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5.56Bullets

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  1. I missunderstood what you were trying to do.
  2. Davynelord, there are attrition stats that go along with a retreat to not allow heavly damaged vehicles escape just to come right back at full health.
  3. I modded the space auto resolve, so that auto resolve health matched the tactical health. Anyone up for testing it out? Careful though a lvl 5 station has 7000 tactical health, so expect to lose alot of stuff attacking those with auto resolve. Home 1 and mon cals are 8000, and ISDs are 7500. Im really looking for feed back on how the casulaties come out. Click for files in .rar format. Just put these in your data/xml folder. It will overwrite any other mods you have in there so put those files somewhere safe. Once i get space done i may move onto land if theres enough interest.
  4. I've heard alot of complaints about the auto resolve "feature" and was wondering if anyone was currently involved in changing it to work better. I ask that first because if its in the works im not going to spend the considerable amount of time needed to re-write code in the 11 files i've found with auto resolve values. However if no one is working on it, I guess i'll get to work. That also brings me to a question of HOW. Should i simply re-value all the units (and space stations) auto resolve health to match there tactical health and leave it at that. Or should i try to accuratly judge what i (and possibly a few testers) feel is an accurate portrail of losses for the given battle. I'd also need to figure out what the stages are for the ground bases. They are simply listed as 1-5 like a space station, but size is based on how many building and of what type, not a simple upgrade button. So far i can think of and find 11 files with changes needed. GROUNDINFANTRY.XML GROUNDVEHICLES.XML LANDBOMBINGRUNUNITS.XML NAMEDHEROUNITS.XML SQUADRONS.XML SPACEUNITSSUPERS.XML SPACEUNITSCAPITAL.XML SPACEUNITSCORVETTES.XML SPACEUNITSFRIGATES.XML STARBASES.XML UNIQUEUNITS.XML I'll start in space, and work to land, since space is far easier and i can do a mini release of it. I can think of a number of problems im going to run into and i think we'll just have to see what happens. Example, ground buildable turrets dont have a auto value, so editing the speeders to have a higher auto value may throw things off. Again, have to wait and see.
  5. Now that i recall the process, i did skip a planet that had 8 saying "no need to change that". Touche.
  6. In the Campaign it ran fine through the entire empire story. (Havnt done rebels) In GC largest map possible, 5+ times and it has yet to crash or error in any way. The edited planets are the least of my "fixes". I mean why shouldnt a planet be able to build a lvl 5 station in space, i mean its freaking space, not like theres no room for it. So that was a must fix. The 7 land slots is what the largest planet had in the stock game (Nal Hutta i think), i just gave it to all planets, so glitches may not be a problem. Now 8+ i dont know, but 7 seems perfectly stable.
  7. I put all my planets up to a 7 land slots, and all can do lvl 5 stations. There are a few exceptions such as asteroid fields which if you add a land slot to them it can make them unclaimable. In other words if your the Empire, and you attack the asteroid field controled by the Rebels you can gain space control but never attack the land. Making winning impossible. So far not a single problem with land battles with 7 structures.
  8. http://pff.swrebellion.com/index.php?topic=3157.0 That may give some insight into the colors. Im still trying to figure some stuff out with them.
  9. Actually i was hoping i would be able to attach a certain color to a certain ship name. Add some color and variation to the game, not so much be "realistic". So say The Accuser would be red, the Allecto blue, the Relentless yellow, and so forth. Though it seems that i would of course have to duplicate the ISD for every name and then place an icon for each name to build that specific one. Since theres no way to attach the color directly to the name. It wouldnt be hard to make a single ship like the Errant Venture, just duplicate, colorize, rename, and maybe give it a special feature. Perhaps i could do "squads" of certain ships. Say all the "a" ships could be blue, then "b"'s could be red. Then give "a" a special feature that "b" doesnt have, but "b" has something else. But that still requires alot of duplication and a bunch of build icons. I may just say forget it all together and just colorize certain classes. So all ISD's are red, Victories blue, acclamators yellow, and so forth. Its actually just something i was doing for myself so i'll probably take the easy way out.
  10. Ah indeed. Was staring at it the whole time. And the fourth number does seem to be opacity.
  11. Ok the regular ISD is of course nice. However in the campaign theres the red one. I cant seem to find anything about it in the uniques XML and well theres a lot to sift through in the campaign files. Basically im wondering if i can make my ISD's be a differant color, be it just using the red one thats obviously in game. Or if i can actually just place a color value. I found this on the Mon Cal, but it doesnt show on the ISD. And im not sure it has anything to do with ship colorzation. Yes Large_Explosion_Space Large_Damage_Space 255, 255, 255, 255

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