Ship_Medium_Laser_Cannon_Red</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>3.0</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>4.0</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>7</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>2000.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_Turbo_Fire</Fire_SFXEvent> <Fire_Inaccuracy_Distance> Fighter, 70.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Bomber, 70.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Transport, 70.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Corvette, 15.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Frigate, 1.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Capital, 15.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Super, 1.0 </Fire_Inaccuracy_Distance> </HardPoint> <HardPoint Name="HP_HomeOne_TBL_BR1"> <Type> HARD_POINT_WEAPON_LASER </Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Tooltip_Text>TEXT_WEAPON_TURBOLASER</Tooltip_Text> <Health>1000.0</Health> <Death_Explosion_Particles> Large_Explosion_Space </Death_Explosion_Particles> <Death_Explosion_SFXEvent>Unit_Hardpoint_Turbo_Laser_Death</Death_Explosion_SFXEvent> <Model_To_Attach>RV_homeone_hp_TBL_BR.alo</Model_To_Attach> <Attachment_Bone>HP_TBL_BR_BONE</Attachment_Bone> <Collision_Mesh>HP_TBL_BR_COLL</Collision_Mesh> <Damage_Decal>HP_TBL_BR_blast</Damage_Decal> <Damage_Particles>HP_TBL_BR_EmitDamage</Damage_Particles> <Death_Breakoff_Prop> Hardpoint_Breakoff_HomeOne_Weapon_TBL_BR </Death_Breakoff_Prop> <Damage_Type> Damage_Calamari_Cruiser </Damage_Type> <Fire_Bone_A>FP_TBL_BR_01</Fire_Bone_A> <Fire_Bone_B>FP_TBL_BR_01</Fire_Bone_B> <Fire_Cone_Width>170.0</Fire_Cone_Width> <Fire_Cone_Height>170.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Ship_Medium_Laser_Cannon_Red</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>3.0</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>4.0</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>7</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>2000.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_Turbo_Fire</Fire_SFXEvent> <Fire_Inaccuracy_Distance> Fighter, 70.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Bomber, 70.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Transport, 70.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Corvette, 15.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Frigate, 1.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Capital, 15.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Super, 1.0 </Fire_Inaccuracy_Distance> </HardPoint> <HardPoint Name="HP_HomeOne_TBL_FL1"> <Type> HARD_POINT_WEAPON_LASER </Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Tooltip_Text>TEXT_WEAPON_TURBOLASER</Tooltip_Text> <Health>1000.0</Health> <Death_Explosion_Particles> Large_Explosion_Space </Death_Explosion_Particles> <Death_Explosion_SFXEvent>Unit_Hardpoint_Turbo_Laser_Death</Death_Explosion_SFXEvent> <Model_To_Attach>RV_homeone_hp_TBL_FL.alo</Model_To_Attach> <Attachment_Bone>HP_TBL_FL_BONE</Attachment_Bone> <Collision_Mesh>HP_TBL_FL_COLL</Collision_Mesh> <Damage_Decal>HP_TBL_FL_blast</Damage_Decal> <Damage_Particles>HP_TBL_FL_EmitDamage</Damage_Particles> <Death_Breakoff_Prop> Hardpoint_Breakoff_HomeOne_Weapon_TBL_FL </Death_Breakoff_Prop> <Damage_Type> Damage_Calamari_Cruiser </Damage_Type> <Fire_Bone_A>FP_TBL_FL_01</Fire_Bone_A> <Fire_Bone_B>FP_TBL_FL_01</Fire_Bone_B> <Fire_Cone_Width>170.0</Fire_Cone_Width> <Fire_Cone_Height>170.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Ship_Medium_Laser_Cannon_Red</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>3.0</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>4.0</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>7</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>2000.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_Turbo_Fire</Fire_SFXEvent> <Fire_Inaccuracy_Distance> Fighter, 70.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Bomber, 70.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Transport, 70.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Corvette, 15.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Frigate, 1.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Capital, 15.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Super, 1.0 </Fire_Inaccuracy_Distance> </HardPoint> <HardPoint Name="HP_HomeOne_TBL_FR1"> <Type> HARD_POINT_WEAPON_LASER </Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Tooltip_Text>TEXT_WEAPON_TURBOLASER</Tooltip_Text> <Health>1000.0</Health> <Death_Explosion_Particles> Large_Explosion_Space </Death_Explosion_Particles> <Death_Explosion_SFXEvent>Unit_Hardpoint_Turbo_Laser_Death</Death_Explosion_SFXEvent> <Model_To_Attach>RV_homeone_hp_TBL_FR.alo</Model_To_Attach> <Attachment_Bone>HP_TBL_FR_BONE</Attachment_Bone> <Collision_Mesh>HP_TBL_FR_COLL</Collision_Mesh> <Damage_Decal>HP_TBL_FR_blast</Damage_Decal> <Damage_Particles>HP_TBL_FR_EmitDamage</Damage_Particles> <Death_Breakoff_Prop> Hardpoint_Breakoff_HomeOne_Weapon_TBL_FR </Death_Breakoff_Prop> <Damage_Type> Damage_Calamari_Cruiser </Damage_Type> <Fire_Bone_A>FP_TBL_FR_01</Fire_Bone_A> <Fire_Bone_B>FP_TBL_FR_01</Fire_Bone_B> <Fire_Cone_Width>170.0</Fire_Cone_Width> <Fire_Cone_Height>170.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Ship_Medium_Laser_Cannon_Red</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>3.0</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>4.0</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>7</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>2000.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_Turbo_Fire</Fire_SFXEvent> <Fire_Inaccuracy_Distance> Fighter, 70.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Bomber, 70.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Transport, 70.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Corvette, 15.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Frigate, 1.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Capital, 15.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Super, 1.0 </Fire_Inaccuracy_Distance> </HardPoint> <HardPoint Name="HP_HomeOne_IC_BL1"> <Type> HARD_POINT_WEAPON_LASER </Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Tooltip_Text>TEXT_WEAPON_TURBOLASER</Tooltip_Text> <Health>1000.0</Health> <Death_Explosion_Particles> Large_Explosion_Space </Death_Explosion_Particles> <Death_Explosion_SFXEvent>Unit_Hardpoint_Ion_Death</Death_Explosion_SFXEvent> <Model_To_Attach>RV_homeone_hp_IC_BL.alo</Model_To_Attach> <Attachment_Bone>HP_IC_BL_BONE</Attachment_Bone> <Collision_Mesh>HP_IC_BL_COLL</Collision_Mesh> <Damage_Decal>HP_IC_BL_blast</Damage_Decal> <Damage_Particles>HP_IC_BL_EmitDamage</Damage_Particles> <Death_Breakoff_Prop> Hardpoint_Breakoff_HomeOne_Weapon_IC_BL </Death_Breakoff_Prop> <Fire_Bone_A>FP_IC_BL_01</Fire_Bone_A> <Fire_Bone_B>FP_IC_BL_01</Fire_Bone_B> <Fire_Cone_Width>170.0</Fire_Cone_Width> <Fire_Cone_Height>170.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Ship_Medium_Laser_Cannon_Red</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>3.0</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>4.0</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>7</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>2000.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_Ion_Fire</Fire_SFXEvent> <Fire_Inaccuracy_Distance> Fighter, 30.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Bomber, 30.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Transport, 30.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Corvette, 15.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Frigate, 1.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Capital, 15.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Super, 1.0 </Fire_Inaccuracy_Distance> </HardPoint> <HardPoint Name="HP_HomeOne_IC_BR1"> <Type> HARD_POINT_WEAPON_LASER </Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Tooltip_Text>TEXT_WEAPON_TURBOLASER</Tooltip_Text> <Health>1000.0</Health> <Death_Explosion_Particles> Large_Explosion_Space </Death_Explosion_Particles> <Death_Explosion_SFXEvent>Unit_Hardpoint_Ion_Death</Death_Explosion_SFXEvent> <Model_To_Attach>RV_homeone_hp_IC_BR.alo</Model_To_Attach> <Attachment_Bone>HP_IC_BR_BONE</Attachment_Bone> <Collision_Mesh>HP_IC_BR_COLL</Collision_Mesh> <Damage_Decal>HP_IC_BR_blast</Damage_Decal> <Damage_Particles>HP_IC_BR_EmitDamage</Damage_Particles> <Death_Breakoff_Prop> Hardpoint_Breakoff_HomeOne_Weapon_IC_BR </Death_Breakoff_Prop> <Fire_Bone_A>FP_IC_BR_01</Fire_Bone_A> <Fire_Bone_B>FP_IC_BR_01</Fire_Bone_B> <Fire_Cone_Width>170.0</Fire_Cone_Width> <Fire_Cone_Height>170.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Ship_Medium_Laser_Cannon_Red</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>3.0</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>4.0</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>7</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>2000.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_ion_Fire</Fire_SFXEvent> <Fire_Inaccuracy_Distance> Fighter, 30.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Bomber, 30.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Transport, 30.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Corvette, 15.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Frigate, 1.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Capital, 15.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Super, 1.0 </Fire_Inaccuracy_Distance> </HardPoint> <HardPoint Name="HP_HomeOne_IC_FL1"> <Type> HARD_POINT_WEAPON_LASER </Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Tooltip_Text>TEXT_WEAPON_TURBOLASER</Tooltip_Text> <Health>1000.0</Health> <Death_Explosion_Particles> Large_Explosion_Space </Death_Explosion_Particles> <Death_Explosion_SFXEvent>Unit_Hardpoint_Ion_Death</Death_Explosion_SFXEvent> <Model_To_Attach>RV_homeone_hp_IC_FL.alo</Model_To_Attach> <Attachment_Bone>HP_IC_FL_BONE</Attachment_Bone> <Collision_Mesh>HP_IC_FL_COLL</Collision_Mesh> <Damage_Decal>HP_IC_FL_blast</Damage_Decal> <Damage_Particles>HP_IC_FL_EmitDamage</Damage_Particles> <Death_Breakoff_Prop> Hardpoint_Breakoff_HomeOne_Weapon_IC_FL </Death_Breakoff_Prop> <Fire_Bone_A>FP_IC_FL_01</Fire_Bone_A> <Fire_Bone_B>FP_IC_FL_01</Fire_Bone_B> <Fire_Cone_Width>170.0</Fire_Cone_Width> <Fire_Cone_Height>170.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Ship_Medium_Laser_Cannon_Red</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>3.0</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>4.0</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>7</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>2000.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_Ion_Fire</Fire_SFXEvent> <Fire_Inaccuracy_Distance> Fighter, 30.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Bomber, 30.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Transport, 30.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Corvette, 15.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Frigate, 1.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Capital, 15.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Super, 1.0 </Fire_Inaccuracy_Distance> </HardPoint> <HardPoint Name="HP_HomeOne_IC_FR1"> <Type> HARD_POINT_WEAPON_LASER </Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Tooltip_Text>TEXT_WEAPON_TURBOLASER</Tooltip_Text> <Health>1000.0</Health> <Death_Explosion_Particles> Large_Explosion_Space </Death_Explosion_Particles> <Death_Explosion_SFXEvent>Unit_Hardpoint_Ion_Death</Death_Explosion_SFXEvent> <Model_To_Attach>RV_homeone_hp_IC_FR.alo</Model_To_Attach> <Attachment_Bone>HP_IC_FR_BONE</Attachment_Bone> <Collision_Mesh>HP_IC_FR_COLL</Collision_Mesh> <Damage_Decal>HP_IC_FR_blast</Damage_Decal> <Damage_Particles>HP_IC_FR_EmitDamage</Damage_Particles> <Death_Breakoff_Prop> Hardpoint_Breakoff_HomeOne_Weapon_IC_FR </Death_Breakoff_Prop> <Fire_Bone_A>FP_IC_FR_01</Fire_Bone_A> <Fire_Bone_B>FP_IC_FR_01</Fire_Bone_B> <Fire_Cone_Width>170.0</Fire_Cone_Width> <Fire_Cone_Height>170.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Ship_Medium_Laser_Cannon_Red</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>3.0</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>4.0</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>7</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>2000.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_Ion_Fire</Fire_SFXEvent> <Fire_Inaccuracy_Distance> Fighter, 30.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Bomber, 30.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Transport, 30.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Corvette, 15.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Frigate, 1.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Capital, 15.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Super, 1.0 </Fire_Inaccuracy_Distance> </HardPoint> Then open the UNIQUEUNITS.XML file and search for the term "home one". Looks slightly further down for the hardpoints list and change the list to reflect the following code: <HardPoints> HP_HomeOne_Shield_Generator, HP_HomeOne_Engines, HP_HomeOne_TBL_BL, HP_HomeOne_TBL_BR, HP_HomeOne_TBL_FL, HP_HomeOne_TBL_FR, HP_HomeOne_IC_BL, HP_HomeOne_IC_BR, HP_HomeOne_IC_FL, HP_HomeOne_IC_FR, HP_HomeOne_TBL_BL1, HP_HomeOne_TBL_BR1, HP_HomeOne_TBL_FL1, HP_HomeOne_TBL_FR1, HP_HomeOne_IC_BL1, HP_HomeOne_IC_BR1, HP_HomeOne_IC_FL1, HP_HomeOne_IC_FR1 </HardPoints> What this does is then give Home One the addition of 8 medium lasers and the ship now performs better against almost all other ship classes, and AFAIK this should work with either EaW or the expansion. Yes I know these are simple to do, but still. Someone might find them useful.
