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wraithorn

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  1. Well I played a game on the map galactic conflict, with all the 43 planets starting with level 5 tech from the get go. I can confirm that the Empire will indeed build Imp star destroyers and (rarely) level 4 starbases playing like that. Its alot more fun that way. They also go ape poop on building AT's and anti air units. I hate those stupid cockroach units. Although they do at least add more fun factor by making me change up strategies. Anyone noticed anything significant since the 1.03 patch?
  2. Yea the galactic maps are very limited at the moment. We are all waiting for the map editor to be released so that you will be able to make you very own starting conditions. I hate the beginning of any galactic conquest. You have to rush and try to defend you frontlines with old technology. All the while being broke. If you can survive the first "month" or so of gameplay, your golden though. Give us the map editor petro........soon.....please....
  3. How exactly would you go about giving them level 5 starbases? I still havnt tried a map yet advanced from the beginning to level 5. Gonna give it a whirl tonight.
  4. GAHHHHHH! I was going to post something exactly like this when I saw this thread: I'm a rebel baby. I've been playing nonstop since the games release as the Rebels, and have played many of the maps. If you saw my thread in the modding section you know that I've also modded the game so rebels have AT-AT's Having the same problems. The AI never builds past level 3 on the maps I play, nor do they ever ever build ONE stinking Imperial Star Destroyer. Never once. Then a brilliant idea came at me from reading this thread. What if you start your galactic conquest map but change the tech level to level 5 from the VERY BEGINNING. Ya know, where u can set it at same place as the starting money and stuff. I'm going to try this. I'm willing to bet they will know how to build high level space stations and Imp cruisers then. Anyone done this? Proves the Imperials are dumb LOL Must be a bug in the Imp AI for them not be teching up. Now I cant wait to try a map with starting tech at 5. Clicking and dragging 3PO and ARtoo around doesnt really float my boat anyway. Would be nice to get some REAL space battles going though that didnt involve 50 friggin broadside cruisers. I hate those things.
  5. Thanks again! Containers....hmmm....containers....nowhere in my meddling did I look at that file. I'll try again soon. I had given up for now on deploying rebels from it (but I shall try again when time allows) and I've been tinkering with the other special ability, veers super de duper laser fire from his personal AT-AT. I DID (after several tries) manage to get my newly created Red Stripe Rebel AT's to fire the same blast. That was a pain in the arse to get right. The special ability icon is mirrored though in the GUI, but I can live with that. Again thanks everyone for the help. Modding is fun when stuff works out hehe. Maybe next I'll make a REBEL DEATHSTAR with a red stripe down the side of it MWAHAHAHAHAHA.... Then give Sidious a taste of his own filth. I was thinking, after all, this is a modding forum, would anyone be interested in this little mod of mine? I have plenty of personal webspace I never use and could host the file, but from alot of forums I get the sense that alot of people like playing as the Imp scum. No offense but I couldnt resist AT's are dang fun though I gotta admit.
  6. Heres the code. They use Veers' troops for all the AT's. The actual entry for the troops is in ground units. Maybe someone can look at this and let me know whats going on? - DEPLOY_TROOPERS 20 Veers_Deployed_Imperial_Stormtrooper_Squad 2 B_Trooper_00, B_Trooper_01, B_Trooper_02 Thats the entry for the actual ability. Then in groundcompanies.xml they have the entry for what they actually are. This is my code to alter them for the rebels. - Rebel_Infantry_Squad Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper, Squad_Rebel_Trooper 9 6 No 15 Then I just substituted in the Veers' troops with mine in both ability areas for the AT's. In both groundcompanies and groundvehicles.xml. Even if the animation was the problem, why would they (the rebel troops) actually be seen doing the animation? Again I see them getting halfway down their ropes, and when about to hit ground.....exception error.
  7. Sorry, wrong. Take a look at groundcompanies.xml. And groundvehicles.xml. There you will find entries for the special ability of DEPLOY_TROOPS with Veers_Deployed_Imperial_Stormtroopers. I think thats what they are called anyway. There is data on them in the groundcompany that lists them as a variant of regular stormtroopers (with only half the firepower; maybe being cramped all day in an AT makes you wary?) But they are definately not regular stormtroopers.
