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DragonShadow

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Everything posted by DragonShadow

  1. Ok, in the Map Editor you can make space maps up to 50,000x50,000. However, when playing the map in EaW, the units (Star Destroyers, X-wings, etc.) can't move outside the boundaries of 25,000x25,000 (central portion of the map), making only the middle quarter of the map playable (units placed outside the 25,000x25,000 area in the editor spawn there like they are supposed to, but giving them any movement commands makes them retreat back to the borders of the 25,000x25,000 area). I'd like to know if this problem can be fixed, or if it's a limitation the designers put on EaW.
  2. Good work! This is valuable information.
  3. How about if anyone hosts a modded multiplayer game, they just mention it in the name somehow? Like " TR-mod" for Total Realism mod, or "LOW-mod" for Legacy of War mod, and so on. Could do "IA2-mod" for Imperial Assault II, "UEAW-mod" for Ultimate Empire At War mod, "TSW-mod" for The Sith War, like that. Just put the initials for the mod's name followed by -mod or something and we have a working system.
  4. OMG! Thank you! That file is just what I was looking for...*commences evil modding*
  5. What if the files were added to the list in DATAMINERXMLFILES.xml? Would that make the game reference them?
  6. Just go by where their headquarters and factories are located. I think Koensayr's based on Coruscant.
  7. How would they look around, exactly? There's no other way to notice the credit-theft unless you memorize all the base prices for planets, and then memorize the modifiers for the number of mines you have there.
  8. Woops, my bad! I think if you check the normal xml's (i.e. groundvehicles.xml) and change the Multiplayer Skirmish Values then it should work...
  9. Dude. Awesome. ;D
  10. GROUNDBUILDABLESSKIRMISH.xml should have everything you want.
  11. Was it saved while playing a mod that you no longer have installed? Or have had updated? Savegames don't mix well with any changes in the game since their creation.
  12. What the tasty movie snack from two years in the future said...
  13. Great pic! ;D Plus, according to somebody on the LoW dev team (I think Foshjedi), they'll put the model out for public use as a community model after they release the first version of the mod.
  14. Indeed. The constant whining is tiresome. Welcome to the forums, Samodelkin.
  15. Does it spawn X-wings and TIE fighters, or just the TIEs? Meh. There's a foolproof way to make it not spawn TIEs. Instead of making it a variant of Star_Destroyer, just copy Generic_Star_Destroyer's code and make the necessary changes to it so that it becomes the rebel star destroyer. Like this: TEXT_UNIT_REBEL_STAR_DESTROYER Victory_Destroyer Acclamator_Assault_Ship Tartan_Patrol_Cruiser TIE_Bomber 1 EV_StarDestroyer.ALO 5 500 2 800 -50 1.0 0.999 0.24 Yes true Armor_Star_Destroyer Shield_Capital 1.4 0.3 Space Capital -330.0 0.1 5 .02 .02 0.1 Yes 1 0.3 Rebel 3 0 0 4 MonCalimari, Kuat, Fondor, Sullust 70 7500 2000 7500 50 8000 800 capital yes Rebel 40 5900 5900 90 Yes Yes Yes 2000 8 Rebel_X-Wing_Squadron, 4 5 SELECTABLE, DUMMY_STARSHIP ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, POWERED, SHIELDED, HIDE_WHEN_FOGGED, REVEAL, TARGETING, UNIT_AI, ASTEROID_FIELD_DAMAGE, SPAWN_SQUADRON, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA Yes Large_Explosion_Space_Empire Large_Damage_Space Damage_Normal, Star_Destroyer_Death_Clone 1200.0 2000.0 HP_Star_Destroyer_Weapon_FL, HP_Star_Destroyer_Weapon_FR, HP_Star_Destroyer_Weapon_BL, HP_Star_Destroyer_Weapon_BR, HP_Star_Destroyer_Weapon_ML, HP_Star_Destroyer_Weapon_MR, HP_Star_Destroyer_Shield_Generator, HP_Star_Destroyer_Engines, HP_Star_Destroyer_Tractor_Beam, HP_Star_Destroyer_Fighter_Bay Unit_Select_Star_Destroyer Unit_Move_Star_Destroyer Unit_Fleet_Move_Star_Destroyer Unit_Attack_Star_Destroyer Unit_Guard_Star_Destroyer Unit_Move_Opposite_Star_Destroyer Unit_Barrage_Star_Destroyer Unit_Stop_Star_Destroyer Unit_Asteroids_Star_Destroyer Unit_Nebula_Star_Destroyer SFX_Asteroid_Detonation HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Star_Destroyer HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Star_Destroyer HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Star_Destroyer HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Star_Destroyer HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Star_Destroyer HARD_POINT_ENGINE, Unit_HP_ENGINES_Star_Destroyer Unit_Star_Destroyer_Idle_Engine_Loop HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Star_Destroyer HARD_POINT_WEAPON_MISSILE, HARD_POINT_WEAPON_TORPEDO, HARD_POINT_WEAPON_ION_CANNON, Unit_Lost_Ion_Star_Destroyer HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Star_Destroyer HARD_POINT_ENGINE, Unit_Lost_Engines_Star_Destroyer HARD_POINT_GRAVITY_WELL, HARD_POINT_FIGHTER_BAY, Unit_Lost_Bay_Star_Destroyer HARD_POINT_TRACTOR_BEAM, HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Star_Destroyer_Death_SFX EHD_Build_Vehicle EHD_Unit_Canceled Unit_Complete_Star_Destroyer Unit_Star_Destroyer_Idle_Engine_Loop Unit_Star_Destroyer_Moving_Engine_Loop Unit_Star_Destroyer_Cinematic_Engine_Loop Capital | AntiFrigate i_button_imperator.tga EV_StarDestroyer_hulk.ALO 2300 0 0 0 45 yes Yes True 1000.0 0.0 400.0 5.0 Capital Yes i_radar_capital_ship_empire.tga 1.0 1.0 TRACTOR_BEAM SPEED_MULTIPLIER, 0.8f SD_Tractor_Beam_Attack_Ability 20 Unit_Tractor_Beam_Star_Destroyer Unit_Star_Destroyer_Tractor_Beam User_Input Transport | Corvette | Frigate Millennium_Falcon 10 1000 0.45 0 TEXT_TOOLTIP_REBEL_STAR_DESTROYER TEXT_TOOLTIP_REQUIRED_PLANETS_CAPITAL_SHIPS TEXT_ENCYCLOPEDIA_CLASS_CAPITAL 45000 5200 35 Tactical_Units Try replacing the Rebel_Star_Destroyer code with this version. It should work...
  16. Just make the FOW reveal range of units and buildings enormously high (like 10000).
  17. It's too bad there's no scroll bar...
  18. Have you considered that maybe those mods aren't stable yet? Mods take a lot of work and tweaking them until they don't cause problems can take a while. And most of the information you need can be found on these forums (if you bother to check). The only problem I can see is nobody checks their PMs... As for unused models, they'va all been given a unit in-game. Check for the Killer Penguin, Prince Xizor, Navy Trooper, Shadowclaw, Virago, and Moldy Crow mods on this forum. Those are the only unused models in the shipped game.
  19. Something to tell us if there's any bad code would be very useful (hint hint, Petro! ;D). Especially when there are no visible problems...
  20. Not until we genetically engineer Rancors, Sarlaacs, Jabbas, etc. Then vengeance shall be ours!!! I think the torturing should be left to us Sith...
  21. Umm, link doesn't work. :'( :'( :'( On a side note, I'm really loving the list of tortures we're getting. Quite creative I must say...oh, he'll be miserable once we catch the (censored)...
  22. You shouldn't make false accusations about people. The entire point of this portion of the forums is to troubleshoot mods and help in their creation by sharing information valuable to modders. Most people here are willing to help, but considering that no one here wrote the code for this ALO viewer, we don't have the knowledge to help you. The best we can do is show you where the creator's site is. If you can't find the answer there, try emailing the program's creator, and they might be able to solve your problem. Try not to alienate the community...
  23. Heh, heh. Dozens of lasers. You have no idea how fun it is to watch that (I did that with my mod...).
  24. That's my evil plan!!! Of course, I've run into some major testing problems...exception errors left and right. Almost all of my edited xml files cause an exception. So, I'm rebuilding from the ground up. I'm making new files from the 1.03 updated files using the old ones as a reference. The major problem is I can't figure out what the heck is causing the problems...
  25. Yes it's possible, but I don't know how to do it. Check the "Victory SD in ground battles" thread (named something like that, somewhere on the forum). The VSDs work both in space and on ground and are the same unit (I think...).

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