
dw333
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Everything posted by dw333
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Tutorial on how to move planets on the Galactic Map
dw333 replied to Jack Bauer's topic in EAW Mods General Workshop
you should also post on how to add them! http://www.upload2.net/download2/BGs8svavL03D6rp/SW+Civil+War+galaxy+sample1.jpg.html wont work, ill have to repost it! I current planet count is 98 with trade routes, with course correction/interdiction/assembly areas alont the way! -
Oh i forgot to add torpedoes and missiles hit shields ;D after shields are down then they hit hull, this is in particles.xml - damage hull yes/no and damage shields yes/no, something like that
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nearly everything i write down here is in my mod, which will be released once the full version code and demo code is checked and updated, so the mod will be for the full version. why release a mod now for the demo, when the full game is so clase at hand...
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soon tie advanced will have them to, as well as a tie bomber version with missiles, scimitar, missile boat, assault gunboat, etc... files needed to change for this effect: projectiles.xml missile size/damage/speed/turn,etc (all weapons, actually) hardpoints.xml add bomber_09 (add info for CM's), also add a bomber_?? (whatever you want, i now have 11 bomber_) for ion Cannon for tie defender and assault gunboat, while your at it. just make sure that the weapon comes out of the right muzzle! spacefighters.xml add hard point with bomber_09 in it.
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Re: Moniker and information text
dw333 replied to Shadowtrooper's topic in EAW Mods General Workshop
the weak/strong against are just there for reference, they mean nothing to the AI, or game otherwise. -
I have found that sometimes the game wont allow something no matter what you do, even though it works for others, or worked before. Try replacing the squadrons.xml, with default and try again, it should work!
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Re: How long to do the first mod of the full game
dw333 replied to sithwolf's topic in EAW Mods General Workshop
B5 mod might be cool, but htere is NO WAY it could be BALANCED in ANY way! Not that things should be balanced, but B5 Tech is beyond balancing. -
The correct use of Trade Routes, and their placement in my mod
dw333 replied to dw333's topic in EAW Mods General Workshop
Yea Yea :, i know there are several miss spelled planets, it is on my list of things to do. text editing is probably the easiest thing to do for this game. In 'Civil War' most units already have their new descriptions. The demo campaign is now called civil war demo, with info about the mod and objectives in place of the original demo info... -
^--- Just like Noghri Squads are only available at Honoghr, who ever controls it can have them as a buildable infantry squad. Could add the story to this in game, hmm...just like finding the katana fleet, but anyway, just an update to 'Civil War' Mod
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I think AT-At's are way to strong as of now, yes they are probably one of the top 5 or so, but way to strong, hell the rebel heavy tank has the same main weapon, it should pawn to right :-\
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Trade routs are like the highways of the galaxy, basically popular hyperspace paths, with few detours. They allow a ship or fleet, to move from POINT A to POINT E without going to B, C, or D. They do not increase your hyperdrive speed! For my mod 'Civil War', trade routes serve this function, allowing you to quickly go from point to another, without visiting every planet on the way. There are also only a handfull of them in the galaxy including the most popular and highlighted 'Corellian Run' and 'Perlemian', with several smaller ones spread throughout the galaxy. Now as you can see trade routes serve a nice function allowing you to move your units from their shipyard, factory, or training facility, to your planets and fleets spread throughout the galaxy without stopping at every planet or perhaps fighting a battle or two one the way, maybe loosing them before they even join your forces formally. All would seem that there is no downside to this, and there wouldn't be in the normal game. But, Civil War as well as adding and placing trade routes accordingly, has added course correction zones along the way (usually only 1 or 2), that allow you to change course along another trade route that connects. While thats all nice and good, these zones really serve two purposes: interdiction and assembly! Interdiction - allows you to place units there and forces the enemy to engage you, and stops there supply from reaching their fleets and garrisons. Assembly - allows you to assemble a fleet at one point before attacking an objective. These areas are tactically deep space, and non owning and nothing can be built there (as of now, maybe allow a customs station (new station yet to be modeled or make it a level 1 station). just an update on the mod, more to follow... Image of galaxy with 98 planets all enabled, trade routs not in. click and scroll down: http://www.upload2.net/download2/BGs8svavL03D6rp/SW+Civil+War+galaxy+sample1.jpg.html note: Radar has been corrected, planets are now within the radar boundries.
