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tychosabbat

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Everything posted by tychosabbat

  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
  16. Unfortunately it seems to be the main way to do things at the moment. Maybe if mod publishers used comments to identify new versions of code and perhaps move it to the end of the xml files, it would be easier then to copy and paste over your own entries. I've not published anything yet but its what i do anyway just so i can find the stuff that i've added. *edit* Of course, if someone has done a wide scale mod such as the realism based mods, then there are changes throughout the files, and its not practical to move them all to the end of the file! Tycho
  17. Mines turned into two variants of modified freighters (based on the Empire corvette one published here) for use by the pirate faction. One is armed with a missile launcher and laser cannon battery, and the other one has a spinal mount turbolaser. Tycho
  18. Look at how the current planets are part of each campaign in campaignssingleplayer, then add the new ones you wish to include in the same way. Its probably something similar for the main single player campaign. Tycho
  19. I don't know why you have two build tabs showing but to make a unique and a buildable rebel star destroyer you need to create variants. Generic_Star_Destroyer_2 TEXT_UNIT_STAR_DESTROYER_REBEL TEXT_TOOLTIP_STAR_DESTROYER_REBEL 4 Add this to your uniqueunits.xml file: Generic_Star_Destroyer_2 TEXT_UNIT_DARK_HAWK TEXT_TOOLTIP_DARK_HAWK 99 The tech level 99 means that it cannot be built, and will only appear if you place it in one of the campaign xml files. It will mean there is one and only one. If its lost in battle, its gone for the duration. If you go down the road of making it a hero transport, then it will respawn like hero's do but this is a bit more complex to achieve. Rebel, Planet, Dark_Hawk You will need to make the relevant dat file entries for STAR_DESTROYER_REBEL and DARK_HAWK unless you want [MISSING] appearing when you put the cursor over the items. Tycho
  20. Indeed, but Kingdark had said that it wasn't working for him so i was curious to know what the problem actually was in the end. Tycho
  21. Heh, you've solved the problem with putting in the units as pirates? What was the problem in the end? Tycho
  22. Oh! Good to know that works. Saves time putting in lots of variants. So in that case, i would say the problem is that you have named the faction incorrectly. The faction name is "Pirates". In your Bespin example you have called them all "Pirate". Can't believe i didn't spot that before Tycho
  23. Ahhhh! I see what the problem is now. You are adding rebel affiliated units to the pirate faction. The pirates don't have x-wings, y-wings, nebulon-b etc. Give them pirate units: Pirates, Bespin, Pirate_Asteroid_Base Pirates, Bespin, VWing_Squadron_P Pirates, Bespin, Pirate_Fighter_Squadron Pirates, Bespin, IPV1_System_Patrol_Craft Pirates, Bespin, Pirate_Frigate This is basically the full extent of available space pirate forces. They have ground ones too. To give them new ships you would have to go into the spaceunits files and make new instances of the other ships but with a pirate affiliation. For example: spaceunitscorvettes.xml would need modifying to contain a pirate version of the corellian corvette like so. Corellian_Corvette Pirate Then you can add it to your starting forces with: Pirates, Bespin, Pirate_Corvette Hopefully, that will solve it! ;D I don't have MSN or AIM i'm afraid. Tycho.
  24. Ahhhh, i think i know where you are having difficulty. Firstly, your xml folder is in the right place. In your campaigns_singleplayer file, have you tried to add a new campaign to the end of the file or something like that, or have you modified one of the existing entries for the galactic conquest campaigns that come with the game? I had a problem in my first attempt at a campaign, that although it showed up as a new entry in the list of galactic conquest campaigns, when i actually tried to run it, it used data from the Empire Surrounded scenario. Any changes i had made were completely ignored. I have no idea why and i still don't know why. When i modified an actual campaign that already existed, the changes occurred fine. In the end, i've just made different versions of the campaigns_singleplayer.xml file and deleted out everything except the actual campaign i want to play. Also, when you make changes to some xml files, the game tells you they have been changed and lets you reload them. For the campaign files, this didn't happen for me at least and i had to restart the game each time to check changes. Tycho
  25. MistenTH had a repair tender in his EAW Realism v3 mod. It was located in the transportunits.xml file. Tycho

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