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Everything posted by Droid803
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Zanns in space are overpowered. They have absolutely no problem cutting down a level two base with StarVipers alone. I-4s add insult to injury. Everything else becomes overkill. Rebels have aboslutely nothing going for them in FoC. I'm expecting the rebellion players to entirely phase out. Only units new in space are the B-Wing and MC-30, both of which are mediocre. The b-wing is a good bomber, but ultimately outclassed by Defenders. they also get cut apart by Inties, Vipers, Phantoms, and Vettes. The MC-30 is too fragile for its cost, it has trouble damaging a level 4 zann starbase because of all the torplaunchers, conc missiles, and massdrivers. Slightly more effective on imperial starbases. X-Wings are now the worst starting fighter. They are outclassed by Inties AND StarVipers, they're the new TIE fighter, cheaper than the rest, but crappy. Land, rebels have nothing going for them other than a few new heroes. HTT is weak (possibly the worst transport. The Zann one cloaks and the imperial one shoots, the rebel one just flies...AA Fodder.) Empire is no match for zann either. Inties are torn apart by buzzdroids. Bossk is the ultimate mine-slayer, he also pwns boba and han's ass with concussion missiles. Now for the actual tactics: -Use Bossk to hit mines - he's more effective than han or boba -StarViper Mob=Pwned -Phatom mob is acceptable unless mirror match (boba kills phantoms!) -hold and protect sensor pods at all costs - deploying units anywhere is a GREAT advantage, and allowing your opponent to have it will cost you the game 90% of the time.
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Yes, sadly...
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Sweet! thats the one with the wroking transport WOOT! Sentinel assault shuttle (useable). I'll get on making it a transport too soon...(right now this works for EaW and FoC) Into Groundvehicles <GroundVehicle Name="Sentinel_Assault_Shuttle"> <Encyclopedia_Good_Against> Rebel_Trooper MPTL Snowspeeder </Encyclopedia_Good_Against> <Encyclopedia_Vulnerable_To> UC_Rebel_Buildable_Anti_Aircraft_Turret </Encyclopedia_Vulnerable_To> <Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level> <Blob_Shadow_Scale>200.0, 100.0</Blob_Shadow_Scale> <Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name> <Text_ID>TEXT_UNIT_IMPERIAL_LANDING_CRAFT</Text_ID> <Land_Model_Name>EV_IMPERIALCRAFT_SPACE.ALO</Land_Model_Name> <Mass>0.985</Mass> <Autoresolve_Health>450.0</Autoresolve_Health> <Max_Speed>2.0</Max_Speed> <Max_Rate_Of_Turn>0.3</Max_Rate_Of_Turn> <Max_Thrust>0.1</Max_Thrust> <Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll> <Max_Lift>3.0</Max_Lift> <Bank_Turn_Angle>40</Bank_Turn_Angle> <Behavior>SELECTABLE, POWERED</Behavior> <LandBehavior>FLYING_LOCOMOTOR,REVEAL,HIDE_WHEN_FOGGED, SHIELDED, POWERED, AMBIENT_SFX,UNIT_AI,TARGETING,STUNNABLE</LandBehavior> <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> <Select_Box_Scale>43</Select_Box_Scale> <Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust> <Scale_Factor>2.25</Scale_Factor> <!