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DeathSquire36

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Everything posted by DeathSquire36

  1. Didn't do anything wrong. Just open it with an XML editor (you can find many of them in the stickies in this forum), or even use Notepad or Wordpad to edit them.
  2. Ok. So basically the only way to add new hardpoints to a ship is to remove an replace an old one? Because if so, bye bye tractor beam. Thanks for the help.
  3. I guess this would be the best place to ask, since nothing above has really helped me. I'm trying to add a concussion missile hardpoint to the Star Destroyer, but I'm not sure how. I know how to add it to the ship in the SpaceUnitsCaptial file, simply by adding it to the list. But in the Hardpoint XML file, I don't really know what to do. I copied the Concussion missile hardpoint from the Pirate Space Station, and made everything match the other Star Destroyer weapons, but I'm having difficulties getting it on the actual ship. I don't want to replace another hardpoint, I just want to add a new one. I tried putting it on the same bone as the Rear Left Ion Cannon, and even got it to show up and function ingame. However, being on the same bone as the Ion Cannon made the ion cannon impossible to target. The concussion missile launcher was destroyed in combat, leaving the Ion Cannon hardpoint in the same place. But even though it was targettable and destroyable, the Ion Cannon couldn't be harmed, making the ship indestructable. So obviously, the launcher can't be placed on the same bone as a preexisting hardpoint. So how do I make a new bone or something to place a brand new hardpoint on my Star Destroyer? Thanks for any help.
  4. I haven't had much lag in land battles. Only seems if I have a few background programs running will it start to drag. I've got a P4, 2.4gHz processor with a Radeon 9800, and graphics turned up above the Auto-Detect settings, so I'd have to say I've been more than satisfied by its performance.
  5. And that's exactly what increasing the planet pop cap covers. Nothing tactical. No land battles. No space battles. Just the galactic map. This is population cap for EACH planet, in the "Planets" XML file.
  6. That's what I did. I just doubled or tripled every planet's pop cap, then played. Went through the entire GC game without even coming close to the limit.
  7. I think that's a great idea. Would really spice up space battles a bit and give your units a little more freedom in how they act. Big ship under fire? Add power to shields and let it's escorts take care of it. Maybe even put power to their weapons. ;D I like it.
  8. And just to clarify for others the Demo Tools .meg extractor works on the full version too. After all, a .meg file is a .meg file no matter which version you have. ;D
  9. I play pretty much always as the Imperials. Maybe I'm just satisfying my own Dark Side, but I just love creating mass armies and huge naval ships to batter my enemies into submission. The Rebels are more of the sneaky infiltrator type with their Credit Stealing and Raid Parties and weak capital ships (besides the Mon Cal). Something about the sight of multiple Star Destroyers opening a broadside volley of turbolasers at a meek Nebulon-B, or the sight of 3 AT-AT's destroying every meager vehicle that stands in their path just makes me feel warm and fuzzy inside. I'm willing to get the crappy fighters to keep my oh-so-lovable Star Destroyers and AT-AT's.
  10. Put this in for each faction: 100 That simple. Make sure you do that for every faction in the file, not just the first one. Then just save the file, use the Mod Tools to repackage the .meg file, and test it out ingame. Whatever value you set for will be your new Population Cap in the space tactical mode. Any problems, just post 'em; I'll see what I can do. EDIT: Actually, for me, I didn't edit every faction, just the first two (Empire and Rebels). That should be all you need to do. The other factions aren't playable and never go over the Pop Cap of 40.
  11. Notepad or Wordpad will do just fine for editing XML files. Glad I could help.
