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MajorPayne

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Everything posted by MajorPayne

  1. The differences between the two in a 50*50 pixel sized image won't mean squat.
  2. Destroyer Droid icon attached (note this is the exact one from FoC)
  3. Tridroid icon attached.
  4. .....and you think I would agree to it?? 1) I'm not an official member of the IA2 therefore am not subject to the same ruling that they believe they should put on this. 2) I made the original and "allowed" them access for thei project. 3) The model has already been release din another minimod (but not for EaW), and therefore also doesn't come under the same terms and conditions that they have attempted to place on it. In essence anything I've produced IS NOT owned by IA2 and actually they cannot hold any kind of ownership on anything thats produced whether its for thei project or not, no matter what they say. If I want to release something I've made then I will, and if they don't like it then I'll just pull all my materials from the project. Plain and simple.
  5. Well seeing as the original model they're using was made by me I don't think theres much they could do to stop me. Besides which. This is my conversion. So it doesn't have all the extra beeps an whistles that the conversion they've done will have. I suppose you could call this a beta release.
  6. The Legacy is to appear in IA2. The others though that have been added that aren't stock are mine. Your point is??
  7. Okay so whilst there are far better coders, riggers and EaW modders, and seeing as I've mentioned this a few times I thought I'd make an announcement. Basically put, for the past few months I've been slowly building up a minimod which I've personalised more or less how I want it (theres still a bare handful of items to finalise), and the current status is as follows: Empire (Space) ------ - Empire specific Venator Class. - Tie Bizarro unit added (launchable from capital ships). - Space based Tie Lancet (edited stock model). - Second Executor class SSD added (2 buildable at a time and ship is smaller than original). - Second Arc Hammer added (2 buildable at a time and non hero). - Increased launched squadron counts for Star Destroyer and SSD. Empire (Ground) ------ - Dark side adept added. - All ground based companies increased in size (e.g - Stormtroopers now dropped in as 7 groups of 9) except for Tie Mauler (now at 4 per company instead of 5). - Imperial tie fighter added as ground based unit. - Bunker garrison increased to 15. Rebel (Space) ----- - Rebel specific Venator Class. - Home one supporting 8 additional firing medium laser hardpoints. - Marauder missile cruiser changed standard weapon to use Mass Driver. - Most capital ships have hangars and launch limited amounts of fighter squadrons. - Additional MC30 variant (MC30a) which is larger than the original and carries a much larger fighter compliment. - Arc170 fighter added. - Gallofree Gunship variant added. Rebel (Ground) ----- - All ground based companies increased in size. - Rebel X-wing added as ground based unit. - Bunker garrison increased to 12. Consortium (Space) ---------- - Consortium specific Venator Class. - Aggressor fighter non hero unit added. - Tridroid fighter added. Consortium (Ground) ---------- - Bunker garrison increased to 9. Pirates (both space and ground) ------- - All companies increased in size. - Planet specific MC80 Mon Calimari cruiser variant (encountered ONLY over Mon Calimari and The Maw). - Planet specific Victory SD variant (encountered ONLY over The Maw). - Planet specific Acclamator Cruiser variant (encountered ONLY over The Maw). General Changes --------------- - All planets in GC have increased populations and credit values. - Population caps substantially increased for both skirmish and GC. - Space skirmish mines increased for all factions with two additional levels of upgrades (4 instead of 2). - 2 additional single player campaigns for GC. One is a limited 3 sided game with around 30 planets. The other has all 55 planets enabled with the Empire owning 3 (Coruscant, Kamino and Kuat), the Rebels owning 2 (Hoth and Yavin IV) and the Pirates owning all but 8 of the rest. Now I realise that theres a good bit of this thats been done by other people, namely those that have used the likes of EJ's fantastic models (and kudoes to those people, no matter how they've been converted as its something that I'm still learning). However, all the actual models in this minimod, are my own work with textures coming from other people (the Arc170 pictured below is originally EvilleJedi's but the model itself has been completely rebuilt to be more EaW/FoC friendly with regards to poly counts). Also except for the Legacy, all other additional models and upgrades have new/updated icons and text definitions. I've also thoroughly play tested this and almost all additional units are usable in both Skirmish and GC modes (I've not tested anything with the campaign yet but I'm going to stick my neck out and say that they should work). Anyway. A bit of eye candy, and my first capital ship conversion (still need to do a death clone of some type for this), is the Legacy and before anyone says anything. Yes, this is the same ship thats been shown in IA2, but this is my conversion, so theres going to be a couple of lacking pieces (the break of pieces are not present, as well as missing scorch marks, and possibly damage emitters (haven't quite worked them out just yet)). At this juncture I would like to personally thank, FoshJedi, Kelathin, SwgBex, Mall Security, Bryant, EvilleJedi, Bhaalshad and several others from the Sci-Fi Meshes forum who have all played some instrumental part in this minimods creation. Without these people I seriously doubt I would have bothered modding this game in any way shape or form. So without further to do:
  8. Also as requested heres a quick pic of the new icon I put together. its nothing spectacular but at least you can tell the difference.