--<Is_Sprite>No</Is_Sprite>--> <Type>Fly</Type> <Deploys>No</Deploys> <Affiliation>Empire</Affiliation> <Size_Value>15</Size_Value> <Damage>100</Damage> <Shield_Points>30</Shield_Points> <Tactical_Health>400</Tactical_Health> <Shield_Refresh_Rate>2</Shield_Refresh_Rate> <Energy_Capacity>400</Energy_Capacity> <Energy_Refresh_Rate>999</Energy_Refresh_Rate> <SFXEvent_Fire>Unit_Shuttle_Fire</SFXEvent_Fire> <SFXEvent_Select>Unit_Select_Sentinel_Lander</SFXEvent_Select> <SFXEvent_Move>Unit_Move_Sentinel_Lander</SFXEvent_Move> <SFXEvent_Fleet_Move>Unit_Fleet_Move_Sentinel_Lander</SFXEvent_Fleet_Move> <SFXEvent_Attack>Unit_Attack_Sentinel_Lander</SFXEvent_Attack> <Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die> <SFXEvent_Engine_Idle_Loop> Unit_Shuttle_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop> <SFXEvent_Engine_Moving_Loop> Unit_Shuttle_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop> <SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Shuttle_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop> <Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust> <Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range> <Targeting_Max_Attack_Distance>150.0</Targeting_Max_Attack_Distance> <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> <Death_Explosions>Friggin_Huge_Explosion_Space</Death_Explosions> <Asteroid_Damage_Hit_Particles>Small_Explosion_Space</Asteroid_Damage_Hit_Particles> <HardPoints> HP_Sentinel_Laser_01 HP_Sentinel_Laser_02 HP_Sentinel_Missile_01 HP_Sentinel_Missile_02 </HardPoints> <Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name> <Icon_Name>i_button_Sentinel_Lander.tga</Icon_Name> <CategoryMask> Air </CategoryMask> <MovementClass> Flying </MovementClass> <OccupationStyle>1x1</OccupationStyle> <Air_Vehicle_Turret_Target> Yes </Air_Vehicle_Turret_Target> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Exit_Door_Angle_Degrees>90.0</Exit_Door_Angle_Degrees> <Exit_Door_Distance>50.0</Exit_Door_Distance> <Victory_Relevant>yes</Victory_Relevant> <Hover_Offset>30.0</Hover_Offset> <No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level> <No_Refraction_Below_Detail_Level>3</No_Refraction_Below_Detail_Level> <MovementClass> Space </MovementClass> <Space_Layer> Capital </Space_Layer> <Layer_Z_Adjust>40.0</Layer_Z_Adjust> <Min_Speed>2.0</Min_Speed> <Hover_Offset>150.0</Hover_Offset> <Prepare_Strafe_Height>100.0</Prepare_Strafe_Height> <MaxFacingLookAheadFrames>30.0</MaxFacingLookAheadFrames> <Idle_Chase_Range>0.0</Idle_Chase_Range> <Guard_Chase_Range>100.0</Guard_Chase_Range> </GroundVehicle> Into Hardpoints <HardPoint Name="HP_Sentinel_Laser_01"> <Type> HARD_POINT_WEAPON_LASER </Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Fire_Bone_A>MuzzleA_00</Fire_Bone_A> <Fire_Bone_B>MuzzleA_00</Fire_Bone_B> <Fire_Cone_Width>360.0</Fire_Cone_Width> <Fire_Cone_Height>180.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Ground_Laser_Cannon_Sentinel</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>3</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>4</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>4</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>500.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_Empire_Ship_Laser_Fire</Fire_SFXEvent> <Fire_Inaccuracy_Distance> LandHero, 10.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Infantry, 10.0 </Fire_Inaccuracy_Distance> <Targeting_Fire_Inaccuracy> Vehicle, 1.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Structure, 1.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Air, 10.0 </Targeting_Fire_Inaccuracy> </HardPoint> <HardPoint Name="HP_Sentinel_Laser_02"> <Type> HARD_POINT_WEAPON_LASER </Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Fire_Bone_A>MuzzleA_01</Fire_Bone_A> <Fire_Bone_B>MuzzleA_01</Fire_Bone_B> <Fire_Cone_Width>360.0</Fire_Cone_Width> <Fire_Cone_Height>180.