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Cain

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Everything posted by Cain

  1. Cool - Welcome guys! Enjoy your time with us and make your selfs at home in the forums. We don't have fancy graphics here just a lot of passion. We also don't have enabled the automatic notification - so you will need to enable iot your self for the topics you wish to follow.
  2. The Hypervelocity will only work as a rebel counter to the DS. I don't think the SFX Evend will fire from the DS but from somewere outside the map. It is best to clone Piett's beam and use it as a DS II weapon vs ships. Maybe overpower that. Btw do we have an weapons.xml or hardpoints.xml - specialweaponsabilities.xml - it should be listed with his stats in some sort of xml like that.
  3. I have a pretty clear ideea how to do it. But anyway I never enabled the DS 1 so if anyone has some tips it will be appreciated - it will ease my workload to do the DS 2 (that can target ships) Or ... if any modder wants to do it - I will tell him how. I will only be able to work on it leater next day. 1. Clone the original DS to avoid any blocks by petroglyph / just copy paste it stats and add "_E" to its name. then set the other ones tech level to 99 to disable it. 2. Maybe try to give it some capital ship boosted stats. 3. Keep the planet destroy option. 4. Give it the Piett's ship laser beam with huge power outpot. 5. Maybe mod the weapon stats it self in the weapons xml folder? 6. Verify if hardpoint is required. 7. Make sure you got the required SFX Events in the cloned DS stats. 8. Do some testing - one combination will evenually work. To ease your testing make sure that nothing is listed as required for building the DS and all required levels are set to "0". 9. If no solution can be found in a day or max two - we should clone Piett's ISD with a DS .alo model and give him the DS planet destruction abilities and we also need to give him the DS text and icons. And voila ! It should work Cheers Question: Can a hypervelocity gun destroy a DS ? or at least damage it ? If the DS can be damaged I can create a super rebel weapon to destroy or disable it.
  4. Yeah - we can mod this baby to a perfect SWR II. To bad that we will not have diplomacy
  5. Tarkin's ability can be removed from the faction.xml and his team / xml - as for this types of scenarios - I think wee need to find a way to only let rebels mover military tarnsports with escorts.
  6. Ok - cool I will try to adress the both issues and probably have a 5.0 version for the weekend.
  7. This is a full news - You could post it in the News forum and make a link to this topic for discussion. Most of the other admins from other have mod powers especially for this cases. So I will give them to you too and Lion.
  8. Ok .... Select my XML folder - the folder / not only content - and copy it inside your data folder
  9. to replace the phyramid thing .... were is JI ?
  10. We can add as many planets as we wish
  11. I wonder - is it still in the game - since in the xml's it is at the ISD... I think - Delphi mentioned something about it.
  12. Btw the TIE_Prototype is fully functional - too bad Vader is not on land
  13. How about now?
  14. I already enable it. You can now retreat when ever you want.
  15. Post the pictures You make me try to play the game. After I enabled the space retreat and polished my mod ... I no longer feel the need to mod. So i may play something else.
  16. 1. Hypervelocity Gun cost increased to 12000 credits and the requirements are tech level 5 and heavy construction buildning. Recharge time 35 sec from 15. 2. Ion Cannon cost increased to 8000. Recharge time 35 sec from 15 - No requirements needed. WIP Pictures: http://i7.photobucket.com/albums/y256/Cain2/HyperVelocity.jpg But for now I think I will just relax. No more modding for me for a couple of days.
  17. They are attached here didn't you try to download the link?
  18. Thank you. I may decide to change the difficulty settings .... try easy and see how it goes? Or I can decrease the income. Btw I just enabled Zaarin and I got my but kicked. I need to stop the land structures spwaning troops to infinity.
  19. They are attached here - lemme know what you think guys? JI? http://pff.swrebellion.com/index.php?action=dlattach;topic=2207.0;attach=399
  20. What space stations do you remember seeing as 3D models ? In the demo. I can't remember wich of them had 3D models the level 1 seems the most stabile and it has anyway the other stations stats.
  21. ;D ;D ;D ;D Very nice - thank you
  22. The problem was in the Ai folder: C:\Program Files\LucasArts\Star Wars Empire at War Demo\GameData\Data\Xml\Ai\Players And in Sandboxhumanplayer.xml has to be changed to this: <?xml version="1.0" ?> SandboxHuman 0 0 1 InterventionsGoalSet All_Interventions_Template Enable_Sandbox_Events_Template All_Interventions_Template Enable_Sandbox_Events_Template All_Interventions_Template Enable_Sandbox_Events_Template Same thing can to be done for the AI imp and reb xml player files there - i think they are locked too in space. Don't do it on the gallactic - since it will disable it. I also assume that we can enable more things this way. NOTE: This is a WTME 4.0 discovery and to use the Ai's xmls from WTME 4.0 mod in your mod (if you are a modder) will require you mentioning in all your mod/info/credits the source of this fix: "Space retreat option availeble thanks to: Warlord TME v4.0 Mod, By Cain, NMA: Nevada Modding Association and PFF: Petroglyph Fan Forums." It is just something I want - to credit our efforts in discovering this. Its up to you in the end to decide - Thanks.

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