1upD Posted December 9, 2006 Posted December 9, 2006 OOOOOOOOh......... I'll add the Marauder mass driver to the Hutt Marauder(the one in the campaign) "I feel fantastic and I'mStill Aliveand when you're dying I will beStill Aliveand when you're dead I will beStill AliveSTILL ALIVE"~GLaDOSAnybody who thinks Palpatine is a sepratist knows NOTHING about star WarsWhen in doubt- rocket it.Dowload The Underworld's Might beta from Filefront!
Droid803 Posted December 9, 2006 Posted December 9, 2006 I've found the Hutt Marauder to be, suprisingly, extremely effective against frigates and corvettes, as well as fighters.A few of them tear down ISDs, and somewhere around 6 takes out a level 5 base no problem...(just me) And I liked the boron missiles because in EaW I was one of the people that can use 3 marauders to kill an empire base extremely quicksly (target the level-1 base reigon for mass effect), although now I'm pissed off because it doesn't work on consortium stations. And those blasted StarVipers!!! F***! Try barraging the area where the ISD is headed, It'll lose its sheilds then all its hardpoints... Anyhow, thx for testing the projectiles http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg"That was fun"
MajorPayne Posted December 14, 2006 Posted December 14, 2006 Now this is interesting. For those who want a bit of a strange change (and seeing as its not been mentioned so far), the AI can be made to coorporatively play along side a human but not in a manner normally thought of. To put this a bit more basically (and this only works with GC games), this code below is the current style of play for a Rebel AI and Empire non-AI: <AI_Player_Control> Empire, BasicEmpire </AI_Player_Control> <AI_Player_Control> Rebel, SandboxHuman </AI_Player_Control> Now if the Rebel entry is changed to the following below, the AI will control expansion quite rapidly, but the player will still have control over the forces movement (its a little more difficult to explain without a modder actually testing this themselves): <AI_Player_Control> Empire, BasicEmpire </AI_Player_Control> <AI_Player_Control> Rebel, BasicRebel </AI_Player_Control>
1upD Posted December 14, 2006 Posted December 14, 2006 Interesting... What would that be used for? I just got an idea....Would it be possible to change AI with an event? Then you could have certain buyable heroes "build for you" "I feel fantastic and I'mStill Aliveand when you're dying I will beStill Aliveand when you're dead I will beStill AliveSTILL ALIVE"~GLaDOSAnybody who thinks Palpatine is a sepratist knows NOTHING about star WarsWhen in doubt- rocket it.Dowload The Underworld's Might beta from Filefront!
jedi_consulor Posted December 17, 2006 Posted December 17, 2006 Hey, is the Factions.xml file working ? - I copied it over into a mod I am working on (from FOC 1.01) and changed the land and space skirmish credits, - however the slider in the game is still showing the same amount of credits. Even though I move the slider to full - it still shows the default game credits value..? http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg Sote Mod Website @ http://sote-mod.com/forum/index.php?act=home
Droid803 Posted December 17, 2006 Posted December 17, 2006 Its not in Factions.Its in GameConstants for skimrish (Skirmish_Max_Credits and Skirmish_Min_Credits) thats what affects the slider (as well as skirmish default credits) http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg"That was fun"
jedi_consulor Posted December 17, 2006 Posted December 17, 2006 Ok I see - this has changed from the last version then ? - cause I don't recall having to change it that file as well before. - OK thanks anyway. http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg Sote Mod Website @ http://sote-mod.com/forum/index.php?act=home
jedi_consulor Posted December 17, 2006 Posted December 17, 2006 I can't seem to change the population cap size on planets. Even though I have changed the values in Planets.xml for each planet I increased the values, and in hypergameconstants I changed the value in that file for max ground forces. Nothing has altered the fact that when I zoom in on a planet it still says Pop cap 10/10 ? does anyone know what I am missing to change this. I'm sure I have tried everything. http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg Sote Mod Website @ http://sote-mod.com/forum/index.php?act=home
BigMcLargeHuge Posted December 18, 2006 Posted December 18, 2006 Just a suggestion, in Gameconstants.xml: 10
Droid803 Posted December 19, 2006 Posted December 19, 2006 Hmm I'm not sure how the slot system would still work though. You'd need to make new overlays etc... http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg"That was fun"
HK-47 Posted December 20, 2006 Posted December 20, 2006 Are you tired of mining asteroids in skirmishes? So, here's another way to obtain credits: I copied the Asteroid Mining Facility code and changed some things and now I have Tibanna Gas Collectors in my custom Bespin Map.Open SpaceBuildableSkirmish and copy and paste the Gas Collector code under this section:<!--**************** Mineral Extractors (income sources) ************************--> Gas Collector code:<SpaceBuildable Name="Gas_Collector"> <Select_Box_Scale>600</Select_Box_Scale> <GUI_Bounds_Scale>0.25</GUI_Bounds_Scale> <Behavior> SPACE_OBSTACLE, TACTICAL_BUILD_OBJECTS, REVEAL, CAPTURE_POINT, HIDE_WHEN_FOGGED </Behavior> <Tactical_Buildable_Objects_Multiplayer> Empire, UC_Empire_Gas_Collector, Rebel, UC_Rebel_Gas_Collector, Underworld, UC_Underworld_Gas_Collector, </Tactical_Buildable_Objects_Multiplayer> <Text_ID> TEXT_GAS_COLLECTOR_FACILITY </Text_ID> <Space_Model_Name>W_Gas_Collector.ALO</Space_Model_Name> <Icon_Name>i_button_asteroidmining.tga</Icon_Name> <GUI_Row> 0 </GUI_Row> <Is_Dummy>Yes</Is_Dummy> <Select_Box_Scale>330</Select_Box_Scale> <Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust> <Affiliation>Neutral, Rebel, Empire, Underworld</Affiliation> <Size_Value>30</Size_Value> <Space_FOW_Reveal_Range>275</Space_FOW_Reveal_Range> <GUI_Model_Name>W_Gas_Collector.ALO</GUI_Model_Name> <GUI_Distance>1000</GUI_Distance> <GUI_Offset>0 0 0</GUI_Offset> <GUI_Velocity>45</GUI_Velocity> <No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level> <No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level> <Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die> <CategoryMask> Structure </CategoryMask> <Armor_Type> Armor_Satellite </Armor_Type> <GUI_Bracket_Size>2</GUI_Bracket_Size> <Influences_Capture_Point>False</Influences_Capture_Point> <Visible_To_Enemies_When_Empty>True</Visible_To_Enemies_When_Empty> <Hides_When_Built_On>True</Hides_When_Built_On> <Destroy_When_Child_Dies>True</Destroy_When_Child_Dies> <Loop_Idle_Anim_00> No </Loop_Idle_Anim_00> <Collidable_By_Projectile_Living> No </Collidable_By_Projectile_Living> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Show_Facing>No</Radar_Show_Facing> <Radar_Icon_Name>mini_map_mining_facilities.tga</Radar_Icon_Name> <Radar_Icon_Size>0.08 0.08</Radar_Icon_Size> <Select_Box_Scale> 50 </Select_Box_Scale> <Scale_Factor> 3.00 </Scale_Factor> <Victory_Relevant> No </Victory_Relevant> <Custom_Soft_Footprint_Radius> 275 </Custom_Soft_Footprint_Radius> <Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> <Space_Layer> StaticObject </Space_Layer> <Tactical_Respawn_Time_In_Secs>38</Tactical_Respawn_Time_In_Secs> <Tactical_Health>1900</Tactical_Health> <Score_Cost_Credits> 5000 </Score_Cost_Credits> <Capture_Point_Radius>550.0</Capture_Point_Radius> <Capture_Point_Transition_Time_Seconds>10</Capture_Point_Transition_Time_Seconds> <Has_Space_Evaluator>True</Has_Space_Evaluator> <Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_AGAS_COLLECTOR_FACILITY_PAD_00 TEXT_TOOLTIP_UNIT_CAPTUREABLE_STRUCTURE </Encyclopedia_Text> <MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_AGAS_COLLECTOR_FACILITY_PAD_00 TEXT_TOOLTIP_UNIT_CAPTUREABLE_STRUCTURE </MP_Encyclopedia_Text> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class> <Last_State_Visible_Under_FOW> True </Last_State_Visible_Under_FOW> <Initial_State_Visible_Under_FOW>True</Initial_State_Visible_Under_FOW> </SpaceBuildable> <SpaceBuildable Name="UC_Empire_Gas_Collector"> <GUI_Bounds_Scale>0.25</GUI_Bounds_Scale> <Select_Box_Scale>600</Select_Box_Scale> <Behavior>SPACE_OBSTACLE, TACTICAL_UNDER_CONSTRUCTION, SELECTABLE, REVEAL, HIDE_WHEN_FOGGED</Behavior> <Tactical_Buildable_Constructed> Empire_Gas_Collector </Tactical_Buildable_Constructed> <Tactical_Build_Start_Lower_Z> 0.0 </Tactical_Build_Start_Lower_Z> <Scale_Factor> 3.00 </Scale_Factor> <Text_ID> TEXT_GAS_COLLECTOR_FACILITY </Text_ID> <GUI_Row> 0 </GUI_Row> <Is_Dummy>Yes</Is_Dummy> <Space_Model_Name>W_Gas_Collector.ALO</Space_Model_Name> <Icon_Name>i_button_asteroidmining.tga</Icon_Name> <Select_Box_Scale>330</Select_Box_Scale> <Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust> <Affiliation>Empire</Affiliation> <Size_Value>30</Size_Value> <Space_FOW_Reveal_Range>275</Space_FOW_Reveal_Range> <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> <Death_Explosions>Large_Explosion_Space</Death_Explosions> <Victory_Relevant>no</Victory_Relevant> <GUI_Model_Name>W_Gas_Collector.ALO</GUI_Model_Name> <GUI_Distance>1000</GUI_Distance> <GUI_Offset>0 0 0</GUI_Offset> <GUI_Velocity>45</GUI_Velocity> <No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level> <No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level> <SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete> <Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die> <CategoryMask> Structure </CategoryMask> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Icon_Size>0.1 0.1</Radar_Icon_Size> <Armor_Type> Armor_Satellite </Armor_Type> <GUI_Bracket_Size>2</GUI_Bracket_Size> <Custom_Soft_Footprint_Radius> 275 </Custom_Soft_Footprint_Radius> <Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> <Space_Layer> StaticObject </Space_Layer> <Tactical_Health>1700</Tactical_Health> <Tactical_Build_Cost_Multiplayer> 850 </Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds> 35 </Tactical_Build_Time_Seconds> <Has_Space_Evaluator>True</Has_Space_Evaluator> <Encyclopedia_Text> TEXT_STRUCTURE_GENERIC_PAD_UC </Encyclopedia_Text> <MP_Encyclopedia_Text> TEXT_STRUCTURE_GENERIC_PAD_UC </MP_Encyclopedia_Text> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class> <Last_State_Visible_Under_FOW> True </Last_State_Visible_Under_FOW> <Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW> <Influences_Capture_Point> False </Influences_Capture_Point> </SpaceBuildable> <SpaceBuildable Name="UC_Rebel_Gas_Collector"> <Variant_Of_Existing_Type>UC_Empire_Gas_Collector</Variant_Of_Existing_Type> <Tactical_Buildable_Constructed> Rebel_Gas_Collector </Tactical_Buildable_Constructed> <Tactical_Build_Cost_Multiplayer> 850 </Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds> 35 </Tactical_Build_Time_Seconds> <Affiliation>Rebel</Affiliation> <SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete> </SpaceBuildable> <SpaceBuildable Name="UC_Underworld_Gas_Collector"> <Variant_Of_Existing_Type>UC_Empire_Gas_Collector</Variant_Of_Existing_Type> <Tactical_Buildable_Constructed> Underworld_Gas_Collector </Tactical_Buildable_Constructed> <Tactical_Build_Cost_Multiplayer> 1000 </Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds> 30 </Tactical_Build_Time_Seconds> <Affiliation>Underworld</Affiliation> <SFXEvent_Build_Started>UHD_Build_Structure</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete> </SpaceBuildable> <SpaceBuildable Name="Empire_Gas_Collector"> <GUI_Bounds_Scale>0.25</GUI_Bounds_Scale> <SpaceBehavior> SPACE_OBSTACLE, DUMMY_ORBITAL_STRUCTURE, SELECTABLE, REVEAL, UNIT_AI, DAMAGE_TRACKING, IDLE, HIDE_WHEN_FOGGED </SpaceBehavior> <Scale_Factor>3.00 </Scale_Factor> <Text_ID> TEXT_GAS_COLLECTOR_FACILITY </Text_ID> <GUI_Row> 0 </GUI_Row> <Is_Dummy>Yes</Is_Dummy> <Space_Model_Name>W_Gas_Collector.ALO</Space_Model_Name> <Icon_Name>i_button_asteroidmining.tga</Icon_Name> <Select_Box_Scale>600</Select_Box_Scale> <Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust> <Affiliation>Empire</Affiliation> <Size_Value>30</Size_Value> <Space_FOW_Reveal_Range>400</Space_FOW_Reveal_Range> <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> <Death_Explosions>Large_Explosion_Space</Death_Explosions> <Victory_Relevant>no</Victory_Relevant> <GUI_Model_Name>W_Gas_Collector.ALO</GUI_Model_Name> <GUI_Distance>1000</GUI_Distance> <GUI_Offset>0 0 0</GUI_Offset> <GUI_Velocity>45</GUI_Velocity> <No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level> <No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level> <SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete> <Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die> <CategoryMask> Structure </CategoryMask> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Show_Facing>No</Radar_Show_Facing> <Radar_Icon_Name>mini_map_mining_facilities.tga</Radar_Icon_Name> <Radar_Icon_Size>0.08 0.08</Radar_Icon_Size> <Armor_Type> Armor_Satellite </Armor_Type> <GUI_Bracket_Size>2</GUI_Bracket_Size> <Custom_Soft_Footprint_Radius> 275 </Custom_Soft_Footprint_Radius> <Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> <Space_Layer> StaticObject </Space_Layer> <Abilities SubObjectList="Yes"> <Income_Stream_Ability Name="E_Mineral_Extractor_Income_Stream"> <Base_Income_Value>200</Base_Income_Value> <Base_Interval_In_Secs>10</Base_Interval_In_Secs> <Split_Income_With_Allies>Yes</Split_Income_With_Allies> <Split_Favors_Owner>No</Split_Favors_Owner> <Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone> <Owner_Income_Percentage /> </Income_Stream_Ability> <Force_Healing_Ability Name="E_Mineral_Extractor_Self_Repair"> <Activation_Style>Skirmish_Automatic</Activation_Style> <Heal_Range>0.0</Heal_Range> <Heal_Percent>0.003</Heal_Percent> <Heal_Amount>0.0</Heal_Amount> <Heal_Interval_In_Secs>1.0</Heal_Interval_In_Secs> <Single_Target_Heal>Yes</Single_Target_Heal> <Applicable_Unit_Categories /> <Applicable_Unit_Types /> <SFXEvent_Target_Affected /> <Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name> <Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type> <Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color> <Owner_Light_Effect_Color2 /> <Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration> <Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count> </Force_Healing_Ability> </Abilities> <Tactical_Health>1700</Tactical_Health> <Score_Cost_Credits> 5000 </Score_Cost_Credits> <Tactical_Buildable_Objects_Multiplayer> Empire, ES_Increased_Supplies_L1_Upgrade, ES_Increased_Supplies_L2_Upgrade, </Tactical_Buildable_Objects_Multiplayer> <Has_Space_Evaluator>True</Has_Space_Evaluator> <Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_AGASCOLLECTOR_FACILITY_00, MP_TEXT_ENCYCLOPEDIA_AGAS_COLLECTOR_FACILITY_01 </Encyclopedia_Text> <MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_AGASCOLLECTOR_FACILITY_00, MP_TEXT_ENCYCLOPEDIA_AGAS_COLLECTOR_FACILITY_01 </MP_Encyclopedia_Text> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class> <Last_State_Visible_Under_FOW> True </Last_State_Visible_Under_FOW> <Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW> <Influences_Capture_Point> False </Influences_Capture_Point> </SpaceBuildable> <SpaceBuildable Name="Rebel_Gas_Collector"> <Variant_Of_Existing_Type>Empire_Gas_Collector</Variant_Of_Existing_Type> <Affiliation>Rebel</Affiliation> <Abilities SubObjectList="Yes"> <Income_Stream_Ability Name="R_Mineral_Extractor_Income_Stream"> <Base_Income_Value>200</Base_Income_Value> <Base_Interval_In_Secs>10</Base_Interval_In_Secs> <Split_Income_With_Allies>Yes</Split_Income_With_Allies> <Split_Favors_Owner>No</Split_Favors_Owner> <Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone> <Owner_Income_Percentage /> </Income_Stream_Ability> </Abilities> <Tactical_Buildable_Objects_Multiplayer> Rebel, RS_Increased_Supplies_L1_Upgrade, RS_Increased_Supplies_L2_Upgrade, </Tactical_Buildable_Objects_Multiplayer> </SpaceBuildable> <SpaceBuildable Name="Underworld_Gas_Collector"> <Variant_Of_Existing_Type>Empire_Gas_Collector</Variant_Of_Existing_Type> <Affiliation>Underworld</Affiliation> <Abilities SubObjectList="Yes"> <Income_Stream_Ability Name="U_Mineral_Extractor_Income_Stream"> <Base_Income_Value>205</Base_Income_Value> <Base_Interval_In_Secs>10</Base_Interval_In_Secs> <Split_Income_With_Allies>Yes</Split_Income_With_Allies> <Split_Favors_Owner>No</Split_Favors_Owner> <Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone> <Owner_Income_Percentage /> </Income_Stream_Ability> </Abilities> <Tactical_Buildable_Objects_Multiplayer> Underworld, UL_Extort_Cash_L1_Upgrade, UL_Extort_Cash_L2_Upgrade, </Tactical_Buildable_Objects_Multiplayer> </SpaceBuildable> Now you just need to make entries in Master Text File if you want an description of the Gas Collector and put it in your custom maps! Hope you like it! ;D
Droid803 Posted December 20, 2006 Posted December 20, 2006 Nice work, it'll provide a good alternative to places where asteroids don't fit in. Problem with this is that you'd need to add it in your own maps...oh well. PWNAGE! http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg"That was fun"
DragonShadow Posted December 22, 2006 Posted December 22, 2006 Hey, sweet! I can use this, hehe... ;D http://i61.photobucket.com/albums/h65/NightshadowDragon/RyuuKageSIG.jpg http://i61.photobucket.com/albums/h65/NightshadowDragon/AoSW-JCW_Banner.jpg
