Jump to content

jedi_consulor

Members
  • Posts

    685
  • Joined

  • Last visited

Everything posted by jedi_consulor

  1. I changed the AI to be less aggressive that's all - what exactly do you mean does nothing ? All I did was change the AI a bit so its less difficult to play against in easy mode. ============================================ SOTE Alpha 6 Bug Fixed: Magnepulse Exception Error. (Missing projectile) Bug Fixed: Swamp Troopers did not fire anything Changed: Selection circle of A6 Juggernaut Changed: Scale size for Mediator Cruiser Variant. ============================================
  2. sort of a bug fix - but it's not a bug, just I didn't do the scale properly on the Mediator Cruiser. Changed from 0.7 to 3.0 in space units capital xml file. I'm not re uploading Alpha 6 - but all you need to do is re scale the ship to 3.0 instead. This is for the Cruiser - not the Battleship version.
  3. Well, I am still working on it, but I hope it will be better than the stock one ! LOL I wanted an Echo base on the map for a start. @Mr Cain - you are so kind really,. @DV - your welcome - it was an over sight, I thought I had sent you the link. I sent you it now anyway
  4. DV, I didn't send you the link for the download ? - sorry mate, I'll PM you now.
  5. well if this is the case you should explain how this was done ? don't you think ? - you could be sitting on information useful to many of us on here.
  6. I also heard that some one got it to go another few Tech Levels ? never saw anything else mentioned about it though. But 2 more tech levels would be more than enough. anyone wanting them up to 99 must be mad.
  7. oh that's a bombing run marker..
  8. I'm also messing with a Hoth map - I have put this in the Alpha - but I am still really working on it. But this is sort of what I want to achive http://i37.photobucket.com/albums/e99/drone_pilot/hoth.jpg http://i37.photobucket.com/albums/e99/drone_pilot/Hoth_4.jpg http://i37.photobucket.com/albums/e99/drone_pilot/Hoth_3.jpg http://i37.photobucket.com/albums/e99/drone_pilot/Hoth2.jpg
  9. ok, well what you want to do can't be done that way. You see it is the Sandbox files that control what units appear in the game at a specific tech level. I have not seen any code that will allow you to remove a unit regardless of what tech level you are on. This is WHY I did my own code so it removes a unit by tech level. It really is the only way I have ever seen to do this. As I already said the code works by removing a unit at what ever tech level you want to get rid of that unit - and replaces it with a new one. But the thing is this requires you add this to your Sandbox files and you place the code at the tech level you want to remove the old unit at. I do not think there is another way of doing this..
  10. Alpha 6 is uploaded Check your PM's
  11. @DV I have been messing about with Rhen Var as well, this is the re do on the Terrain I thought might look ok for a beta - until HK can do some thing a lot better maybe. http://i37.photobucket.com/albums/e99/drone_pilot/Rhen_Var.jpg
  12. A social life ... ? whats one of them ? - just kidding I actually got a hole day to myself yesterday away from coding SOTE - nice. HK - what ? you started Rhen Var from scratch ? - I thought you were editing the existing map ? The Blue snow has gone !
  13. I haven't balanced this yet for the Venator's - I actually do not know the fighter compliment for a Venator :-\ shak probably knows - but where IS he when you need him !
  14. First of all welcome back to the community ! - been a long time since we last seen you. I have sent a PM to you regarding using parts of your mod. I read about the question on Rotating turrets, yes its quite true ! - I did the coding for Avenger's Venator that has the same thing. It is possible to do this in FOC. I look forward to seeing your work on this for Star Destroyers quad Turrets.
  15. Well if I put this in Alpha 6 - its up to you and the other testers to find the bugs on the map - I will have a look at it when I download it, but its up to the testers to do the de bugging - that needs doing for things.
  16. Sorry bud, I am talking about the new version Alpha 6 - crossed wires I think - I have changed all this mate, I wrote it in the change log I post.
