Everything posted by DragonShadow
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Re: New Vader
"You won't stop me. Lord Vader will become more powerful than either of us!" -Darth Sidious, ep III. Answer your question?
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Re: New Vader
Trust me, if you max out the detail level, you can tell that ships and such have way more polygons than that. And Darth Vader is probably the most complex ground unit in the game (remember the in-game cinematics).
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Ground battle pop caps
Population_Value in the unit XMLs (groundvehicles, groundinfantry, etc.).
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need some help on the extractor tool
Get rid of the RESOURCES folder and the other folder (keep the XML folder), then run it. You should then be able to make changes in the xml files which will appear in the game. With luck, all of them will. On that subject, I'm having a problem where only some of the changes I make work from one file, an entire file works perfectly, and others are ignored entirely...what's with that? ???
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New ship and unit models?
Actually...they are. I don't mind the ship itself, I just mind if it's put it to balance the factions...factions aren't balance in reality (nor in Star Wars)
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Engine glow-thingys
Sooooo...the scale factor worked right? That's the first thing I changed when I tried to shrink the fighters, and instead their engine glows disappeared. I was a little confused until I found the size value line...
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Rescripting Death Star Superlaser
I know. This is for researching how to make a DS II that actually has the ability.
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Rescripting Death Star Superlaser
Looking at it now, but really we need someone good at scripting to try and make a new ability for the DS. One where we can select the target for the attack. The anim could probably be modified to attack the designated target, but I'm not very good at these things.
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[ROR] - Positions open!
I'll beta if you like. Once some mod tools are out, I'll see if there's something else I can do if you need it. Kind of waiting for that before I can make any significant changes for my mod (doing basic changes currently).
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Engine glow-thingys
Same with me. I changed two values: Scale_Factor and Size_Value. Changing only Scale_Factor doesn't seem to do anything, but changing Size_Value and Scale_Factor seems to change all of the fx with fighters as well (except missiles and ion cannons).
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Retexturing units and buildings
So, how do I do it? I already have all the textures I wanted to change, have changed them, etc., so now, what do I do with them? Also, how can I make them particular to a single variant of a unit (for a new faction)?
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Warlord Mod (Question)
Don't need the AI folder and such. That was meant to replace the practically nonexistant AI in the demo with an AI that did something...those files aren't needed with the full game.
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Anothe Venator Variant
Acclamator II? The Acclamator in the game is the same as the one in the movies...
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Venator in skirmish
I found where you build it: Orbital Construction Pods, in SPACEBUILDABLESSKIRMISH.xml. I've seen it only on one level so far. However, Venator is locked by a (for empire, _R for rebels). All you have to do is remove the and you have a buildable Venator if you possess the Orbital Construction Pod.
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Anothe Venator Variant
I've said it before (maybe even on this forum), but I'll say it again: The Venator is larger, newer, and more powerful than the Acclamator...geez.
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I HAVE NEVER MODDED ANYTHING EVER PLEASE HELP
Dunno, they all work for me...don't know what to tell you.
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I HAVE NEVER MODDED ANYTHING EVER PLEASE HELP
Don't worry, Skipflex, you'll get it. This is waaaay easier to mod than BFME.
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Problem with mod tools...
Can anyone actually use the MEG inserter? Mine keeps getting an error, and when I directly edit .meg files, they crash the game. And xml only works half the time...
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Fanmade 1.03 patch coming
'Balance' in gaming is for people who can't use tactics or anything else...which is why balance sucks. If you can't stomach the fact that Imperials have better tech, bigger vehicles, more soldiers, and bigger guns, and an advantage in most combat situations, then you're just lying to yourself. Rebels got lucky, nothing more...
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Re: GMP - General Mod Project (NMA and Nexus)
Bugs? The only bug I've had is that my ships shoot at asteroids on one of the space maps...
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Has anyone managed to make the Pirate side a playable side??
He said 'with the droids', I thought he was talking about rebels. Yeah, if Black Sun it would definitely be Guri.
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so what is needed
We can alreadt edit .dds textures and such with photoshop. However, to make new icons, we need an .mdt (or .mtd, can't remember which) editor, and something to edit .alo and .ala (models) files with. Those need to be cracked, or Petro needs to send out mod tools for them...whichever happens first...
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Which mod are you using?
Running my own and the zoom. Working for realism, plus eventually adding a new faction.
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Altering Win Conditions
Look in the other GC campaigns. In one of them, the Empires loses if Coruscant falls...I found out the hard way. >
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New ship and unit models?
Balance issues are the worst reason to do anything (like the Bulwark, which doesn't actually exist). If the rebels are technologically disadvantaged and have to use tactics to win (gee, how realistic), then the game is better.