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DragonShadow

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Everything posted by DragonShadow

  1. Multiple players on the same team control their own sets of units for that team. Both teams work from one space station for their faction (two empire players share one empire space station). It would work fine, the only complication would be galactic mode, which only works with one player per faction.
  2. Actually, I had a better idea: just change the Population_Value to zero instead of adding an extra line of code.
  3. Perhaps I have to change Squadron_Capacity or Number_per_Squadron in the SPACEUNITSFIGHTERS.xml to 12?
  4. That is completely different from the Doomgiver. Completely. The Revenge is larger and doesn't have cargo pods attached to the lower hull.
  5. I tried moving the Max Capacity command up under the offset variants and used an swmod.exe file, still no change. I don't get it. Any suggestions? ???
  6. Nope, the fighter squadrons were completely unaffected by the change. And I did it in notepad, but it wouldn't let me attach the file.
  7. I attached a Word copy my modified squadrons.xml file.
  8. I've tried following this little tutorial here, and it doesn't work. Period. I followed it exactly, so any ideas on how to fix the squadrons and get 12 fighters in there? Here's the link to the thread: http://pff.swrebellion.com/index.php?topic=1985.0
  9. How did you resize the starfighters? I've tried changing the scale value but I can't get it to work.
  10. Wait, how did the Hypervelocity Gun get unlocked? What .xml file is it in (after .meg extraction)?
  11. Good point. What about a lambda shuttle unit that carries an infiltration team in to detonate the thing? Just coming up with ideas here.
  12. Here you go: JET_PACK 60.0 Unit_Move_Boba_Fett -1.0 As for the second question, don't know, but probably.
  13. Umm, how about we follow the movie, aaaaand: Give the Millennium Falcon (Han and Chewie) hero the ability to destroy the DS (just copy the code from the Red Squadron hero). Throw in Wedge if you're a perfectionist.
  14. Or check my "Infinite Ships" thread for another trick! I've used a fleet of 5 Imperial SDs, 8 Victory SDs, 6 Venator assault ships, 12 Acclamator carriers, 16 Tartan Patrol Cruisers, 6 IPVs or whatever they're called, as well as four squadrons of TIE Scouts. All on the highest graphical settings, with no lag. It was beautiful...ahhh. Then again, I built my desktop for the sole purpose of gaming (and photoshopping).
  15. I don't think we can. The way I understand it, the Death Star (i've used it) can only fire after a certain amount of time (when it gets "close enough" to the planet), and gives you the option to destroy the planet, or do nothing with it. Since the unit doesn't exist on the battlefield (it exists off in the background), it can't be used to destroy units on the battlefield.
  16. Oh, by the way, make sure you put this line of code either above or below otherwise you'll have infinite ships in multiplayer instead of single player
  17. Just add this string to the end of the unit properties of every unit (after extracting .xml files with a .meg extractor from the config.meg file): 0 Enjoy! I've used a fleet of some forty Star Destroyers (Imperial, Victory, Venator, and Acclamator) plus support craft. I'll post some pics tonight.
  18. That would explain why after I enabled Jedi Cruiser there's no Jedi Cruiser, but there are Venators. Cool, I did it without knowing. Thanks for the info.
  19. I know that a couple of mods have unlocked the Venator for play (and have used them, sweet!), but I'm at a loss as to how they did it. I've been modding some of the files myself, and I can't seem to find the Venator data. Can someone tell me where it is? ???

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