  9. HK. I took a render of the actual unit model, but you'll need to edit/alter it so that it can be written into your MTD icon image. I can do this myself but the forum doesn't allow attachments above 1000kb. *Edit* As requested, I had a good play with one or two of those skirmish maps, and for the most part they are good. Pretty fine layouts (although the Byss one seemed to have far to many mines, this is but a small niggle), and I especially liked the Bespin one, but I would make the following couple of suggestions: - How about a few pirate owned Laser Defence Satallites?? And if possible a neutral, capturable starbase (pirate model perhaps) - alot more enemy pirate owned ships. Those Gas extractors fit the map exceptionally well, but the selection circle is far to large for them. I'll also have to see how applying the icon I attached will work with them (must remember to try the extra upgrades with them as well as see if they're ok). Other than that well done, and I'll look forward to the ground based maps you have planned.
  10. MonkeyBiz. As a suggestion (and seeing as I've not found it yet possible to be completely accurate using 3dmax scale) set up your model as you normally would and then do a test export and check the model against another stock one. At least oyu'll get an idea of its scale even if you have to alter the scale value slightly.
  11. The only time modpaths are needed is if your going to have multiple mods installed and they don't interfere with each other.
  12. Now this is interesting. For those who want a bit of a strange change (and seeing as its not been mentioned so far), the AI can be made to coorporatively play along side a human but not in a manner normally thought of. To put this a bit more basically (and this only works with GC games), this code below is the current style of play for a Rebel AI and Empire non-AI: <AI_Player_Control> Empire, BasicEmpire </AI_Player_Control> <AI_Player_Control> Rebel, SandboxHuman </AI_Player_Control> Now if the Rebel entry is changed to the following below, the AI will control expansion quite rapidly, but the player will still have control over the forces movement (its a little more difficult to explain without a modder actually testing this themselves): <AI_Player_Control> Empire, BasicEmpire </AI_Player_Control> <AI_Player_Control> Rebel, BasicRebel </AI_Player_Control>
  13. I've had this happen a few times myself. My only way out of it was to keep a completet backup of the bar uncompressed and extracted and recompile the whole thing. Its a pain in the arse when it happens but sometimes necessary.
  14. I still play but only with my personal mod installed.
  15. Appologise?? No need to. I do wonder if you got a kick out of doing something. I know I did. Anyway. Fine work on the composite beam style weapon. Now all thats needed is a trek ship and it should look right at home.
  16. Nice MonkeyBiz. Whats the models poly count??
  17. Now where have I seen this before I wonder....... Oh yes. Its almost the same method I used for Home One's additional 8 non-targettable medium laser points. Now don't get me wrong. This is useful, but please. I mean come on. If your going to post this use the Public Code Bank thread seeing as it keeps everything nice an neat, and as for requesting credit.......well thats another matter, now isn't it (easy to adapt something to ones own usage when provided by another party).
  18. I'm impressed to say the least. A very good selection of unique changes. If you don't mind D803. I'd like to create a space based Mass driver turret using your idea for my own minimod.
