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Malikovski

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  1. I should have said no easy way to combine them. Yes, you can manually copy entries over and leave them in, but I usually don't bother unless I'm incorporating the mod into my own personal game. I stand corrected on MC spelling. It's Calamari as displayed in the game, but someone misspelled it in the PLANETS file. I wonder if they remembered to misspell it everywhere else, of if some things aren't working due to inconsistency...
  2. Not true, in my experience. A missing text entry generates text that says [MISSING] in my game. Never had anything fail because of it, to my knowledge. I generally don't both to install master dat files in mods because there's no way to combine them, and I've made some modifications of my own to it. I have no idea what the starting forces line is. I've never seen that anywhere.
  3. Add this line: 255, 255, 255, 255 The four number are red, green, blue, and transparency (not sure on fourth, but I think it's how opaque the color is). You can use the color selector in Windows, Photoshop, or any other paint program to get values for the colors you want. Also you can try use the attached prog to sample any color on screen.
  4. MonCalimari You misspelled Calamari. So it's currently buildable no where. Remove if you want it to be buildable anywhere, or correct spelling to make it available on MC only...
  5. You can always try copying over another intervention lua file and giving it that name. It might crash, but it might work as a quick fix until a lua editor is availalbe. Difficult to test though...
  6. Here's how you can find it. Since you know the message it gives "Technological breakthrough!" et cetera, search the text dat file for that string, and note the identifier attached to it--it will look something like TEXT_A_WING_SQUADRON, which for example identifies the text that says "A-Wing". Now go to the root dir of a complete, original set of XML files and use the Windows search function to search for the identifier WITHIN the files (not in file name). This will bring up a list of every file that references that piece of text. Whatever controls that event HAS to reference the text, therefore you will find which XML file is the culprit.
  7. I would look closely at the units that do target speeders, e.g. the AT-AA has these lines: Vehicle | AntiAir AntiAir Also gun elevation is set to 45. Have you already tried those changes?
  8. Galactic is tougher, it's not just one number. You have to edit PLANETS.XML and change how much each planet adds, or edit STARBASES and edit how much each base adds.
  9. I would back up and start fresh, copying over the speeder entry and then changing only the TIE model and the name. Test it out as Rebels to keep variables to a minimum. If that works, change just the variables to make it an imperial unit. If that works, I'd start changing the other variables one by one and testing in between. Trying to do too many changes at once never works for me, and then it's impossible to tell which change caused the problem.
  10. First thing I would try is looking at behavior of AA units and see if there's something obvious that lets them target air units. There may be an AI behavior for it if you're lucky. Lookin GROUNDVEHICLES, not GROUNDCOMPANIES.
  11. I suspect they are split so that the AI can do different things with different levels of the organization, e.g. the individual trooper AND the squad AND the company he is in. The company is a dummy, AI wise, it's just there to manipulate in the game interface. The other two levels need separate AIs. That's my take on it, anyway...
  12. Great...now some programmer get to work on a frontend for that!
  13. One trick which has served me well is using Windows search feature to look for text inside files. If you bring up the search function in a directory with the complete set of original XML files, you can search for a text string within those files. So if you want to find every time " Veers_Deployed" shows up in the XML files, that search will find it. It's a good way to see if there is another XML file you haven't thought of getting involved in the aspect of the game you're modding. This is how I figured out, for example, that CONTAINERS, GROUNDCOMPANIES, and GROUNDINFANTRY were all involved in creating a new infantry unit successfully.
  14. Short version of the answer: Copy the imperial AT-AT entry in GROUNDVEHICLES, paste it into the same file, give it a new name and change tag to Rebel. Copy the AT-AT entry in GROUNDCOMPANIESEMPIRE and paste into GROUNDCOMPANIESREBEL, change the name to something new, change affiliation, change the unit which makes up the company to the Rebel AT-AT you created in GROUNDVEHICLES instead of the imperial one. That should do it, or at least get you started. There is no guide to modding this game. Everyone who has modded anything has looked at the XML files, figured out how they interact by trial and error, and slowly learned how to make changes that work. Until there is an SDK, anyone who want to make a new mod should do the same. Even armed with the short instructions above, you're going to have to dig through the code and learn what the different attributes do by trial and error. There are no shortcuts to modding.
  15. EXACTLY. As released, ground combat is a horrible, close-quarters, mind-numbing RTS twitchfest. PLEASE keep developing this mod. The Rebels needs to fight differently than the Empire, or else it's just a Star Wars skinned RTS snooze, instead of the worthly sequel to Rebellion it could be, with sufficient modification.

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