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FormulaRedline

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  1. I'm sure there is. Take a look at the Boba Fett code for clues.
  2. I use cooktop because it's free...but it sucks. You don't NEED any special tools, you can edit the files with notepad and even with cooktop I still view them in Internet Explorer.
  3. Hey man, for the space ships in the ground battles feel free to look at the code (or just copy and paste it) from my Victory Mod (link in sig), just throw my name in the credits or something. I got it all working pretty well, in fact in my build I even had the SPMA-T working as an anti-capital ship weapon like you say it does in your screenshots. With very few exceptions, all of the changes are located at the end of the xml files. If you have any questions, feel free to contact me here or e-mail me at foot@mit.edu
  4. lol...I don't think guy knows what a .rar file is I think it'll be real obvious after he figures it out
  5. What is in that mod? Does it just add a buildable royal guard company? If so, I imagine all you would have to do is make sure the RG company from that mod is cut and paste into the GROUNDCOMPANIESEMPIRE.xml file from this mod...and then include the ground infantry file if they've made one. As for progress on this mod, I'm not sure how I'm going to procede form here. This was mostly just done as a fun demonstration of the possibilities. I'd kind of like to work with someone else on integrating this into a larger "Realism" mod...but I wouldn't do it myself because I'd just be duplicating work others have already done. But if there is interest, I'll certainly look into it.
  6. You can't use this: Jade_Fire It has to be one of the already in game transports, because no other ships have landing animations.
  7. Just finished up the Imperial GC and in the last few space baatles I ran into the same problem with Boba Fett that people seem to have been having with the Falcon. He just sits there no matter what you tell him to do. Wierd. Somehow I doubt you changed some crazy variable in both these ships the same way...so its probably an issue that relates to that size of hero unit. Maybe another pathfinding issue like the capital ships? As in, your fleet is so big that the Hero units start in such a strange position they don't know what to do? Who knows ???
  8. Hey Athanasios, I took your advice and just copied over the projectiles.xml from newest Open Conflict (which has all the modified speeds). I also reduced the garrisons a bit more (like you're planning). Then I played Imperial GC with the new map you guys released. Holy Crap!!!!! That was the most fun I have ever had playing GC! IF you want to test out those laser speeds just throw that OC xml in there to see what I'm talking about. I have a feeling this mod is really going to shine next release ;D The only problem I ran into was that in GC I'm at tech 5 and the Rebs are still at Tech 0. I mean, they still throw enough Nebs, Vettes, and fighters at me to make it challenging...but it'd be nice to see some Mon Cals and A-Wings too. Again, this is one of those elusive AI problems....I wonder if there is anything we can do about it ???
  9. Great, then you'll know what I'm talking about What I was referring to in this case was more the speed of the projectile rather than the look. At least in the latest version I've played, you really get that feel of the turbolasers flying quickly across space (imagine the opening scene from A New Hope) rather than now (and the "stock" version of EaW) how they kinda look like neon colored missiles the speed they're going. It's good to see people combining the good qaulities of different mods though!
  10. Well, my modding efforts will be going towards LoW, but I'd be happy help you test. I love all the ideas you've got going here, with the different training levels and the corporate based production, I'm really looking forward to this mod.
  11. Hey guys, pretty nice mod, great work! I just had a few suggestions, they are completely my opinion but I think you guys were headed in this direction anway, so I'll make them but feel free to disagree 1. "Garrisons" still make me unhappy. I feel like you should be responsible for defending your planets...not just getting free, overwhelming defense from your buildings. Heck, the stuff that comes of the buildings themselves are worth more than the stupid buildings! I have no real problem with a barracks starting you off with a squad of troopers, but when it spawns them indefinetly, it just sucks for game play and realism. Obviously, you guys agreed because you reduced it. But still, 10 extra squads of troopers or 16 extra AT-STs or 10 extra fighter squadrons or ANY capital ships what so ever is still a bit ridiculous as far as "realism" goes. What do other people think of this? Should garrison reserves get the axe? 2. I didn't really realize it until I saw it, but faster lasers in space really go a long way to get the feel from the movies. If you need to see what I'm talking about, try the Open Conflict mod. This will require a lot of projectile/hardpoint modifications, but really looks good. Let me know what you think of those ideas.
  12. You need photoshop to edit skins and icons. Skins are textures that go over models in the game, for everything from troops to ships to planets. Icons are the, well, icons in the game. Right now we are limited to re-skinning existing models, or copies of those models if you do some hex editing.
  13. What do you mean once per battle? Isn't that what currently happens? You can spawn one...then the other...then no more? I'm confused what you mean by battle I guess.
  14. That's what I don't get. :shrug:
  15. I'll try this right away in my mod, thanks! EDIT: Cool, it works! It even starts the ships in orbit at the beginning of the game. Note to editors though, you need to put the line on the individual units, not the company.

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