  19. A couple of titbits. Firstly, I'm not sure if I'm the only one, but I've tended to find the Marauder missile ship to be practically useless, especially against ISD's. Anyway, I was playing about with changing the standard weapon and whilst I've tried several weapons and quite frankly the best one I've found is the Vengence Frigate mass driver. Therefore, if anyone wants to change this then try the following (expansion only): Open the SPACEUNITSCORVETTES.XML file and search for the term "maurader". Look slightly further down to whether the entry for the Boron missile is but not the special weapon and change it to reflect the code below: <Projectile_Types>Proj_Vengeance_Mass_Driver</Projectile_Types> <Turret_Rotate_Extent_Degrees>30</Turret_Rotate_Extent_Degrees> <Turret_Elevate_Extent_Degrees>40</Turret_Elevate_Extent_Degrees> <Projectile_Fire_Pulse_Count>8</Projectile_Fire_Pulse_Count> <Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds> <Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds> <!-- <Targeting_Fire_Inaccuracy_Fixed_Radius> 220 </Targeting_Fire_Inaccuracy_Fixed_Radius> --> *Note: by adding the REM statement to the Targetting line the ship will fire this with pretty good accuracy. Also in groups of 6 you'll find that these ships are now highly lethal to most ship classes, especially enemy fighters. Finally on this, doing the same to the Imperial Broadside Cruiser as well. Now to no.2 IIRC I think I read that someone wasn't happy with Home One's lack of hardpoints. Well I had a little play about and got a total of 16 usable hardpoints by re-arranging specific ones and applying additional weapons to them. To do this open the HARDPOINTS.XML file and add this code to the bottom of the file (above the line): <!-- Home One additional hardpoints --> <HardPoint Name="HP_HomeOne_TBL_BL1"> <Type> HARD_POINT_WEAPON_LASER </Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Tooltip_Text>TEXT_WEAPON_TURBOLASER</Tooltip_Text> <Health>1000.0</Health> <Death_Explosion_Particles> Large_Explosion_Space </Death_Explosion_Particles> <Death_Explosion_SFXEvent>Unit_Hardpoint_Turbo_Laser_Death</Death_Explosion_SFXEvent> <Model_To_Attach>RV_homeone_hp_TBL_BL.alo</Model_To_Attach> <Attachment_Bone>HP_TBL_BL_BONE</Attachment_Bone> <Collision_Mesh>HP_TBL_BL_COLL</Collision_Mesh> <Damage_Decal>HP_TBL_BL_blast</Damage_Decal> <Damage_Particles>HP_TBL_BL_EmitDamage</Damage_Particles> <Death_Breakoff_Prop> Hardpoint_Breakoff_HomeOne_Weapon_TBL_BL </Death_Breakoff_Prop> <Damage_Type> Damage_Calamari_Cruiser </Damage_Type> <Fire_Bone_A>FP_TBL_BL_01</Fire_Bone_A> <Fire_Bone_B>FP_TBL_BL_01</Fire_Bone_B> <Fire_Cone_Width>170.0</Fire_Cone_Width> <Fire_Cone_Height>170.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Ship_Medium_Laser_Cannon_Red</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>3.0</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>4.0</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>7</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>2000.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_Turbo_Fire</Fire_SFXEvent> <Fire_Inaccuracy_Distance> Fighter, 70.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Bomber, 70.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Transport, 70.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Corvette, 15.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Frigate, 1.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Capital, 15.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Super, 1.0 </Fire_Inaccuracy_Distance> </HardPoint> <HardPoint Name="HP_HomeOne_TBL_BR1"> <Type> HARD_POINT_WEAPON_LASER </Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Tooltip_Text>TEXT_WEAPON_TURBOLASER</Tooltip_Text> <Health>1000.0</Health> <Death_Explosion_Particles> Large_Explosion_Space </Death_Explosion_Particles> <Death_Explosion_SFXEvent>Unit_Hardpoint_Turbo_Laser_Death</Death_Explosion_SFXEvent> <Model_To_Attach>RV_homeone_hp_TBL_BR.alo</Model_To_Attach> <Attachment_Bone>HP_TBL_BR_BONE</Attachment_Bone> <Collision_Mesh>HP_TBL_BR_COLL</Collision_Mesh> <Damage_Decal>HP_TBL_BR_blast</Damage_Decal> <Damage_Particles>HP_TBL_BR_EmitDamage</Damage_Particles> <Death_Breakoff_Prop> Hardpoint_Breakoff_HomeOne_Weapon_TBL_BR </Death_Breakoff_Prop> <Damage_Type> Damage_Calamari_Cruiser </Damage_Type> <Fire_Bone_A>FP_TBL_BR_01</Fire_Bone_A> <Fire_Bone_B>FP_TBL_BR_01</Fire_Bone_B> <Fire_Cone_Width>170.0</Fire_Cone_Width> <Fire_Cone_Height>170.