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Mith_rawn_undo

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  1. I see really no problem to add this, will be in the next version (the "other" filters, not galaxy editor )
  2. What you mean by "not having enough filters" ? I'm sorry don't understand that, I could imagine some ppl dont like the amount of "tags" I used, because there are so many, but too few? I have plans to make the whole Filter-Thing much more manageable, in an older version I *had* a FilterCreator integrated but because I changed some other things I had to disable it. In future it will be possible to create a Filter named "Build" and decide for yourself what attributes should be shown. @Planet Creator : If you mean a galaxyEditor , i will make this but not now. If you mean just so you can edit values of planets, right now I wont make sth like that, simply because i dont have time. Anyways you *can* edit planets with the editor, you just need to add the missing "tags" to one Filter.
  3. Well put the Editor where you want to edit XMLs , in future versions i will integrate a "select directory dialog". But not now
  4. As i said , as soon as eawfiles upload my editor everyone can happily download it ^^
  5. Well you don't have anymore Download it here: http://www.smg-modding.com/forums/index.php?showtopic=2972&pid=50931&st=40entry50931 (It's the only post with attachment to it, I will try to upload it on eawfiles.com but for now this must be enough, ill post the link as soon as it is available )
  6. I mean an Editor where you can drag&drop planets, draw traderoutes, and position armys/buildings/fleets easily. But this will take at least one month or even longer, because i also have to work on our Mod
  7. Ill release it as soon as i have the Icons ready. Btw: Do you guys know any other community/modding forums where I could "announce" this editor? And does anyone of you know a site where I can upload the editor? (Don't want to use rapidshare and such)
  8. ok seems there are some modders left here Tool is primararly designed to simplify the processes, for example adding ships w/ hardpoints . it can do nothing what an experienced modder cannot do as well, maybe quicker though. Alright im going to release this tomorrow or maybe the day after tomorrow. There are some cute things i still want to add (like a damage_to_armor_mod matrix editor). Btw: If any of you has ideas about what would be useful adding, tell me and ill think about it. One long term goal of mine ist to make a simple galaxyeditor, because designing campaigns is way too tiresome right now. Other than that ill perhaps add some eventtypes.
  9. I created a little tool for myself to help me with the work on our current Project AOTR2.0. If there are enough people who are interested in getting it, I will complete the translation of the Editor, otherwise I'll spare me the work I did a quick&dirty translation to be able to show you some screens and part of the current Readme. So tell me if you would like to have the Editor. Here are some Screens : Enjoy! Editing Hardpoints: http://img47.imageshack.us/img47/3043/hardpoints.th.jpg Editing Projectiles: http://img47.imageshack.us/img47/2071/editProj.th.jpg Load files & Create Sectorcontrolevents: http://img47.imageshack.us/img47/9971/startandsectorcontrol.th.jpg Editing Units: http://img47.imageshack.us/img47/2065/editUnit.th.jpg And the Readme: Features: Create new Units (including Hardpoints and Projectiles) Load custom (FoC-Style XML's) Create and delete Traderoutes Create 'SectorControlEvents' Create Movieevents Installation: Require latest Version of the Java Runtime Environment get here (http://java.com/de/download/manual.jsp) Extract the editor into the XML Directory of your mod Start: Use the StarEditor.bat to start the editor. If its the first you run the Editor please initialize the Filters by clicking on choose Filter under Balancing, and then click the set Filter button. Menus: Traderoutes: Create Traderoute: Enter Data and click create Traderoute. Attention: 1.The size of the shown Galaxymap can be altered by editing the galactic_coord element in the config.xml. 2.All planets (including Story&Tutorialplanets) will be shown in the Map, if you dont want them there delete them from the planets.xml, same applies to the traderoutes. 3.After creating a Traderoute the file „traderoutes.txt“ will be created, so you can easily cop its content into one of your campaigns. 4.The TraderouteEditor is not yet ready for multicampaign mods. Delete Traderoute : Simply select the traderoute an click delete. Balancing: Choose Filter: Set Filter – initializes the Filters according to the files in the directory Attention: You can manually edit the filters by opening the [x]Filter.xml and delete or add attributes, in future releases i will include easier ways of doing this. Load Files: Select a file and click Load. If you want to Load FoC-Style XMLs then select „custom“ and select your file. Attention: Editing FoC style XMLs will require you to select some Filters accordingly to your file, i know this is not perfect, and ideas for simplifing this are welcome. Chainevents: create Sectorcontrolevent : Planeten angeben, Objekt das freigeschaltet/gespawnt werden soll angeben,Wiederholbarkeit Enter Planetnames, the object which you wish to release, and if the event should be perpetual. If you select a Spawn-Event, then you have to Enter a Planet where the Spawned Unit should spawn and how many of these units should spawn there. The resulting XML will be created and ist named „Sektorkontrollevent.xml“ copy its contents into your story arc. Create Movieevent : Enter Values and save Oh and, its my first program with full GUI so be kind
  10. Nice mod. In my mod I made the Field_Commanders spawn the fighter. though there is one thing which i have yet to reach, convincing the Fighters that they are fighters not just speeders, i know, if I use the fighter_locomotor instead of flying_locomotor they will fly faster, but they will also fly with their noses pointed down. And they don't launch attack runs, they just fly straight and shoot an because of the bank_turn_angle they hit. Setting them to fire forward or reducing the bank_turn_angle didn't seem to have the effect I wanted. Either they just don't fire anymore or never hit anything. Have you figured out a way to change this behaviour? Or have you at least an idea how to do it? Personally I think we cant change that, at least until we can edit the pathfinding for flying_locomotor to be more like fighter_locomotor, but I'm not sure we'll be ever able to do that. But perhaps you have another idea?
  11. *should* be in specialstructures if you mean the really big ones the smaller ones are located in groundbuildablesXXX.xml
  12. Well supposedly you could just look into the AI folder and search for the "upgrade_tech" function, perhaps if you change the values it will get a higher priority by the AI, though as long as we don't have anything to proper debug the AI the real consequences could differ greatly from intented ones. Other possibility would be to increase the AI_COMBAT_VALUE of all the other ships, or just those you'd like to see more often (though then this could unbalance the auto-resolve, this is, if we assume auto-resolve works well)
  13. You've asked about adding price reduction to firesprays: Its quite easy. Take a look at the planets.xml there should you find sth like this: Star_Destroyer 0.20 9 Yes Essentially you just change the applicable Unit_Types, you can simply add you name for the firespray in there.
  14. Well you should atleast change the Model in
  15. You did change only those two Values and it works? They still fly around stupidly if I do that. Did you change the Fighter_Locomotor to Flying_Locomotor?

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