
MajorPayne
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Everything posted by MajorPayne
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Tis no problem. The more thats shared the better this community can work.
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Problem with SPMA-T max firing range
MajorPayne replied to Athanasios's topic in EAW Mods General Workshop
Well in my own messings with the infiltrator I gave it an extended LOS and range via the GROUNDINFANTRY.XML file in these two lines: 525.0 1025.0 I never seen any kind of range in the Projectiles.xml file. All I did with that file was up the damage, and editings in these lines works fine. -
No problem. Find the list below (taken directly from my nebulon B landing bay, but the principals the same to my knowledge): SPAWN_SQUADRON, ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, ASTEROID_FIELD_DAMAGE, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA HP_Nebulon_Weapon_FL, HP_Nebulon_Weapon_FR, HP_Nebulon_Weapon_BL, HP_Nebulon_Weapon_BR, HP_Nebulon_Engines, HP_NebulonB_Fighter_Bay and from the hardpoints file: HARD_POINT_FIGHTER_BAY Yes Yes HP_F-L_BONE SPAWN_00 TEXT_FIGHTER_BAY_HARDPOINT 100.0 Large_Explosion_Space_Empire Unit_Hardpoint_Bay_Death Moncalimari Cruiser version: HARD_POINT_FIGHTER_BAY Yes Yes HP_M-L_BONE SPAWN_00 TEXT_FIGHTER_BAY_HARDPOINT 100.0 Large_Explosion_Space_Empire Unit_Hardpoint_Bay_Death Pirate frigate version: HARD_POINT_FIGHTER_BAY Yes Yes HP00_B-L_BONE SPAWN_00 100.0 Large_Explosion_Space_Empire Unit_Hardpoint_Turbo_Laser_Death Hope that gives enough for you to go on.
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With regards to borg, how about a random event of having perhaps a cube or sphere just thrown into the mix (seeing as theres the random events button)??
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Athanasios. Sorry to correct you concerning Targettable and Destroyable settings, but you are wrong. I've done extensive tests with this and EVERY landing bay hardpoint I've added has worked as it should. They are both targettable and destroyable and the ship does get destroyed when the landing bay is destroyed.
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Well for ground troops you could have (depending on how many races your willing to include for the trek side): - Federation scout: Single or paired with extended LOS, and carrying an LRS-26A long range phaser compression rifle MK2. - Federation standard infantry: Up to 12 individuals. Weapons can be type 1 hand phaser or type 2 compression rifle. - Klingon warrior cast: Variable amount. Close combat/malee weapons (batleth etc.etc), and klingon pistol. - Infiltration unit: Romulan Talshiar operative. (alternative could be dominion changeling) - Heavy infantry: Dominion Jem Hadar soldier. Ships: - Scout shuttle. - Miranda light destroyer (or possible Intrepid class cruiser) - Ambassador Heavy cruiser (or possibly Excelsior refit) - Nebula Class (multirole) Heavy Cruiser. - Defiant Class destroyer. - Akira Class Cruiser. Used as a fighter carrier. - Typhon Class (not canon by trek standard but a dedicated fighter carrier). - Galaxy Class (dominion war refit) - Sovereign Class (command vessel) Alternatively, or inclusive could be the Klingon Br'el class BOP, Romulan Warbird and Jem'Hadar Destroyer (bugship). You could also have several types of fighter as you see fit. Your upgrades could be: - Photon and quantum torpedos for specific ships. - Phaser and pulse phaser for specific ships. Hardpoints setups for ships would include the basic systems (life support, engines, shields, weapons, sensors), and boned destroyables (i.e those that could blown off), would include nacelles and chunks of the hull and saucer. Well there you have it. My take on the whole idea. Oh and Mike. Neither star wars or star trek is better than the other. They are both good in their own respects. Wars has always made the best in film ENTERTAINMENT and trek has capitalised on bring excellent series based ENTERTAINMENT. The sooner people get their heads back to reality and realise its just that, ENTERTAINMENT the sooner people will start living in the real world. I'm personally waiting to see how lucas does with his live action tv series. Should be good to see how he does.
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Okay so a couple of things. Firstly, those images I posted are of units that are featured in my Star Trek Armada 2 project, and secondly with regards to trek ground units. Yes and no. The only time we've ever seen proper ground combat is during the dominion war, and then they were only the equivelent of "foot soldiers". Thats why in many way Wars would always have the advantage over trek. Ground based combat is very poor for trek. Space, however, is a difficult to dictate. Until we actually see the ships face off against each other we'll never know. Speculation and assumption amount to nothing.
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Problem with SPMA-T max firing range
MajorPayne replied to Athanasios's topic in EAW Mods General Workshop
Did you change the LOS range as well?? 200.0 500.0 220 -
Oh lets not start a trek vs wars debate. The bottom line is, if you make this kind of TC of which I've already made a start on my own personal version, you'll need to keep it semi balanced.
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To begin with there are several Campaign files which have been disabled which, if being re-enabled can be edited without destroying the original campaign missions. The file you need to change initially is: Campaginfiles.xml Now the section below has been edited out so that the game doesn't actually read the lines: Now what you need to do is mve one of these above the
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Well whilst I won't dedicate myself to any team I don't mind providing some models (helps to get things rolling). As for my modelling tool, I use Milkshape 3d for all modelling, and when the time is necessary I use 3dmax studio for converting purposes.
