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FormulaRedline

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Everything posted by FormulaRedline

  1. Repulsors. No ship bigger than a blastboat actually flies through the atmosphere using aerodynamically generated lift. Nebulon-B's aren't that massive, especially compared to Victory's and Acclamator's...so where's the conflict here? Go do a search on them, the only ships I put in are ones that have evidence of being atmospheric flight capable (which is why there is no Tartan for instance).
  2. Airspeeders are pretty much useless if you can afford the space units...this is something I should look into. Ground untis in general are not though. Most of the ships are hard pressed to take a planet with turbolaser defenses. However, I changed these turbolasers to not fire on ground untis, so if you can take a ground force straight to the generator, then you can bring in your "space" uits to mop up. Also, captial ships can't get through planetary shields, so if the generator is inside the shields, and the enemy has enough anti-air to keep fighters at bay, you will need to bring in a ground force. I am currently working on balancing all this out, maybe decreasing the cost of shields and turbolasers, and certainly adding more Anti Air. The Empire is pretty much set, in my build I turned the AT-AA into a short range missile spammer (anti-fighter) and the SPMA-T into a real turbolaser like in the movies. See attached screenshots. EDIT: Oh, and I also want to make two versions, one for each side, that you can install where the other side can build both the ground capable version of the unit and the space only version of the unit so that you still end up fighting those units in space.
  3. Apparently you guys haven't heard of repulsors. You really think those giant ships stay in the air through the use of lateral thrust?
  4. Open movies.xml Comment out this section: Data\Art\Movies\Binked\LucasArtsLogo.bik true Data\Art\Movies\Binked\PetroglyphLogo.bik false
  5. What he said. Make sure they are in Star Wars Empire at War\GameData\Data\XML
  6. Does anyone know what xml files changed?
  7. Ok, here is Beta 0.3 Updates: New ships to use in land battles: -Nebulon-B Frigate -Acclamator -X-Wings Ground Based Turbolasers are now powerful anti-air weapons. Download here: Victory Mod Beta 0.3 I decided to not include Y-Wings or Bombers as controllable units but leave in the bombing runs. Note on the X-Wings: To sucessfully associate the ground company with a space squadron, I had to make some concessions. You can only to a one to one association (through unique_space_unit) so in the ground squadron there is a "lead" x-wing (the green one) that spawns the others. If he dies, you loose the unit. Similarly, in space there is a green lead x-wing that spawns the rest of the squadron using Vader's wingmate code....which means his respawn squadron button will be there...I just put a ridiculously long timer on it. Anyway, it seemed to work pretty well in play testing, but in case you were wondering what exactly was going on, that's it. http://web.mit.edu/foot/www/EmpireAtWar/Screenshots/Eriadu.jpg http://web.mit.edu/foot/www/EmpireAtWar/Screenshots/RebelFrigate.jpg http://web.mit.edu/foot/www/EmpireAtWar/Screenshots/AssaultOnGeo.jpg
  8. Change this entry: TIE_Prototype in Namedherounits.xml
  9. I actually figured out a decent method. Expect a new release relatively soon.
  10. The dev comments in the xml file say it will never happen. The AnitAirTurret AI specifically exludes ground targets...so the AI will NEVER fire at anything besides air units. Wether or not you can do it manually with your own turrets, I'm not sure.
  11. Except that you can't run over those stupid Geonosians, I hate those guys!
  12. I agree. It's too bad that A) The game only loads the xml files it is expecting instead of all the files in the xm folder and B) xml documents can only contain 1 major heading. Otherwise we could potentially put our entire mods in one file. I wonder if there is a way around this?
  13. For my Victory Mod I wanted to turn the turbo lasers into Anti-Air only (more like anti-ship ) so I changed the following under the Template_Ground_Turbolaser_Tower entry in Specialstructures.xml 9999 9999 1 9999 and AntiAirTurret If you want them to target more then just ground units pick a different existing target priority set (or open the cml and make your own) and change the 9999s to the priority order you want.
  14. No, a TIE Fighter group is a regular squadron and I can't associate squadrons with ground companies. What I need to be looking at is Darth Vaders TIEs, because he only has the the TIE_Prototype assigned to him, yet he spawns the whole squadorn. I just can't seem to find what piece of code does this.
  15. Well I seem to have hit a snag I can't seem to get the X-Wing Squadrons to work properly in space. Depending on what I do they either appear in the gallofree transport or individual x-wings. When they appear in individual x-wings, each one is treated as a seperate ship. In other words, if two of your x-wings die, they will be gone next battle too. If one dies on the ground it is also missing from your next space battle and visa versa. This is in itself isn't so bad, in fact I kind of like it. The problem is it really does treat it a seperate ship in space...meaning you'd have to individually control each one instead of being able to control the squad. What do you guys think? Should I leave it likek that? Or does anyone have any suggestions for fixing this?
  16. Funny, it shouldn't have. 1 on 1 your VSD should win. Nevertheless, the vette has already been toned down for the next release.
  17. They'd go in last, after I get all the Rebel and Imperial ships in.
  18. Which mod is that? I wouldn't be against throwing my lot in with some other modders here to try to get close to the "one mod" that's been discussed.
  19. Anticiapting laziness, I have conviently located all of the changes/additions at the bottom of the included xml files for easy access
  20. Ok Beta 0.2 (with TIEs and Vettes) released, check the front page for a link.
  21. Yes, fixed. Darth I can release on update with the Vette and the TIE Fighters right now...but I still don't have Rebel fighters in yet and its not very balanced. Kinda busy with school.
  22. I watched the video, cool idea...reminds me of commandos. If you can get this properly balanced it could be a great mod!
  23. I don't think this is possible...even if you make his accuracy 100% (1.0) other ships may change their flight path causing the lasers to miss. You could give the individual laser bolts manuevarbility (like a missile) high enough to make sure they almost always hit, but that might look a bit strange.

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