
jedi_consulor
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Everything posted by jedi_consulor
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Re: Forces of Corruption modding help.
jedi_consulor replied to Kuren's topic in EAW Mods General Workshop
In Squadrons.xml you will see on the spaceunits they have a section of code for multiplayer build options. - You should make a copy of this bit of code and copy it to your new spaceunit (if it hasn't got this code already) Then you just need to look in Starbases.xml and Starbases_underworld if your adding new skirmish units for the consortium faction. At the bottom of each of those files you will find skirmish starbases 1 - 5 in each section of code for each of those starbases, are skirmish build types for the spaceunits - telling the starbase what it can build at that base level. Add your new unit(s) to any of the skirmish starbases you feel you want to be able to build the new space unit at. It's really simple to see where you place your new unit as you won't miss the other units in the code that it can already build. Once you have done all this - your new space unit is - should be buildable in skirmish for your space battles. JC -
Looking for Yoda models and skins
jedi_consulor replied to Polgara's topic in EAW Mods General Workshop
ROFLOL no it's not illegal for personal use. I can't see Lucas Arts hunting you down and kicking down your door with a law suit - just for doing some thing for a private game. I DO have FOC and have imported a lot of different units from FOC into my old EAW Balance of Power mod. That IS for private use.. I don't know if there is anything illegal in actually ASKING for some one to give you models and code from a game you don't own though. Would that make any difference ? -
Well Avenger I look forward to seeing the FOC version for sure
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Truly excellent work Avenger I'll get a copy and test it out
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Public Useable Units
jedi_consulor replied to Ghostly_Substance's topic in EAW Mods General Workshop
yes, sure Monkeybiz - it was in Forces of Corruption I tested it in -
Well I have said it before, but yes it does look very much like a Clone Wars Mod. I think there is too much over use of CIS units in your mod. I just don't think it fits the period that Forces of Corruption is set in. Which I would of expected to be from Episode V ? I'm also surprised you didn't ask if I could make these icons for you as you know I have Photoshop CS 9 and have hand to a good archive of different photo's of different units in Star Wars,. Were working on a FOC mod together right ? - so why not ask. I am unsure about whether CIS units should be in our public mod as well as there can be an over use - of ANYTHING really !. I'll discuss this more in PM's if you wish.
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Well hey there is two conflicting story's going on here - I don't know which one is the right version of events ?! ???
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Yes, these were complete xml files. I'll try and find time to look for them again so I can see what they were properly this time. Ok it seems what I was looking at in the FOC 1.01 files was the AI Goal Functions, and AI Goals all of the files that have that AI Goal path. They all have code that tells the AI to 'DO' things in the game at specific times in the game - a bit like the story plots function in the other files. The AI decides whether to build a structure, accumulate credits or remove - or corrupt a planet. It's spread across different files in this section.
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I should have copied the site address down. But no, no.. The Article was only about General Veers Mate. It was a page on his profile and history. There was no 'mistake' I quoted that tit bit from down the bottom of the page. Like I say the page was just about Veers. I have the 'URL' http://www.starwarssource.net/sws_display.php?template=1&document=39 There you go its no mistake its what was written and quoted
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I do recall coming across some files myself - that trigger whether the AI builds things or not and what priority to do them in. It was written in language code. Things like if have enough space buildable what ever then build land forces type of stuff. I forgot what files they were in, probably the AI stuff I guess. So I think they may of dumped all the Intervention stuff into those files what ever it was I looked at.
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Yes I found that snippet on a web site that proclaims itself to be a Star Wars Information Database. But the facts they posted don't add up to the actual events in the movie I don't think. Like I say the Rebels were already in retreat and Veers had destroyed their shield generator and was landing ground troops to infiltrate the rebel command centre. No idea where they got their delusions from honestly.
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I found this segment on a web site: I never knew this to be true, or have ever even come across this before. I don't see how this could be possible considering when you watch the film General Veers Destroys the Shield Generator and the rebel forces were in retreat, not attacking any longer ? Just seems to be convenient fan fiction or EU stuff that doesn't really add up to what we saw in the movie. ?
