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Phez

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Everything posted by Phez

  1. Yes - ... - My tests are all in skirmish - ... Stellar_Magic mentioned the AI has relaxed build requirements in Galactic Conquest, but I haven't personally tested that, so I'm asking if anyone has. ? Lets just say I've never seen the AI attack with a ShadowClaw or a Venator, and the Venator has a pretty good rating Phez
  2. Chaos: Increasing - That 14000 point star destroyer is very popular - the skirmish AI usually has two at all times. Orao: Which file was that in, and what Lua editor did you use that allowed you to see the code? Stellar_Magic: Interesting, I'll have to remember that GC ignores required planets - that was supposed to keep the Star Destroyers in check,.... Does that mean it can build tanks on worlds with no factory?
  3. Changing AI_Combat_Power doesn't affect the unit's performance, but I still haven't gotten the AI to build a Venator during a skirmish. It builds plenty of interdictors and ISDs so it has the cash ... ? - And it builds IPVs ! - I believe there is a list of ships it will stick to somewhere in the LUA (or someother place I can't search) and it doesn't consider a ship that isn't on the list. I renamed my Empire buildable Venator back to Jedi_Cruiser - let's see if the AI notices... Phez
  4. Re extract (or delete) the Containers.xml file - it controls grouping the fighters - if the file isn't found it uses the one in the meg archive Check the Squadrons.xml (or rename it Squadrons.xml_ as a test - this will break if you have added squadrons like Tie interceptors, but if it is the root of your Y-Wing problems...) Check SPACEUNITSFIGHTERS.XML under the Y-Wing for the ability data for this... <Unit_Abilities_Data SubObjectList="Yes"> <Unit_Ability> <Type>ION_CANNON_SHOT</Type> <SFXEvent_GUI_Unit_Ability_Activated>Unit_Attack_Y_Wing</SFXEvent_GUI_Unit_Ability_Activated> </Unit_Ability> </Unit_Abilities_Data> Have you changed any projectiles? This ability uses Proj_Ion_Cannon_Medium_Laser_Blue Phez
  5. I've been trying to get heavy ships and some added units to be built by the AI I saw a big difference when I reduced the AI Combat power on my starbases - the AI rarely if ever went beyond lvl 3. I increased the values and gave the AI more money in difficultySettings and now it builds the stations and plenty of capital ships. 42000 7220 14900 Tartans are around 250 I assigned combat power with an Excel spreadsheet - I calculated the amount of damage a ship would do to a Victory SD before it's shields fell - needless to say I've modded a few things... Venators and other 'added' units are still ignored by my skirmish AI... Phez
  6. Lua can be compiled into bytecode - this speeds things up, but makes it unreadable and almost impossible to edit. If petroglyph is really really cool, they'll throw those source files (with comments) in with the mod tools. Here's hoping... Phez
  7. Try This: No It is in all the mixed hero companies, ... Phez
  8. Thanks, Maybe it is something I did a long time ago, but my interdictor only stops the rockets fired by the broadside / marauder... I just saw the effect for the first time today,... now I'll need to figure out why proton torpedos aren't repulsed, It might have something to do with the fact I made them look like orange turbolaser shots (to appease the part of me that still loves the original XWing games) When you say you lost the Ion Cannon button, do you mean the Planetary IC or a Y-Wing IC? The Y-Wing ability looks complicated in Containers.xml : <Unit_Abilities_Data SubObjectList="Yes"> <!-- Primary ability --> <Unit_Ability> <Type>ION_CANNON_SHOT</Type> <Recharge_Seconds>20.0</Recharge_Seconds> <GUI_Activated_Ability_Name>Y_Wing_Container_Ion_Cannon_Shot</GUI_Activated_Ability_Name> <!-- GUI Command Bar support --> <Projectile_Types_Override>Proj_Ion_Cannon_Medium_Laser_Blue</Projectile_Types_Override> </Unit_Ability> </Unit_Abilities_Data> <Abilities SubObjectList="Yes"> <Ion_Cannon_Shot_Attack_Ability Name="Y_Wing_Container_Ion_Cannon_Shot"> <Activation_Style> User_Input </Activation_Style> <!-- We only consider the following unit types "valid targets": --> <Applicable_Unit_Categories>All</Applicable_Unit_Categories> <Applicable_Unit_Types /> </Ion_Cannon_Shot_Attack_Ability> </Abilities> In Squadrons.xml: <Unit_Abilities_Data SubObjectList="Yes"> <!-- Primary ability --> <Unit_Ability> <Type>ION_CANNON_SHOT</Type> </Unit_Ability> </Unit_Abilities_Data> and in Fighters: <Unit_Abilities_Data SubObjectList="Yes"> <!-- Primary ability --> <Unit_Ability> <Type>ION_CANNON_SHOT</Type> <SFXEvent_GUI_Unit_Ability_Activated>Unit_Attack_Y_Wing</SFXEvent_GUI_Unit_Ability_Activated> </Unit_Ability> </Unit_Abilities_Data> I've never messed with those abilities Phez