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Ship_Medium_Laser_Cannon_Red</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>3.0</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>4.0</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>7</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>2000.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_Turbo_Fire</Fire_SFXEvent> <Fire_Inaccuracy_Distance> Fighter, 70.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Bomber, 70.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Transport, 70.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Corvette, 15.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Frigate, 1.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Capital, 15.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Super, 1.0 </Fire_Inaccuracy_Distance> </HardPoint> <HardPoint Name="HP_HomeOne_TBL_FL1"> <Type> HARD_POINT_WEAPON_LASER </Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Tooltip_Text>TEXT_WEAPON_TURBOLASER</Tooltip_Text> <Health>1000.0</Health> <Death_Explosion_Particles> Large_Explosion_Space </Death_Explosion_Particles> <Death_Explosion_SFXEvent>Unit_Hardpoint_Turbo_Laser_Death</Death_Explosion_SFXEvent> <Model_To_Attach>RV_homeone_hp_TBL_FL.alo</Model_To_Attach> <Attachment_Bone>HP_TBL_FL_BONE</Attachment_Bone> <Collision_Mesh>HP_TBL_FL_COLL</Collision_Mesh> <Damage_Decal>HP_TBL_FL_blast</Damage_Decal> <Damage_Particles>HP_TBL_FL_EmitDamage</Damage_Particles> <Death_Breakoff_Prop> Hardpoint_Breakoff_HomeOne_Weapon_TBL_FL </Death_Breakoff_Prop> <Damage_Type> Damage_Calamari_Cruiser </Damage_Type> <Fire_Bone_A>FP_TBL_FL_01</Fire_Bone_A> <Fire_Bone_B>FP_TBL_FL_01</Fire_Bone_B> <Fire_Cone_Width>170.0</Fire_Cone_Width> <Fire_Cone_Height>170.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Ship_Medium_Laser_Cannon_Red</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>3.0</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>4.0</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>7</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>2000.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_Turbo_Fire</Fire_SFXEvent> <Fire_Inaccuracy_Distance> Fighter, 70.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Bomber, 70.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Transport, 70.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Corvette, 15.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Frigate, 1.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Capital, 15.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Super, 1.0 </Fire_Inaccuracy_Distance> </HardPoint> <HardPoint Name="HP_HomeOne_TBL_FR1"> <Type> HARD_POINT_WEAPON_LASER </Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Tooltip_Text>TEXT_WEAPON_TURBOLASER</Tooltip_Text> <Health>1000.0</Health> <Death_Explosion_Particles> Large_Explosion_Space </Death_Explosion_Particles> <Death_Explosion_SFXEvent>Unit_Hardpoint_Turbo_Laser_Death</Death_Explosion_SFXEvent> <Model_To_Attach>RV_homeone_hp_TBL_FR.alo</Model_To_Attach> <Attachment_Bone>HP_TBL_FR_BONE</Attachment_Bone> <Collision_Mesh>HP_TBL_FR_COLL</Collision_Mesh> <Damage_Decal>HP_TBL_FR_blast</Damage_Decal> <Damage_Particles>HP_TBL_FR_EmitDamage</Damage_Particles> <Death_Breakoff_Prop> Hardpoint_Breakoff_HomeOne_Weapon_TBL_FR </Death_Breakoff_Prop> <Damage_Type> Damage_Calamari_Cruiser </Damage_Type> <Fire_Bone_A>FP_TBL_FR_01</Fire_Bone_A> <Fire_Bone_B>FP_TBL_FR_01</Fire_Bone_B> <Fire_Cone_Width>170.0</Fire_Cone_Width> <Fire_Cone_Height>170.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Ship_Medium_Laser_Cannon_Red</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>3.0</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>4.0</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>7</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>2000.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_Turbo_Fire</Fire_SFXEvent> <Fire_Inaccuracy_Distance> Fighter, 70.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Bomber, 70.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Transport, 70.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Corvette, 15.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Frigate, 1.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Capital, 15.