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I guess its better to leave them be then. It's possible that the Intervention entries would not work anyway with FOC :-\
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I don't know, but the FOC plot files don't have any intervention xml files listed. Which is why I needed to know if the existing ones from EAW (which are also in the FOC XML folder) by the way will be compatible. There are some Intervention files that are to do with the pirates, and then there's Vader's favour etc, that don't look suitable for the FOC files. But then you have the other ones for building structures and what have you that could be used.
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So you think that those Intervention XML files (that are obviously from the original EAW) game will be compatible with the FOC Story Plot files ?
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I was just looking through these files and noticed that they don't have any intervention xml files in them After the active plot line normally has a list of intervention xml files which the game then uses during that particular GC game. My question is can you still use the same Intervention xml files from the Forces of corruption xml files ? (There are a lot of them in the FOC XML folder - but they appear to look like the same ones from the original EAW game. (Same Intervention names and such). If anyone ones the answer to this please let me know ASAP. I would like to try and change the way the AI builds things and plays the game. etc..
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Public Useable Units
jedi_consulor replied to Ghostly_Substance's topic in EAW Mods General Workshop
@Monkeybiz, Just added your E-Wing to my mod, and it look's un skinned ? -just looks all grey with nothing else like details. I obviously placed the texture files in the relevant folder so I know I did that. -
That sounds pretty cool, however its still using the original XML coding as the base for the new ability. Which was more my point. But that new ability sounds pretty clever coding. We can't actually just come up with a new ability that really is 'new' that has never had any previous coding in EAW to reply on. We can manipulate the code with simple tricks and nonsense, not to say the trick you mentioned is simple - or the latter but most of what we can do really are just tricks in the coding to come up with some thing different.?
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no, no you can manipulate code in the game - but you can't create anything new to add to the game - cause the game just won't get it what your trying to do. You have to work around the developer game code - you can't add anything 'new' as in new abilities - from scratch I don't think. That seems to be hard coded ? You can't get EAW to be able to use abilities for example from FOC - the game just won't understand the new abilities code. So its the same for anything new that is not originally EAW code - that has been invented by some one else..?
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Would have been better though if the developers had made those break off bits smaller ? - I mean if Kel's calculations are right - its just damned bizzare ! Perhaps break off bits in smaller bits would be better for some area's of the ship where some thing would blow up so to speak - like a shield generator at the top of an SD maybe. I like the idea better though of having just emit damage effects and hull scarring - (black bits around the hull) on the HP that has been hit badly. As well as emitting particles
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That could be down to the possibility that the EAW XML code can only be changed altered and manipulated so much. Just how far can you change the coding in EAW anyway ? There's aspect's of the coding that are hard coded ? - such as abilities for example. Poeple can dress the code up, change stuff around and make it look different - but at the end of the day EAW still reads the code the same way anyway. The XML code is a bit ridged like that you can add abilities, change lots of settings in the files but you can't add new XML coding that is outside of what the game understands how to use. JC
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now you put it that way I see what you mean guys. guess you converted me LOL - because I bow to your logic on this Many people do just prefer damage smoke and what not. Seems unlikely like a mile of ship would blow off from a hardpoint being destroyed. Never thought of it like that before.
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LOL mate, I did for you when you get the mod back "you will see" take you to it I will but yes the SSD now has the assault ability you were screaming for
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Yes I recall people talking about this saying "oh you don't see them breaking off in the movies" which is true except for a Star Destroyer Shield generator that is. even then it didn't break off it kind of blew up. Even so as the game developers liked the idea of stuff breaking off, it would of been nice for people to do their conversions like that. I think maybe thats what keeper was trying to do as well - keep the units like the stock in game versions. It doesn't appeal to everyone but it never bothered me either way about break off pieces until the fact that everyone who converts warlords lately don't want to remain faithful to the game and do the models as an compliment to the game rather than a total replacement of the work the game dev's did in the first place.
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Yes that's quite true, so when in a mod (like I have seen) when people mix warlords models that have more HP's with stock models in the game - you then get an unbalanced game. This I find annoying but what is more annoying really to me is none of these warlord conversions (except) for Keepers conversions had break off bits. His were great for adding to a stock game so it can be done that way without adding tons more hard points. Unless your completely replacing all units with warlords = more hardpoint versions. in which case it keeps in with the balance.