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rebel5555

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  1. Well I guess a weakness for the rebels is that their ships in the origianl game didn't come with fighters. A weakness for the Empire is that there fighter craft are easy pickens for rebel fighters and the empire lacks an good anti-fighter and ant-bomber
  2. You did do a good job on this tutorial. There is nothing to be sorry about I'm the same way ;D
  3. If you want to take ot the population cap for really epic battles find the 1 tag under all the units and change it to this 0If you do this under all of the units you could have 15 star destroyers in a battle and ect ect.
  4. I figured it out something was wrong with the code. (it would'nt work with the latest patch) The author released an updated version of the mod. I'll Post the updated code for people who want to add it to their mods. (note: I got this code from the "Empire at War Addon Mod" created by Alviar) I've changed the code to make the sounds and the weapons more realistic.
  5. great job mikan on adding this, you too dragonshadow for finding this hidden unit
  6. In my game all the ships that have the turbo ability expire after a certain time execpt the corellian gunboat it will have the turbo ability forever(Bug maybe?). But I believe that the ships that do have the turbo ability shoudn't expire because the power to engines should take the extra power from the shields and the weapons and you should be able deactivate it when the need to arises. By the way did you check the code in the herocompanies.xml what your looking for might be in there!
  7. The idea of a SSD is fine with me I just belive you should take the asteroids out of space battles for one reason that it isnt that realistc to see that many asteroids near a planet Unless the planet as a ring around it. I understand space junk in orbit but a crap load of asteroids come on! Make it where there's more asteroid fields like the asteroid field in that one mission where you load an EMP into the space crate. Taking the asteroids out will probably make the game run a little more faster as well. You could also make a larger map (When the map tool is released) That way you have more room to manuver. Forgive me for rambling on like that but i thought it was neccesary. Can't wait untill the SSD is in the game! ;D
  8. Great story! I only have one problem with it because, You keep changing the name of pilot to tech. I look forward to your next addition! ;D
  9. I would like to offer my services as an XML Scripter. I've mad several tutorials for XML scripting on this forum. I started XML scripting on Civilization 4. I don't know everything about XML scripting, But I would be willing to learn and take orders. I look foward from hearing from you. I surf these forums eveyday and you can contact me at sonoftheconfederacy5555@msn.com
  10. You can also edit the starting defence forces for each level of space station * Example (using rebel level 5 star base): Rebel_X-Wing_Squadron, 10 Rebel_X-Wing_Squadron, -1 Y-Wing_Squadron, 6 Y-Wing_Squadron, -1 Corellian_Corvette, 2 Corellian_Corvette, -1 Nebulon_B_Frigate, 2 Nebulon_B_Frigate, -1 10 Ill Add the Calamari Cruiser: Calamari_Cruiser,1 Calamari_Cruiser, -1 This code means in lamen terms; That it will spawn one instance of a calamari cruiser and will keep spawing them (when the original one is destroyed) until the hanger hardpoint is destroyed.
  11. An elite vehicle mechanic and a rebel infiltrator who can wreak havok and steal enemy vehicles.
  12. You know what would be even funnier giving the penguins a lightsaber ;D
  13. Ill have to check into that DragonShadow. thanks for the idea!!!
  14. Ill try it, but when I used the mod http://empireatwar.filefront.com/file/Alviars_EAW_Addon_Mod;57656 it causes the game to crash on start. So I think it has to be a compatability issue. I know filefront doesn't allow you to post non-working mods.
  15. I use XMLCooktop. It's a free xml editor. I think it may be a compatability issue because this was from a mod posted on filefront.

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