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Everything posted by Mith_rawn_undo
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Re: SMG EAW/FOC Editor
Mith_rawn_undo replied to Mith_rawn_undo's topic in EAW Mods General Workshop
I see really no problem to add this, will be in the next version (the "other" filters, not galaxy editor ) -
Re: SMG EAW/FOC Editor
Mith_rawn_undo replied to Mith_rawn_undo's topic in EAW Mods General Workshop
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. -
Re: SMG EAW/FOC Editor
Mith_rawn_undo replied to Mith_rawn_undo's topic in EAW Mods General Workshop
Well put the Editor where you want to edit XMLs , in future versions i will integrate a "select directory dialog". But not now -
Re: SMG EAW/FOC Editor
Mith_rawn_undo replied to Mith_rawn_undo's topic in EAW Mods General Workshop
As i said , as soon as eawfiles upload my editor everyone can happily download it ^^ -
Re: SMG EAW/FOC Editor
Mith_rawn_undo replied to Mith_rawn_undo's topic in EAW Mods General Workshop
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 ) -
Re: SMG EAW/FOC Editor
Mith_rawn_undo replied to Mith_rawn_undo's topic in EAW Mods General Workshop
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 -
Re: SMG EAW/FOC Editor
Mith_rawn_undo replied to Mith_rawn_undo's topic in EAW Mods General Workshop
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) -
Re: SMG EAW/FOC Editor
Mith_rawn_undo replied to Mith_rawn_undo's topic in EAW Mods General Workshop
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. -
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
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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?
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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)
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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.
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Well you should atleast change the Model in
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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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Nice mod, just one question though. Do your fighters actually dogfight? And really fly around like they do in Space or do they just hover around like snowspeeders? I got fighters to work, it just doesn't look that cool, when for example an X-Wing fires his lasers while flying straight forward, and the lasers magically fly towards the ground (building,fighter) in a steep angle. It would be cool if they would actually make an attack run. So did you manage to do this? On one of your screens it looks like that, could be only by chance though. I would be veerry please if you could tell me how to do that, if you know.
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Okay. You have to make sure, that you uncheck the "random" missions box while choosing the campaign, either that or you could probably delete the corresponging trigger, which *should* be located somewhere in either the Intervention....xml files or one of the story...xml files. Hope that helps, though switching off random events schould be the easier way
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Petition for ALL the content
Mith_rawn_undo replied to Adthrawn_pff's topic in EAW General Discussion
I really can't see why you are complaining and start petitions, which eventually wouldn't be taken into account anyway, that's pure waste of time. But then, what I really don't understand is why the heck you are whining and begging for mod tools while you could well be on your way to modding the hell out of this game, and thus making it alot better. I'm have done this, and i'm still at it, I develop a mod with a friend, that easily will give EAW the gameplay depth it deserves and even without adding a single model, map or whatsoever. The gameplay in the Galactic Campaign is horrible: true. But as for skirmish it's one of the most fun games i ever played (and I certainly played alot of games). The possibilities which lie in this game are nearly endless, and it's not even difficult, im by no means a talented modder, all i do is some copying and pasting it somewhere else. And yet only by those small means I've reworked the ship-building system, changed the experience of playing Rebels in Land battles and am well on my way to change the whole Gameplay experience into what I think it should be. So instead of wasting your time with petitions, get of your armchair and mod the Game. > -
How do you get R2 to build something? Cant seem to find the button??? ???
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Rebels are Rebels, aren't they?
Mith_rawn_undo replied to Mith_rawn_undo's topic in EAW Mods General Workshop
Yeah. Balancing will be done in the future. Btw: I never have any problems with rapidshare... is it the 80s wait youre ranting about? I for myself can wait that long to get a video/file i desire -
While playing EAW one might come to the conclusion that the Rebels were not exactly Rebels ( with guerillia style) , but a mere Empire of their own with own exclusive ship types, a lot of troops... I made a "small" mod, which will be Part of a bigger mod later on, in which they are rebels to demonstrate what i mean, I post this video to let you get a feel how ground "battles" should be like when playing rebels, and how its gonna be implemented in my mod. I call it Rebel Sabotage Raid, enjoy! http://rapidshare.de/files/15599959/rebellen.rar.html
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The answer of this question should be stickied!!!
Mith_rawn_undo replied to kingdark's topic in EAW Mods General Workshop
You obviously messed up something. And I was under the impression that you just wanted to play the game again. If you want to find your error, check which files you modified and try to delete them one for one until you killed the "right-one" then youll search this for probable faults. -
No Problem, just leave files untouched and forward any bugs/issues to me.