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bhaalshad

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Everything posted by bhaalshad

  1. Why not just extract it from the game files ?
  2. I have since added and modified my black market. It now has a mess of triggers, events, sounds/holograms. For eample, I even have a few planets locked at the start. When my "Hero" chooses Trade Route at a hefty price, the planet is unlocked and ready to be conqured. The idea of bounty hunters using the BM should be worth checking into. The ability for a BH to goto the BM and for a price remove a [ Major Hero, Minor Hero, BH, or like above Trade Route ] is just a small example of what we can modify the BM to do.
  3. This should do the trick... Open up Spacebuildablesskirmish.xml Search for N_Orbital_Construction_Pod (close to bottom of page) and replace the code for with this one. <SpaceBuildable Name="N_Orbital_Construction_Pod"> <Select_Box_Scale>600</Select_Box_Scale> <GUI_Bounds_Scale>0.3</GUI_Bounds_Scale> <Variant_Of_Existing_Type>Orbital_Construction_Pod</Variant_Of_Existing_Type> <Behavior>REVEAL, HIDE_WHEN_FOGGED, CAPTURE_POINT, SELECTABLE, DUMMY_ORBITAL_STRUCTURE, SPACE_OBSTACLE</Behavior> <Capture_Point_Transition_Time_Seconds>5</Capture_Point_Transition_Time_Seconds> <Capture_Point_Radius>800</Capture_Point_Radius> <Influences_Capture_Point>False</Influences_Capture_Point> <Affiliation>Rebel, Empire, Neutral, Underworld</Affiliation> <Tactical_Buildable_Objects_Multiplayer> Empire, Empire_Pirate_IPV, Empire_Pirate_Frigate, Empire_Pirate_Fighter_Squadron, Z95_Headhunter_Empire_Squadron, Rebel, Rebel_Pirate_IPV, Rebel_Pirate_Frigate, Rebel_Pirate_Fighter_Squadron, Z95_Headhunter_Rebel_Squadron, Underworld, Underworld_Pirate_IPV, Jedi_Cruiser_U, Underworld_Pirate_Fighter_Squadron, Z95_Headhunter_Underworld_Squadron, </Tactical_Buildable_Objects_Multiplayer> <Abilities SubObjectList="Yes"> <Income_Stream_Ability Name="Orbital_Construction_Pod_Income_Stream"> <Base_Income_Value>200</Base_Income_Value> <Base_Interval_In_Secs>10</Base_Interval_In_Secs> <Split_Income_With_Allies>Yes</Split_Income_With_Allies> <Split_Favors_Owner>No</Split_Favors_Owner> <Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone> <Owner_Income_Percentage /> </Income_Stream_Ability> </Abilities> <Collidable_By_Projectile_Living> No </Collidable_By_Projectile_Living> <Space_Layer> StaticObject </Space_Layer> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Icon_Name>mini_map_structure.tga</Radar_Icon_Name> <Radar_Icon_Size>0.08 0.08</Radar_Icon_Size> <SFXEvent_Select>Structure_Light_Factory_Select_SFX</SFXEvent_Select> <Ownership_Sticks>Yes</Ownership_Sticks> <Scale_Factor> 1.75 </Scale_Factor> <Tactical_Health> 10000 </Tactical_Health> <Base_Level_Available> 1 </Base_Level_Available> <Required_Ground_Base_Level> 0 </Required_Ground_Base_Level> <Space_FOW_Reveal_Range>850.0</Space_FOW_Reveal_Range> <CategoryMask> Structure </CategoryMask> <Is_Community_Property>Yes</Is_Community_Property> <Build_Initially_Locked>Yes</Build_Initially_Locked> <Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer> <Has_Space_Evaluator>True</Has_Space_Evaluator> <Text_ID> TEXT_STRUCTURE_MERCHANT_SPACE_DOCK </Text_ID> <MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_MERCHANT_SPACE_DOCK_00 MP_TEXT_ENCYCLOPEDIA_MERCHANT_SPACE_DOCK_01 </MP_Encyclopedia_Text> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class> <Last_State_Visible_Under_FOW> True </Last_State_Visible_Under_FOW> <Initial_State_Visible_Under_FOW>True</Initial_State_Visible_Under_FOW> </SpaceBuildable> Happy Mining
  4. use a fresh copy and put your icons back in. that has happend to me a few times. i keep all the icons i use in a folder as back up.
