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DragonShadow

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Everything posted by DragonShadow

  1. The Death Star is simply too big to fit on the map except as a background object in the distance. Remeber that it's the size of a small moon. Unless we made the maps totally ginormous...actually that would be cool.
  2. They have drawings of the Basilisk War Droid in the Essential Guide to Droids and its like a big droid animal. It's just so completely different as to be mildly annoying. It was still cool though.
  3. The special is available in more places than that...isn't it?
  4. But it's very likely that they will be releasing dev tools for modders to use (like map editor programs). Hopefully they'll release something to edit lua files with, because nothing on the internet works...
  5. No it's not, just change the Population_Value to 0.
  6. How do you change the textures for ships? And where are the icon targa files, I can't find them anywhere... And does anyone know how to change laser/engine glow colors?
  7. Noticed something cool: Corellian Corvettes already fit in the ISD hangar! w00t. Anyway, on the ROR-ATOR mod, I have one small complaint: in fact, it's very small: Nebulon B Frigates aren't that small! They should probably be a little smaller (have to double check) but they are bigger than that.
  8. Yep; all severe issues which requires us to wait for full release before any Death Star plans can be made.
  9. Putting the "Basilisk" aside, what else was wrong?
  10. The code for the Death Star is in spaceunitssupers.xml. It's the only thing in there, however, it seems very incomplete.
  11. Deleted the installer (STUPID!!! I'M STUPID!!!) and have been unable to successfully download it since. It just freezes halfway. I don't care anymore though, since I'll be buying it tomorrow! ;D
  12. Amen, Omega. We Darth Revan fans have got to be heard...haha, Star Forge, mwahahaha...evil plotting for galactic domination.
  13. Can someone post a link to the original config.meg file? I need a replacement. Somehow, all three copies of config file ended up being a modded one...not sure how that happened.
  14. WTF was that anyway? Did they seriously expect they could pass a Virago (a Black Sun starfighter) as a Basilisk War Droid! That made me so mad...I stick to KotOR I for continuity and try to ignore some aspects of II.
  15. Yeah, I had that happen. Targeted a Mon Cal with around three hardpoints left (each about full power), fired, and completely fragged the thing (man that was fun to watch...).
  16. That would be cool if we could make it so damaged vessels become unusable temporarily due to repair needs. The game already has maintenance costs on the ships (a percentage of the original cost, I think), and I think it deducts credits from your credit pool when ships take damage in a battle and survive.
  17. I think the best shot at success is modifying the Slave I's bomb code and adding it to a new minelayer ship. The difficult part would be making the bombs go off based on proximity. Maybe the FOW detector radius (line-of-sight, I think) could be dialed down to a small area around the bomb, and somehow trigger the explosion for when it detects an enemy (or, realistically, any) unit within the visible radius.
  18. It's a rebel ability to assemble raid fleets to bypass Imperial fleets in orbit. I'm pretty sure there's one unit that allows the forces to do it, but I can't remember.
  19. But does persistent damage really make sense? With the Empire's resources, they're going to repair any damage before the redeploy a ship. Even the rebels with their lack of easily accessible supplies are unlikely to send a damaged ship into combat except in an emergency.
  20. If it crashes (an exception occurred), it's because something in the xml code is wrong.
  21. Isn't that beautiful? Can't wait to sic that on the rebels...
  22. cinematic camera mode; just push the spacebar
  23. .alo and .ala files are the model files for all the units and buildings.
  24. Wow. Complete proof that the game is designed to be mod-friendly. That'll save a lot of time...

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