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Story Mode (added new playable faction)


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I added a new playable faction, and it's working well. But does anybody know how to get it to accept a new story mode script for that faction?

 

Story_Plots_Rebel_AI_Heroes_EXP. xml

Story_Plots_Empire_AI_Heroes_EX P.xml

Story_Plots_Underworld_AI_H eroes.xml

 

I tried this...

 

 

 

Story_Plots_Underworld_AI_H eroes.xml

 

...but it did not work.

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So you want to be able to select a campaign mode for your new faction?

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[3:52:47 PM] Arbiter says: Except with the side effect of probable death.

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Yes, exactly! The faction works fine, though I just have a hero, barracks, and a fighter squadron. I didn't want to code all the other stuff in until I got it workings, I was able to complete a space battle, and land battle.
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Well that would probably be in the GUI then, since there isn't a slot in the campaign menu for your faction.

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[3:52:33 PM] Arbiter says: Paracetamoxyfrusebendroneomycin would cure all of his diseases....

[3:52:47 PM] Arbiter says: Except with the side effect of probable death.

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Maybe I missunderstood you. I wanted to be able to include a story mode script to activate heros for my faction in GC. If it's in the GUI can that be changed?
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Oh, I thought you meant making a story campaign, as in the thing with the cliffhanger ending. I'm afraid I can't help you there in that case. Good luck making em work!

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[3:52:33 PM] Arbiter says: Paracetamoxyfrusebendroneomycin would cure all of his diseases....

[3:52:47 PM] Arbiter says: Except with the side effect of probable death.

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For it to work there must be; 1 hero, 1 infantry unit, 1 fighter squadron, 1 corvette, 1 frigate, 1 Cpital Ship, 1 Barracks and a few other things coded in for that faction

 

You also have to add them into the Campaigns_Underworld XML File for GC's

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You have to use a different faction's XML.

 

I just put my faction's heroes as starting units. It works great.

 

For it to work there must be; 1 hero, 1 infantry unit, 1 fighter squadron, 1 corvette, 1 frigate, 1 Cpital Ship, 1 Barracks and a few other things coded in for that faction

Not true. His faction can work with any arrangement of units.

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I got an exception error when I had a fighter, and starbase. When I finally coded a Ground Barracks, it worked. I did already make a hero as a starting unit, and he's in game now, but I would still like to use story mode scripts for other things. I looked at a couple other mods, and only one other uses a new "playable" faction, Trek Wars. They have the same result. Since I worked out the bugs in my first attempt at a new faction I have not have exception errors. I am now adding units for the faction.
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You don't need a frigate. I'm sure of that much.

My mando faction was lacking a frigate for a looong time and I could still finish GCs without any exceptions.

 

I just put my faction's heroes as starting units. It works great.

 

Yea, that's what I do too. So much simpler.

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yes, but there is a large chance for an exception error if these are not added

Not true.

"I feel fantastic and I'm

Still Alive

and when you're dying I will be

Still Alive

and when you're dead I will be

Still Alive

STILL ALIVE"~GLaDOS

Anybody who thinks Palpatine is a sepratist knows NOTHING about star Wars

When in doubt- rocket it.

Dowload The Underworld's Might beta from Filefront!

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From my experience, the exeption error came from missing something in the Enemies list. IE, the rebels think I'm and enemy, but i think the rebels are allied. When the rebels attack me, it exceptions...that's the only exception I've ever gotten from faction coding (thankfully)

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No the exception comes as the factions need a structure named to debug IF they are playable.... a simple default structure. By making his barracks which it loaded fine.
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