  5. You know, I have been watching this thread for a while now, and I must say I am majorly dissapointed in the responce this has gotten. Basicly this is a place to make a request for help, not a area to flame or knock down other people. I look at it this way, if you can not or do not wish to help, fine; that is your choice. There are some however that do like to help and share code / moddles etc... To say that helping hurts, omg, I can not even continue with that thought, just that statement makes me laugh.... Anyway I would request this area be locked out or removed, and perhaps a new one could be started on a more "friendly" level and respect. Anyone trying to find help here would just get losted in all this slander and bashing.
  6. For your ISD II idea, you can copy the ISD code (SpaceUnitsCapital.xml, Generic_Star_Destroyer), rename it to ISDII, change hardpoint names ( ie.. add II at the end of each hardpoint name). You can add, minus points for health, armor etc as you see fit. And for adding dif units to spawn, just swap out the unit names with the ones you wish. ie... TIE_Advanced_Squadron, 6 TIE_Bomber_Squadron, 6 2 TIE_Advanced_Squadron, 1 TIE_Bomber_Squadron, 1 Copy the hardpoints (hardpoints.xml) for the ISD and add the II at the end of each name, then change each hardpoint weapon as you see fit. Make sure to add it to the build que if you want it in skirmish. If you want to take it a step farther, extract the icon (mtd_edit) and change the tint of the icon, then rename that to ISDII.tga. Now replace back in commandbar, make ref to the new icon in your modified code for the ISDII. You can also make a text entry to state the name of you ship using a .dat editor. Hope that clears it up.
  7. look in Public Code Bank :
  8. EaW & FoC Compliant Ok, due to a request on how to do this, thought it would be better to post for all. In this example I will show you how to add a Tie Fighter and a X-Wing for land use. Open GroundCompaniesEmpire.xml Add this <!-- ******************* --> <!-- Fighters Land Based --> <!-- ******************* --> <!-- ***** Empire Units ***** --> <GroundCompany Name="TIE_Fighter_Land_squad"> <Text_ID>TEXT_UNIT_TIE_FIGHTER</Text_ID> <Encyclopedia_Text>TEXT_TOOLTIP_TIE_FIGHTER</Encyclopedia_Text> <Encyclopedia_Good_Against> Rebel_Trooper Plex_Soldier </Encyclopedia_Good_Against> <Encyclopedia_Vulnerable_To> X_SPEEDER SNOWSPEEDER UC_Rebel_Buildable_Anti_Aircraft_Turret </Encyclopedia_Vulnerable_To> <GUI_Row> 0 </GUI_Row> <Is_Dummy>Yes</Is_Dummy> <Damage>24</Damage> <Autoresolve_Health>40</Autoresolve_Health> <Affiliation>Empire</Affiliation> <Build_Cost_Credits>450</Build_Cost_Credits> <Build_Time_Seconds>25</Build_Time_Seconds> <Build_Time_Reduced_By_Multiple_Factories> Yes </Build_Time_Reduced_By_Multiple_Factories> <Build_Tab_Land_Units>Yes</Build_Tab_Land_Units> <Build_Initially_Locked>No</Build_Initially_Locked> <Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer> <Slice_Cost_Credits>2000</Slice_Cost_Credits> <Tech_Level>1</Tech_Level> <Required_Timeline>0</Required_Timeline> <!--<Required_Ground_Base_Level>1</Required_Ground_Base_Level>--> <Required_Ground_Base_Level>1</Required_Ground_Base_Level> <Required_Star_Base_Level>0</Required_Star_Base_Level> <Required_Special_Structures></Required_Special_Structures> <Required_Planets></Required_Planets> <Behavior>DUMMY_GROUND_COMPANY</Behavior> <Formation_Prority>1</Formation_Prority> <Is_Escort>yes</Is_Escort> <Ship_Class>walker</Ship_Class> <Company_Transport_Unit>Imperial_ATAT_Barge</Company_Transport_Unit> <Company_Units>TIE_Fighter_Land</Company_Units> <Icon_Name>i_button_tie_fighter.tga</Icon_Name> <GUI_Model>RV_snowspeeder.ALO</GUI_Model> <GUI_Distance>70</GUI_Distance> <GUI_Offset>0 0 0</GUI_Offset> <GUI_Velocity>45</GUI_Velocity> <SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>Unit_Complete_Tie_Fighter</SFXEvent_Build_Complete> <Score_Cost_Credits>225</Score_Cost_Credits> <!