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DragonShadow

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Everything posted by DragonShadow

  1. ditto. My fav part of the movie... Nah, seriously, the movie was total pwnage. You heard me.
  2. I'm pretty sure scale changes, name changes, and other minor (and rather inconsequential) mods should have little or no effect on multiplayer. As for other changes (build time, build cost, etc.), these may either cause compatibility issues or simply unbalanced gameplay (one side plays with ISDs costing 0 credits and the other has MCs costing 5000 or something).
  3. Me too swgbex...Actually I took a computer science class in java programming, sucked at it, and figured I'll probably just use what other people make. Man, I wish I could program stuff... ???
  4. Some of the names of planets are wrong (yeah, I'm geeky enough to know and be bothered by it ;D) Slus Van should be Sluis Van Oyndine should be Gyndine Balbringi should be Bilbringi Pretty sure that's it (of those visible at least). Otherwise, totally awesome. The more planets, the better.
  5. Unfortunately true. I've had that happen on other games before. I'll live until the release version ;D ...That better be able to have squadrons changed...
  6. I've tried that and for me it crashed the game. If you get that to work send me your work! And ships with an intact hardpoint are not invincible. The ship as a whole can still be targeted, you don't have to destroy all the hardpoints to destroy the ship. However, the AI typically auto-target the hardpoints.
  7. Exactly. Although the Generic_Star_Destroyer and Victory_Destroyer_No_Fighters both have all the data required to build them. Likely they may have some use in the campaign storyline or something.
  8. Yes, Dagobah had a very powerful Dark side presence in the Force, which was why Master Yoda was able to hide their from the Empire.
  9. Korriban would definitely be a stronghold for the Empire's Dark Jedi due to its long history involving the Sith. Korriban would probably even have negative effects on light side Jedi.
  10. That's what I thought you meant, which is why I got confused. I have twelve X-wings and twelve X-wing coordinate sets: 12 X-Wing, X-Wing, X-Wing, X-Wing X-Wing, X-Wing, X-Wing, X-Wing X-Wing, X-Wing, X-Wing, X-Wing 30.0,0.0,0.0 0.0,15.0,0.0 0.0,-15.0,0.0 -30.0,30.0,0.0 -30.0,-30.0,0.0 -60.0,45.0,0.0 -60.0,-45.0,0.0 -90.0,60.0,0.0 -90.0,-60.0,0.0 -105.0,75.0,0.0 -105.0,-75.0,0.0 -120.0,90.0,0.0 That's the current code (unchanged except for the positioning of Max_Squad_Size from the posted version). And it still just crashes the game. I've changed all the starfighter units per squadron numbers to 12 (except bombers).
  11. The DS carries its own escort fleet with it when it assaults a planet. Anyway, I've been poking around the spaceprops.xml and found these entries: This leads me to believe when Red Squadron (and probably anything else) moves to attack the Death Star, you get sent to a Death Star surface map or something and the rebels have to use red squadron to blow up the exhaust port, or something like that.
  12. Units you build on the ground occupy one of the eight slots, and once those slots are filled, they go automatically up to space. However, in the fleet tabs, every unit put up there stacks on identical units, so twenty ISDs take up the same two slots one ISD does. And five DSs take up the same four slots as one DS does...fun.........
  13. Here's some good ones direct from the SPACEPROPS.xml: And here's an object I'll be fond of seeing in-game: ... FUN!!!
  14. What? I have twelve sets of coordinates for the fighters. Not sure I get what you're saying. I'll keep trying to figure it out while I'm in school, and with luck, maybe test some changes when I get home...I love free/useless class periods...
  15. I didn't change any of those, so that shouldn't be a problem...
  16. Hmm...I put my squadrons file in and the game crashes, I take it out and it works perfectly...my head hurts. I'll post the file I'm using, maybe someone else has an idea on what I did wrong...
  17. Hypervelocity guns destroy smaller ships in one shot, and it takes two to three shots for a MC cruiser (or ISD). Of course, you can always just up the damage so that nothing could take more than one hit! ;D Anyway, for DS 2, don't forget we have to scale it up a good 20 kilometers in diameter (or maybe it was 40, I can't remember).
  18. Personally I prefer orbital bombardment to a bombing run, and it was a commonly used Imperial tactic (unheard of with Rebels though). So only Imperial troops would have that ability. If we added it in, we'd have to think of something to give the Rebels.
  19. Not for me it didn't. Not a clue why though. I'll try dw333's code for now, see if that works. I can already see a few differences between his and mine.
  20. Sweet. That's all I do in the demo, I don't bother with ground battle since the tutorial maps are much smaller than the actual release maps will be, so I only plays space battles (but that means I can conquer only a couple planets .
  21. Star TREK mod for your first example, just in case someone gets confused.
  22. Can someone with a working squadron code post a link to it or something? I just need to compare to what I have to try and figure out what's different.
  23. Just change the Population_Value for each unit to 0.

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