
rebel5555
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Everything posted by rebel5555
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On fighters numbers in various mods
rebel5555 replied to keraunos's topic in EAW Mods General Workshop
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 -
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.
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Put sme space units into the ground!
rebel5555 replied to Darth Vader's topic in EAW Mods General Workshop
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. -
great job mikan on adding this, you too dragonshadow for finding this hidden unit
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Need some answers to a few questions
rebel5555 replied to TheDesertFox's topic in EAW Mods General Workshop
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! -
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
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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
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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
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Tutorial: Adding additional starting defence forces
rebel5555 replied to rebel5555's topic in EAW Mods General Workshop
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. -
An elite vehicle mechanic and a rebel infiltrator who can wreak havok and steal enemy vehicles.
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You know what would be even funnier giving the penguins a lightsaber ;D
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Tutorial: Making bigger companies
rebel5555 replied to rebel5555's topic in EAW Mods General Workshop
Ill have to check into that DragonShadow. thanks for the idea!!! -
Put sme space units into the ground!
rebel5555 replied to Darth Vader's topic in EAW Mods General Workshop
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. -
Put sme space units into the ground!
rebel5555 replied to Darth Vader's topic in EAW Mods General Workshop
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. -
I've just made a tutorial on how to add the the fighter bay. Check it out. Feel free to add anthing to it if you now anyother ways
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This tutorial will show you how to make a ship spawn fighters. To demonstrate this I will use the Nebulon-B Frigate. I goofed up on one of the lines of code so I've fixed it * First open SPACEUNITSFRIGATES.XML * Next find Nebulon_B_Frigate (It should be right on top) *Now add this code to it: Put SPAWN_SQUADRON in the SpaceBehavior tag (example): ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, ASTEROID_FIELD_DAMAGE, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA, SPAWN_SQUADRON * Next add this code to it: Rebel_X-Wing_Squadron, 1 A_Wing_Squadron, 1 Y_Wing_Squadron, 1 2 Rebel_X-Wing_Squadron, 6 A_Wing_Squadron, 6 Y-Wing_Squadron, 6 * Finally add this code to it as well: Put the HP_Nebulon_Fighter_Bay in the HardPoints tag (example): HP_Nebulon_Weapon_FL, HP_Nebulon_Weapon_FR, HP_Nebulon_Weapon_BL, HP_Nebulon_Weapon_BR, HP_Nebulon_Engines, HP_Nebulon_Fighter_Bay Now open the HARDPOINTS.XML * Find HP_Nebulon_Engines and then paste this under it: This is an invisable hardpoint it's not targetable and is destroyed when the unit is destoyed: I've attached the Hanger to the engine bone (in blue text) " HARD_POINT_FIGHTER_BAY No No RV_nebulonb_HP00_E.alo HP_E_BONE HP_E_COLL Now your done! You can use this on any other frigate and capital ship just make sure you label everything appropriately.
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Check out this post http://pff.swrebellion.com/index.php?topic=2776.0 This post helped me out alot. I've got the nebulon b frigate, the assualt frigate and the mon calamari cruiser to spawn fighters and bombers ;D
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In this tutorial I will describe how to add more units to companies (I will be using the rebel's heavy tank for this example) *First open GROUNDCOMPANIESREBEL.XML *Find "Rebel_Heavy_Tank_Brigade" *Next, find the tag it should look like this: T4B_Tank, T4B_Tank, T4B_Tank Copy and paste one of the T4B_Tank and it should look like this T4B_Tank, T4B_Tank, T4B_Tank, T4B_Tank Now you have a company of four tanks instaed of three. You can do this for any other unit as well. I know the artillery for the rebels as two types of units in it's company. So, you might be able to make a company which has infantry and tanks in it although I haven't tried this yet.
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Q:I want to give a unit a hanger and spawning units at start how do I do this A: Check this post out it helped me do that http://pff.swrebellion.com/index.php?topic=2776.0
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I've got an even funnier idea I've also already immplemented it as well. Add the Power to all weapons ability to the star destroyer. THATS FUNNY ;D
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Tutorial: Adding additional starting defence forces
rebel5555 replied to rebel5555's topic in EAW Mods General Workshop
Thanks man ;D I like helping other people out its good for karma -
In this tutorial I will describe how to add additional forces that spawn when someone attacks you an the campaign and galactic conquest. *First open the SPECAILSTUCTURES.XML (For example I'll be using the rebel heavy factory) *Find this code under the ("R_Ground_Heavy_Vehicle_Factory"): MPTL, 2 MPTL, -1 MPTL_Spotter, 2 MPTL_Spotter, -1 * This code means that it will spawn when you are attcked the MPTL and it's spotter *Next add this line of code: T4B_Tank, 3 T4B_Tank, -1 *This code means it will spawn the rebel's heavy tank I hope this will help someone. I find that it wasn't right not to have all the units that you can build not spawn when you are attacked. Using this you can add all the units that aren't spawned when you are attacked.
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I haven't seen any tutorials regarding how to edit the campaign so I've decided to make one. *First find the CAMPAIGN_ALPHA.XML and then open it. *Next I will provide you with an example of how to add a planet that you will control when the game starts: (Make sure if you want to add this to the rebel's campaign you do it under the appropriate side) [Also the pirate force originaly controlled Hoth during the campaign so you need to remove them or do this before and after the code you want to disable Rebel, Hoth, R_Ground_Light_Vehicle_Factory Rebel, Hoth, Rebel_Star_Base_1 Rebel, Hoth, Ground_Ion_Cannon Rebel, Hoth, R_Ground_Barracks Rebel, Hoth, Ground_Infiltrator_Facility Rebel, Hoth, Rebel_Infiltrator_Team Rebel, Hoth, Rebel_Infantry_Squad Rebel, Hoth, Rebel_Tank_Buster_Squad Rebel, Hoth, Rebel_Infantry_Squad Rebel, Hoth, Rebel_Infantry_Squad Rebel, Hoth, Corellian_Gunboat Rebel, Hoth, Calamari_Cruiser Rebel, Hoth, Marauder_Missile_Cruiser Rebel, Hoth, Nebulon_B_Frigate Rebel, Hoth, Alliance_Assault_Frigate Now I'll change the starting credits and the starting tech level: Rebel, 150000 Rebel, 2 Rebel, 4 I hope this helps some people.
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Put sme space units into the ground!
rebel5555 replied to Darth Vader's topic in EAW Mods General Workshop
Well, I've downloaded http://empireatwar.filefront.com/file/Alviars_EAW_Addon_Mod;57656 For some reason it causes my game to crash as soon as you start the game. And the code I've posted few posts up is the code in the mod. I've examined the code and couldn't fine any errors. IS it my version of the game that won't allow this mod to work or is there more code I have to put into the XML files?