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Malikovski

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Everything posted by Malikovski

  1. See if there's an alo file. If so, try assigning it to a ship and see what happens.
  2. Given how easy EAW is to mod, I suspect petroglyph is planning to be great re: modding--I just don't think they'll have a moment to spare until a few more patches are out.
  3. They won't even THINK about mods until he game is patched to their satisfaction. These days, version 1.06 is the real gold release. I've worked on a game beta, and it's built into the company's planning. They ASSUME version 1.0 is going to be barely playable, and that six months after release is when they will actually stop working on primary development of the game (five or six patches). EAW is really pretty good for the initial release version, although you can tell it's still a work in progress for them.
  4. Speeders and skiffs are next, then new infantry types. There's no excuse for not being able to raise Wookie infantry, when the models are already in the game. Once new icons for units can be added, a lot more can be done...
  5. There are no new textures. Everything I used is already in the game. Colorization is applied to pre-defined areas of the texture. Play with the line: 180, 0, 0, 200 In the Rebel Venator and you'll see what I mean. The first three numbers are the RGB values, so the above is a dark red. Fourth number may be opacity of the applied color.
  6. I think it was the fact that there was a Jedi_Cruiser_R and _E before the buildable ones that causing problems. Once I removed those, I could get the Venators into the campaign and spawning fighters correctly. Before that they never quite worked right. Great work on the Absolution mod, btw. It taught me about the coloration you can do without adding new textures, so I added a rebel red to the rebel Venators. (edited to say: OPPS! Got my shadows mixed up...the Absolution mod was by Shadowtrooper...)
  7. Just finished a mod that adds the following buildable units to the campaign: TIE Fighter (Empire only) TIE Bomber (Empire only) V-Wing (icon also fixed so it no longer shows up as Z95) Z95 Pod Walker (Empire Only) Venator (based on another mod) The Absolution (based on another mod) The new sections are commented, so you can see what was added. The fighters are defined in SQUADRONS.XML and the ground units in GROUNDCOMPANIESEMPIRE.XML. Check out the attached. It will save you some time figuring this stuff out.
  8. Well, to each his own, I suppose. I'd like to have more smaller battles--that is fighters and corvettes and small ships--in the early campaign. I'd also like to garrison stations with fighters (I hate the infinitely spawning crap). Like I said, part of a larger project to start the conquest game earlier and smaller, so there more of a buildup to the big SD battles. I like long slow strategy games (e.g. Europa Universalis), so the galactic conquest game feels way too fast to me.
  9. I thought I would reverse the time honored tradition of idiot noob first posts (begging for some obvious piece of information), and offer something to the community instead--a mod. I could not find a simple mod to make TIEs buildable in the campaign game, so I had to make one myself. It is quick and dirty, but it works. It took a while to figure it out, but once done it was simple. So I added the V-Wing as well, buildable for both factions. No idea what this mod does to skirmish mode. I only play the campaign. Here's the brief readme.txt: "Buildable Tie Fighter/Bomber and V-Wing" Title says it all, for the galactic conquest campaign. Either copy the SQUADRONS.XML file to your Gamedata/data/XML folder, or if you have mods installed which are using that file, you can copy and paste the data in NEW.XML into your squadrons file. This mod adds new squadrons which are buildable, rather than modifying the existing squadrons, so it should not mess with existing game elements. That said, I haven't tested thoroughly, so there could be issues. I have no interest in skirmish modes, so I have no idea what, if antyhing, this will do in that mode. For fellow modders, the critical lines of code appear to be: 1 Yes No Since these fighters have no hyperdrives, they can only move in a fleet with other ships. This is part of a larger project to make the galactic conquest campaign entertaining for more than an hour, by stretching the tech back a little further and eventually forward. As is, there is very little difference in the tech levels, especially if you start at 3. I want to start late Republic, and have to develop the early Empire tech. Malikovski junkdrawer@mindspring.com 2006-02-25

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