--<MULTIPLAYER SKIRMISH VALUES BEGIN>--> <Tactical_Build_Cost_Multiplayer>1000</Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds>20</Tactical_Build_Time_Seconds> <Tactical_Build_Prerequisites></Tactical_Build_Prerequisites> <Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue> <!--<Build_Limit_Current_Per_Player>0</Build_Limit_Current_Per_Player>--> <!--<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>--> <!--<MULTIPLAYER SKIRMISH VALUES END>--> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class> <Maintenance_Cost>0.05</Maintenance_Cost> <Population_Value>0</Population_Value> </GroundCompany> Open GroundComapiesRebel.xml Add this <!-- ***** Rebel Units ***** --> <GroundCompany Name="X-Wing_Land_squad"> <Text_ID>TEXT_UNIT_X_WING</Text_ID> <Encyclopedia_Text>TEXT_TOOLTIP_X_WING</Encyclopedia_Text> <Encyclopedia_Good_Against> TIE_Fighter TIE_Bomber TIE_Prototype </Encyclopedia_Good_Against> <Encyclopedia_Vulnerable_To> AT_AA_Walker UC_Empire_Buildable_Anti_Aircraft_Turret </Encyclopedia_Vulnerable_To> <GUI_Row> 0 </GUI_Row> <Is_Dummy>Yes</Is_Dummy> <Damage>24</Damage> <Autoresolve_Health>40</Autoresolve_Health> <Affiliation>Rebel</Affiliation> <Build_Cost_Credits>450</Build_Cost_Credits> <Build_Time_Seconds>25</Build_Time_Seconds> <Build_Time_Reduced_By_Multiple_Factories> Yes </Build_Time_Reduced_By_Multiple_Factories> <Build_Tab_Land_Units>Yes</Build_Tab_Land_Units> <Build_Initially_Locked>No</Build_Initially_Locked> <Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer> <Slice_Cost_Credits>2000</Slice_Cost_Credits> <Tech_Level>1</Tech_Level> <Required_Timeline>0</Required_Timeline> <!--<Required_Ground_Base_Level>1</Required_Ground_Base_Level>--> <Required_Ground_Base_Level>1</Required_Ground_Base_Level> <Required_Star_Base_Level>0</Required_Star_Base_Level> <Required_Special_Structures></Required_Special_Structures> <Required_Planets></Required_Planets> <Behavior>DUMMY_GROUND_COMPANY</Behavior> <Formation_Prority>1</Formation_Prority> <Is_Escort>yes</Is_Escort> <Ship_Class>walker</Ship_Class> <Company_Transport_Unit>Imperial_ATAT_Barge</Company_Transport_Unit> <Company_Units>X-Wing_Land</Company_Units> <Icon_Name>i_button_x_wing.tga</Icon_Name> <GUI_Model>RV_snowspeeder.ALO</GUI_Model> <GUI_Distance>70</GUI_Distance> <GUI_Offset>0 0 0</GUI_Offset> <GUI_Velocity>45</GUI_Velocity> <SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>Unit_Complete_Tie_Fighter</SFXEvent_Build_Complete> <Score_Cost_Credits>225</Score_Cost_Credits> <!--<MULTIPLAYER SKIRMISH VALUES BEGIN>--> <Tactical_Build_Cost_Multiplayer>1000</Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds>20</Tactical_Build_Time_Seconds> <Tactical_Build_Prerequisites></Tactical_Build_Prerequisites> <Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue> <!--<Build_Limit_Current_Per_Player>0</Build_Limit_Current_Per_Player>--> <!--<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>--> <!--<MULTIPLAYER SKIRMISH VALUES END>--> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class> <Maintenance_Cost>0.05</Maintenance_Cost> <Population_Value>0</Population_Value> </GroundCompany> Open GroundVehicles.xml Add this <!-- ********************** --> <!-- Land Based Space Units --> <!