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dw333

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Everything posted by dw333

  1. add these lines to xwing in spacefighters.xml yes <-------already on yes and HP_BOMBER_01, HP_BOMBER_03 HP_Bomber_01 is torpedoes (i think) HP_Bomber_03 is bombs (for ground attack, i think) and the sound files from the y-wing torpedo firing, i will add these later
  2. every planet has a max station level, so you cant build level 5 stations everywhere. you can change in it planets.xml
  3. No hard points is def the easiest way to go, ALOT less code to add/change! note: increasing the health of a capital ship (Cruiser's, frigate's, corvette's, all are capital ships, but anyway) is only possible for ships with hard points by increasing the hardpoint health.
  4. thanks and gj, ill play around with it a little more as well...
  5. I was ythinking more of instead of see bombers do a run, you see turbolasers raiing into the ground.
  6. look under 'gameconstants.xml' u should find sonething, also the planets.xml might limit units per planet as well, try both. I would look but i have to go to work.
  7. well, i did use them as spotters... ;D
  8. no Under 'Z-95 pirate' - but the line isnt under tie bomber or y-wing, havnt checked cap ships for it, would be nice if it was for cap ships.
  9. ok so when i add all the imperial units to the rebel build menu, my fighters can't be built at higher level stations?... but i can build isd, vsd, etc, just no fighter class units rebel or imperial, only when its a level1-2 station???
  10. I hate the civies, im turning them off in my mod, the rancor at tat is just dumb, it isnt native there, so why is it there, its off to! Not to hyjack your mod thread, it sounds good!
  11. tech levels are based on station level, which are based on the planet station level max, each planet is dif.
  12. ^ that is why my mod increased the hardpoint health values and changed the weapon modifiers vs units, to a more realistic number. This game (not his mod) makes a star destroyer into a corvette, and fighters into heavy cruisers
  13. i mean in the purchasing window, there are 26 slots... this would limit the amount of units you have to build to 26 space and ground unless you only allow some units to be built at certain planets, not just certain station levels ( i plan to change the planet station level to 5 for all planets, but the price of a level 5 station would need to be expensive. also, i dont like a population cap, so all units use only 0-1 depending on unit, all ground use 0, most ships use 0 as well. also, all planets can now build 9 structures, you could set it to more, but you then cant see the structures beyond 9. if i could only change the ground units limit to above 10, but it looks that even if you could there is only enough space for 4 more.
  14. the tartan is a new ship designed for this game, i will change it to a gunship, the lancer is more of a frigate (size wise) what this means is - gunship, light capital ship armor and shields, weapons usually light capital and fighter frigate, good capital ship armor and shields, weapons usually medium capital and light fighter
  15. there are only 26 slots available to build in both space and ground catagories. can this be increased, or is it fixed? I could try adding 27 units, duplicating an xwing maybe until i have 26 slots used up, thenaddding another one and seeing if the game crashes or it places it somewhere else, maybe adding a scroll bar (if programmed in already, though i doubt)? any ideas...
  16. you have to remember that a star destroyers turbolaser hard point is 15 guns, it would take a while to take them all out. this game makes a star destroyer seem like a weak ship, all the ships are weak. thats why my mod makes them more realistic (to the star wars universe) shield, armor, weapons, cost, special abilities, planetary info, building, battles, text, maps, size of galaxy, number of units and types, etc.
  17. sorry then, i havent seen another post on this... :
  18. can you please show me data that shows the actual size of the 'venator' and 'home one' please...Thanks
  19. The only real way to increase the hull of capital ships and frigates (why they are seperate is beyond me, but anyway), you need to increase the 'Hard Point' Health(hull), they are located in the 'hardpoints.xml' file. Corvettes and fighters have hardpoints but they are turned off, im not sure if u can turn them on though, i just havent tried... I had to increase the hardpoint levels to make the ships act correcly to all damage, especially from torpedoes, with squadrons of 12 fighters, they can take out a star destroyer in no time, very (in my opinion) unrealistic.
  20. I have noticed that, and maybe its just me, but if the level 5 station doesnt load correctly and its a level 1 model, that because all the hard points are not there (my guess), some ships (mostly all Capital Ships (frigates & corvetes included), will stop shooting at the station and cannot be forced to shoot at it. However, fighteres will still attack if u tell them to. If u have no fighters, then u have to restart the game.
  21. You actually have to add information in several .xml files aswell...
  22. NBEF = Neb. B - class Escort Frigate CC = Cor. - class Corvette ETC. ISDi = Imperial I - class Star Destroyer ISDii = Imperial II - class Star Destroyer CLC = Carrak - class Light Cruiser SMC = Strike - class Medium Cruiser MCSCb or MC80b = Mon Calamari MC80b - class Star Cruiser MCSCa or MC80a = Mon Calamari MC80a - class Star Cruiser (Adm. Ackbar flagship in game, though now in my mod it is a seperate ship aswell, though Ackbars ship is special) NBm = Neb. B - class Modified (or advanced) Escort Frigate AF = Assault Frigate - class Modified Dread. Heavy Cruiser etc.
  23. The death star works in the galactic screen, havent tried it in tactical
  24. it was very easy to add the NBEF and CC to empire, like it should be!
  25. or added as a new unit]

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