HK-47 Posted January 19, 2007 Posted January 19, 2007 (edited) What about Gas Collectors for land maps? Like Bespin! Open GroundBuildablesSkirmish.xml and copy and paste the Gas Collector code after a: <!--************************************************************************************************************--> Land Gas Collector code: <GroundBuildable Name="N_Gas_Collector_Build_Pad"> <GUI_Bounds_Scale>0.33</GUI_Bounds_Scale> <Select_Box_Scale>200</Select_Box_Scale> <Text_ID>TEXT_GROUND_MINING_FACILITY</Text_ID> <Terrain_Texture_Modifier_Square>false</Terrain_Texture_Modifier_Square> <Behavior> TACTICAL_BUILD_OBJECTS, REVEAL, CAPTURE_POINT, HIDE_WHEN_FOGGED </Behavior> <Minimum_Time_Before_Pad_Can_Build_Again> 40.0 </Minimum_Time_Before_Pad_Can_Build_Again> <LandBehavior> LAND_OBSTACLE, SPACE_OBSTACLE, TERRAIN_TEXTURE_MODIFICATION </LandBehavior> <Land_Model_Name> W_Gas_Collector.ALO </Land_Model_Name> <Icon_Name>i_button_mining_facility.tga</Icon_Name> <Is_Dummy>Yes</Is_Dummy> <Scale_Factor>3.00</Scale_Factor> <GUI_Bracket_Size>2</GUI_Bracket_Size> <Political_Control>0</Political_Control> <Size_Value>30</Size_Value> <Base_Position>Out_Base</Base_Position> <No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level> <No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level> <Land_FOW_Reveal_Range>350.0</Land_FOW_Reveal_Range> <Space_Layer> Corvette </Space_Layer> <Land_Damage_Thresholds>1</Land_Damage_Thresholds> <Land_Damage_Alternates>3</Land_Damage_Alternates> <Land_Damage_SFX>null,null,null,null</Land_Damage_SFX> <Armor_Type> Armor_Structure </Armor_Type> <Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase> <Is_Community_Property>Yes</Is_Community_Property> <CategoryMask> Structure </CategoryMask> <Hides_When_Built_On>True</Hides_When_Built_On> <Visible_To_Enemies_When_Empty>True</Visible_To_Enemies_When_Empty> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Icon_Name>mini_map_mining_facilities.tga</Radar_Icon_Name> <Radar_Show_Facing>No</Radar_Show_Facing> <Radar_Icon_Size>0.1 0.1</Radar_Icon_Size> <Influences_Capture_Point> False </Influences_Capture_Point> <Tactical_Buildable_Objects_Multiplayer> Empire, UC_Empire_Gas_Collector_Facility, Rebel, UC_Rebel_Gas_Collector_Facility, Underworld, UC_Underworld_GasCollector_Facility, </Tactical_Buildable_Objects_Multiplayer> <Affiliation>Neutral, Rebel, Empire, Underworld</Affiliation> <Capture_Point_Radius>300</Capture_Point_Radius> <Capture_Point_Transition_Time_Seconds>5.0</Capture_Point_Transition_Time_Seconds> <MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_MINING_00 MP_TEXT_ENCYCLOPEDIA_MINING_01 TEXT_TOOLTIP_UNIT_CAPTUREABLE_STRUCTURE </MP_Encyclopedia_Text> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class> <Last_State_Visible_Under_FOW> True </Last_State_Visible_Under_FOW> <Initial_State_Visible_Under_FOW>True</Initial_State_Visible_Under_FOW> <Has_Land_Evaluator>True</Has_Land_Evaluator> <Immune_To_Damage>True</Immune_To_Damage> </GroundBuildable> <GroundBuildable Name="Empire_Gas_Collector_Facility_Build_Pad"> <GUI_Bounds_Scale>0.33</GUI_Bounds_Scale> <Tactical_Buildable_Objects_Multiplayer>Empire, UC_Empire_Gas_Collector_Facility</Tactical_Buildable_Objects_Multiplayer> <Minimum_Time_Before_Pad_Can_Build_Again> 40.0 </Minimum_Time_Before_Pad_Can_Build_Again> <Text_ID>TEXT_GROUND_MINING_FACILITY_EMPIRE</Text_ID> <Land_Model_Name> W_Gas_Collector.ALO </Land_Model_Name> <Behavior>TACTICAL_BUILD_OBJECTS, REVEAL, HIDE_WHEN_FOGGED</Behavior> <LandBehavior>TERRAIN_TEXTURE_MODIFICATION, LAND_OBSTACLE, SPACE_OBSTACLE</LandBehavior> <Terrain_Texture_Modifier_Square>false</Terrain_Texture_Modifier_Square> <Affiliation>Empire</Affiliation> <Icon_Name>i_button_mining_facility.tga</Icon_Name> <Is_Dummy>Yes</Is_Dummy> <Scale_Factor>3.00</Scale_Factor> <GUI_Bracket_Size>2</GUI_Bracket_Size> <Political_Control>0</Political_Control> <Size_Value>30</Size_Value> <Base_Position>Out_Base</Base_Position> <No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level> <No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level> <Land_FOW_Reveal_Range>400.0</Land_FOW_Reveal_Range> <Space_Layer> Corvette </Space_Layer> <Land_Damage_Thresholds>1</Land_Damage_Thresholds> <Land_Damage_Alternates>3</Land_Damage_Alternates> <Land_Damage_SFX>null,null,null,null</Land_Damage_SFX> <Armor_Type> Armor_Structure </Armor_Type> <Is_Community_Property>Yes</Is_Community_Property> <CategoryMask> Structure </CategoryMask> <Hides_When_Built_On>False</Hides_When_Built_On> <Visible_To_Enemies_When_Empty>True</Visible_To_Enemies_When_Empty> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Show_Facing>No</Radar_Show_Facing> <Radar_Icon_Name>mini_map_mining_facilities.tga</Radar_Icon_Name> <Radar_Icon_Size>0.1 0.1</Radar_Icon_Size> <Influences_Capture_Point> False </Influences_Capture_Point> <MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_MINING_00, MP_TEXT_ENCYCLOPEDIA_MINING_01 </MP_Encyclopedia_Text> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class> <Last_State_Visible_Under_FOW> True </Last_State_Visible_Under_FOW> <Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW> <Has_Land_Evaluator>True</Has_Land_Evaluator> <Immune_To_Damage>True</Immune_To_Damage> </GroundBuildable> <GroundBuildable Name="UC_Empire_Gas_Collector_Facility"> <GUI_Bounds_Scale>0.33</GUI_Bounds_Scale> <Text_ID> TEXT_NEUTRAL_MINING_BUILD_PAD </Text_ID> <Land_Model_Name> W_Gas_Collector.ALO </Land_Model_Name> <Tactical_Buildable_Constructed> Skirmish_Gas_Collector_Facility_E </Tactical_Buildable_Constructed> <Tactical_Build_Start_Lower_Z> 50.0 </Tactical_Build_Start_Lower_Z> <Behavior>TACTICAL_UNDER_CONSTRUCTION, REVEAL, HIDE_WHEN_FOGGED</Behavior> <LandBehavior>TERRAIN_TEXTURE_MODIFICATION, LAND_OBSTACLE, SPACE_OBSTACLE</LandBehavior> <Terrain_Texture_Modifier_Square>false</Terrain_Texture_Modifier_Square> <!-- In FoC these are built on outpost pads --> <Obstacle_Proxy_Type> Skirmish_Outpost_Pad </Obstacle_Proxy_Type> <Affiliation>Empire</Affiliation> <Icon_Name>i_button_mining_facility.tga</Icon_Name> <Space_Layer> Corvette </Space_Layer> <UnitCollisionClass> Vehicle </UnitCollisionClass> <Custom_Hard_XExtent> 800.0 </Custom_Hard_XExtent> <Custom_Hard_YExtent> 800.0 </Custom_Hard_YExtent> <Land_FOW_Reveal_Range>450.0</Land_FOW_Reveal_Range> <Is_Dummy>Yes</Is_Dummy> <Scale_Factor>3.00</Scale_Factor> <GUI_Bracket_Size>2</GUI_Bracket_Size> <Political_Control>0</Political_Control> <Size_Value>30</Size_Value> <No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level> <No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level> <Land_Damage_Thresholds>1</Land_Damage_Thresholds> <Land_Damage_Alternates>3</Land_Damage_Alternates> <Land_Damage_SFX>null,null,null,null</Land_Damage_SFX> <Armor_Type> Armor_Structure </Armor_Type> <Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase> <Is_Community_Property>Yes</Is_Community_Property> <CategoryMask> Structure </CategoryMask> <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Icon_Size>0.125 0.125</Radar_Icon_Size> <Influences_Capture_Point> False </Influences_Capture_Point> <Tactical_Health>900</Tactical_Health> <Tactical_Build_Cost_Multiplayer> 1400 </Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds> 30 </Tactical_Build_Time_Seconds> <SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete> <Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die> <SFXEvent_Unit_Under_Attack> EHD_Mining_Under_Attack </SFXEvent_Unit_Under_Attack> <SFXEvent_Unit_Lost> EHD_Mining_Destroyed </SFXEvent_Unit_Lost> <SFXEvent_Select>Structure_Mining_Select_SFX</SFXEvent_Select> <MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_MINING_EMPIRE_PAD_00 </MP_Encyclopedia_Text> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class> <Last_State_Visible_Under_FOW> True </Last_State_Visible_Under_FOW> <Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW> </GroundBuildable> <GroundBuildable Name="Rebel_Gas_Collector_Facility_Build_Pad"> <GUI_Bounds_Scale>0.33</GUI_Bounds_Scale> <Tactical_Buildable_Objects_Multiplayer>Rebel, UC_Rebel_Gas_Collector_Facility</Tactical_Buildable_Objects_Multiplayer> <Minimum_Time_Before_Pad_Can_Build_Again> 40.0 </Minimum_Time_Before_Pad_Can_Build_Again> <Text_ID>TEXT_GROUND_MINING_FACILITY_REBEL</Text_ID> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class> <Land_Model_Name> W_Gas_Collector.ALO </Land_Model_Name> <Behavior>TACTICAL_BUILD_OBJECTS, REVEAL, HIDE_WHEN_FOGGED</Behavior> <LandBehavior>TERRAIN_TEXTURE_MODIFICATION, LAND_OBSTACLE, SPACE_OBSTACLE</LandBehavior> <Terrain_Texture_Modifier_Square>false</Terrain_Texture_Modifier_Square> <Affiliation>Rebel</Affiliation> <Icon_Name>i_button_mining_facility.tga</Icon_Name> <Is_Dummy>Yes</Is_Dummy> <Scale_Factor>3.00</Scale_Factor> <GUI_Bracket_Size>2</GUI_Bracket_Size> <Political_Control>0</Political_Control> <Size_Value>30</Size_Value> <Base_Position>Out_Base</Base_Position> <No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level> <No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level> <Land_FOW_Reveal_Range>400.0</Land_FOW_Reveal_Range> <Space_Layer> Corvette </Space_Layer> <Land_Damage_Thresholds>1</Land_Damage_Thresholds> <Land_Damage_Alternates>3</Land_Damage_Alternates> <Land_Damage_SFX>null,null,null,null</Land_Damage_SFX> <Armor_Type> Armor_Structure </Armor_Type> <Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase> <Is_Community_Property>Yes</Is_Community_Property> <CategoryMask> Structure </CategoryMask> <Hides_When_Built_On>False</Hides_When_Built_On> <Visible_To_Enemies_When_Empty>True</Visible_To_Enemies_When_Empty> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Show_Facing>No</Radar_Show_Facing> <Radar_Icon_Name>mini_map_mining_facilities.tga</Radar_Icon_Name> <Radar_Icon_Size>0.1 0.1</Radar_Icon_Size> <Influences_Capture_Point> False </Influences_Capture_Point> <MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_MINING_00, MP_TEXT_ENCYCLOPEDIA_MINING_01 </MP_Encyclopedia_Text> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class> <Last_State_Visible_Under_FOW> True </Last_State_Visible_Under_FOW> <Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW> <Has_Land_Evaluator>True</Has_Land_Evaluator> <Immune_To_Damage>True</Immune_To_Damage> </GroundBuildable> <GroundBuildable Name="UC_Rebel_Gas_Collector_Facility"> <GUI_Bounds_Scale>0.33</GUI_Bounds_Scale> <Text_ID> TEXT_NEUTRAL_MINING_BUILD_PAD </Text_ID> <Land_Model_Name> W_Gas_Collector.ALO </Land_Model_Name> <Tactical_Buildable_Constructed> Skirmish_Gas_Collector_Facility_R </Tactical_Buildable_Constructed> <Tactical_Build_Start_Lower_Z> 50.0 </Tactical_Build_Start_Lower_Z> <Behavior>TACTICAL_UNDER_CONSTRUCTION, REVEAL, HIDE_WHEN_FOGGED</Behavior> <LandBehavior>TERRAIN_TEXTURE_MODIFICATION, LAND_OBSTACLE, SPACE_OBSTACLE</LandBehavior> <Terrain_Texture_Modifier_Square>false</Terrain_Texture_Modifier_Square> <!-- In FoC these are built on outpost pads --> <Obstacle_Proxy_Type> Skirmish_Outpost_Pad </Obstacle_Proxy_Type> <Affiliation>Rebel</Affiliation> <Icon_Name>i_button_mining_facility.tga</Icon_Name> <Space_Layer> Corvette </Space_Layer> <UnitCollisionClass> Vehicle </UnitCollisionClass> <Custom_Hard_XExtent> 50.0 </Custom_Hard_XExtent> <Custom_Hard_YExtent> 50.0 </Custom_Hard_YExtent> <Land_FOW_Reveal_Range>450.0</Land_FOW_Reveal_Range> <Is_Dummy>Yes</Is_Dummy> <Scale_Factor>3.00</Scale_Factor> <GUI_Bracket_Size>2</GUI_Bracket_Size> <Political_Control>0</Political_Control> <Size_Value>30</Size_Value> <No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level> <No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level> <Land_Damage_Thresholds>1</Land_Damage_Thresholds> <Land_Damage_Alternates>3</Land_Damage_Alternates> <Land_Damage_SFX>null,null,null,null</Land_Damage_SFX> <Armor_Type> Armor_Structure </Armor_Type> <Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase> <Is_Community_Property>Yes</Is_Community_Property> <CategoryMask> Structure </CategoryMask> <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Icon_Size>0.125 0.125</Radar_Icon_Size> <Influences_Capture_Point> False </Influences_Capture_Point> <SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete> <Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die> <SFXEvent_Unit_Under_Attack> RHD_Mining_Under_Attack </SFXEvent_Unit_Under_Attack> <SFXEvent_Unit_Lost> RHD_Mining_Destroyed </SFXEvent_Unit_Lost> <SFXEvent_Select>Structure_Mining_Select_SFX</SFXEvent_Select> <Tactical_Health>900</Tactical_Health> <Tactical_Build_Cost_Multiplayer> 1400 </Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds> 30 </Tactical_Build_Time_Seconds> <MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_MINING_REBEL_PAD_00 </MP_Encyclopedia_Text> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class> <Last_State_Visible_Under_FOW> True </Last_State_Visible_Under_FOW> <Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW> </GroundBuildable> <GroundBuildable Name="Underworld_Gas_Collector_Facility_Build_Pad"> <GUI_Bounds_Scale>0.33</GUI_Bounds_Scale> <Tactical_Buildable_Objects_Multiplayer>Underworld, UC_Underworld_Gas_Collector_Facility</Tactical_Buildable_Objects_Multiplayer> <Minimum_Time_Before_Pad_Can_Build_Again> 40.0 </Minimum_Time_Before_Pad_Can_Build_Again> <Text_ID>TEXT_GROUND_MINING_FACILITY_REBEL</Text_ID> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class> <Land_Model_Name> W_Gas_Collector.ALO </Land_Model_Name> <Behavior>TACTICAL_BUILD_OBJECTS, REVEAL, HIDE_WHEN_FOGGED</Behavior> <LandBehavior>TERRAIN_TEXTURE_MODIFICATION, LAND_OBSTACLE, SPACE_OBSTACLE</LandBehavior> <Terrain_Texture_Modifier_Square>false</Terrain_Texture_Modifier_Square> <Affiliation>Underworld</Affiliation> <Icon_Name>i_button_mining_facility.tga</Icon_Name> <Is_Dummy>Yes</Is_Dummy> <Scale_Factor>3.00</Scale_Factor> <GUI_Bracket_Size>2</GUI_Bracket_Size> <Political_Control>0</Political_Control> <Size_Value>30</Size_Value> <Base_Position>Out_Base</Base_Position> <No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level> <No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level> <Land_FOW_Reveal_Range>400.0</Land_FOW_Reveal_Range> <Space_Layer> Corvette </Space_Layer> <Land_Damage_Thresholds>1</Land_Damage_Thresholds> <Land_Damage_Alternates>3</Land_Damage_Alternates> <Land_Damage_SFX>null,null,null,null</Land_Damage_SFX> <Armor_Type> Armor_Structure </Armor_Type> <Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase> <Is_Community_Property>Yes</Is_Community_Property> <CategoryMask> Structure </CategoryMask> <Hides_When_Built_On>False</Hides_When_Built_On> <Visible_To_Enemies_When_Empty>True</Visible_To_Enemies_When_Empty> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Show_Facing>No</Radar_Show_Facing> <Radar_Icon_Name>mini_map_mining_facilities.tga</Radar_Icon_Name> <Radar_Icon_Size>0.1 0.1</Radar_Icon_Size> <Influences_Capture_Point> False </Influences_Capture_Point> <MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_MINING_00, MP_TEXT_ENCYCLOPEDIA_MINING_01 </MP_Encyclopedia_Text> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class> <Last_State_Visible_Under_FOW> True </Last_State_Visible_Under_FOW> <Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW> <Has_Land_Evaluator>True</Has_Land_Evaluator> <Immune_To_Damage>True</Immune_To_Damage> </GroundBuildable> <GroundBuildable Name="UC_Underwold_Gas_Collector_Facility"> <Variant_Of_Existing_Type>UC_Rebel_Gas_Collector_Facility</Variant_Of_Existing_Type> <Affiliation>Underworld</Affiliation> <Tactical_Buildable_Constructed> Skirmish_Gas_Collector_Facility_U </Tactical_Buildable_Constructed> <Tech_Level>0</Tech_Level> <Tactical_Health>900</Tactical_Health> <Tactical_Build_Cost_Multiplayer> 1500 </Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds> 25 </Tactical_Build_Time_Seconds> <SFXEvent_Build_Started>UHD_Build_Structure</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete> </GroundBuildable> <GroundBuildable Name="Skirmish_Gas_Collector_Facility_E"> <Variant_Of_Existing_Type>UC_Empire_Gas_Collector_Facility</Variant_Of_Existing_Type> <Behavior>TACTICAL_SELL, SELECTABLE, DUMMY_GROUND_STRUCTURE</Behavior> <Space_Layer> Corvette </Space_Layer> <UnitCollisionClass> Vehicle </UnitCollisionClass> <Custom_Hard_XExtent> 800.0 </Custom_Hard_XExtent> <Custom_Hard_YExtent> 800.0 </Custom_Hard_YExtent> <Build_Cost_Credits>0</Build_Cost_Credits> <Tech_Level>0</Tech_Level> <Victory_Relevant>No</Victory_Relevant> <Abilities SubObjectList="Yes"> <Income_Stream_Ability Name="Empire_Mining_Income_Stream"> <!-- Income streams only exist in tactical modes that are not spawned from galatic, so this will not affect campaign play. --> <Base_Income_Value>300</Base_Income_Value> <Base_Interval_In_Secs>5</Base_Interval_In_Secs> <Split_Income_With_Allies>Yes</Split_Income_With_Allies> <Split_Favors_Owner>No</Split_Favors_Owner> <Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone> </Income_Stream_Ability> <Force_Healing_Ability Name="E_Mining_Facility_Self_Repair"> <Activation_Style>Skirmish_Automatic</Activation_Style> <Heal_Range>0.0</Heal_Range> <Heal_Percent>0.005</Heal_Percent> <!-- Change from .025 to .003 for MP--> <Heal_Amount>0.0</Heal_Amount> <Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs> <!-- change from 5.0 to 2.0 for MP--> <Single_Target_Heal>Yes</Single_Target_Heal> <Applicable_Unit_Categories /> <Applicable_Unit_Types /> <SFXEvent_Target_Affected /> <Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name> <Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type> <Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color> <Owner_Light_Effect_Color2 /> <Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration> <Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count> </Force_Healing_Ability> </Abilities> <!-- Defer to build pad for obstacle footprint --> <Obstacle_Proxy_Type> Skirmish_Outpost_Pad </Obstacle_Proxy_Type> </GroundBuildable> <GroundBuildable Name="Skirmish_Gas_Collector_Facility_R"> <Variant_Of_Existing_Type>UC_Rebel_Gas_Collector_Facility</Variant_Of_Existing_Type> <Behavior>TACTICAL_SELL, SELECTABLE, DUMMY_GROUND_STRUCTURE</Behavior> <Build_Cost_Credits>0</Build_Cost_Credits> <Space_Layer> Corvette </Space_Layer> <UnitCollisionClass> Vehicle </UnitCollisionClass> <Custom_Hard_XExtent> 50.0 </Custom_Hard_XExtent> <Custom_Hard_YExtent> 50.0 </Custom_Hard_YExtent> <Tech_Level>0</Tech_Level> <Victory_Relevant>No</Victory_Relevant> <Abilities SubObjectList="Yes"> <Income_Stream_Ability Name="Rebel_Mining_Income_Stream"> <!