
Malikovski
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Everything posted by Malikovski
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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...
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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.
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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.
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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...
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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...
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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.
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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.
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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.
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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.
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Re: Modding the Alliance to build AT's
Malikovski replied to wraithorn's topic in EAW Mods General Workshop
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... -
How to create a new Icon: now with GUI Editor
Malikovski replied to Phez's topic in EAW Mods General Workshop
Great...now some programmer get to work on a frontend for that! -
Re: Modding the Alliance to build AT's
Malikovski replied to wraithorn's topic in EAW Mods General Workshop
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. -
Re: Modding the Alliance to build AT's
Malikovski replied to wraithorn's topic in EAW Mods General Workshop
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. -
Rebels are Rebels, aren't they?
Malikovski replied to Mith_rawn_undo's topic in EAW Mods General Workshop
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. -
CONTAINERS.XML is the answer. You need to create a team (container in game syntax) for your new Emperor unit, then tell them to form a team in the hero XML file. Have a look at the containers file. You'll see teams for C3P0/R2 and the field commanders. Examine how containers interact with companies and it should work.
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Instead of copying/pasting another hardpoint's data, I would modify only the minimum code necessary. So... HARD_POINT_WEAPON_MISSILE Yes Yes TEXT_WEAPON_CONCUSSIONMISSILE 220.0 Medium_Explosion_Space Unit_Hardpoint_Missile_Death NV_JediCruiser_hp_M-L.alo HP_M-L_BONE HP_M-L_COLL HP_M-L_Blast HP_M-L_EmitDamage FP_M-L_00 FP_M-L_01 180.0 170.0 Proj_Ship_Concussion_Missile 15.0 15.0 3 0.4 1800.0 Unit_Missile_Fire I would start by modifying JUST the bolded lines, changing them to turbolaser equivalents, and see how that works. You should get a turbolaser at least, but maybe not one that behaves correctly. Next step is to slowly change more values until you get all the necessary ones. If something breaks, you just go back a step and try again. This is my method and it has worked very well for figuring out relatively complicated changes to the game.
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Hard points are a real pain. I've successfully removed hardpoints, but not yet added. The problem may be with the model not having the number of hardpoints you want to add. As long as you stick with the same number of weapons, you can just change the existing hardpoint entries. To add though you've got to have a bone to attach it to, and it may not exist in the current model.
