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Iamme

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Everything posted by Iamme

  1. the credit limit is 40,000 per planet owned unless modified in gameconstants.xml.
  2. You could use Chewies icon to add wookies.
  3. I'm curious at something, Juggernaut, why did your team refuse (at least some) of EvilleJedi's models? I'm not being critical of the decision but it does puzzle me a bit. PS: If you ever need another coder/mapper feel free to send me a PM.
  4. does the Virago have a model?
  5. change the galaxy size scale larger. You can literally give yourself a bigger galaxy to arranged planets accurately.
  6. That's because of a (suspected) memory leak.
  7. Not sure why yours isn't working... have you modified the dat entry for the starting stuff? Here's what I've got my custom campaign <Campaign Name="My_Campaign"> <Campaign_Set> Custom_My_Campaign </Campaign_Set> <Text_ID> TEXT_CAMPAIGN_mine </Text_ID> <Description_Text> TEXT_CAMPAIGN_SINGLE_DESCRIPTION_MINE </Description_Text> I don't know what campaign_set acually does. Text ID sets the menu name Description text has the starting stuff. Not sure if this will help at all :/
  8. Are you going to move the planets to their accurate places?
  9. I'll have to take your word for it then. Right now I'd be happy enough just to get my modded units working :/
  10. Worked for me, pirates went on an expansionistic campagin across the galaxy.
  11. mon calamari DOES have a land map, as well as actual land. Manaan does too.
  12. There is a wiki! ...except I don't remember the URL, it's around.
  13. You can give any faction AI by modifying ( in campaigns_singleplayer) a little line next to the faction name. i.e. somewhere in the file you will see something like this ...rebel>SandboxHumanPlayer - I don't remember what goes in the ... ...empire>BasicEmpire ...pirate>None - Replace "None" with basicrebel OR basicempire, depending on how agressive you want it.
  14. Something I just remembered: Modifying factions.xml worked for upping the unit caps, but still nothing actually custom :-\
  15. New campaigns don't work either
  16. I'm a little confused right now. My modified xmls are being noticed by the game (box comes up to reinit when they're modified) but none of them seem to be having an affect, campaign or skirmish. Is this happening to anybody else? PS: Has anybody found commands recognized by the console?
  17. or you could just use the venator model for ground and not in space :
  18. There's a line in gameconstannts.xml that control how many rebels count as a raid party, if you changed this to zero the raids would stop. I have no idea whether this would affect the AI whatsoever :/
  19. Nope. There are multiple files, lots of editting, and last but not least it means NOTHING until the full game comes out
  20. There's a very basic "SSD" in the ultimate mod, but it's just a scaled up Star Destoryer. Making a full SSD won't be difficult once the model is imported to alo. It really doesn't take very long to mod this game at all. Once we have have batch editing (hint hint) or the values modding the game should be a breeze.
  21. PD = Persistant damage, not DOT (damage over time). As in when you destroy all the hardpoints on a ship except one they will main tain that damage for a little while.
  22. Friendly fire: seems possible. Persistent damage: not so much. It eally depends if they're even a mechanism for PD.
  23. Actually, the beams DO have it detection, though some may only affect the targetted unit. If you've ever used the HyperV cannon you might know that it can hit multiple targets in a line.
  24. The superlaser ITSELF is a model which is not present, Teradyn.
  25. I accidently sent a fleet of 214 star destoryers into the same battle... there's 206 and of them in this pile : http://img301.imageshack.us/img301/4030/eaw13mk.jpg http://img19.imageshack.us/img19/34/eaw23lk.jpg http://img19.imageshack.us/img19/8437/eaw34zs.jpg This was going about 1 frame every 10 seconds

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