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scott2978

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    Captain Artenon: Return to Naboo Project Leader

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  1. I will be so freakin glad if someone would convert this model for us. So freakin glad! Scott
  2. Atreus, what kind of video card you running?
  3. I think the SAU models don't use death clones. They have one listed for each model, but the settings for them are basically intended to produce a big explosion and no actual wreckage. I don't think I mind though, as long as SOME of my ships leave wreckage. Scott
  4. Obsolescence matters not! I know several people who still play Star Wars: Rebellion which came out back in 1995 and is still among the top 5 Star Wars PC games of all time IMO. Scott
  5. I don't have FoC yet, but here's the easiest way to do it in EAW: How to add planets to EAW in ten easy steps! Tools: Notepad Mike.nl's String Editor http://alpha1.dyns.net/eaw/StringEditor Before you start you should know that this tutorial assumes you have unpacked the various MEG files of the game so you can work with them, and that you know how to set up the file structure of a mod (ie: where to put your Mod folder). Step 1: open Planets.xml in notepad. Step 2: find an existing planet that closely matches the terrain type of the planet you want to make Step 3: copy the entire planet entry and paste it at the top of the file, just in front of the first listed planet. Note that the galaxy map is the first entry in Planets.xml and is not considered a planet. You might want to remove the lines for the planet's special ability since I don't know what having two planets with the same one will do. Those lines are at the end of the planet info. Step 4: change the Step 5: change the Step 6: change the glactic coordinates. The first number is the left-to-right axis on the galactic map, the second number is the top-to-bottom axis, and the third number is the up-to-down axis. You should NOT change the up and down third axis number. Don't worry too much about what coordinates you give your planet right now, it will take some tweaking to get just right. Save and exit. Step 6: open MasterTextFileEnglish (using Mike.nl's DATEditor tool) and add an entry for the Step 7: Now open CampaignsSinglePlayer.xml. Step 8: scroll down to your favorite campaign. Note there are two entries for each campaign, one for playing as the rebels and one for playing as the Empire. Look for the tag. Inside there is a list of all the planets used in that campaign, just add the Step 9: Start the game (using your mod batch file or however you launch a mod in FoC) and pick your favorite campaign. Look around for your new planet. Take note of where other planets are in relation to where you want your new one to be, and jot them down. If your planet name is [MISSING] then you didn't do the Note that the further the planet is from the center of camera view, the more "numbers" worth you have to change it to actually see the planet move on the galactic map. This is because of the angle at which you view the galactic map. You should know that moving your planets far away from each other has a consequence: while the planet may LOOK close to another, it's coordinates are meaningful. There is an entry in the Gameconstants.xml that defines how far from one planet a ship can reach. If you put a planet way out there, it may be so far away from other planets that you can't go there. Also, changing this constant in the Gameconstants.xml file may have it's own consequences: you may end up with enemies flying past your "front line" planets deep into your rear area. Just some things to consider when placing planets. You should test each planet as you add them to make sure everything is ok. Step 10: Celebrate! Notes: Of course, this gives you the same terrain in space and ground as the original planet, and it gives you the same descriptions and indiginous population so on, but the planet will work, and on the map it will have the right name. If you want to change the rest of that stuff, go fot it, it's just as easy as adding the planet was! Most of it can be done just by fiddling with the Planets.xml entry, and adding new Text file entries. Scott
  6. You can always tab out and check your processor log by hitting CNTRL+ALT+DELETE and clicking on the Performance tab on the Task Manager. I'd be interested to know if anyone with SLI had this problem. Scott
  7. How hard is it to make your own projectiles? Do they need a 3d model? Scott
  8. Without being able to rotate the galactic map, wouldn't 3d planet placement just be annoying? Scott
  9. Go guys go! The rest of the community is cheering for ya! Scott
  10. Wow it would make my whole week if someone had this model! Scott
  11. That's not the Tector, it's the Allegiance. You can download it in the Space_add_on mod available at EAWFiles.com. Scott
  12. I've come up with a couple work arounds for the "full bar syndrome" as I call it. 1. Make all your ships only available at certain planets, like the Capital ships are now. That way no matter what planet you go to, the bar won't be full because only some of the ships can be built there. You would do this with the tag. It would also add some strategic depth because you would have to control the right planets to build the kind of ships you want. 2. Make your ship selection advance with tech level. As tech level increases, some ships become obsolete and can no longer be built. This may be possible using the same values that the fighters use to do just that in the spawning tags. There may be other (better) ways to do it as well. 3. Make some ships have a build limit. That way, when you build one, the icon dissapears from the bar. Of course the downside is that if you lose it, (or them depending on how high the limit is) then the icon comes back. 4. Make the bigger ships spawn the smaller ships. This is something I've been toying around with lately. Instead of building a ship, you build a FLEET OF SHIPS! All in one ship. Then the big daddy mothership spawns all the smaller ones once you get in battle. For instance, a Star Destroyer that spawns two Victory Destroyers, an Acclamator, an Escort Carrier and six Lancers. Each of the small ships would have to be coded with 0 pop cap and NOT be buildable at the stations. Also the motherships would have to be like 20 pop cap or something. But it's doable, and it GREATLY reduces the number of icons you display on the bar. The downside is that you rarely get to bring in reinforcements. That's one of the coolest aspects of space battles in EAW, that's why I never raise the pop cap. Using buildable fleets pretty much means you never get to do it. Bummer. If anyone else has any ideas please post 'em. Scott
  13. I'm pretty sure the Tector in canon (yes, it was shown in one of the movies!) is identical on the outside except it has no hangar bay. I had to improve a lot of textures for other people's mods too. Seems like everyone wants their ships to be too dark for some reason. Scott
  14. I'm in the process of doing just about the exact same thing. Since the fine folks over at Strategic Improvement have given us the green light to use their galaxy map, I'm trying to add it to my own in-house only mod. I'll let you know if I experience the same problem. Scott
  15. If only I could get Max9 to work with the ALO plugins... so close... Scott

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