  9. Could you point me to the code that does this? Also - does it work when you test it? My interdictors aren't very useful, and I'm hoping to 'improve' the defend ability... Thanks, Phez
  10. The MTD editor is available. Skip the Hex Editor I modified the top post with the file and some new instructions. Happy Modding Phez
  11. I agree with keraunos. I see the problem as: yes star destroyers are pretty, but I find I'm usually better off with many smaller craft like corvettes + fighters. Corvettes kill fighters, fighters kill capital ships, and overwhelming frigates is easy when you're just pumping corvettes and fighters. Plus - capital ships are slow. It would be really neat if they could hyperspace across the board somehow, perhaps hyper out, then appear in reinforcements so you could hyper them back in... As Imperials, it is easy to use Acclamators and fighters the same way. The default Nebulon B is worthless Rogue Squadron is overpowered w/ Lucky Shot... In skirmish, a capital ship with all it's hardpoints shot off costs your enemy reinforcement points and is useless. I am attempting to increase the power of the largest capital ships. I intend on giving them more hardpoints, so they are useful until completely destroyed. I also removed shield penetration from concussion missiles. I increased (by half) the hitpoints on shield hardpoints, and I'd love to work out a way of repairing shields (like if your station's shields are destroyed, but then you upgrade the station, the shield generator might be back, but you still have no shields.) eh Phez
  12. Which Step is giving you problems? What image editor are you using? Did you try the editor attached to the first post? Phez
  13. I like http://www.catch22.net/software/hexedit.asp It's free and it gets the job done. I wish it would show more data types in the status bar evaluation. There's an editor up there now, It requires .NET 2.0. Should take the pain / annoyance out of MTD editing. Now all you need is Gimp or Photoshop, etc for the TGA file. Phez
  14. This is an advanced quick tutorial. ---------------- Step 1 ----------------- Extracting, Opening and Editing the image * Extract Mt_commandbar.mtd and Mt_commandbar.tga from Textures.meg (data/art/textures) * Hex edit Mt_commandbar.tga -> Change offset 17 from 00 to 08 (alpha fix for Gimp, Photoshop may not need this) * Add your image to a blank area in Mt_commandbar.tga * Remember your icon's x, y coordinates Notes: Unit icons (tie fighter, xwing, etc...) are 50x50 Pay attention to your alpha channel Do Not use RLE (run length encoding) and Do Not use "origin at bottom left" when saving (tested GIMP 2.3.7). - - - - - - - - - - Step 2 - - - - - - - - - - Editing Mt_commandbar.mtd using MTDEdit Make a backup of Mt_commandbar.mtd Open Mt_commandbar.mtd in MTDEdit Type your icon's Name X, Y, W, H into the boxes Press save to accept the new entry (the button should turn green) File -> Save Mt_commandbar.mtd has been rewritten to include your new icon info - - - - - More info for programmers - - - - - - - - Mt_commandbar.mtd + This file contains 786 records: + Numbers are littleendian (intel) + Each record is 81 bytes long + Each contains a string followed by zeros, 4 32 bit integers (X Y W H), and 1 byte (either 0 or 1) To add your icon overwrite the first number with one larger (787, 788, ...) Add a unique name for your image to the end of the file followed by zeros (64 bytes total I think) record the position of your icon as 4 byte integers (x, y) record the width and height of your icon as 4 byte integers end the file with a single byte: 1 (not '1' but 01 the number). ----------------------------------------------------------------------- There you go! now you don't need to keep using Katarn's icon for everything! Phez

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