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Ground_Laser_Cannon_Sentinel</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>3</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>4</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>4</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>500.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_Empire_Ship_Laser_Fire</Fire_SFXEvent> <Fire_Inaccuracy_Distance> LandHero, 10.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Infantry, 10.0 </Fire_Inaccuracy_Distance> <Targeting_Fire_Inaccuracy> Vehicle, 1.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Structure, 1.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Air, 10.0 </Targeting_Fire_Inaccuracy> </HardPoint> <HardPoint Name="HP_Sentinel_Missile_01"> <Type> HARD_POINT_WEAPON_LASER </Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Fire_Bone_A>MuzzleA_00</Fire_Bone_A> <Fire_Bone_B>MuzzleA_00</Fire_Bone_B> <Fire_Cone_Width>360.0</Fire_Cone_Width> <Fire_Cone_Height>180.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Ground_Proton_Torpedo</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>5</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>6</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>2</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>500.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_MPTL_Tank_Fire</Fire_SFXEvent> <Fire_Inaccuracy_Distance> LandHero, 10.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Infantry, 10.0 </Fire_Inaccuracy_Distance> <Targeting_Fire_Inaccuracy> Vehicle, 1.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Structure, 1.0 </Targeting_Fire_Inaccuracy> <Fire_Category_Restrictions>Air</Fire_Category_Restrictions> </HardPoint> <HardPoint Name="HP_Sentinel_Missile_02"> <Type> HARD_POINT_WEAPON_LASER </Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Fire_Bone_A>MuzzleA_01</Fire_Bone_A> <Fire_Bone_B>MuzzleA_01</Fire_Bone_B> <Fire_Cone_Width>360.0</Fire_Cone_Width> <Fire_Cone_Height>180.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Ground_Proton_Torpedo</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>5</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>6</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>2</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>500.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_MPTL_Tank_Fire</Fire_SFXEvent> <Fire_Inaccuracy_Distance> LandHero, 10.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Infantry, 10.0 </Fire_Inaccuracy_Distance> <Targeting_Fire_Inaccuracy> Vehicle, 1.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Structure, 1.0 </Targeting_Fire_Inaccuracy> <Fire_Category_Restrictions>Air</Fire_Category_Restrictions> </HardPoint> Into GROUNDCOMPANIESEMPIRE <GroundCompany Name="Imperial_Assault_Shuttles"> <Text_ID>TEXT_IMPERIAL_ARMOR_GROUP</Text_ID> <Encyclopedia_Good_Against> T2B_Tank MPTL Pod_Walker </Encyclopedia_Good_Against> <Encyclopedia_Vulnerable_To> T4B_Tank Plex_Soldier UC_Rebel_Buildable_Anti_Vehicle_Turret </Encyclopedia_Vulnerable_To> <GUI_Row> 1 </GUI_Row> <Is_Dummy>Yes</Is_Dummy> <Damage>40</Damage> <Autoresolve_Health>100</Autoresolve_Health> <Affiliation>Empire</Affiliation> <Build_Cost_Credits>500</Build_Cost_Credits> <Build_Time_Seconds>50</Build_Time_Seconds> <Build_Time_Reduced_By_Multiple_Factories> Yes </Build_Time_Reduced_By_Multiple_Factories> <Build_Tab_Land_Units>Yes</Build_Tab_Land_Units> <Tech_Level>2</Tech_Level> <Required_Timeline>0</Required_Timeline> <Required_Ground_Base_Level>1</Required_Ground_Base_Level> <Required_Star_Base_Level>0</Required_Star_Base_Level> <Required_Special_Structures>E_Ground_Heavy_Vehicle_Factory</Required_Special_Structures> <Required_Planets /> <Behavior>DUMMY_GROUND_COMPANY</Behavior> <Formation_Priority>3</Formation_Priority> <Is_Escort>yes</Is_Escort> <Ship_Class>air</Ship_Class> <Company_Transport_Unit>Imperial_Landing_Craft</Company_Transport_Unit> <Company_Units>Sentinel_Assault_Shuttle</Company_Units> <Max_Squad_Size> 1 </Max_Squad_Size> <Icon_Name>i_button_Sentinel_Lander.tga</Icon_Name> <SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>EHD_Vehicle_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>Unit_Select_Sentinel_Lander</SFXEvent_Build_Complete> <SFXEvent_Fleet_Move>Unit_Fleet_Move_Sentinel_Lander</SFXEvent_Fleet_Move> <Score_Cost_Credits>500</Score_Cost_Credits> <!--<MULTIPLAYER SKIRMISH VALUES BEGIN>--> <Tactical_Build_Cost_Multiplayer>1200</Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds>18</Tactical_Build_Time_Seconds> <Tactical_Build_Prerequisites /> <Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue> <!--<Build_Limit_Current_Per_Player>0</Build_Limit_Current_Per_Player>--> <!--<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>--> <!--<MULTIPLAYER SKIRMISH VALUES END>--> <Encyclopedia_Text>TEXT_TOOLTIP_M1_REPULSOR</Encyclopedia_Text> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TANK</Encyclopedia_Unit_Class> <Maintenance_Cost>0.05</Maintenance_Cost> <Population_Value>1</Population_Value> </GroundCompany> Still Ironing out fussy firing, but it flies, and circles targets while attacking. Good vs. pretty much everything. (BTW I'm using this for Moff Seerdon's shuttle in Rogue Squadron Maps)
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I'm pretty convinced now that its just these two factors. The buttons are pretty generic. You can cut one out of the code and you'll have one less slot for hero heads (but I don't see why you would...) Nothing to do with the GUI. All the head/buttons link to the same reference and uses pretty generic coding (its vague, which is a good thing)
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Mr. Caine/Mr. Crips' Remote Mine Code!!! This was lost in the wipe Into GROUNDVEHICLES.XML <GroundVehicle Name="Proxmity_Mine"> <Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level> <Blob_Shadow_Scale>10.0, 10.0</Blob_Shadow_Scale> <Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name> <Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name> <Text_ID>TEXT_UNIT_PROX_MINE</Text_ID> <Encyclopedia_Good_Against> </Encyclopedia_Good_Against> <Encyclopedia_Vulnerable_To> </Encyclopedia_Vulnerable_To> <Encyclopedia_Text>TEXT_TOOLTIP_MINE</Encyclopedia_Text> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_MINE</Encyclopedia_Unit_Class> <Behavior> SELECTABLE </Behavior> <Stealth_Capable>Yes</Stealth_Capable> <Land_Model_Name>w_smallbomb.ALO</Land_Model_Name> <Space_Model_Name>w_smallbomb.ALO</Space_Model_Name> <SpaceBehavior>ABILITY_COUNTDOWN, SELF_DESTRUCT, AFFECTED_BY_SHIELD, HUNT, IDLE, TARGETING, WEAPON, POWERED, REVEAL, HIDE_WHEN_FOGGED, SQUASH, SURFACE_FX, UNIT_AI, TELEKINESIS_TARGET,STUNNABLE, WIND_DISTURBANCE,DAMAGE_TRACKING</SpaceBehavior> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> <Lua_Script>Mauler</Lua_Script> <CanCellStack>yes</CanCellStack> <Mass>1.0</Mass> <Ranking_In_Category>8</Ranking_In_Category> <Movement_Animation_Speed> 0.6 </Movement_Animation_Speed> <Max_Speed>0.0</Max_Speed> <Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn> <Custom_Hard_XExtent> 3.5 </Custom_Hard_XExtent> <Custom_Hard_YExtent> 3.5 </Custom_Hard_YExtent> <Space_Layer> Land </Space_Layer> <UnitCollisionClass> Vehicle </UnitCollisionClass> <FormationSpacing> .5 </FormationSpacing> <!