  8. With stolen Imperial technology turned against them! LOL.
  9. Yea, I thought of that too. Theres no entry for Veers' troopers in their either though. Thank you for the input though. What I'll most likely end up doing (what I dont see a problem with) is just removing the option alltogether. Just like if it had been captured by Chewie. Maybe I'll put Veers super turret ability there instead lol. Then again though, it might be a bit off balancing (more so) by giving my entire squad of AT's that ability. I could just use it lightly though. Promise! An AT with the dark red stripe down the side is very cool looking.
  10. Ding! Absolutely! Long live the Alliance! Well, I thought of that. The strange thing is though, it LOOKS like its about to work. I mean the rebels start to repel down the lines same as the stormys. Then halfway, crash. Like I said, I thought it was due to the fact there's 5 per squad for the rebels. And Veers' squad had only 3. So I even changed that, but no joy. I'll probably look over it today and re-recheck my changes. But it looked good. I like only a couple of the Empires units. The AT of course is one of them. I just cant bring myself to play as them because I feel dirty ;D They are evil and suppressive ya know.
  11. Well after messing around, I am stumped once again. Got the AT's for the rebels no problem. They even have the red stripe going down the side. Pretty cool, I have no idea how that happened . I guess anything affiliated with the rebels gets a red stripe. Having problems trying to get rebel infantry deploying from it though. They use Veers_Deployed troopers as a varient of the regular stormtroopers. I tried the same thing with rebel_infantry but as soon as I go to deploy them, the game crashed and I get an exception error. The funny thing is, the rebel troops actually begin to deploy from the AT, but then get halfway down their ropes, and the game crashes. Then I thought that it was because they come down in groups of 3, for a total of 9 troops a squad. So I made my own little batch of modded rebel troopers as a varient of rebel infantry. And changed them to mimic veers at 3 groups of 3 for 9 total troops. Same thing, they come down, get halfway, and the game crashes. I mimicked the data from veers' deployed troops exactly. I renamed my new troopers to wraith_depoyed_etc. Im not sure if the groundcompany name would show up in any other files, perhaps that would be the problem. And I would just need to input my own little troopers there. But where to look, theres so many files. Any more ideas?
  12. BWAHAHA! It worked! lol I did exactly what you said, in addition to changing the required_something something_to build to the Rebel Heavy factory, instead of (of course), the Imp Advanced Factory. Kept everything else the same except for the names. Odd how in the companies.xml file how its named Imp_Heavy_assualt or such. But anyway I renamed those several things, changed the build thing and walla. I thought I would have problems with the GUI positioning of the build button for the heavy factory, but I think that space is empty anyway for the rebels, so it lined right up! THE FUNNIEST thing is when I deploy stormtroopers, they are Imp traitors! I can control them same as any Rebel unit once they hit the ground hahaha. I'll most likely try and change that later on to make them Rebel infantry to make it more like a "captured technology". I wish I could see the look on the Imp's faces. Thank you so much. Lando would be proud.
  13. Thank you. At least I have a direction to go in now though. Long before space_cap mods were popular, I figured out how to raise it by tearing apart someone elses mod, to see what and how they did it. The particlar mod had changed the cap, but not to what I wanted it to be for my personal use. But it did help me figure out how it was done. Ill take a look at what you've said. Tinker around with it tonight and see if I can break my game thoroughly ;D I hate computers lol. I REALLY hate programming, which is basically what all this modding stuff is. Like I said, I can look at code and sometimes decipher what I want to change, but thats about it. Code sucks. Thank you again for the help!
  14. I've been looking through the XML files to no avail, trying to figure out how I could make the AT-AT's buildable by the REBEL faction. Not captured mind you, but the actual building of the advanced factory and the resulting AT's in Galactic Conquest mode. Apparantly its not just a little modification here or there. Unless I'm missing something. I tried looking through some of the mods that activate a particalar unit for a faction, but cant figure out how I'd do this. Heh, I simply love the Rebel faction and always have, but who does'nt love AT's too? Besides I've started reading the Thrawn trilogy and have found that Lando had some Anyone done anything like this yet? Any ideas how I'd go about accomplishing it?

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