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Image of galaxy with 98 planets all enabled, trade routs not in. and some scaling pics click and scroll down: http://www.upload2.net/download2/BGs8svavL03D6rp/SW+Civil+War+galaxy+sample1.jpg.html http://www.upload2.net/download2/I8L6wcxP9K8wRE9/SW+Scaling+1.jpg.html http://www.upload2.net/download2/zi6HRHTPgEZuWcB/SW+Scaling+2.jpg.html http://www.upload2.net/download2/B5pKxXRV97XZ39q/SW+Scaling+3.jpg.html
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Proof that Luke Skywalker used to be a ground unit!
dw333 replied to Foshjedi2004's topic in EAW Mods General Workshop
I wouldnt be surpised if he has rogue squadron for the hoth battles in airspeeders. for the full version. -
You could do multiple stations, but there are ONLY 26 slots to build units for space (and 26 for ground), this number cannot be changed without a scrool bar code addition, this is probably a major thing. So this way each shipyard can have up to 26 units assigned. example a Rebel Light Shipyard can build up to 26 starfighter and shuttle types: Rough List X-Wing Y-Wing A-Wing B-Wing E-Wing T-Wing K-Wing Z-95 A-9 Lambda - Shuttle Skipray BlastBoat YT-1300 Freighter YT-2000 Freighter Delta - Escort Shuttle ? - Assault Transport ? - Escort Transport 16 of 26 available slots, can have 10 more units at this shipyard/planet. Since you can only have 26 slots you cannot have more then one shipyard per planet, otherwise you would exceed this 26 and one shipyard would overlap anothers units...
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ok let me clarify, a health heigher then the total hard points value will do nothing for health, i have tested, and tested, and tested trying to find right amounts for ships.
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game will crash if the < and /> are not correct!
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^ thats a big negative, hardpoints = health, not the health score in the unit profile...
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you can make anytyhing built from build menus, even tie fighters
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TEXT_TIE_FIGHTER_2_SQUADRON Y-Wing Z-95_Headhunter_Rebel Corellian_Corvette X-wing A-Wing TEXT_TOOLTIP_TIE_FIGHTER TEXT_ENCYCLOPEDIA_CLASS_FIGHTER i_button_tie_fighter.tga 1 EV_TieFighter.ALO 120 0 0 0 45 Empire Yes SmallShip 1 1 Yes no 300 2 300.0 0 300 30 0 Yes No No 0 1 Orbital_Light_shipyard 12 TIE_Fighter, TIE_Fighter, TIE_Fighter, TIE_Fighter TIE_Fighter, TIE_Fighter, TIE_Fighter, TIE_Fighter TIE_Fighter, TIE_Fighter, TIE_Fighter, TIE_Fighter 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 35.0 1000.0 200.0 500.0 EHD_Build_Vehicle EHD_Unit_Canceled Unit_Complete_Tie_Fighter DUMMY_SPACE_FIGHTER_SQUADRON HUNT 300 5 Tactical_Units 420
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A new concept .. well to me it is .. with picture
dw333 replied to swgbex's topic in EAW Mods General Workshop
or add a 'new planet in the middle of a trade rout, but have there be no planet just space, more of a staging area or interdiction area, for deep space battles. also the same thing but , use your idea for a station or something... -
mod the whole thing, there are already so many changes done (to all parts of the game), i am waiting for the full version so i can confirm all the data, before release code from the demo version. Since i cant replace models aswell. I might release a small mod for the demo, but there is so much code change, and confimations done and to do, that it is best to make it, confirm code fronm full version, then release for full version, if code is same or very close it wont take nearly as long.
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I have seen 2 maps, both astroid, one is a maze type, and one is the default astroid one, and only 2 ground maps
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Since there are only 26 slots available for space or ground units that you can select to build, and i doubt there is a scroll bar if you exceed it (and coding one in is probably not going to happen), i have found an acceptable workaround, that makes the game more realistic to starwars. now you can have 26 units to purchase per 'shipyard'. with this you can now build 78 space units. I have added shipyards, 3 to be exact: Light Shipyard - builds starfighters and shuttles Medium Shipyard - builds corvettes, frigates, light cruisers, and medium cruisers Heavy Shipyard - builds heavy cruisers, and star destroyer/star cruiser/super class ships allowing stations to be accurate for defense not building, like it should be. remodel: Level 1 - Platform 1 (XW/TF series) Level 2 - Platform 2 (XW/TF series) Level 3 - Galon 1 Level 4 - Galon 2 Level 5 - Galon 3 I have tested a version of it on fighters (test units) and it works! You can also only have one shipyard per system, and shipyards are very expensive, so choose carefully, and dont let the enemy destroy them, with hit and fade attacks. Ground units already have this, but i plan to only allow 1 (maybe 2) types ground build structure(s) per planet. to allow for all the new units
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WIP: EAW Model Viewer (Posible Converter)
dw333 replied to Dante_pff's topic in EAW Mods General Workshop
good work.