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  1. First off I would like to say how much I appreciate the Warlords mod. I downloaded the 0.50 test release and have been taking notes on what may be wrong. Hitting the Nebulon B when it is broadside to your ships, etc. I am sure you have heard most of what I have found before, and dont wish to waste your time with laundry lists of things you already know about. With that in mind, is there a bug sheet/faq that I can check out (and possibly add to). Also is there I change list from 0.45? I ask so that I will know if even what I am seeing is a bug at all or if it was done for testing purposes. (shields being disabled as an example) Thanks again for this mod, it is a ton of fun!
  2. If you mean just getting the ships to spawn fighters that is easy. Go into the hardpoints file and give it a fighter bay hardpoint (cut and paste any of the other fighter bay hardpoints) Remove it's hit points (not set to zero, delete the line) Set it to not be destroyable and not targetable. Next go into the ship file (lets say you are adding x-wings to a mon cal cruiser) so it would be the spaceunitscapital.xml file. Add in the lines about spawning whatever you want it to spawn such as Rebel_X-Wing_Squadron, 2 Give it the time delay between spawns. 10 And under the space behaviour tag besure to add in "SPAWN_SQUADRON". Also remember to add that hardpoint to the ship under the hardpoints tag. That would make the mon cal spawn 2 X-Xwing squads at the start of the fight (no reserves). The hanger bay will not show up to be targeted or killed. If you want the hager bay to be targetable and killable that is a much taller order and I believe you need to change the ship model to make it work.
  3. If you mean the global population cap (galaxy conquest mode). There are 2 files you may want to look at to tweak them as you will. The planets.xml and the starbases.xml files. You can set how much population each planet and each starbase gives you. The tag you are looking for is

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