-- Temp scale change for scale test - change back once models resized --> <OverrideAcceleration> .2 </OverrideAcceleration> <OverrideDeceleration> .2 </OverrideDeceleration> <FormationOrder> 3 </FormationOrder> <FormationGrouping> Standard </FormationGrouping> <Armor_Type> Armor_Mauler </Armor_Type> <Scale_Factor>4</Scale_Factor> <!-- Temp scale change for scale test - change back once models resized --> <Is_Sprite>No</Is_Sprite> <Type>Walk</Type> <Deploys>No</Deploys> <Affiliation>Rebel, Empire</Affiliation> <Political_Control>0</Political_Control> <Size_Value>10</Size_Value> <Damage>4</Damage> <Sensor_Range>800</Sensor_Range> <Shield_Points>0</Shield_Points> <Tactical_Health>20</Tactical_Health> <Shield_Refresh_Rate>0</Shield_Refresh_Rate> <Energy_Capacity>0</Energy_Capacity> <Energy_Refresh_Rate>0</Energy_Refresh_Rate> <Victory_Relevant>no</Victory_Relevant> <Projectile_Types /> <Land_FOW_Reveal_Range>450.0</Land_FOW_Reveal_Range> <Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust> <Mouse_Collide_Override_Sphere_Radius> 10.0 </Mouse_Collide_Override_Sphere_Radius> <CategoryMask> Vehicle </CategoryMask> <MovementClass> Infantry </MovementClass> <Influences_Capture_Point> False </Influences_Capture_Point> <SFXEvent_Select>Unit_Select_MPTL_Spotter</SFXEvent_Select> <SFXEvent_Move>Unit_Move_MPTL_Spotter</SFXEvent_Move> <SFXEvent_Attack>Unit_Attack_MPTL_Spotter</SFXEvent_Attack> <SFXEvent_Guard>Unit_Guard_MPTL_Spotter</SFXEvent_Guard> <SFXEvent_Assist_Move> Unit_Assist_Move_MPTL_Spotter </SFXEvent_Assist_Move> <SFXEvent_Assist_Attack> Unit_Assist_Attack_MPTL_Spotter </SFXEvent_Assist_Attack> <SFXEvent_Fire>Unit_MPTL_Fire</SFXEvent_Fire> <Death_SFXEvent_Start_Die>Unit_Speeder_Bike_Death_SFX</Death_SFXEvent_Start_Die> <Land_Damage_Thresholds>1, 0.66, 0.33</Land_Damage_Thresholds> <Land_Damage_Alternates>0, 1, 2</Land_Damage_Alternates> <Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation</Land_Damage_SFX> <Death_Explosions_End>Small_Explosion_Land</Death_Explosions_End> <Death_Persistence_Duration>0.0</Death_Persistence_Duration> <Remove_Upon_Death>true</Remove_Upon_Death> <OccupationStyle>1x1</OccupationStyle> <No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level> <No_Refraction_Below_Detail_Level>99</No_Refraction_Below_Detail_Level> <Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled> <Ground_Infantry_Turret_Target> Yes </Ground_Infantry_Turret_Target> <Is_Squashable> Yes </Is_Squashable> <AI_Combat_Power>3</AI_Combat_Power> <Select_Box_Scale>27</Select_Box_Scale> <Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust> <Base_Shield_Penetration_Particle>Shield_Penetration_Effect_Particle</Base_Shield_Penetration_Particle> <Surface_Type_Cover_Damage_Shield>.25</Surface_Type_Cover_Damage_Shield> <Weather_Category>Hover</Weather_Category> <Icon_Name>i_button_MPTL_spotter.tga</Icon_Name> <GUI_Bracket_Size>0</GUI_Bracket_Size> <Score_Cost_Credits>30</Score_Cost_Credits> <!-- Non-Hero unit abilities description --> <Unit_Abilities_Data SubObjectList="Yes"> <!-- IMPORTANT! If you modify the ability below, please make same adjustments to unit's "Captured" clone. --> <!