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Super, 1.0 </Fire_Inaccuracy_Distance> </HardPoint> <HardPoint Name="HP_HomeOne_IC_BL1"> <Type> HARD_POINT_WEAPON_LASER </Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Tooltip_Text>TEXT_WEAPON_TURBOLASER</Tooltip_Text> <Health>1000.0</Health> <Death_Explosion_Particles> Large_Explosion_Space </Death_Explosion_Particles> <Death_Explosion_SFXEvent>Unit_Hardpoint_Ion_Death</Death_Explosion_SFXEvent> <Model_To_Attach>RV_homeone_hp_IC_BL.alo</Model_To_Attach> <Attachment_Bone>HP_IC_BL_BONE</Attachment_Bone> <Collision_Mesh>HP_IC_BL_COLL</Collision_Mesh> <Damage_Decal>HP_IC_BL_blast</Damage_Decal> <Damage_Particles>HP_IC_BL_EmitDamage</Damage_Particles> <Death_Breakoff_Prop> Hardpoint_Breakoff_HomeOne_Weapon_IC_BL </Death_Breakoff_Prop> <Fire_Bone_A>FP_IC_BL_01</Fire_Bone_A> <Fire_Bone_B>FP_IC_BL_01</Fire_Bone_B> <Fire_Cone_Width>170.0</Fire_Cone_Width> <Fire_Cone_Height>170.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Ship_Medium_Laser_Cannon_Red</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>3.0</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>4.0</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>7</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>2000.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_Ion_Fire</Fire_SFXEvent> <Fire_Inaccuracy_Distance> Fighter, 30.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Bomber, 30.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Transport, 30.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Corvette, 15.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Frigate, 1.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Capital, 15.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Super, 1.0 </Fire_Inaccuracy_Distance> </HardPoint> <HardPoint Name="HP_HomeOne_IC_BR1"> <Type> HARD_POINT_WEAPON_LASER </Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Tooltip_Text>TEXT_WEAPON_TURBOLASER</Tooltip_Text> <Health>1000.0</Health> <Death_Explosion_Particles> Large_Explosion_Space </Death_Explosion_Particles> <Death_Explosion_SFXEvent>Unit_Hardpoint_Ion_Death</Death_Explosion_SFXEvent> <Model_To_Attach>RV_homeone_hp_IC_BR.alo</Model_To_Attach> <Attachment_Bone>HP_IC_BR_BONE</Attachment_Bone> <Collision_Mesh>HP_IC_BR_COLL</Collision_Mesh> <Damage_Decal>HP_IC_BR_blast</Damage_Decal> <Damage_Particles>HP_IC_BR_EmitDamage</Damage_Particles> <Death_Breakoff_Prop> Hardpoint_Breakoff_HomeOne_Weapon_IC_BR </Death_Breakoff_Prop> <Fire_Bone_A>FP_IC_BR_01</Fire_Bone_A> <Fire_Bone_B>FP_IC_BR_01</Fire_Bone_B> <Fire_Cone_Width>170.0</Fire_Cone_Width> <Fire_Cone_Height>170.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Ship_Medium_Laser_Cannon_Red</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>3.0</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>4.0</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>7</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>2000.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_ion_Fire</Fire_SFXEvent> <Fire_Inaccuracy_Distance> Fighter, 30.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Bomber, 30.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Transport, 30.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Corvette, 15.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Frigate, 1.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Capital, 15.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Super, 1.0 </Fire_Inaccuracy_Distance> </HardPoint> <HardPoint Name="HP_HomeOne_IC_FL1"> <Type> HARD_POINT_WEAPON_LASER </Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Tooltip_Text>TEXT_WEAPON_TURBOLASER</Tooltip_Text> <Health>1000.0</Health> <Death_Explosion_Particles> Large_Explosion_Space </Death_Explosion_Particles> <Death_Explosion_SFXEvent>Unit_Hardpoint_Ion_Death</Death_Explosion_SFXEvent> <Model_To_Attach>RV_homeone_hp_IC_FL.alo</Model_To_Attach> <Attachment_Bone>HP_IC_FL_BONE</Attachment_Bone> <Collision_Mesh>HP_IC_FL_COLL</Collision_Mesh> <Damage_Decal>HP_IC_FL_blast</Damage_Decal> <Damage_Particles>HP_IC_FL_EmitDamage</Damage_Particles> <Death_Breakoff_Prop> Hardpoint_Breakoff_HomeOne_Weapon_IC_FL </Death_Breakoff_Prop> <Fire_Bone_A>FP_IC_FL_01</Fire_Bone_A> <Fire_Bone_B>FP_IC_FL_01</Fire_Bone_B> <Fire_Cone_Width>170.0</Fire_Cone_Width> <Fire_Cone_Height>170.