
MajorPayne
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Everything posted by MajorPayne
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Interesting if not a spammy mod. One thing though Bodin. If the space units cost zero increase for the pop cap, why increase the available number?? (just thought I'd ask)
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Okay so seeing as I've not really seen anything concerning the AI I thought I would post my own quick findings. Now generally the AI XML files are set to a fairly low amount (under 1.0 for both Focus and Aggressiveness), but I've found they do attack slightly better if these two variables are increased. The ones your looking for are located in: XML/Ai/Players Files to edit are: Basicempirenogalactic.xml Basicrebelnogalactic.xml I'm assuming these are more used by the ground based skirmish combat system Basicempireplayer.xml Basicrebelplayer.xml I'm assuming for these two they are more used for the space skirmish combat system. I've not actually tested these with GC as yet though. .9 .9 METHOD: I've not overly expanded but the maximum amount I've used is 3.5. This seems to make the AI definately attack with more units. In a skirmish game I recently tried the rebel AI had upgraded its space station to level 4 quite quickly (less than 15 minutes). It also attacked in this time with at least two MC80s and lots of fighters. Conclusion: My only regret with this method is that you can't force the AI to actually stockpile ships, and make them defend and attack with far larger fleets. Still, to me this is one step closer.
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Okay. my next question......Pirate expansion.
MajorPayne replied to MajorPayne's topic in EAW Mods General Workshop
Well I added in the necessary AI line, but it doesn't seem to force them to expand from planet to planet. It also seems as though the Imperial (I tend to play rebel myself) don't seem to move, or expand very slowly. -
Okay so this was requested and after a little fiddling I've managed to get the Nebulon B to have its own fighter bay. Now I dont' think I missed anything out so if I did it would be appreciated if the details could be filled in, but here a baby tutorial on my method: Add this to Hardpoints.xml HARD_POINT_FIGHTER_BAY Yes Yes HP_F-L_BONE HP_F-L_COLL TEXT_FIGHTER_BAY_HARDPOINT 100.0 Large_Explosion_Space_Empire Unit_Hardpoint_Bay_Death and above this line: Information: changed attachement_Bone and Collision_Mesh to HP_F-L_BONE and HP_F-L_COLL which is also the location of the front laser point on the NebulonB (taken from the weapon hardpoint further up the file). ----------------------------------------------------------------------------------------------------------------------------- Now add the following lines to Spaceunitsfrigates.xml: Under line: 8 place this: A_Wing_Squadron, 2 5 A_Wing_Squadron, 2 Information: This will give the ship two squadrons of Awings (although you should be able to change it to any of the fighters with the correct line). ----------------------------------------------------------------------------------------------------------------------------- In the line with in it add in SPAWN_SQUADRON so it looks like: SPAWN_SQUADRON, ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, ASTEROID_FIELD_DAMAGE, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA Information: This, AFAIK forces the ship to create fighters. Under add HP_NebulonB_Fighter_Bay to the line so the game recognises the hardpoint is needed. ----------------------------------------------------------------------------------------------------------------------------- If thats everything you should find that you'll need to zoom in a bit to check. The ship should have two hardpoints at its front left point. I'm not sure what'll happen if one is destroyed. Presumably both will be but then I don't think theres any seperate spawn location for the nebulonB. Conclusion - Until the tools are released this might be the only work around!!
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Okay. my next question......Pirate expansion.
MajorPayne replied to MajorPayne's topic in EAW Mods General Workshop
Thanks a whole lot DragonShadow. Two down. Another million to go. -
Okay. my next question......Pirate expansion.
MajorPayne posted a topic in EAW Mods General Workshop
I don't know if anyones released this kind of mod or given an idea of what to do, but does anyone know how to make the pirates actually expand from the planets they are given, or is this just not possible?? I've tried giving them the basic empire AI but it doesn't seem to work. -
"permission". Well perhaps but considering how new the community is I'm surprised that some of the mod makers haven't gotten together to form more rounded mods.
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Could somebody do me a huge favour and post the exact lines of code and file list for me to make the Venator buildable in both skirmish and GC for all sides. Bryant did explain it to me, but I can't for the life of me remember how to do it (bad things happen when you over mod your game and you end up with errors left, right and centre and end up having to redo your personal mod (yet again)). Many thanks in advance.
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Tutorial: Making bigger companies
MajorPayne replied to rebel5555's topic in EAW Mods General Workshop
Yep, and it does work with more than 30 troops or so I found out. The basic premise is as follows: Do a search in the Groundcompaniesrebel XML file for this line: "Rebel_Infantry_Squad" and change the part under to read: Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper,Squad_Rebel_Trooper,Squad_Rebel_Trooper,Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper,Squad_Rebel_Trooper,Squad_Rebel_Trooper,Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper 10 This will give 10 troops per squad and four squads. I would suggest that each line of the be seperated so you can keep closer eye on it. I'm thinking its definately possibly to increase this amount exponentially (perhaps up to 100 squads or more, each with 10 units). Remember that by doing this this method adds only 1 to the ground pop cap, so if you make it 100 troops then it'll be quite a battle. Imperial entry is specific to the Groundcompaniesempire and do a search for "Imperial_Stormtrooper_Squad". Editings are done in the same fashion as above but remember to back up any files BEFORE editing them. -
Well thinking about this if the source code is used then it should be possible to make a basic exporter/importer.