-- ********************** --> <GroundVehicle Name="X-Wing_Land"> <Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level> <Blob_Shadow_Scale>40.0, 40.0</Blob_Shadow_Scale> <Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name> <Text_ID>TEXT_UNIT_X_WING</Text_ID> <Encyclopedia_Good_Against> TIE_Fighter TIE_Bomber TIE_Prototype </Encyclopedia_Good_Against> <Encyclopedia_Vulnerable_To> AT_AA_Walker UC_Empire_Buildable_Anti_Aircraft_Turret </Encyclopedia_Vulnerable_To> <Encyclopedia_Text>TEXT_TOOLTIP_X_WING</Encyclopedia_Text> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class> <Land_Model_Name>rv_XWing.ALO</Land_Model_Name> <Mass>0.98</Mass> <Scale_Factor>1.2</Scale_Factor> <!--<Is_Sprite>No</Is_Sprite>--> <Size_Value>15</Size_Value> <Select_Box_Scale>40</Select_Box_Scale> <Ranking_In_Category>6</Ranking_In_Category> <Max_Speed>4.0</Max_Speed> <Min_Speed>2.5</Min_Speed> <OverrideAcceleration> .2 </OverrideAcceleration> <OverrideDeceleration> .2 </OverrideDeceleration> <Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn> <Max_Rate_Of_Roll>5.0</Max_Rate_Of_Roll> <Max_Lift>4</Max_Lift> <Bank_Turn_Angle>40</Bank_Turn_Angle> <Space_Layer> Frigate </Space_Layer> <Stationary_Space_Layer> Land </Stationary_Space_Layer> <FormationGrouping> Solo </FormationGrouping> <PathFrameDelay> 4 </PathFrameDelay> <Hover_Offset>100.0</Hover_Offset> <Prepare_Strafe_Height>150.0</Prepare_Strafe_Height> <MaxFacingLookAheadFrames>5.0</MaxFacingLookAheadFrames> <Should_Cause_Limited_Turrets_To_Turn> false </Should_Cause_Limited_Turrets_To_Turn> <AI_Combat_Power>2000</AI_Combat_Power> <Behavior>SELECTABLE, POWERED</Behavior> <LandBehavior>SPOILER_LOCK, ABILITY_COUNTDOWN, FLYING_LOCOMOTOR,REVEAL,HIDE_WHEN_FOGGED, AMBIENT_SFX,UNIT_AI,TARGETING,WEAPON,STUNNABLE, WIND_DISTURBANCE,DAMAGE_TRACKING</LandBehavior> <Influences_Capture_Point>False</Influences_Capture_Point> <Weather_Category>Speeder</Weather_Category> <Collidable_By_Projectile_Living> Yes </Collidable_By_Projectile_Living> <Affiliation>Rebel</Affiliation> <Political_Control>0</Political_Control> <Armor_Type> Armor_Speeder </Armor_Type> <Damage>28</Damage> <Autoresolve_Health>40.0</Autoresolve_Health> <Shield_Points>0</Shield_Points> <Tactical_Health>190</Tactical_Health> <Shield_Refresh_Rate>0</Shield_Refresh_Rate> <Energy_Capacity>1000</Energy_Capacity> <Energy_Refresh_Rate>999</Energy_Refresh_Rate> <Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust> <Land_FOW_Reveal_Range>400.0</Land_FOW_Reveal_Range> <Targeting_Max_Attack_Distance>300.0</Targeting_Max_Attack_Distance> <Turret_Rotate_Extent_Degrees>20.0</Turret_Rotate_Extent_Degrees> <Turret_Elevate_Extent_Degrees>50.0</Turret_Elevate_Extent_Degrees> <Projectile_Damage>28.0</Projectile_Damage> <Projectile_Types>Proj_Ship_Small_Laser_Cannon_Red</Projectile_Types> <Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds> <Projectile_Fire_Pulse_Count>8</Projectile_Fire_Pulse_Count> <Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds> <Targeting_Fire_Inaccuracy>Infantry, 20.0</Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy>Vehicle, 1.0</Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy>Air, 2.0</Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy>Structure, 