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Prophion

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Everything posted by Prophion

  1. Well I'm no expert, but there might well be an entry for that in the groundinfantry.xml as well as the groundcompanies.
  2. Well while gaining permission is a rule when it comes to etiquette, it isn't exactly nessrcary. Petroglyph and Lucasarts own the rights to EaW and any mod made using it. It's not like the modders wrote all the code and whatnot. While I would say that getting permission is only courteous, if the mod maker can't even be bothered answering an email then just use it and give credit. It's not like what's released so far has been rocket science.
  3. When adding extra fighters to a squadron, remember to add more entries to the ' Squadron_Offsets ' group...one for each new fighter. Or fiddle with them to get different formations. 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
  4. Hmm, yeah it was probably a lack of actual fire bones for the spawn point. Hopefully with modding some fire bones can be put in so a beam weapon can be made like the one seen in the Battle of Coruscant. Restrictions, yes that only determines what can't be shot at..but I don't think it's nessecary to add the ship type accuracy values. It should just work off of defaults. Of course the accuracy values will add balance. Try changing the turbo's to blue as well, it makes for a decent EPIII effect.
  5. You can change all that in the tacticalcameras.xml.
  6. Well there are 2 hardpoints for the AT-AT's cheek mounted blasters. The seem to however have firing restrictions on them that only allow it to fire on infantry...and it's possible that they only fire on infantry when the main blasters are also. I've never really bothered to watch and see if it works. If you want to play around with it, the entry starts at line 6257 of the hardpoints.xml.
  7. Why not use the TIE fighter entry as a template, but create a 'varient of existing' on Vaders TIE?
  8. Well so do I, I was just adding to the list made eariler of planets I'd like to see put into the game.
  9. Well there ya go. I did notice after writing that post that many of the ground units have both standard lasers and hardpoints.. On another note...what would happen if you didn't make it a bomber?
  10. Ok, so it appears you either have all hardpoints...or none at all. You will have to delete the laser entry and create a hardpoint for it, like for the TIE Bomber and Y-wing.
  11. Well for starters, the ISD has Hvy TL's, where as the VSD has regular TL batteries. Of course it seems alittle odd that the ISD would have such a small amount of TL's...but then they are all Heavies. And though it doesn't say it in practicaly any info I've come across, at least 40 of those Hvy TL's are arranged in Quad TL Batteries.
  12. Would you perhaps have to add the 'projectile type' into the fighters.xml for the torps, like for the laser.
  13. To add to the planets list: Chandrila Ruusan Mandalore Vjun
  14. Well it could be done by adding more hardpoints, but it could perhaps more easily be done by having the hardpoint fire more pulses. There is also no real need to have a uniform 'hard point type equaling this many weapons'..just do it on a ship by ship basis so that it all balances itself out in the end.
  15. Yes, while bigger, the venator was somewhat weaker than a VSD. The VSD was built to replace the Venator in terms of firepower.
  16. You need to have something like microsoft office. There is also openoffice, which does the same job and is free. http://www.openoffice.org/
  17. When you say 'in and working', I'm guessing that doesn't include new models?
  18. There are modding tutorials in the Tools and Tutorials post...it's stickied.
  19. Well Imperial Assult 2 would be doing the venator, based on the fact that it's a Clone Wars mod. http://www.imperialassault.com/rote/
  20. Did you start a new game? I don't think ship changes work with saves.
  21. Yeah, it looks good..for size anyway. Of course adding all these planets to the galaxy map is only 10% of hard yards. Besides new land and space maps and trade routes, one has to think about the strategic postioning of the paths between planets.
  22. Ah cool, I was just about to ask whether you were going to put the planets in the right positions or not, cause places like Thyferra and Dantooine are way out of wack...but if it's to be gotten to later then it's all good.
  23. There are now extractors out on these forums for the full game. You will probably need the .net framework 2 for them though. Anyway, you can individually edit space pop cap for both rebel and empire seperately in the Factions.xml in the Gamedata\data\xml folder, once the config.meg has been extracted. On the first page is the rebel space cap which is: 25 Change this to what you want. I would advise only doubling it if your PC isn't a beast. The Empire entry is on page 20 for me, but if you use notepad or something then it will be right after a bunch of droid text entries. Anyway, I'll attach my Factions.xml which is set to 50 for rebs and 40 for Imps. You can change it how you like. You will also have to start a new game, cause it can screw up otherthings in a saved game like the space retreat funtion.
  24. The string for tech level will already be in the file. I think it's the uniqueunits.xml. I wouldn't worry to much though. In the game it's only about the equal of an acclamator and has no hanger. I'd wait until IA2 comes out personally.

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