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Ship_Medium_Laser_Cannon_Red</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>3.0</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>4.0</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>7</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>2000.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_Ion_Fire</Fire_SFXEvent> <Fire_Inaccuracy_Distance> Fighter, 30.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Bomber, 30.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Transport, 30.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Corvette, 15.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Frigate, 1.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Capital, 15.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Super, 1.0 </Fire_Inaccuracy_Distance> </HardPoint> <HardPoint Name="HP_HomeOne_IC_FR1"> <Type> HARD_POINT_WEAPON_LASER </Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Tooltip_Text>TEXT_WEAPON_TURBOLASER</Tooltip_Text> <Health>1000.0</Health> <Death_Explosion_Particles> Large_Explosion_Space </Death_Explosion_Particles> <Death_Explosion_SFXEvent>Unit_Hardpoint_Ion_Death</Death_Explosion_SFXEvent> <Model_To_Attach>RV_homeone_hp_IC_FR.alo</Model_To_Attach> <Attachment_Bone>HP_IC_FR_BONE</Attachment_Bone> <Collision_Mesh>HP_IC_FR_COLL</Collision_Mesh> <Damage_Decal>HP_IC_FR_blast</Damage_Decal> <Damage_Particles>HP_IC_FR_EmitDamage</Damage_Particles> <Death_Breakoff_Prop> Hardpoint_Breakoff_HomeOne_Weapon_IC_FR </Death_Breakoff_Prop> <Fire_Bone_A>FP_IC_FR_01</Fire_Bone_A> <Fire_Bone_B>FP_IC_FR_01</Fire_Bone_B> <Fire_Cone_Width>170.0</Fire_Cone_Width> <Fire_Cone_Height>170.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Ship_Medium_Laser_Cannon_Red</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>3.0</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>4.0</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>7</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>2000.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_Ion_Fire</Fire_SFXEvent> <Fire_Inaccuracy_Distance> Fighter, 30.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Bomber, 30.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Transport, 30.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Corvette, 15.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Frigate, 1.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Capital, 15.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Super, 1.0 </Fire_Inaccuracy_Distance> </HardPoint> Then open the UNIQUEUNITS.XML file and search for the term "home one". Looks slightly further down for the hardpoints list and change the list to reflect the following code: <HardPoints> HP_HomeOne_Shield_Generator, HP_HomeOne_Engines, HP_HomeOne_TBL_BL, HP_HomeOne_TBL_BR, HP_HomeOne_TBL_FL, HP_HomeOne_TBL_FR, HP_HomeOne_IC_BL, HP_HomeOne_IC_BR, HP_HomeOne_IC_FL, HP_HomeOne_IC_FR, HP_HomeOne_TBL_BL1, HP_HomeOne_TBL_BR1, HP_HomeOne_TBL_FL1, HP_HomeOne_TBL_FR1, HP_HomeOne_IC_BL1, HP_HomeOne_IC_BR1, HP_HomeOne_IC_FL1, HP_HomeOne_IC_FR1 </HardPoints> What this does is then give Home One the addition of 8 medium lasers and the ship now performs better against almost all other ship classes, and AFAIK this should work with either EaW or the expansion. Yes I know these are simple to do, but still. Someone might find them useful.
  20. D803. No need to credit me for anything. I'm just glad someones made use of it, and good work. Like the layout, but still hate the team colours.
  21. Oh bugger. Forgot about the fighters I gave it. The Bizarro is from my personal mod which I will probably release once its done. It doesn't add much in the way of new ships, but is how I wanted to play the game.
  22. Actually there is one program that has a fully working importer (which I just happen to have) which can (theoretically (haven't tried it yet)) import animations as well, but I'm not sure if the bones would be kept. I think it depends if theres a 3dmax exporter for the program. I'll have a look.
  23. Bhaalshad. If I can add additional hardpoints to this station do you reckon you could use them?? I'm not promising anything at the moment as I'm still learning but I'll try it and see how I do, and if yes, what ones would you suggest??
  24. Nice attitude to have pal, and one thats going to get you so much. Now seeing as your oh so nice with your request I'll be equally as nice with this response: DIYFS.

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