10.0</Targeting_Fire_Inaccuracy> <Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name> <Death_Explosions>Small_Explosion_Space</Death_Explosions> <Spin_Away_On_Death>Yes</Spin_Away_On_Death> <Spin_Away_On_Death_Chance>0.2</Spin_Away_On_Death_Chance> <Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time> <Spin_Away_On_Death_Explosion>Small_Explosion_Space</Spin_Away_On_Death_Explosion> <Spin_Away_On_Death_SFXEvent_Start_Die>Unit_X_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die> <Remove_Upon_Death>true</Remove_Upon_Death> <Wind_Disturbance_Radius>100</Wind_Disturbance_Radius> <Wind_Disturbance_Strength>5</Wind_Disturbance_Strength> <Wind_Disturbance_Sphere_Alpha>0.1</Wind_Disturbance_Sphere_Alpha> <SFXEvent_Fire>Unit_X_Wing_Fire</SFXEvent_Fire> <SFXEvent_Select>Unit_Select_X_Wing</SFXEvent_Select> <SFXEvent_Move>Unit_Move_X_Wing</SFXEvent_Move> <SFXEvent_Fleet_Move>Unit_Fleet_Move_X_Wing</SFXEvent_Fleet_Move> <SFXEvent_Attack>Unit_Attack_X_Wing</SFXEvent_Attack> <SFXEvent_Guard>Unit_Guard_X_Wing</SFXEvent_Guard> <SFXEvent_Assist_Move> Unit_Assist_Move_X_Wing </SFXEvent_Assist_Move> <SFXEvent_Assist_Attack> Unit_Assist_Attack_X_Wing </SFXEvent_Assist_Attack> <Death_SFXEvent_Start_Die>Unit_X_Wing_Death_SFX</Death_SFXEvent_Start_Die> <SFXEvent_Ambient_Moving> Unit_X_Wing_Fly_By </SFXEvent_Ambient_Moving> <SFXEvent_Ambient_Moving_Min_Delay_Seconds> 5 </SFXEvent_Ambient_Moving_Min_Delay_Seconds> <SFXEvent_Ambient_Moving_Max_Delay_Seconds> 10 </SFXEvent_Ambient_Moving_Max_Delay_Seconds> <!-- <SFXEvent_Engine_Idle_Loop> Unit_SnowSpeeder_Engine_Loop </SFXEvent_Engine_Idle_Loop> --> <!-- <SFXEvent_Engine_Moving_Loop> Unit_SnowSpeeder_Engine_Loop </SFXEvent_Engine_Moving_Loop> --> <SFXEvent_Engine_Cinematic_Focus_Loop> Unit_X_Wing_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop> <SFXEvent_Unit_Lost> RHD_Unit_Destroyed </SFXEvent_Unit_Lost> <SFXEvent_Tactical_Build_Started> RHD_Reinforcements_En_Route </SFXEvent_Tactical_Build_Started> <SFXEvent_Tactical_Build_Complete> RHD_Reinforcements_Available </SFXEvent_Tactical_Build_Complete> <SFXEvent_Tactical_Build_Cancelled> RHD_Reinforcements_Cancelled </SFXEvent_Tactical_Build_Cancelled> <Icon_Name>i_button_x_wing.tga</Icon_Name> <CategoryMask> Air | AntiStructure</CategoryMask> <MovementClass> Flying </MovementClass> <OccupationStyle>1x1</OccupationStyle> <Victory_Relevant>yes</Victory_Relevant> <No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level> <No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level> <Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled> <GUI_Bracket_Size>1</GUI_Bracket_Size> <Air_Vehicle_Turret_Target> Yes </Air_Vehicle_Turret_Target> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <!--Keep the idle chase range small since Snowspeeders don't tether--> <Idle_Chase_Range>50.0</Idle_Chase_Range> <Guard_Chase_Range>200.0</Guard_Chase_Range> <Attack_Move_Response_Range>150.0</Attack_Move_Response_Range> <Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold> <Targeting_Priority_Set>AntiVehicle</Targeting_Priority_Set> <Autonomous_Move_Extension_Vs_Attacker>200.0</Autonomous_Move_Extension_Vs_Attacker> <FormationGrouping> Solo </FormationGrouping> <Weather_Category>Flying</Weather_Category> <Score_Cost_Credits>50</Score_Cost_Credits> <!-- Non-Hero unit abilities description --> <Unit_Abilities_Data SubObjectList="Yes"> <!-- Primary ability --> <Unit_Ability> <Type>SPOILER_LOCK</Type> <Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 3.0f</Mod_Multiplier> <Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, 3.0f</Mod_Multiplier> <Mod_Multiplier>ENERGY_REGEN_MULTIPLIER, 3.0f</Mod_Multiplier> <Mod_Multiplier>SPEED_MULTIPLIER, 1.5</Mod_Multiplier> <SFXEvent_GUI_Unit_Ability_Activated>Unit_Ability_On_X_Wing</SFXEvent_GUI_Unit_Ability_Activated> <SFXEvent_GUI_Unit_Ability_Deactivated>Unit_Ability_Off_X_Wing</SFXEvent_GUI_Unit_Ability_Deactivated> </Unit_Ability> </Unit_Abilities_Data> </GroundVehicle> <GroundVehicle