  12. Hey, Download the Demo Mod Tools, to extract the XML files from the Config.meg file. When you've extracted the XML files, open the "DATA%XML%FACTIONS" XML file, and look for the lines that show . Adjust them however you like. I'm sorry I forget where I downloaded the Demo Mod Tools, but I'm sure someone can help with that. And yes, the demo tools work on the full version just the same. EDIT: Remember to change the Population cap for both Factions, Imperial and Rebel. Also, I'm pretty sure Lucasarts put the population cap in the tactical battles not to screw with gameplay but to prevent the tremendous lag that would occur if there were hundreds of ships all over the screen. So when you upgrade the pop cap, be sure not to boost it too high unless you have a high end machine. Boosting it up to 40 or 50 should be fine. Unless you have a big rig, it's probably best not to go above that.
  13. Great! Thanks a bunch. EDIT: Found the code. Added the Control Named Planets part and tested it out. Works beautifully. Thanks for the help! Galactic_All_Planets_Controlled, Galactic_Opponent_Controls_No_Planets, Galactic_Super_Weapon_Destruction, Galactic_Control_Named_Planets, Coruscant
  14. Hey. I just got into a little bit of EaW editing for the first time (upping population limits and planet credit values and such), and I'd like to know if its possible to change a map's win conditions. I play the Galactic Conflict GC map, and the normal win conditions are to either wipe the other faction off the face of the galazy, or destroy / protect the Death Star. I would like to add another win condition being that if Coruscant falls, the Empire loses. What XML file would I have to edit for this and what values should I edit? Or is it even possible? Thanks for any help you guys can provide. EDIT: I found the XML file with the victory conditions in it. Here's the current conditions: Galactic_All_Planets_Controlled, Galactic_Opponent_Controls_No_Planets, Galactic_Super_Weapon_Destruction, The Imperial conditions are almost identical. Any idea what I should add to this to make Coruscant a victory condition? Thanks.
  15. I still make models. Just PM me with a reasonable request and I'll ship your models out as soon as I get to them. But, I'm not good at textures, so you'd have to do that yourself. Anyway, if you want some models, just PM me.
  16. Yep, I'm still alive. I've been VERY busy lately, and will probably remain busy, so the results may come slow. But, I'm trying guys, I am. One quick question for ya Cain, for the Protectorate II, we're using the original Protectorate ships, right? All the ships I got for the Remnant are being used in the Remnant only, right? Also, I've registered MilkShape 3D, so our 3D models for the Emperor's Return will be worked on. Seeya guys later!
  17. I think vakundok is right, that the damage control rate is a ratio to the hull. I'm not positive, so I don't know if higher or lower is better. Do some tests. Give a Corvette or something super high then super low damage control, then enter the game and fly one to Coruscant. See which one stands up better.
  18. Well then... First off, yes I am more than fine with Chimera working with us...the more the merrier. Chimera, if you could give me your email address, that'd be great. Mines petc36@yahoo.com in case you missed it before. Cain, I would be happy to be full partner to this trilogy. Also, although I emailed it to you already, I think STAR WARS: MANGAL REBELLION sounds kind of catchy. Right? To Chimera, Cain, and anyone else interested: Progress is going well right now. I'm waiting for Cain to finalize the cards and units involoved in the second installment, the Remnant. As soon as he finishes I will be implementing a new, realistic weapon configuration that keeps the game intense but also realistic. Progress on the third installment, the Emperors Return, is going even better. I've already completed the models for three of the new ships, and one is already textured. Expect to see some nice things coming up soon. See you all later.
  19. Well, I can't hide behind the scenes forever, can I? I'd be DeathSquire36, and yes, I did do Real Settings v1 and I'm currently doing the weapons for Cain's Remnant TC. Chimera- I'll be moving Real Settings to a better server in a few days, but as for right now, even though the site says it's not available, simply Right Click on the link and select Save Target As... That should do the trick. If it still doesn't work, just send me an email at petc36@yahoo.com and I'll send you a copy of the upgraded version Real Settings v1.1. Also, keep your eyes open for Real Settings v1.2 to be released in the Remnant TC by Cain, and look for the best of the best, with new models, Real Settings v2 in an upcoming release! See you guys later.

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