-- I know this is awkward, hopefully we'll get a chance to re-write the code to fix it. -Oksana --> <Unit_Ability> <Type>SELF_DESTRUCT</Type> <Expiration_Seconds>1</Expiration_Seconds> <Recharge_Seconds>1</Recharge_Seconds> <Spawned_Object_Type> Proj_Mine_Detonation </Spawned_Object_Type> </Unit_Ability> </Unit_Abilities_Data> <Converted_To_Enemy_Die_Time_Seconds>60</Converted_To_Enemy_Die_Time_Seconds> </GroundVehicle> into PROJECTILES.XML <Projectile Name="Proj_Mine_Detonation"> <Text_ID>TEXT_NONE</Text_ID> <Land_Model_Name>w_smallbomb.ALO</Land_Model_Name> <Space_Model_Name>w_smallbomb.ALO</Space_Model_Name> <Loop_Idle_Anim_00>No</Loop_Idle_Anim_00> <Max_Speed>0.0</Max_Speed> <Damage_Type> Damage_StickyBomb </Damage_Type> <Scale_Factor>3.0</Scale_Factor> <Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn> <Behavior>PROJECTILE, BOMB</Behavior> <Projectile_Category>STATIC_BOMB</Projectile_Category> <Projectile_Blast_Area_Range>320.0</Projectile_Blast_Area_Range> <Projectile_Blast_Area_Damage>1550.0</Projectile_Blast_Area_Damage> <Projectile_Grenade_Sticks_On_Collision>no</Projectile_Grenade_Sticks_On_Collision> <Projectile_Damage>300.0</Projectile_Damage> <Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage> <Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage> <Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage> <Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot> <Death_Explosions> Harmonic_Bomb_Explosion_Slave_I </Death_Explosions> <Death_SFXEvent_Start_Die> SFX_Sizemic_Detonation </Death_SFXEvent_Start_Die> <AI_Combat_Power>300</AI_Combat_Power> <Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff> <Projectile_Blast_Area_Dropoff_Tiers>3</Projectile_Blast_Area_Dropoff_Tiers> <!-- detonation particle and SFX --> <Projectile_Object_Detonation_Particle> Harmonic_Bomb_Explosion_Slave_I </Projectile_Object_Detonation_Particle> <Projectile_Lifetime_Detonation_Particle> Harmonic_Bomb_Explosion_Slave_I </Projectile_Lifetime_Detonation_Particle> <Projectile_SFXEvent_Detonate> </Projectile_SFXEvent_Detonate> </Projectile> into Any Space Unit's XML under abilities <Unit_Ability> <Type>UNTARGETED_STICKY_BOMB</Type> <Recharge_Seconds>20</Recharge_Seconds> <Spawned_Object_Type>Proxmity_Mine</Spawned_Object_Type> <SFXEvent_GUI_Unit_Ability_Activated>Unit_TIE_Bomber_Fire</SFXEvent_GUI_Unit_Ability_Activated> <Projectile_Fire_Pulse_Count>10</Projectile_Fire_Pulse_Count> <Projectile_Fire_Pulse_Delay_Seconds>2.0</Projectile_Fire_Pulse_Delay_Seconds> </Unit_Ability>
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Please put it in the CODE tags (they're code and /code with [] around them) Makes it easier to tell them apart too if you use a separate code box Anyhow, great snippets. Ships building from other ships (skirmish). Put this into any unit you want able to produce other ships Note: for generic items i'll use "-=" and the closing tag "=-" Put the stuff it says in there. <Tactical_Buildable_Objects_Multiplayer> -=Faction=-, -=Units=-, -=Units=-, -=Units=-, </Tactical_Buildable_Objects_Multiplayer>
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Ah sorry...forgot one thing... Take a look at i_main_hero_frame_rebel.alo and i_main_hero_frame_empire.alo And there's your problem. 11 slots, with bones to attach the commandbar components Oh crap, this isn't going to be easy then. Maybe someone would model one. This isn't something easy though, some of the big mods might find this useful.
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Re: Mandalorian Mercs 56k beware!
Droid803 replied to Darth Khasei's topic in EAW Mods General Workshop
Erm...who's that guy (girl?) with the purple hair in the hero icon. doesn't look like Tyber...nor he adept... -
bump, but found it its in Commandbarcomponents.xml hero_slot_good00 (Hero slot green) hero_hb_good00 (Hero helathbar green) hero_slot_evil00 (Hero slot red) hero_hb_evil00 (Hero healthbar red) there are, you guessed it, 11 entires exactly. from 00 to 10. go figure! it shouldn't be hard to add like, enough for 30. good luck folks.