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There are times when I have to laugh at these posters. Especially those who really do need a lesson in how to post without making an ass of themselves. As for the current state of things?? Well whilst I don't play online myself, I'm quite happy with my purchase of the game. Its still one of the three I have currently installed and play regularly, and thats how it'll stay for some time. I am looking forward to the next update, but unlike some (who shall rename nameless at this point), am patient enough to wait. Besides, I've seen no end of dev teams not even interacting with the communities they produce for, and at least Delphi continues to post, even if its only for something minor.
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PFF push for an EAW Addon in 2006. Join us!
MajorPayne replied to Cain's topic in FOC Expansion Discussion
Something to consider for troop landings is the size of the troop force. Instead of the Gallowfree if its a large enough force then how about using an acclamator (considering that they actually are for landing a large scale assault force). Also a more diversified selection of troop based units, such as those that can truely infiltrate enemy structures and perhaps give positions away, spotters (similair to those seen on Hoth). Sniper units (yes I know the current infiltrator uses a sniper rifle), which speficially use a great deal of stealth and are effective only against enemy troops. More command style troops which could allow for larger squads (for example, if you have a field commander as you have now, you could limit the amount of troop deployments to 5 or 6 squads. Then again if you deployed a General, then you could have 10 or 15 squads. The same could go for fleet command structure as well). Also ground based units which are inside structues with only troop based combat available, and I still believe that the cinematic camera should be change to allow you to follow single units instead of it choosing what it wants to show. -
The problem with that Nevet is that you might find the screen overly cluttered if its split in any way to accomodate more than one mode simultaneously. Also what I would like to see is far more in the way of Imperial garrisoning (if this is even a word!!) of troops. I mean the imps had literally millions of troops at their disposal. Plus a ranking structure might be useful and soldier experience is still amust. From experience comes better troop aim, higher health amounts, better LOS and other small items to help enhance the troops (as you can tell I'm more of a troop man myself, than vehicles). Also as already suggested, maps need to be far larger, with perhaps, a capability that allows the player to physically place bought buildings onto the planet maps instead of having them specifically placed ready.
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Now I've noticed that theres alot of modders who have made non buildable units, buildable, and whilst this is all very well, is there a generic tutorial which gives you exact details of what to add to each entry?? Whilst I can get units to spawn I'm still having trouble getting them to be buildable. (Also if some kind sole would post the necessary tutorial it would help alot more aspiring modders than just myself).
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As long as the bloody map editor is easier to use than the BF2 one. I took one look at it and gave up. Lets hope that the EaW one is more like the one for Starcraft (which I still think is the best one that was made). One thing I'll be trying to do, is create some new structure models (I've got several CGI models which I can make rebuilds of. I just need the dam modelling importer/exporter), so the maps should hopefully get additional items for them (*crosses fingers).
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Actually Havoc. It never hurts to create things BEFORE the tools are released. Anyway, z3r0x. One thing to consider when the tools are released. See if its possible to limit ground attacks to just troops. That way you can make an inside map. Same thing could be done for an actual deathstar map.
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Tutorial: Making bigger companies
MajorPayne replied to rebel5555's topic in EAW Mods General Workshop
Be careful doing this though as the companies do still have limits on the numbers. I found that if you try making the troop companies have a total amount of higher than 30 it'll crash the game (I was hoping to make a complete company have around 50 troops in 5 groups of 10). -
couple of things to suggest: 1) Cut down the amount of planets and credit limit in the beginning. This gives both player and AI time to build up and makes the campaign good and long. 2) Perhaps give the pirate side an AI to allow it to build out from the planets that it has control of. Also try to see if the AI can be made to fight harder (pirate side anyway), as I wouldn't mind them attempting to take control of planets of mine and also fight the opposite side. A slight error I've come across (not that it causes any crash bugs), is that Kamino has a ground setup, even though you can't land any troops. Is this in readiness for a map of some kind?? If this is the case I've got an idea when the tools are released. All in all this is excellent and I'm sure as hell including it in my private mod.
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Delphi. Is it actually possible to make the maps much, much larger?? Perhaps two of three times their original size?? The current way that using more than 2 players is extremely strange, and single starting points for all players would be more useful. Also it would still be great to have some sort of diplomacy and unit experience in the game. It might teach players to look after thier normal playing units.
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Tools and Tutorials [Updated 09:31:17]
MajorPayne replied to tibmaker's topic in EAW Mods General Workshop
tibmaker. Is there any chance there could be an actual coding section so that the modders can lend their skills and post actual complete tutorials with all the necessary information. I've seen some tutorials that are missing, say examples of the exact coding needed, or the exact list of files that are needed and what to look for. I'm also still seeing people posting wanting help with making the population caps higher. -
http://pff.swrebellion.com/index.php?topic=2909.0 read my reply in this thread.