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Centurin

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Everything posted by Centurin

  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.
  16. How do modders sort that out? Many mods add new units so they have to come up with numbers. How do you chose the damage for the Squad and Fighters? Are they linked at all?
  17. I'm also curious about the damage values between the fighters and the squadron associated with it. For example, the Tie Fighter might have a damage of 3 with 10 in a squad. But in the Squadrons xml, the total dmg is 25. What is the relation between the two? Also it seems the Squadron_units tag in the Squadrons.xml sets up the formation for the squad, but I might be wrong. The fact that the number of units in this tag doesn't equal the number of units in the squad confuses me as well. Any insight is appreciated. I appoligize for the questions, but unlike capital ships which are easier to mod for me, fighters are proving more difficult.
  18. The SSD is difficult, but it can be a little bit easier if you decrease the zoom on the maps. The Ship Addon 3.0 mod does this. The problem with trying to scale land ships is that most of them are out of scale as well. Scaling space ships is enough work as it is. Pretty much, you use the tag to put all the ships at the same depth so they can be accuractely measured onscreen. Take one ship (ISD for example), and use it as a base line for scale. Measure it, and calculate cm per km. For example, since the ISD is 1600km long and if it is 8cm on screen, then the cm per km is 200km/per cm. So using that, you can calculate what the other ships should be assuming you have their actual cannon lengths. You then play around with the scale value to get it close to that number. It is a very time consuming process and one I'm not looking forward to.
  19. I am in the process of editing fighters and have come across some differences. Some fighters, such as the A-wing, have their damage look like so. 6 Damage_Fighter Proj_Ship_Small_Laser_Cannon_Green 4.0 0.09 0.3 Fighter, 0.6 Bomber, 0.6 Transport, 0.6 Corvette, 23.0 Frigate, 24.0 Capital, 28.0 Super, 30.0 While others have hardpoints instead. Like so.. 3 Damage_Fighter HP_Tie-Interceptor_00, HP_Tie-Interceptor_01, HP_Tie-Interceptor_02, HP_Tie-Interceptor_03 What is the difference between these two types? I understand the first fairly well as it is setting the lasers settings and accuracies towards different types of ships. However, the second confuses me. Any help is most appreciated.
  20. I actually don't care whether they pass through or not. I just want to be able to take accurate measurements of each ship.
  21. Can I use the tag to put all the units on the same level? For example, setting it to 0. If that is the case, I can use this to determine scale ratios by measuring onscreen lengths.
  22. I also have a question regarding the setting. Is it safe to compare this value to other ships or is it model dependent? For example, in the original rescale mod for EAW, the ISD is 1.0, while the winged MC80 is .8. Using the Star Wars Technicial Commentaries as reference, and ISD is 1.6km long. Using this ratio, the original modder of the EAW rescale has the MC80 at about 1.28km long. In the Technicial Commentaries and other sites, the size is usually 1.2km. So am I doing something wrong in my calculations or can the different scale factors not be used for referencing? Any help is appreciated *edit* After going over the original readme for the EAW rescale mod, I can see that the is different for every ship. So changed the factor of a fighter to 1.0 for example, will not increase it to the size of an ISD which also has a factor of 1.0. At this point I'm completely at a loss as to how to rescale any of the new models accurately. Also, the Executor is estimated to me over 11x larger than as ISD. To scale is properly, it would almost take up the entire map. So obviously, any input as to how to do this would be great. ???
  23. Lord of the Sith, if you could email me your length specs for the different ships, I would greatly appreciate it. That would save me a ton of time hunting specs down. Centurin@gmail.com. Thanks
  24. Although this is slightly off topic, what do you guys think of the balance of the Ship Addon 3.0? My biggest problem is lack of data on a lot of the ships. I use the Star Wars Technicial Commentaries and the Ship Index at Galactic Voyage. Do you guys have any other resources that you use for stats on ships?
  25. I actually planned to use the rescale mod for EAW and work from there. I'm ignoring the Consortium for now and working on the new units and Warlords ships from the Ships Addon mod 3.0. Some of them are quiet difficult because there is so little info on them. For example, the Titan Class Star Destroyer has never been seen. It was only referenced in the novels. So a little imagination is required. Let me know how you make, since I'm very interested.

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