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tychosabbat

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Everything posted by tychosabbat

  1. lets say you are playing as the rebels, ok you start with 5 planets, defined by which planets you assign rebel starting forces to in campaigns_singleplayer.xml low on income If you mean that the planets themselves generate low amounts of credits, you will have to edit them all in planets.xml. If you mean you start with a low amount, thats easily done in campaigns_singleplayer.xml low on starting forces. campaigns_singleplayer.xml Your goal is to reach the other side of the galaxy. Alter victory conditions to something like: Galactic_Control_Named_Planets PLANET YOU WANT TO CAPTURE TO WIN Galactic_All_Planets_Controlled, Galactic_Opponent_Controls_No_Planets, Galactic_Super_Weapon_Destroys_Last_Enemy_Planet the problem is that the path is blocked by "neutral" planets. By neutral you mean occupied by pirates as opposed to empty planets with no owners? All defended by pirate ships representing the defense force of that planet x Some planets will have a verry powerful and strong defense force while others (outer rime planets) will have sometimes a couple of z-95's and perhaps a frigate. you will need to add new forces to the pirates if they are to have anything more than pirate frigates, IPV patrol craft, Pirate fighters, and a generic pirate base. Its inportant that the pirate ai leaves the good protected planets alone and that he moves his forces to protect or retake a planet The pirate AI as it stands does not take over the galaxy. It sits where its assigned in the first place. You'll have to modify the pirates in faction.xml, or simply use the Empire as the opponent, starting on the other side of the map, and fill all the intervening planets with pirates. The Empire will try to make its way through the priates as well, to get to you eventually. So essentially, is this what you are after: Rebels control a few planets at one edge. Empire controls one or a few planets at the opposite edge. All the planets in between are occupied by pirate forces. Pirate forces include new units. For the rebels to win, they must capture and the empire starting planet. For the empire to win, they must either capture the rebels starting planet or take over the whole galaxy. Is this right? Tycho
  2. See if this will work: All All That should take care of anything that comes within the 500 range specified (hopefully!) Tycho.
  3. In the copy and pasting with no real editing, you have put star destroyer hardpoints (literally) on the jedi cruiser with this: EV_StarDestroyer_HP00_L-F.alo When your ship enters battle, it is trying to attach the star destroyer hardpoint models to the jedi cruiser model and that might well be the problem. This would be more appropriate for the forward left hardpoint on the jedi cruiser. NV_JediCruiser_hp_F-L.alo Hope thats of some use. Tycho
  4. Can the tag which restricts building locations for the capital ships (to Sullust, Fondor, Kuat and Mon Calamari in their case) be applied to other space units and ground units? Tycho.
  5. Making a new galactic conquest campaign is easy enough. Do not fear the xml code! One thought i had was that maybe you do not actually have the xml files which to edit in the first place? That would make things much harder! Anyway, making a campaign is easy enough when it just involves modifying an existing campaign. Simply alter the entries for starting forces for different planets. Add in any mod starting units that you might want to use such as the Absolution and you're off. The problem is, when you make one yourself, you know where both sides start, what resources they have etc, and which planets hold pirate forces and there is no sense of mystery initially. Its not as much fun to play. If the Absolution is in there, you're expecting to see it rather than being surprised when it turns up. Looking at the campaign_singleplayer.xml file would give you the info anyway but that removes the mystery. I'm using z3r0x's 64 planet map (nice one! ;D) and campaign he supplied with the map. Playing it on hard is quite challenging and fun. I made a point not to pay any attention to the details in the xml before playing it. z3r0x, maybe you could start a campaigns for your map thread, where everyone including myself will submit single player campaigns based on galactic conquest? I'd start one, but i'm at work and don't have my xml files here! Tycho.
  6. I've noticed that while there is lag, its not terrible. It usually occurs when switching from a space map or land map battle and just sometimes, hyperspacing units really crawl along. One thing, i've noticed. I don't know if its just in my copy, but Kamino, while present on the map, its description information is missing, or more likely not referenced as i know Kamino is in the game, and it won't allow building of any ground units. Being a water world, this may be intentional but i thought the ground map from Manaan or Mon Calamari was likely to be used instead? I'll make the changes in my own copy, but others might not know how.

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