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what!?..oh right...lol its not easy...I don't get it them either... As I said, use the Arc Hammer code to allow production. If you need it to provide cap then, oh yea it needs to produce cap, so take the line from the starbases.
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exactly. The three fleet slots would overlap...and you'll mistakenly send your units into enemy territory (if you only control one part) I would suggest that you NOT do that. And aren't Taloraan and bespin in different systems? I mean, they're both Tibanna Gas Giants but uh...yea But point remains valid. Madness/Chaos
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Not what you're looking for. But read the question. As far as I'm concerned, Space stations only build units directly in battle for skirmish. We can do that with the ship HQ. As far as I'm concerned, Space stations allow tactical units to be built in the galactic map. ArcHammer does this. Building in tactical GC would definately be out-of-question in realism. (think: can you build ships in the middle of a battle? no) You can call in reinforcements (like building in Skirmish GC), but if there ARE no reinforcements (only thing left), then you wouldn't be able to call for any, would you? (skirmish, i belive is a single battle for a single planet, where every faction has another planet). Id would be nice to have the ability, but I will not look into it. I belive the XML you're looking for is the COMMANDBARCOMPONETS xml. Good luck with it . My guess is its hardcoded.
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Model Request Thread. Need a model? Request it here!
Droid803 replied to MonkeyBiz's topic in EAW Mods General Workshop
xactly... Another JK3/JKA thing...gah. No idea who did it tho...they got rid of EVERYTHING, including the discussions. People, stop caring about the JK models...if those people object they can come and do it themselves... -
ARC HAMMER CODE. () End of story.
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wouldn't there be like...fleet slots MASHED together?
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Model Request Thread. Need a model? Request it here!
Droid803 replied to MonkeyBiz's topic in EAW Mods General Workshop
There was a friggin model. But all these decent 4$$h0135 proved it was stolen...Gehk. I personally don't give a rats 4$$ if it was stolen. It was GOOD. -
Yes I have the icon from there but i don;t like how it looks lol. The one from that image looks better.
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Ok we now have a TIE Hunter model (check FF Gaming Forums) Now We need an icon... If someone could trim the background off this... http://images.wikia.com/starwars/images/2/2a/Hunter.jpg Map editor does not wrok (cries) I've tried but it keeps crashing... I can get maps to be made, but it won't start (in FoC). Editing existing maps makes it it crash
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Model Request Thread. Need a model? Request it here!
Droid803 replied to MonkeyBiz's topic in EAW Mods General Workshop
Viscount-class star defender models -
*bump* (just discovered this) Heck I'll help out with coding, story writing, and video taking...well, 30 second clips
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Re: I FINALY FIGURED OUT FRIENDLY FIRE
Droid803 replied to darth trogsasea's topic in EAW Mods General Workshop
I believe that there are two components that is preventing FF: 1. Allied units cannot be targeted. A unit cannot hit a non targeted unit 2. Allied units are not affected by projectiles emmited by allies (as seen from area effects) for number 1, I have no idea how to overcome. for number 2, if a projectile is neutral (not belonging to any faction), the area effect can damage your own ships. We simply need to make it so projectiles for area effects are emitted by a neutral/hostile object (as seen in damaging death explosions) -
Model Request Thread. Need a model? Request it here!
Droid803 replied to MonkeyBiz's topic in EAW Mods General Workshop
Hmmm...I wonder what Silri will do with those Sith Soldiers she finds at the end of the Consortium Camapign... Btw, plot devices suck. How can trained military soldiers, in military-grade armor and with military-grade weaponary get killed after getting hit by a rock. Or a gigantic fleet of 100s of ISDs get pwned by rebels...someone should have gotten the message to fight back after the DS2 blew up... -
It should. Haven't tried it yet though.