HK-47 Posted December 18, 2006 Posted December 18, 2006 Aren't you guys tired of that Asteroid Mining Facilities in Space Skirmish?! Sometimes you plan to make a map that won't have asteroid fields, but you will need to put the damn Mining Facility to have a bigger credit incoming! And it looks like very strange a single, medium-sized asteroid mining facility floating alone in the space without other asteroids along it... So, my idea it's that could have another ways to receive credits, like a trade space station (using the Orbital Construction Pod, Bespin's Tibanna Gas Collector or the Dathomir Nightcloak model). Could someone code it into the game, please? : (Since I don't have the necessary mod skills to do this - I tried and just made something that stays floating and doing nothing in the space )
bhaalshad Posted December 18, 2006 Posted December 18, 2006 This should do the trick...Open up Spacebuildablesskirmish.xmlSearch for N_Orbital_Construction_Pod (close to bottom of page) and replace the code for with this one. <SpaceBuildable Name="N_Orbital_Construction_Pod"> <Select_Box_Scale>600</Select_Box_Scale> <GUI_Bounds_Scale>0.3</GUI_Bounds_Scale> <Variant_Of_Existing_Type>Orbital_Construction_Pod</Variant_Of_Existing_Type> <Behavior>REVEAL, HIDE_WHEN_FOGGED, CAPTURE_POINT, SELECTABLE, DUMMY_ORBITAL_STRUCTURE, SPACE_OBSTACLE</Behavior> <Capture_Point_Transition_Time_Seconds>5</Capture_Point_Transition_Time_Seconds> <Capture_Point_Radius>800</Capture_Point_Radius> <Influences_Capture_Point>False</Influences_Capture_Point> <Affiliation>Rebel, Empire, Neutral, Underworld</Affiliation> <Tactical_Buildable_Objects_Multiplayer> Empire, Empire_Pirate_IPV, Empire_Pirate_Frigate, Empire_Pirate_Fighter_Squadron, Z95_Headhunter_Empire_Squadron, Rebel, Rebel_Pirate_IPV, Rebel_Pirate_Frigate, Rebel_Pirate_Fighter_Squadron, Z95_Headhunter_Rebel_Squadron, Underworld, Underworld_Pirate_IPV, Jedi_Cruiser_U, Underworld_Pirate_Fighter_Squadron, Z95_Headhunter_Underworld_Squadron, </Tactical_Buildable_Objects_Multiplayer> <Abilities SubObjectList="Yes"> <Income_Stream_Ability Name="Orbital_Construction_Pod_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> <Collidable_By_Projectile_Living> No </Collidable_By_Projectile_Living> <Space_Layer> StaticObject </Space_Layer> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Icon_Name>mini_map_structure.tga</Radar_Icon_Name> <Radar_Icon_Size>0.08 0.08</Radar_Icon_Size> <SFXEvent_Select>Structure_Light_Factory_Select_SFX</SFXEvent_Select> <Ownership_Sticks>Yes</Ownership_Sticks> <Scale_Factor> 1.75 </Scale_Factor> <Tactical_Health> 10000 </Tactical_Health> <Base_Level_Available> 1 </Base_Level_Available> <Required_Ground_Base_Level> 0 </Required_Ground_Base_Level> <Space_FOW_Reveal_Range>850.0</Space_FOW_Reveal_Range> <CategoryMask> Structure </CategoryMask> <Is_Community_Property>Yes</Is_Community_Property> <Build_Initially_Locked>Yes</Build_Initially_Locked> <Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer> <Has_Space_Evaluator>True</Has_Space_Evaluator> <Text_ID> TEXT_STRUCTURE_MERCHANT_SPACE_DOCK </Text_ID> <MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_MERCHANT_SPACE_DOCK_00 MP_TEXT_ENCYCLOPEDIA_MERCHANT_SPACE_DOCK_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>True</Initial_State_Visible_Under_FOW> </SpaceBuildable> Happy Mining http://i90.photobucket.com/albums/k240/bhaalshad/logo3.jpg
vaders_Legion Posted December 18, 2006 Posted December 18, 2006 i got better, in game constants there is a skirmish start credits thing, just change the max to 9999999 then u dont have to get mining facilitys, (same with ai tho)