-- Income streams only exist in tactical modes that are not spawned from galatic, so this will not affect campaign play. --> <Base_Income_Value>300</Base_Income_Value> <Base_Interval_In_Secs>5</Base_Interval_In_Secs> <Split_Income_With_Allies>Yes</Split_Income_With_Allies> <Split_Favors_Owner>No</Split_Favors_Owner> <Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone> </Income_Stream_Ability> <Force_Healing_Ability Name="R_Mining_Facility_Self_Repair"> <Activation_Style>Skirmish_Automatic</Activation_Style> <Heal_Range>0.0</Heal_Range> <Heal_Percent>0.005</Heal_Percent> <!-- Change from .025 to .003 for MP--> <Heal_Amount>0.0</Heal_Amount> <Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs> <!-- change from 5.0 to 2.0 for MP--> <Single_Target_Heal>Yes</Single_Target_Heal> <Applicable_Unit_Categories /> <Applicable_Unit_Types /> <SFXEvent_Target_Affected /> <Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name> <Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type> <Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color> <Owner_Light_Effect_Color2 /> <Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration> <Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count> </Force_Healing_Ability> </Abilities> <!-- Defer to build pad for obstacle footprint --> <Obstacle_Proxy_Type> Skirmish_Outpost_Pad </Obstacle_Proxy_Type> </GroundBuildable> <GroundBuildable Name="Skirmish_Gas_Collector_Facility_U"> <Variant_Of_Existing_Type>UC_Underworld_Gas_Collector_Facility</Variant_Of_Existing_Type> <Affiliation>Underworld</Affiliation> <Behavior>TACTICAL_SELL, SELECTABLE, DUMMY_GROUND_STRUCTURE</Behavior> <Space_Layer> Corvette </Space_Layer> <UnitCollisionClass> Vehicle </UnitCollisionClass> <Custom_Hard_XExtent> 50.0 </Custom_Hard_XExtent> <Custom_Hard_YExtent> 50.0 </Custom_Hard_YExtent> <Build_Cost_Credits>0</Build_Cost_Credits> <Tactical_Buildable_Objects_Multiplayer> Underworld, UL_Extort_Cash_L1_Upgrade, UL_Extort_Cash_L2_Upgrade, </Tactical_Buildable_Objects_Multiplayer> <Tech_Level>0</Tech_Level> <Victory_Relevant>No</Victory_Relevant> <Has_Land_Evaluator>True</Has_Land_Evaluator> <SFXEvent_Build_Started>UHD_Build_Structure</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete> <Abilities SubObjectList="Yes"> <Income_Stream_Ability Name="Underworld_Mining_Income_Stream"> <!-- Income streams only exist in tactical modes that are not spawned from galatic, so this will not affect campaign play. --> <Base_Income_Value>300</Base_Income_Value> <Base_Interval_In_Secs>5</Base_Interval_In_Secs> <Split_Income_With_Allies>Yes</Split_Income_With_Allies> <Split_Favors_Owner>No</Split_Favors_Owner> <Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone> </Income_Stream_Ability> <Force_Healing_Ability Name="U_Mining_Facility_Self_Repair"> <Activation_Style>Skirmish_Automatic</Activation_Style> <Heal_Range>0.0</Heal_Range> <Heal_Percent>0.005</Heal_Percent> <!-- Change from .025 to .003 for MP--> <Heal_Amount>0.0</Heal_Amount> <Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs> <!-- change from 5.0 to 2.0 for MP--> <Single_Target_Heal>Yes</Single_Target_Heal> <Applicable_Unit_Categories /> <Applicable_Unit_Types /> <SFXEvent_Target_Affected /> <Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name> <Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type> <Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color> <Owner_Light_Effect_Color2 /> <Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration> <Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count> </Force_Healing_Ability> </Abilities> <!-- Defer to build pad for obstacle footprint --> <Obstacle_Proxy_Type> Skirmish_Outpost_Pad </Obstacle_Proxy_Type> </GroundBuildable> <!--************************************************************************************************************--> Now just create the entries in MasterTextFile if you want some info about the Gas Collector and put it in your maps in the Map Editor! Hope you guys like! ;D Edited January 31, 2007 by HK-47
HK-47 Posted January 31, 2007 Posted January 31, 2007 (edited) Tartan Strike Cruiser http://img250.imageshack.us/img250/8238/striketartaniixu9.png Open SpaceUnitsCorvettes.xml and copy the following code: <SpaceUnit Name="Tartan_Patrol_Cruiser_MKII"> <!-- Changed from Carrack-Class Cruiser --> <Text_ID>TEXT_UNIT_TARTAN_CRUISER_MKII</Text_ID> <Encyclopedia_Good_Against> Vengeance_Frigate Alliance_Assault_Frigate Nebulon_B_Frigate </Encyclopedia_Good_Against> <Encyclopedia_Vulnerable_To> B-wing Y-wing </Encyclopedia_Vulnerable_To> <GUI_Row> 1 </GUI_Row> <Space_Model_Name>EV_TartanCruiser.alo</Space_Model_Name> <Select_Box_Scale>370</Select_Box_Scale> <Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust> <Mass>0.9995</Mass> <Scale_Factor>0.56</Scale_Factor> <No_Colorization_Color> 255, 255, 255, 255 </No_Colorization_Color> <Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier> <Ranking_In_Category>7</Ranking_In_Category> <Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust> <Max_Speed>5.50</Max_Speed> <Max_Rate_Of_Turn>1.4</Max_Rate_Of_Turn> <MovementClass> Space </MovementClass> <Space_Layer> Corvette </Space_Layer> <Layer_Z_Adjust>0</Layer_Z_Adjust> <Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll> <Bank_Turn_Angle>15</Bank_Turn_Angle> <OverrideAcceleration> .065 </OverrideAcceleration> <OverrideDeceleration> .065 </OverrideDeceleration> <Armor_Type> Armor_Tartan </Armor_Type> <Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type> <Max_Thrust>0.8</Max_Thrust> <Hyperspace>Yes</Hyperspace> <Hyperspace_Speed>2.5</Hyperspace_Speed> <Maintenance_Cost>0.05</Maintenance_Cost> <Affiliation>Empire</Affiliation> <Tech_Level>0</Tech_Level> <Required_Ground_Base_Level>0</Required_Ground_Base_Level> <Required_Star_Base_Level>3</Required_Star_Base_Level> <Shield_Points>1000</Shield_Points> <Tactical_Health>2500</Tactical_Health> <Damage>20</Damage> <Autoresolve_Health>2000</Autoresolve_Health> <Shield_Refresh_Rate>20</Shield_Refresh_Rate> <Energy_Capacity>4500</Energy_Capacity> <Energy_Refresh_Rate>300</Energy_Refresh_Rate> <Ship_Class>corvette</Ship_Class> <Formation_Priority>5</Formation_Priority> <Is_Escort>Yes</Is_Escort> <Is_Bomber>no</Is_Bomber> <Political_Control>0</Political_Control> <Squadron_Capacity>5</Squadron_Capacity> <Transport_Capacity>4</Transport_Capacity> <Number_per_Squadron>1</Number_per_Squadron> <Build_Cost_Credits>2250</Build_Cost_Credits> <Piracy_Value_Credits>50</Piracy_Value_Credits> <AI_Combat_Power>1550</AI_Combat_Power> <Build_Time_Seconds>25</Build_Time_Seconds> <Build_Tab_Space_Units>Yes</Build_Tab_Space_Units> <Size_Value>120</Size_Value> <Behavior>ABILITY_COUNTDOWN, DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior> <SpaceBehavior> SIMPLE_SPACE_LOCOMOTOR, TARGETING, SELECTABLE, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA </SpaceBehavior> <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> <Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions> <Death_Clone>Damage_Normal, Tartan_Patrol_Cruiser_Death_Clone</Death_Clone> <Space_FOW_Reveal_Range>1500.0</Space_FOW_Reveal_Range> <Targeting_Max_Attack_Distance>2500.0</Targeting_Max_Attack_Distance> <Hardpoints> HP_Tartan_CruiserMKII_00, HP_Tartan_CruiserMKII_01, HP_Tartan_CruiserMKII_02, HP_Tartan_CruiserMKII_03, HP_Tartan_CruiserMKII_04 </Hardpoints> <Space_FOW_Reveal_Range>1500.0</Space_FOW_Reveal_Range> <Targeting_Max_Attack_Distance>1000.0</Targeting_Max_Attack_Distance> <CategoryMask> Frigate </CategoryMask> <Icon_Name>i_button_carrack_cruiser.tga</Icon_Name> <GUI_Model_Name>EV_TartanCruiser.alo</GUI_Model_Name> <GUI_Distance>900</GUI_Distance> <GUI_Offset>0 0 0</GUI_Offset> <GUI_Velocity>45</GUI_Velocity> <Victory_Relevant>yes</Victory_Relevant> <Has_Space_Evaluator>True</Has_Space_Evaluator> <SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>Unit_Complete_Tartan</SFXEvent_Build_Complete> <SFXEvent_Ambient_Loop>Unit_Carrack_Moving_Engine_Loop</SFXEvent_Ambient_Loop> <SFXEvent_Select>Unit_Select_Tartan</SFXEvent_Select> <SFXEvent_Move>Unit_Move_Tartan</SFXEvent_Move> <SFXEvent_Fleet_Move>Unit_Fleet_Move_Tartan</SFXEvent_Fleet_Move> <SFXEvent_Attack>Unit_Attack_Tartan</SFXEvent_Attack> <SFXEvent_Guard>Unit_Guard_Tartan</SFXEvent_Guard> <SFXEvent_Stop>Unit_Stop_Tartan</SFXEvent_Stop> <SFXEvent_Barrage>Unit_Barrage_Tartan</SFXEvent_Barrage> <SFXEvent_Move_Into_Nebula> Unit_Nebula_Tartan </SFXEvent_Move_Into_Nebula> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Tartan </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Tartan </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Tartan </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Tartan </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Tartan </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_ENGINE, Unit_HP_ENGINES_Tartan </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Tartan </SFXEvent_Attack_Hardpoint> <SFXEvent_Engine_Idle_Loop> Unit_Tartan_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop> <SFXEvent_Engine_Moving_Loop> Unit_Tartan_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop> <SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Tartan_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop> <Tactical_Bribe_Cost>925</Tactical_Bribe_Cost> <Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <MovementClass> Space </MovementClass> <Guard_Chase_Range>1000.0</Guard_Chase_Range> <Idle_Chase_Range>400.0</Idle_Chase_Range> <Attack_Move_Response_Range>400.0</Attack_Move_Response_Range> <Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold> <Targeting_Priority_Set>Corvette</Targeting_Priority_Set> <Autonomous_Move_Extension_Vs_Attacker>300.0</Autonomous_Move_Extension_Vs_Attacker> <!