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DragonShadow

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Everything posted by DragonShadow

  1. In case you rebels didn't know, your tanks can run over infantry too...unless you're disabling that too...
  2. Why is my Empire in civil war!?!? ;D Seriously, cool mod...
  3. You can change the ships' pop values to 0, or change the pop limit, but I don't know where the pop limit is...
  4. This was in the demo with Cronix's (that's not how you spell it but that's as close as I can remember) empire at war mod. It enables the Venator. All I did was add the Space Pop Value Override to all the units (later changed to just Pop Value set to 0). Yes, it does look fun, doesn't it?
  5. Mod. There are several people working on this. Check other Venator threads. I think one of them has a working xml file.
  6. He means to actually build it. Anyway, you need to change the Build_Initially_Locked line from 'Yes' to 'No'. Also, you have to set Tech_Level to a number 0-5 (I think it's 99 default, equivalent to unbuildable). I think you also have to add in lines for build time and cost, I'm not sure.
  7. Yes. The smaller the firing cone (with a smaller radius), the more accurate. It's all about math...God, I hate math...
  8. Also, you can't fire projectile weapons with particle shields activated (otherwise missiles launched would blow up inside the shields. And do you think a 44 magnum can hurt something made out of metal?
  9. Bad research...just scale it down a to a third the current scale.
  10. Remember how far away that thing is. A texture (like Star Destroyer armor) on a ship more than twelve kilometers long (we see the whole thing, think about how far away in space we would be) would only appear as a solid color. I'm sure up close the texture is probably less uniform.
  11. Yeah, you're allowed to do that. The ship AI usually target hardpoints though. Frankly, it's tacticaly better to disable things like weapons if you're gonna blow it up. Anyway, after playing the Death Star, I think the it's probably possible to change the firing anim to target enemy ships (while it shows the firing sequence in a video mode, you can click the mouse to switch back to real time and command you fleet). The origin wouldn't need to be changed, just the destination. It would also have to be a separate command from the 'destroy planets' button, since we'd have to change the code to fire where the player selects a target (and planets aren't selectable).
  12. AND I GET LUCKY! I fixed your problem. It's actually a simple fix (thank God). Just change for the Jedi_Cruiser (not _R, _E, or _P) to Yes and the Rebels only get the option to build Jedi_Cruiser_R. Glad to help.
  13. No, but you can play mods (fairly) if the other person has the same mod.
  14. Yeah. I just found that out. I'll keep trying. Since getting the Venator on only the Imperial side is critical to my modding, I'll just keep trying stuff. Eventually, you get lucky...
  15. MajorPayne, I think I figured out why the rebs have two options. The Jedi_Cruiser_R is set to rebels (like normal) but the base Jedi_Cruiser is set to Rebels and Pirates, and since it's enabled the rebels can pick from the two. If you set the standard Jed_Cruiser to just Pirates (or Pirates, Empire or just Empire, whatever) that should fix it. I'll try it right now and tell you if it works.
  16. Correction, it doesn't work on my desktop. Works on my laptop now though...does it need the WinXP service pack 2? My desktop doesn't have that (network card shot, so no internet access). EDIT: Okay, freakin' wierd. Now it works on my desktop too. I'm happy about that, but still wierd...the copy I had before must have been corrupted.
  17. What are the requirements for the extractor? It doesn't work when I try it. Period. It just gives me some error message. Does it need DOS? Because their's no DOS component in WIndows XP.
  18. Where did you put those files? And did you change the names or leave them as DATA%XML%whatever?
  19. Try putting them into the data folder. Where did you get the program you used? Never mind, found the program...
  20. Doesn't work on either of my computers...
  21. DARN!!! Just tried it (changed only a few things) and it just caused an exception...how are we supposed to edit the full game? Nothing that worked in the demo works here...
  22. Holy crap! I saw the gibberish at the top the first time I tried that and didn't give it a second glance. But I tried a second time, and found out that all the information in the xml files is in the meg file and can be edited with notepad without extracting anything. I'm going to try that right now... Side note though, I would have sworn that the meg files in the demo couldn't be changed...maybe they re-coded it to be compatible with notepad...
  23. What do you mean when you say 'manually'? You didn't use one of the extractors or something? That's wht I used...
  24. Put them in an xml folder in the data folder. They don't work, but they won't crash the game either! ;D

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