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MonkeyBiz

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Everything posted by MonkeyBiz

  1. Anyone know of a way to edit the autoresolve? It seems like I show up to a planet with a ton of units that I'd be capable of kicking butt with, and if I do autoresolve I lose, everytime. Ideas?
  2. Cross construction works. If you capture Kuat as the Rebels you can build ISDs, and if you capture MonCal as the Imps you can build Mon Cal Cruisers. And as a little treat, they come preloaded with your side's snubfighter of choice (X-Wings, A-Wings, and Y-Wings for the Rebelsl TIE Fighters, TIE Bombers, and TIE Advanced's for the Empire). Also, the TIE-Advanceds and X-Wings launch torps now. Honestly, if there's interest I think I'm going to publish this. I'll need some permission from some folks, but I don't think that will be a problem.
  3. Okay, so I tried adding the heal ability to the space station and it didn't work. Here's the code: 10 Space_Automatic 500.0 50.0 1.0 Yes Reinforcement_Point_Radius_Overlay Fighter, Bomber, Corvette, Transport, Frigate, Capital Unit_Force_Healing_Pulse Shield_Sparks_Medium SPAWN_00 Color_Flash 1.2, 1.2, 2.0 0.6 1 ROOT Color_Flash 1.2, 1.2, 2.0 0.6 1 Repair_Facility_Effect Anyone see a problem?
  4. Okay, instituted the proton torps on fighters. It was actually really easy. All you need to do is add this to the code: HP_BOMBER_02 (Empire) or HP_BOMBER_03 (Rebel) A warning. Six squads of X-Wings can take out a Level 2 Space Station pretty quickly. Now I need to figure out how to add that to the Space Station code. Anyone have any ideas?
  5. Okay, I implimented the cross construction thing (dunno if it works, gonna try soon). Where would I find the applicable unit types and where would I put that ability in the code? And I'm trying something with the fighters. I'll let you know if it works
  6. Okay, so I've come up with some new ideas. First off, I want to add proton torpedoes to the X-Wings and concussion missiles to the TIE Advanced's. However, Necro's post wasn't too clear on how to do this. Then, I want the space stations to autoheal any unit nearby. Third, I want to set it so that if the Rebellion captures Kuat they can build ISDs, and if the Empire captures Mon Calimari they can build Mon Cal Cruisers. Suggestions?
  7. Okay, checked out the Shadowclaw and the Penguin mods. Honestly, I wasn't that impressed. They don't seem to really fit with the other units.
  8. I've got a mod that lets you use the Venator as a fleet carrier for both sides. Honestly, the Venator was a big PITA, but it's worth it. If you look around on the forums enough you can figure out how to do it.
  9. What's the Shadowclaw and the Penguin?
  10. Yeah, I found it right at the top of GENERICHEROUNITS. Thanks for your help! So, quick question. Here's what I've made so far: Space population limit increased to 500 Proper scale for all space units Venator enabled for both sides, now acts as a fleet carrier Mon Calamari Cruisers spawn fighters TIE Advanced enabled, spawned by Imperial Star Destroyers Imperial Probot can now see the contents of space and land forces Land camera now similar to space camera Starting movies no longer play Anyone have any other suggestions for good stuff to do?
  11. Okay, so I've been working on a mod that sort of combines the best of a couple of mods. I integrated the scale mod, enabled the TIE-Advanced and Venator (which is now a badass fleet carrier), increased the space population limit, and Home One and Mon Cal cruisers now spawn fighters from nigh-indestructable fighter bays . So, I was looking for entries on the Imperial Probot, and couldn't find any. I was wondering if anyone knows where exactly it exists in the XML files. I was hoping to change it so that it reveals ground units as well as space units, being as it is the Probot, and I keep getting killed by Rebel artillery. Thanks for your help!

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