-- Non-Hero unit abilities description --> <Unit_Abilities_Data SubObjectList="Yes"> <!-- Primary ability --> <Unit_Ability> <Type>POWER_TO_WEAPONS</Type> <Mod_Multiplier>SPEED_MULTIPLIER, 0.5f</Mod_Multiplier> <Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, -25.0</Mod_Multiplier> <Mod_Multiplier>ENERGY_REGEN_MULTIPLIER, 1.0</Mod_Multiplier> <Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 0.5f</Mod_Multiplier> <Recharge_Seconds>60</Recharge_Seconds> <Expiration_Seconds>12</Expiration_Seconds> <SFXEvent_GUI_Unit_Ability_Activated>Unit_Barrage_Tartan</SFXEvent_GUI_Unit_Ability_Activated> <SFXEvent_GUI_Unit_Ability_Deactivated /> </Unit_Ability> <Unit_Ability> <Type>LASER_DEFENSE</Type> <Recharge_Seconds>65.0</Recharge_Seconds> <GUI_Activated_Ability_Name> Crusader_Laser_Defense </GUI_Activated_Ability_Name> <Effective_Radius> 800.0 </Effective_Radius> <SFXEvent_GUI_Unit_Ability_Activated> Unit_Laser_Defense_On_Crusader </SFXEvent_GUI_Unit_Ability_Activated> <!--(by pressing the activate button)--> <SFXEvent_GUI_Unit_Ability_Deactivated> Unit_Laser_Defense_Off_Crusader </SFXEvent_GUI_Unit_Ability_Deactivated> <!--(by pressing deactivate)--> <Must_Be_Bought_On_Black_Market>No</Must_Be_Bought_On_Black_Market> <Supports_Autofire>True</Supports_Autofire> </Unit_Ability> </Unit_Abilities_Data> <Encyclopedia_Text>TEXT_TOOLTIP_TARTAN_MKII</Encyclopedia_Text> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FRIGATE</Encyclopedia_Unit_Class> <Score_Cost_Credits> 1250</Score_Cost_Credits> <!--<MULTIPLAYER SKIRMISH VALUES BEGIN>--> <Tactical_Build_Cost_Multiplayer>2500</Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds>20</Tactical_Build_Time_Seconds> <Tactical_Build_Prerequisites /> <Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue> <!--<Build_Limit_Current_Per_Player>0</Build_Limit_Current_Per_Player>--> <!--<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>--> <!--<MULTIPLAYER SKIRMISH VALUES END>--> <Population_Value>2</Population_Value> </SpaceUnit> <SpaceUnit Name="Tartan_Patrol_Cruiser_MKII_Death_Clone"> <Text_ID>TEXT_UNIT_TARTAN_CRUISER_MKII</Text_ID> <Space_Model_Name>EV_tartancruiser_d.ALO</Space_Model_Name> <xxxSpace_Model_Name>EV_missile_ship.ALO</xxxSpace_Model_Name> <Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die> <Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions> <Scale_Factor>.56</Scale_Factor> <Layer_Z_Adjust>-330.0</Layer_Z_Adjust> <Max_Speed>0.25</Max_Speed> <Max_Rate_Of_Turn>0.4</Max_Rate_Of_Turn> <Max_Thrust>0.05</Max_Thrust> <Max_Rate_Of_Roll>0.02</Max_Rate_Of_Roll> <Bank_Turn_Angle>5</Bank_Turn_Angle> <Affiliation>Empire</Affiliation> <Ship_Class>capital_ship</Ship_Class> <Remove_Upon_Death>true</Remove_Upon_Death> </SpaceUnit> Now open HardPoints.xml and copy this other code: <!-- Hard points for the Tartan Cruiser MKII--> <HardPoint Name="HP_Tartan_CruiserMKII_00"> <Type> HARD_POINT_WEAPON_LASER </Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Damage_Type> Damage_Tartan_Cruiser </Damage_Type> <Fire_Bone_A>MuzzleA_00</Fire_Bone_A> <Fire_Bone_B>MuzzleA_00</Fire_Bone_B> <Fire_Cone_Width>65.0</Fire_Cone_Width> <Fire_Cone_Height>45.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Ship_Turbolaser_Blue</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>6.0</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>12.0</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>15</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.3</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>2300.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_Turbo_Fire</Fire_SFXEvent> <Fire_Inaccuracy_Distance> Fighter, 13.8 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Bomber, 7.3 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Transport, 2.1 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Corvette, 1.4 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Frigate, 1.2 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Capital, 1.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Super, 1.7 </Fire_Inaccuracy_Distance> <Allow_Opportunity_Fire_When_Targeting>False</Allow_Opportunity_Fire_When_Targeting> </HardPoint> <HardPoint Name="HP_Tartan_CruiserMKII_01"> <Type> HARD_POINT_WEAPON_LASER </Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Damage_Type> Damage_Tartan_Cruiser </Damage_Type> <Fire_Bone_A>MuzzleA_01</Fire_Bone_A> <Fire_Bone_B>MuzzleA_02</Fire_Bone_B> <Fire_Cone_Width>175.0</Fire_Cone_Width> <Fire_Cone_Height>175.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Ship_Turbolaser_Green</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>2.0</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>6.0</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>7</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>2500.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_Turbo_Fire</Fire_SFXEvent> <Fire_Inaccuracy_Distance> Fighter, 15.8 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Bomber, 9.3 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Transport, 1.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Corvette, 1.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Frigate, 1.6 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Capital, 1.5 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Super, 1.9 </Fire_Inaccuracy_Distance> <Allow_Opportunity_Fire_When_Targeting>False</Allow_Opportunity_Fire_When_Targeting> </HardPoint> <HardPoint Name="HP_Tartan_CruiserMKII_02"> <Type> HARD_POINT_WEAPON_LASER </Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Damage_Type> Damage_Tartan_Cruiser </Damage_Type> <Fire_Bone_A>MuzzleA_03</Fire_Bone_A> <Fire_Bone_B>MuzzleA_04</Fire_Bone_B> <Fire_Cone_Width>175.0</Fire_Cone_Width> <Fire_Cone_Height>175.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Ship_Turbolaser_Green</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>2.0</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>6.0</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>7</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>2500.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_Turbo_Fire</Fire_SFXEvent> <Fire_Inaccuracy_Distance> Fighter, 15.8 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Bomber, 9.3 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Transport, 1.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Corvette, 1.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Frigate, 1.6 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Capital, 1.5 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Super, 1.9 </Fire_Inaccuracy_Distance> <Allow_Opportunity_Fire_When_Targeting>False</Allow_Opportunity_Fire_When_Targeting> </HardPoint> <HardPoint Name="HP_Tartan_CruiserMKII_03"> <Type> HARD_POINT_WEAPON_LASER </Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Damage_Type> Damage_Tartan_Cruiser </Damage_Type> <Fire_Bone_A>MuzzleA_05</Fire_Bone_A> <Fire_Bone_B>MuzzleA_05</Fire_Bone_B> <Fire_Cone_Width>175.0</Fire_Cone_Width> <Fire_Cone_Height>45.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Ship_Medium_Laser_Cannon_Green</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>2.0</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>4.0</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>7</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>1000.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_Empire_Ship_Laser_Fire</Fire_SFXEvent> <Fire_Inaccuracy_Distance> Fighter, 5.8 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Bomber, 5.3 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Transport, 1.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Corvette, 8.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Frigate, 8.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Capital, 16.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Super, 30.0 </Fire_Inaccuracy_Distance> <Allow_Opportunity_Fire_When_Targeting>False</Allow_Opportunity_Fire_When_Targeting> </HardPoint> <HardPoint Name="HP_Tartan_CruiserMKII_04"> <Type> HARD_POINT_WEAPON_LASER </Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Damage_Type> Damage_Tartan_Cruiser </Damage_Type> <Fire_Bone_A>MuzzleA_06</Fire_Bone_A> <Fire_Bone_B>MuzzleA_06</Fire_Bone_B> <Fire_Cone_Width>175.0</Fire_Cone_Width> <Fire_Cone_Height>45.