Jump to content

tychosabbat

Members
  • Posts

    31
  • Joined

  • Last visited

Legacy Profile Fields

  • LOCATION
    Barcelona

tychosabbat's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. If you want to add a special ability like Invulnerability, you will also need to add ABILITY_COUNTDOWN to the space behaviour line so that it runs for the correct amount of time specified in the ability itself. While he's capable of flying a fighter, maybe his own Venator might be appropriate from the time when he and Anakin commanded the Open Circle Fleet. Tycho
  2. Sounds like TR v3.0 will be the dream version of EAW! Bring on the map editor! Tycho
  3. You will need to create the Jade_Fire as a hero transport. Jade's Fire was a modified Z-95 Headhunter. But as ForumlaRedline said, you do need an existing transport for landing animations. I just used Slave I again for the landing animation, and a Z-95 for everything else. Its not perfect, but all that can be done within the limit of current models. Tycho.
  4. Actually yes, I had exactly the same problem. The downloaded Shadowclaw never attacked anything at all when i used them. They just kind of sat there when you ordered them to attack something. It was a few weeks ago, but i managed to make it work. The ship has the turbo weapons ability but is missing ABILITY_COUNTDOWN. Also, it was given 8 Corellian Gunship hardpoints which attach to bones that don't exist on the Shadowclaw model. The hardpoints corellian_gunboat 07 and 08 attach to the correct bones MuzzleA_00 and MuzzleA_01. I created new hardpoints and added in the space behaviour and they worked fine after that. Tycho.
  5. Do they have April Fool's in Greece? ;D Tycho
  6. Looking forward to this one. I'll have to put all my new units into the xml files again! :'( Anyway, a quick question about the map you're putting together. Is it a rearranged version of the current one (new trade routes etc) or does it feature more planets beyond the normal 42 planets (i think its normally 42 anyway.... gotten used to using 64)? Tycho
  7. It depends on which galactic conquest campaign you are talking about. For the max planet galactic conflict campaign, you will need to look at the following files: story_sandbox_44_rebel.xml story_sandbox_44_empire.xml story_rebel_ai_heroes.xml story_empire_ai_heroes.xml For the other campaigns look at which sandbox files they access and modify them as appropriate. These files control how the heros spawn in galactic conflict. Tycho
  8. Are all the files included in the zip file modified in some way? I think it would be better just to include the ones you have modified yourself for your campaign so that they can be used with existing mods. I found that after i've been using the Total Realism mod for so long, i couldn't go back to not using that mod anymore. Also, i am getting a lot of planets called [Missing]. Are these new planets you've added yourself? You will need to create entries for them in the master text dat file and supply that with the distributed zip file. Tycho
  9. Personally, i find it more challenging when the rebels cannot see any of the Empires planets to begin with. It means you need to get out there exploring to find such a planet so that you can start stealing technology. It gives the AI more time to do its thing and makes for a more challenging game in the long run. Tycho
  10. http://pff.swrebellion.com/index.php?topic=2979.0 Tycho
  11. I used ther hero name initially, then decided to switch to company name when i saw thats how the sandbox story files worked. Then i never went back to adding them as starting units. So i'm guessing from your question that adding the units as hercompany name will in fact allow them to be added to campaign start positions. Tycho
  12. This line comes from the campaign that accompanies the 64 planet planets.xml made by z3r0x. Galaxy_Core_Art_Model, Abregado_Rae, AetenII, Alderaan, AlzocIII, Anaxes, Antar, Atzerri, Bakura, Bastion, Bespin, Bestine, Bonadan, Bothawui, Byss, Caamas, Carida, Chandrila, Corellia, Corulag, Coruscant, Dagobah, Dantooine, Denon, Endor, Eriadu, Etti, Fondor, Fresia, Geonosis, Hoth, Ilum, Jabiim, Kalee, Kamino, Kashyyyk, Kessel, Kothlis, Korriban, Kuat, Lok, Manaan, Mechis, MonCalimari, Mustafar, Myrkr, Naboo, NalHutta, OrdIbanna, Polus, Rattatak, RocheAsteroids, Ryloth, Shola, Sullust, Taris, Tatooine, Thyferra, Thule, VergessoAsteroids, Wayland, YagaMinor, Yavin, Ylesia, Zhar It works fine for inserting all the planets. Tycho
  13. http://pff.swrebellion.com/index.php?topic=2955.0 That should see you in the right direction. Tycho
  14. It can also lead to other complications that there isn't "The One Mod". If you use a general overall mod such as Total Realism (which i do btw ;D ) in addition to the 64 planet galaxy created by z3r0x, and you start to add in the mods created by others, there is a degree of incompatibility which means that you need to edit new additions to fit in with your main one. e.g. when i originally put in the Firespray, Shadowclaw, Absolution, Xizor / Virago mods, i had to edit them all to fit in with Total Realism. Hyperspace speeds in the two were quite different and the new entries were slowed down to conform. Same with anything new that you create, it needs to fit in with the mod. Tycho
  15. I found that when i added in Mara, Tani, Xizor, and Kyle from the mods found in this forum, putting them as starting units in the campaign files didn't work for me. For Galactic Conquest, I got them to spawn like the other heros do by modifying the story_sandbox files, and story_empire/rebel_ai_heroes.xml. Then you can control at what tech level they spawn. Tycho

Copyright (c) 1999-2025 by SWRebellion Community - All logos and trademarks in this site are property of their respective owner. The comments are property of their posters. Star Wars(TM) is a registered trademark of LucasFilm, Ltd. We are not affiliated with LucasFilm or Walt Disney. This is a fan site and online gaming community (non-profit). Powered by Invision Community

×
×
  • Create New...