  17. Whats this about text levels ? - sorry bud - you lost me there. The code I posted works no matter which way you use it. Start at Tech 1 - get the unit you like and loose it at Tech 3 if you wish and it is replaced by another unit. This is then deactivating the other unit from play, - it cannot be built any more. Existing built units will still be playable until destroyed. This is not a bug - its just that you built then before the unit was removed from play. All the code actually will do is remove a unit from the build tab - ok ? The code I posted only remove units - not heroes. Hero removal code through the same method is different code. By the way that code is buggy and doesn't remove them properly. But the code I posted is not for hero units. The code does NOT remove the unit from the game to stop it spawning, the code stops a unit being built at a specified Tech Level. I cannot be more clear about this. Yes it does what you asked, It stop's one being built on a build tab and replaces that unit with a new one. This code works 100% I have tested and use this code in SOTE and my older mod BOP. If you were to start a game at tech level 5 and the unit is written in the Sandbox files to be removed at say Tech Level 3 - the unit will not be available at tech 5 - because the code in the Sandbox files tells the game its been removed from play and replaced with a new unit. Z3r0x is basically saying the same as me - the only true way to remove a unit is to stop it being buildable in the units xml file. You would then need to have it called up some where else in the game - such as being spawned, or being an escort for another space unit type. JC
  18. @HK - upload the map to rapidshare, I'll get it there. @HK - Cannon fanatic ? - Well I would at least like the space ships to spawn the correct amount of fighters they would have carried onboard. @DV, : You haven't even GOT alpha 6 yet so you don't have the revision changes to the squadrons and how many Starfighters are carried on board Capital ships and Frigates. This number is not small its 76 fighters (1 Wing of fighters) per SD this is what they are supposed to carry. 1 Wing for a Mon Cal ship is 36 fighters by the way. This is how I re did them in the mod..
  19. you actually really need to check your maths. - 3 squads of 12 fighters not enough for you ? 3 Squadrons (12 fighters each) in fighter groups of 4 fighters,. That's like 36 fighters. This is not counting the TIE Fighter compliment of 24 fighters. (2) Squadrons, then the TIE Bombers. I have to work this into the proper compliment of how many fighters a Star Destroyer normally carries. Don't worry I have been working the maths out on all ships including rebel ones.
  20. well ok I can hold up Alpha 6 for another for you if you like. I'll leave uploading it until Sunday night - if this helps.
  21. I said: "This should be the final build log for Alpha 6 - I may have time to add one more thing tomorrow, but Alpha 6 will be released to internal testers tomorrow Smiley - thanks."
  22. Update: This should be the final build log for Alpha 6 - I may have time to add one more thing tomorrow, but Alpha 6 will be released to internal testers tomorrow - thanks.
  23. Hmm I actually beg to differ,. I tested the code I did, to remove a unit based on other code. It does work in GC mode other wise I would not have posted in that thread to say how to remove a unit at a certain tech level. The code works fine and is not about tech level deativation, it's about deactivating a unit 'AT' a certain tech level. Use: Deactivate unit at what ever tech level Replace 'With' Unit at that tech level,. Nothing about deativating tech levels just units you want removed. Plus when you over step a certain tech level the unit is no longer buildable. I know that code works because I have tested it several times. The code I posted does not suit your purpose because you want the unit disabled - not disabled at a tech level which is what that code does,. Plus that code needs to be in every sandbox file for every campaign you want to remove the unit at. If your looking to disable a unit from being built - your better just removing the build option from the actual unit, and have it spawn some how some where else in your game.
  24. well I never doubted shak - he's normally on the ball about all the technical stats on these things. I will leave the A6 in for now - so it can be tested though, but it might not make it to the final build, instead will be just the A5 @Empireftw - thanks I promise this should be a good mod

Copyright (c) 1999-2025 by SWRebellion Community - All logos and trademarks in this site are property of their respective owner. The comments are property of their posters. Star Wars(TM) is a registered trademark of LucasFilm, Ltd. We are not affiliated with LucasFilm or Walt Disney. This is a fan site and online gaming community (non-profit). Powered by Invision Community

×
×
  • Create New...