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Add this to UNIQUEUNITS.XML TEXT_UNIT_JEDI_CRUISER Tartan_Patrol_Cruiser Broadside_Class_Cruiser Star_Destroyer Victory_Destroyer TIE_Bomber NV_JEDICRUISER.ALO 180, 0, 0, 200 0.999 1.2 1 30 3200 650 3200 40 3000 500 Space Frigate 0 0 0 3 2.2 0.7 0.2 5 Yes 2.0 .1 .1 -90 Armor_Nebulon_B 1.6 400 -30 35.0 1.5 Rebel No No frigate 3 yes no 0 10 8 1 1800 45 4000 Yes 8 VWing_Squadron_R, 1 5 VWing_Squadron_R, 1 DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED SPAWN_SQUADRON, ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, ASTEROID_FIELD_DAMAGE, ION_STUN_EFFECT, NEBULA 1200.0 0.24 1000.0 Yes Large_Explosion_Space Small_Damage_Space HP_Jedi_Cruiser_Shield_Gen, HP_Jedi_Cruiser_Engines, HP_Jedi_Cruiser_FL, HP_Jedi_Cruiser_FR, HP_Jedi_Cruiser_ML, HP_Jedi_Cruiser_MR, HP_Jedi_Cruiser_BL, HP_Jedi_Cruiser_BR, HP_Jedi_Cruiser_Fighter_Bay Frigate | AntiCorvette i_button_jedi_cruiser.tga 1200 0 0 0 45 yes True RHD_Build_Vehicle RHD_Construction_Complete RHD_Unit_Canceled Unit_Acclamator_Moving_Engine_Loop Unit_Select_Jedi_Cruiser Unit_Move_Jedi_Cruiser Unit_Fleet_Move_Jedi_Cruiser Unit_Attack_Jedi_Cruiser Unit_Guard_Jedi_Cruiser Unit_Stop_Jedi_Cruiser Unit_Barrage_Jedi_Cruiser Unit_Asteroids_Jedi_Cruiser Unit_Nebula_Jedi_Cruiser HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Jedi_Cruiser HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Jedi_Cruiser HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Jedi_Cruiser HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Jedi_Cruiser HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Jedi_Cruiser HARD_POINT_ENGINE, Unit_HP_ENGINES_Jedi_Cruiser HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Jedi_Cruiser Unit_Acclamator_Idle_Engine_Loop Unit_Acclamator_Moving_Engine_Loop Unit_Acclamator_Cinematic_Engine_Loop Unit_Cruiser_Death_SFX Yes Yes 1.0 1.0 1000.0 0.0 400.0 5.0 Frigate Damage_Normal, Jedi_Cruiser_Death_Clone 3.0 5.0 5.0 0.5 TEXT_TOOLTIP_VENETOR TEXT_ENCYCLOPEDIA_CLASS_FRIGATE 12000 DEFEND 25 60 WEAPON_DELAY_MULTIPLIER, 1.0f SHIELD_REGEN_MULTIPLIER, 1.0f SHIELD_REGEN_INTERVAL_MULTIPLIER, 0.10f ENERGY_REGEN_INTERVAL_MULTIPLIER, 0.10f ENERGY_REGEN_MULTIPLIER, 3.0f SPEED_MULTIPLIER, 0.8f Unit_Defend_Assault_Frigate 2000 30 Tactical_Units 3 TEXT_UNIT_JEDI_CRUISER NV_JediCruiser_D.alo Unit_Star_Destroyer_Death_SFX 1.2 -330.0 0.25 0.02 0.05 0.02 5 true TEXT_UNIT_JEDI_CRUISER Corellian_Corvette Corellian_Gunboat Nebulon_B_Frigate Y-wing Calamari_Cruiser NV_JEDICRUISER.ALO 0.999 1.2 1 30 3200 650 3200 40 3000 500 Space Frigate 0 0 0 3 2.2 0.7 0.2 5 Yes 2.0 .1 .1 -90 Armor_Nebulon_B 1.6 400 -30 35.0 1.5 Empire No No frigate 3 yes no 0 10 8 1 1800 45 4000 Yes 8 VWing_Squadron_E, 2 VWing_Squadron_E, 6 TIE_Fighter_Squadron, 2 TIE_Bomber_Squadron, 1 5 TIE_Fighter_Squadron, 2 TIE_Bomber_Squadron, 1 DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED SPAWN_SQUADRON, ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, ASTEROID_FIELD_DAMAGE, ION_STUN_EFFECT, NEBULA 1200.0 0.24 1000.0 Yes Large_Explosion_Space Small_Damage_Space HP_Jedi_Cruiser_Shield_Gen, HP_Jedi_Cruiser_Engines, HP_Jedi_Cruiser_FL, HP_Jedi_Cruiser_FR, HP_Jedi_Cruiser_ML, HP_Jedi_Cruiser_MR, HP_Jedi_Cruiser_BL, HP_Jedi_Cruiser_BR, HP_Jedi_Cruiser_Fighter_Bay Frigate | AntiCorvette i_button_jedi_cruiser.tga 1200 0 0 0 45 yes True EHD_Build_Vehicle EHD_Construction_Complete EHD_Unit_Canceled Unit_Acclamator_Moving_Engine_Loop Unit_Select_Jedi_Cruiser Unit_Move_Jedi_Cruiser Unit_Fleet_Move_Jedi_Cruiser Unit_Attack_Jedi_Cruiser Unit_Guard_Jedi_Cruiser Unit_Stop_Jedi_Cruiser Unit_Barrage_Jedi_Cruiser Unit_Asteroids_Jedi_Cruiser Unit_Nebula_Jedi_Cruiser HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Jedi_Cruiser HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Jedi_Cruiser HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Jedi_Cruiser HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Jedi_Cruiser HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Jedi_Cruiser HARD_POINT_ENGINE, Unit_HP_ENGINES_Jedi_Cruiser HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Jedi_Cruiser Unit_Acclamator_Idle_Engine_Loop Unit_Acclamator_Moving_Engine_Loop Unit_Acclamator_Cinematic_Engine_Loop Unit_Cruiser_Death_SFX Yes Yes 1.0 1.0 1000.0 0.0 400.0 5.0 Frigate Damage_Normal, Jedi_Cruiser_Death_Clone 3.0 5.0 5.0 0.5 TEXT_TOOLTIP_VENETOR TEXT_ENCYCLOPEDIA_CLASS_FRIGATE 12000 DEFEND 25 60 WEAPON_DELAY_MULTIPLIER, 1.0f SHIELD_REGEN_MULTIPLIER, 1.0f SHIELD_REGEN_INTERVAL_MULTIPLIER, 0.10f ENERGY_REGEN_INTERVAL_MULTIPLIER, 0.10f ENERGY_REGEN_MULTIPLIER, 3.0f SPEED_MULTIPLIER, 0.8f Unit_Defend_Assault_Frigate 2000 30 Tactical_Units 3 Then add this to HARDPOINTS.XML: HARD_POINT_FIGHTER_BAY Yes Yes SPAWN_00 SPAWN_00 TEXT_FIGHTER_BAY_HARDPOINT 100.0 Large_Explosion_Space_Empire Unit_Hardpoint_Bay_Death That should do it. Please note, this is not the standard Venator add-on. It's part of an in-progress Late Republic through Empire mod, so the Venators will spawn V-Wings at tech level 0 and 1, and TIEs and tech level 2 and up. Rebel cruisers always spawn V-Wings (haven't gotten around to adjusting that one to spawn X/Ys at higher tech).
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Look at the CONTAINERS.XML file to see how infantry squads are formed, and then look how CONTAINERS.XML interacts with GROUNDINFANTRY.XML and GROUNDCOMPANIESEMPIRE.XML. Those three files all contain data that does into ground units. To get the emperor to have guards, you would have to modify the file that defines him. It can probably be done, looking at the first three files I mentioned to see the syntax for how multiple-man units are formed. Experiment. It's probably possible, since multiple person heros (e.g. R2 and C3PO) are in the game.
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See attached file. Lots of buildable stuff. I've added more since, but it's not ready for release yet...
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It's best to add a new entry to the CONTAINERS.XML file rather than just using stormtroopers as well. Some values are held in the team definition, and you may have problems if you use other team types for new units. I had problems with strange behavior from value conflicts when using old container entries.
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Re: follow up - ground ranges weirdness.
Malikovski replied to ShineDog's topic in EAW Mods General Workshop
It's the containers file. Compare: Container.xml team entry for stormtroopers: REVEAL, LAND_TEAM_CONTAINER_LOCOMOTOR, TEAM_TARGETING companies.xml stormtrooper entry: DUMMY_GROUND_COMPANY I'd say the AI is done by team, not company, which of course makes sense. It's the smallest unit that makes "decisions." -
Re: follow up - ground ranges weirdness.
Malikovski replied to ShineDog's topic in EAW Mods General Workshop
I don't know off hand, but remember that CONTAINERS.XML, GROUNDCOMPANIESEMPIRE and GROUNDCOMPANIESREBEL both contain infantry data. I'd check those for posible conflicts. -
Venator, Pod-Walker, and Virago in Campaign...
Malikovski replied to DragonShadow's topic in EAW Mods General Workshop
No need--there's a wookie icon in the game, for the indiginous ones. Same for other alien infantry types--Bothans, Calamari, et cetera. No reason not to create them all to make specialized units...