HK-47 Posted December 18, 2006 Author Posted December 18, 2006 (edited) Thanks for both suggestions, I'm gonna test the Construction Pod ingame in a few minutes.Vaders_Legion, start with a bit more credits is good, but start with unlimited credits makes the game boring, I'm my opinion. Unless it's a deathmatch (without space stations, just starting units!) Edited: Bhaalshad, the Orbital Construction Pod trick worked, but it gives a very small ammount of credits (and I changed Base Income Value to 400 instead of 200. The ajor problem is if enemy units stand near it, you lost the pod. Is possible to code this special orbital pod to be buildable in the space stations and you put it into the battle as reinforcement (like any other unit - but it can't move from the it's position)?? : Edited December 18, 2006 by HK-47
vaders_Legion Posted December 18, 2006 Posted December 18, 2006 baad idea if u do that then we'll have hyperspaceing pods lol, how about u just make it buildable on the turret defence platforms?
Droid803 Posted December 19, 2006 Posted December 19, 2006 You could make hyperspacing pods...not really that bad of an idea, just set it max speed to 0, so it hypers in, its stuck.Its actually a good idea, each one gives you a small incom streasm but you can massively spam them http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg"That was fun"
HK-47 Posted December 19, 2006 Author Posted December 19, 2006 Hm... Perhaps a limit of 2 or 3 of them by player? Oh, and I have another idea of structure that could provide extra credits, the Orbital Resource Container (Stygium Crystal storage container to Aeten II) and the Drydocks... The drydocks should provide extra credits in GC too; especially in planets with orbital shipyards (Kuat, Mon Calamari, Sullust, Hypori, Mandalore, etc)...
HK-47 Posted December 20, 2006 Author Posted December 20, 2006 I CAN'T BELIEVE! For the first time ever, I *coded* something that isn't a prop and it works!!! I made copies of the Mining Facilities, but changed it's names and models to Gas Collectors, they don't have a building animation, but they works fine, in the way that I wanted... It's very easy to most people here, but, uh, my first time doing something *big* in the xmls, so you know... Now I still need to change the icon. Does someone know an icon that's already in the game files that I can use? It doesn't need to be especifically an Gas Collector icon, can be a tank, or a container one... http://img172.imageshack.us/img172/6222/besviiiqj6.jpg So simple, so happy... ;D
Guest Posted December 20, 2006 Posted December 20, 2006 sweet looks great can you put the XML's in the Public Code Bank?
MajorPayne Posted December 21, 2006 Posted December 21, 2006 (edited) HK. I took a render of the actual unit model, but you'll need to edit/alter it so that it can be written into your MTD icon image. I can do this myself but the forum doesn't allow attachments above 1000kb. *Edit* As requested, I had a good play with one or two of those skirmish maps, and for the most part they are good. Pretty fine layouts (although the Byss one seemed to have far to many mines, this is but a small niggle), and I especially liked the Bespin one, but I would make the following couple of suggestions: - How about a few pirate owned Laser Defence Satallites?? And if possible a neutral, capturable starbase (pirate model perhaps)- alot more enemy pirate owned ships. Those Gas extractors fit the map exceptionally well, but the selection circle is far to large for them. I'll also have to see how applying the icon I attached will work with them (must remember to try the extra upgrades with them as well as see if they're ok). Other than that well done, and I'll look forward to the ground based maps you have planned. Edited December 21, 2006 by MajorPayne
MajorPayne Posted December 21, 2006 Posted December 21, 2006 Also as requested heres a quick pic of the new icon I put together. its nothing spectacular but at least you can tell the difference.
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