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Now before anyone goes oohing and aaahing over these, I must stress that I do not create my own textures. There are far better people than me for that kind of job. However, just as an introduction heres a sample of the kinds of materials I have at my displosal. The Cardassian Dreadnought missile (second image for those that don't follow trek) is my rebuild of someone elses model (which was a good deal higher in polys than the one pictured). I do have a great deal of other models which could be used if the need arises, and this includes not just trek based. http://i7.photobucket.com/albums/y279/major58/terok1.jpg http://i7.photobucket.com/albums/y279/major58/csuper3.jpg http://i7.photobucket.com/albums/y279/major58/complete1.jpg http://i7.photobucket.com/albums/y279/major58/norway1.jpg (Forgot to add these in my initial posting so I thought I'd show a few of now).
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A link?? A link for what exactly??
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It should be in the weapons for the turbolaser. Specialstructures.XML is the file with the turbo laser details in it. This is the section you need to look for: 20.0 125.0 2.0 4 0.3 (I've bolded the line to change).
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Hmmmm, didn't think it would be long before I seen this kind of topic. Anyway, a couple of suggestions you might want to consider: 1) Becareful of your poly counts, considering that looking closely at the stock models they aren't as high as you might think, and, 2) You might want to head over to the likes of www.armadafleetcommand.com, www.armada2files.com, the Dynaverse forums and BCU forums for your trek model places. Also be ready for the star wars purists and trekkies to whinge and whine about balance issues when you release your mod. Unfortunately its one of those things that always seem to happen. Oh and if you need anything specific, just ask. I might be able to help.
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No sure what you mean by an "inserter", but I just copy/paste the XML files into the necessary folder.
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Not sure, but with the correct folder structure, even installing a new patch shouldnt' effect a mod if the mod only alters the MEG files.
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Well once you've extracted the CONFIG.MEG file just make the necessary subfolders and then transfer the single file to it. Just as a suggestion. Copy/paste each file BEFORE editing it. At least you've got the originals then if you make any kind of mistake.
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Well with all the things thats being released and done for EaW I thought it time I had a turn. Attached is a zip with a difference. After having re-enabled the Campaign_p1.xml file I decided to have a fiddle around. Theres around 40 planets with numerous trade routes between them for GC only. It wont' work for Multiplayer. Rebels start on Hoth and the Empire starts on Coruscant (boring I know but still). Several of the heros are already enabled (vadar for example, is grounded). Each side starts with a single level 5 space station so theres plenty to build up from. Pirates control a bare handful of planets but if you plan on attacking them make sure you take a sizable force (the pirate main base setup is (IIRC) on Nal Hutta). No images though to anyone who wants them. I've not changed the actual position of the planets though so it'll still look much the same. Anyway, to install this just unzip the two XML files and transfer them to: GAMEDATA/DATA/XML folder Oh and they shouldn't interefere with either the 1.03 installation or any other mods that are installed.
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For pity sake buzz. Give them chance!! ;D
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Playing with the basic AI.......My version
MajorPayne replied to MajorPayne's topic in EAW Mods General Workshop
Well I think there might be some sort of script involved but the AI does send over substantial fleets. Only problem is theres usually only one ISD with the imperial fleet, or pietts ISD. However, you can expect more or less a full range of ships including vadar and a certain bounty hunter ;D They will also build Venators is they're enabled as I've found. -
A couple of titbits to help with the Planets.
MajorPayne posted a topic in EAW Mods General Workshop
Ever found the lack of constructable structures on a planet a pain in the (censored)?? Well this should help. In the PLANETS.XML file you can change the amount of constructable via this line below in each of the planet entries: 6 Any higher than 10 and they can still be constructed but then don't appear in the icon bar (my Yavin test has 15 constructable buildables on it and doing this might be able to produce a substantial amount of credits. One downside (which I've yet to find out), is what will happen with that amount of structures on the planet surface during ground tactical battles. At this point I'm thinking the game will crash due to their being a limited amount of space, but I'll update this later once I find it out for sure). A second thing I just come across, and this will help with things like a deathstar interior (and perhaps other interior skirmish maps ;D )is the ability to restrict certain types of units. Again, in the PLANETS.XML file look for this line: In this line you can enter any of the unit types, for example. By adding the string: Rebel_Infantry_Squad to this line that will stop the rebel standard troops from being deployed. Don't forget to include the line below and seperate each string by a comma. -
Playing with the basic AI.......My version
MajorPayne replied to MajorPayne's topic in EAW Mods General Workshop
Not sure, but in playing a GC campaign recently I had my ass handed to me on a plate. I just couldnt' get anywhere and ended up losing hoth and had to retreat to yavin 4. Thats when I had to quit out of the game. -
I dont' know so much. If you look at the size of the humanoid in the left bottom corner, you'd need one hell of a large tree!! Looks excellent, but the lack of any kind of turret based weapons means that it has a high amount of bad weapons coverage.
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Zer Teron is right in what I meant when I said "spammy". Perhaps not in skirmish but in MP this would create for some rather large battles. I think you'll also find that the AI will create far more units than you think. I just hope you got the defenses for it.