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Centurin

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    killing you and others
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    on top of old smokey

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  1. hmm, I'll have to try that
  2. Problem is that those are ground abilities, aren't they?
  3. Is it possible to create entirely new abilites? I'm not sure if the actual ability types are in the lua files or can be edited in xml. I am trying to create an ability that uses the graphics and basics of the Lure ability, only it paralyzes fighters. It will drop their speed and weapons to almost zero. Anyone know if this is possible? Any input is appreciated.
  4. Nvm. I found it. The Campaigns_underworld_gc.xml has all the GC data. Thanks, though.
  5. Can someone point me to a tutorial for creating Galactic maps for FOC? Campaigns_singleplayer.xml doesn't seem to have the GC data. I'm trying to just make a simple GC that uses all 55 planets and has every faction starting with one planet and all the heroes. I also wanted to make a Rebel and Empire only GC. If anyone could give me some insight on this, I'd appreciate it.
  6. Yeah, I got the ion shot to work. I had to add a bunch of unit containers, but it works nice now. As for giving the missile boat a tractor beam, it actually worked somewhat. The beam itself works, but never realized that the beam doesn't target fighters. I want to give it some ability that paralizes fighters. Maybe I'll edit Lure or something. Any ideas would be appreciated.
  7. Is there an XML file that defines Abilities? For example, how much damage ion shot does?
  8. Ah, I'll have to try that tonight. *edit* Also, would it be possible to give a fighter a tractor beam? I want to give the missile boat a tractor beam that can only target fighters. I want to give it a very short refresh as well. I'm aware of the balance issues with this, but thats the point.
  9. Is it possible to have a unit with more than two abilites? For example, I want the assault gunboat in the mod I'm working on have Lure, Hunt, and Ion shot. Is this possible? Would be neat to give units 4 or 5 abilites, but one step at a time.
  10. Yeah, that does make sense. Thanks for all the input.
  11. What value did you use for the tag? Fighter? I used .2 and .3 for my fighter scale values since that is what the rescale mod did for EAW.
  12. I'll have to play around with it, but thanks
  13. The Damage tag is useless on the fighters.xml, squadrons.xml, or both?
  14. Someone must have at least a slight idea about the relationship between Squad damage and individual damage. I've been doing some testing, but it's very difficult to see how it works. I know increasing squad damage by a large margin seems to have a difference. If you want to increase a fighters damage, do you start with the fighters xml or do you both squad and fighters?
  15. I agree. Using the ISD for scale seems to be the best option.

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