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Ship_Medium_Laser_Cannon_Green</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>2.0</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>4.0</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>7</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>1000.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_Empire_Ship_Laser_Fire</Fire_SFXEvent> <Fire_Inaccuracy_Distance> Fighter, 5.8 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Bomber, 5.3 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Transport, 1.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Corvette, 8.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Frigate, 8.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Capital, 16.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Super, 30.0 </Fire_Inaccuracy_Distance> <Allow_Opportunity_Fire_When_Targeting>False</Allow_Opportunity_Fire_When_Targeting> </HardPoint> The unit is ready... If you don't wan't to get the description and the unit name missing, open MasterTextFile and add the following strings: String name: TEXT_UNIT_TARTAN_CRUISER_MKIIText: Tartan Strike Cruiser String name: TEXT_TOOLTIP_TARTAN_MKIIText: Converted Tartan Patrol Cruiser into a heavy version. Armed with 1 heavy turbolaser near the bridge, 2 turbolasers batteries and 2 laser cannon batteries. Well suited to defeat most frigates, still weak against large capital ships, but this version can be a good target to enemy bombers. Now open StarBases.xml and add Tartan_Patrol_Cruiser_MKII in the of the Skirmish_Empire_Star_Base_# that you wish. Run your game and crush the Rebellion once and for all! ;D EDIT: I forgot to put the code of the custom projectile for the heavy turbolaser! Open Projectiles.xml and under <!-- Space Ship Projectiles USE THESE ONLY FOR SPACE UNITS!!!-->copy this: <Projectile Name="Proj_Ship_Turbolaser_Blue"> <Text_ID>TEXT_NONE</Text_ID> <Projectile_Custom_Render>2</Projectile_Custom_Render> <Projectile_Width>5</Projectile_Width> <Projectile_Length>25</Projectile_Length> <Projectile_Texture_Slot>2,0</Projectile_Texture_Slot> <Projectile_Laser_Color>104,40,180,255</Projectile_Laser_Color> <Scale_Factor>0.7</Scale_Factor> <Damage_Type> Damage_Turbolaser </Damage_Type> <Max_Speed>40.0</Max_Speed> <Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn> <Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior> <Projectile_Category>Laser</Projectile_Category> <Projectile_Max_Flight_Distance>3200.0</Projectile_Max_Flight_Distance> <Projectile_Damage>25.0</Projectile_Damage> <Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage> <Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage> <Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage> <Projectile_Energy_Per_Shot>20</Projectile_Energy_Per_Shot> <Projectile_Object_Detonation_Particle> Large_Damage_Space </Projectile_Object_Detonation_Particle> <Projectile_Object_Armor_Reduced_Detonation_Particle>Large_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle> <Projectile_Ground_Detonation_Particle /> <Projectile_Lifetime_Detonation_Particle /> <Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Large</Projectile_Absorbed_By_Shields_Particle> <AI_Combat_Power>500</AI_Combat_Power> <Projectile_SFXEvent_Detonate> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate> <Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor> </Projectile> <Projectile Name="Proj_Ship_Turbolaser_Blue_Dummy"> <Variant_Of_Existing_Type>Proj_Ship_Turbolaser_Blue</Variant_Of_Existing_Type> <Projectile_Damage>0.0</Projectile_Damage> </Projectile> The Point Defense System doesn't work... Anyone knows why? Edited January 31, 2007 by HK-47
vaders_Legion Posted February 1, 2007 Posted February 1, 2007 yes, you have to lua script that into the unit like buzz droids
HK-47 Posted February 1, 2007 Posted February 1, 2007 Ah, thanks!Since I never worked with LUAs (only heard of them), with tool do I use to script them?
Clone_Commando Posted February 21, 2007 Posted February 21, 2007 Multiplayer Infantry MarkerOpen Multiplayer_Structure_Markers.xml and put in Under Team 00's: <MultiplayerStructureMarker Name="Team_00_Trooper"> <Is_Marker>Yes</Is_Marker> <Marker_For_Specific_Object_Type> Stormtrooper, Underworld_Merc, Rebel_Trooper </Marker_For_Specific_Object_Type> <Land_Model_Name>RI_INFANTRY.ALO</Land_Model_Name> <Behavior>MARKER</Behavior> <Is_Discardable>false</Is_Discardable> <Affiliation>Neutral</Affiliation> <Scale_Factor>1.25</Scale_Factor> <Include_In_UI_Map_Header>false</Include_In_UI_Map_Header> </MultiplayerStructureMarker> <MultiplayerStructureMarker Name="Team_00_Trooper_Speical"> <Is_Marker>Yes</Is_Marker> <Marker_For_Specific_Object_Type> Plex_Soldier, Scout_Trooper_No_Bike, Underworld_Disruptor_Merc </Marker_For_Specific_Object_Type> <Land_Model_Name>RI_PLEXSOLDIER.ALO</Land_Model_Name> <Behavior>MARKER</Behavior> <Is_Discardable>false</Is_Discardable> <Affiliation>Neutral</Affiliation> <Scale_Factor>1.25</Scale_Factor> <Include_In_UI_Map_Header>false</Include_In_UI_Map_Header> </MultiplayerStructureMarker> Turret and wall Markers <MultiplayerStructureMarker Name="Team_00_AA_Turret"> <Text_ID>TEXT_STRUCTURE_WALL</Text_ID> <Is_Marker>Yes</Is_Marker> <Galactic_Model_Name></Galactic_Model_Name> <Space_Model_Name></Space_Model_Name> <Marker_For_Specific_Object_Type> Empire_Anti_Aircraft_Turret, Rebel_Anti_Aircraft_Turret </Marker_For_Specific_Object_Type> <Land_Model_Name>RB_AA-TURRET.ALO</Land_Model_Name> <Scale_Factor>1</Scale_Factor> <Behavior>MARKER</Behavior> <Is_Discardable>false</Is_Discardable> <Affiliation>Neutral</Affiliation> <Include_In_UI_Map_Header>false</Include_In_UI_Map_Header> </MultiplayerStructureMarker> <MultiplayerStructureMarker Name="Team_00_AI_Turret"> <Text_ID>TEXT_STRUCTURE_WALL</Text_ID> <Is_Marker>Yes</Is_Marker> <Galactic_Model_Name></Galactic_Model_Name> <Space_Model_Name></Space_Model_Name> <Marker_For_Specific_Object_Type> Empire_Anti_Infantry_Turret, Rebel_Anti_Infantry_Turret </Marker_For_Specific_Object_Type> <Land_Model_Name>RB_TURRET.ALO</Land_Model_Name> <Scale_Factor>1</Scale_Factor> <Behavior>MARKER</Behavior> <Is_Discardable>false</Is_Discardable> <Affiliation>Neutral</Affiliation> <Include_In_UI_Map_Header>false</Include_In_UI_Map_Header> </MultiplayerStructureMarker> <MultiplayerStructureMarker Name="Team_00_AV_Turret"> <Text_ID>TEXT_STRUCTURE_WALL</Text_ID> <Is_Marker>Yes</Is_Marker> <Galactic_Model_Name></Galactic_Model_Name> <Space_Model_Name></Space_Model_Name> <Marker_For_Specific_Object_Type> Empire_Anti_Vehicle_Turret, Rebel_Anti_Vehicle_Turret </Marker_For_Specific_Object_Type> <Land_Model_Name>RB_VEHICLETURRET.ALO</Land_Model_Name> <Scale_Factor>1</Scale_Factor> <Behavior>MARKER</Behavior> <Is_Discardable>false</Is_Discardable> <Affiliation>Neutral</Affiliation> <Include_In_UI_Map_Header>false</Include_In_UI_Map_Header> </MultiplayerStructureMarker> <MultiplayerStructureMarker Name="Team_00_Wall"> <Text_ID>TEXT_STRUCTURE_WALL</Text_ID> <Is_Marker>Yes</Is_Marker> <Galactic_Model_Name></Galactic_Model_Name> <Space_Model_Name></Space_Model_Name> <Marker_For_Specific_Object_Type> Empire_Wall, Wall </Marker_For_Specific_Object_Type> <Land_Model_Name>RB_BASEWALL-MID.ALO</Land_Model_Name> <Scale_Factor>1</Scale_Factor> <Behavior>MARKER</Behavior> <Is_Discardable>false</Is_Discardable> <Affiliation>Neutral</Affiliation> <Include_In_UI_Map_Header>false</Include_In_UI_Map_Header> </MultiplayerStructureMarker> <MultiplayerStructureMarker Name="Team_00_Wall_Corner"> <Text_ID>TEXT_STRUCTURE_WALL</Text_ID> <Is_Marker>Yes</Is_Marker> <Galactic_Model_Name></Galactic_Model_Name> <Space_Model_Name></Space_Model_Name> <Marker_For_Specific_Object_Type> Empire_Wall_Corner, Wall_Corner </Marker_For_Specific_Object_Type> <Land_Model_Name>RB_BASEWALL-corn.ALO</Land_Model_Name> <Scale_Factor>1</Scale_Factor> <Behavior>MARKER</Behavior> <Is_Discardable>false</Is_Discardable> <Affiliation>Neutral</Affiliation> <Include_In_UI_Map_Header>false</Include_In_UI_Map_Header> </MultiplayerStructureMarker> <MultiplayerStructureMarker Name="Team_00_Wall_Inside_Corner"> <Text_ID>TEXT_STRUCTURE_WALL</Text_ID> <Is_Marker>Yes</Is_Marker> <Galactic_Model_Name></Galactic_Model_Name> <Space_Model_Name></Space_Model_Name> <Marker_For_Specific_Object_Type> Empire_Wall_Inside_Corner, Wall_Inside_Corner </Marker_For_Specific_Object_Type> <Land_Model_Name>RB_BASEWALL-Inside-crn.ALO</Land_Model_Name> <Scale_Factor>1</Scale_Factor> <Behavior>MARKER</Behavior> <Is_Discardable>false</Is_Discardable> <Affiliation>Neutral</Affiliation> <Include_In_UI_Map_Header>false</Include_In_UI_Map_Header> </MultiplayerStructureMarker> To put them on all the teams put 01 and 02 after "Team_".
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