Name="TIE_Fighter_Land"> <Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level> <Blob_Shadow_Scale>40.0, 40.0</Blob_Shadow_Scale> <Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name> <Text_ID>TEXT_UNIT_TIE_FIGHTER</Text_ID> <Encyclopedia_Good_Against> Y-Wing Z-95_Headhunter_Rebel </Encyclopedia_Good_Against> <Encyclopedia_Vulnerable_To> AT_AA_Walker UC_Empire_Buildable_Anti_Aircraft_Turret </Encyclopedia_Vulnerable_To> <Encyclopedia_Text>TEXT_TOOLTIP_TIE_FIGHTER</Encyclopedia_Text> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class> <Land_Model_Name>ev_TieFighter.ALO</Land_Model_Name> <Mass>0.985</Mass> <Scale_Factor>1.2</Scale_Factor> <!--<Is_Sprite>No</Is_Sprite>--> <Size_Value>15</Size_Value> <Select_Box_Scale>40</Select_Box_Scale> <Ranking_In_Category>6</Ranking_In_Category> <Max_Speed>4.5</Max_Speed> <Min_Speed>2.5</Min_Speed> <OverrideAcceleration> .2 </OverrideAcceleration> <OverrideDeceleration> .2 </OverrideDeceleration> <Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn> <Max_Rate_Of_Roll>5.0</Max_Rate_Of_Roll> <Max_Lift>4</Max_Lift> <Bank_Turn_Angle>40</Bank_Turn_Angle> <Space_Layer> Frigate </Space_Layer> <Stationary_Space_Layer> Land </Stationary_Space_Layer> <FormationGrouping> Solo </FormationGrouping> <PathFrameDelay> 4 </PathFrameDelay> <Hover_Offset>100.0</Hover_Offset> <Prepare_Strafe_Height>150.0</Prepare_Strafe_Height> <MaxFacingLookAheadFrames>5.0</MaxFacingLookAheadFrames> <Should_Cause_Limited_Turrets_To_Turn> false </Should_Cause_Limited_Turrets_To_Turn> <AI_Combat_Power>2000</AI_Combat_Power> <Behavior>SELECTABLE, POWERED</Behavior> <LandBehavior>HUNT, ABILITY_COUNTDOWN, FLYING_LOCOMOTOR,REVEAL,HIDE_WHEN_FOGGED, AMBIENT_SFX,UNIT_AI,TARGETING,WEAPON,STUNNABLE, WIND_DISTURBANCE,DAMAGE_TRACKING</LandBehavior> <Influences_Capture_Point>False</Influences_Capture_Point> <Weather_Category>Speeder</Weather_Category> <Collidable_By_Projectile_Living> Yes </Collidable_By_Projectile_Living> <Affiliation>Empire</Affiliation> <Political_Control>0</Political_Control> <Armor_Type> Armor_Speeder </Armor_Type> <Damage>28</Damage> <Autoresolve_Health>40.0</Autoresolve_Health> <Shield_Points>0</Shield_Points> <Tactical_Health>190</Tactical_Health> <Shield_Refresh_Rate>0</Shield_Refresh_Rate> <Energy_Capacity>1000</Energy_Capacity> <Energy_Refresh_Rate>999</Energy_Refresh_Rate> <Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust> <Land_FOW_Reveal_Range>400.0</Land_FOW_Reveal_Range> <Targeting_Max_Attack_Distance>300.0</Targeting_Max_Attack_Distance> <Turret_Rotate_Extent_Degrees>20.0</Turret_Rotate_Extent_Degrees> <Turret_Elevate_Extent_Degrees>50.0</Turret_Elevate_Extent_Degrees> <Projectile_Damage>28.0</Projectile_Damage> <Projectile_Types>Proj_Ship_Small_Laser_Cannon_Green</Projectile_Types> <Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds> <Projectile_Fire_Pulse_Count>8</Projectile_Fire_Pulse_Count> <Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds> <Targeting_Fire_Inaccuracy>Infantry, 20.0</Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy>Vehicle, 1.0</Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy>Air, 2.0</Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy>Structure, 10.0</Targeting_Fire_Inaccuracy> <Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name> <Death_Explosions>Small_Explosion_Space_Empire</Death_Explosions> <Spin_Away_On_Death>Yes</Spin_Away_On_Death> <Spin_Away_On_Death_Chance>0.2</Spin_Away_On_Death_Chance> <Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time> <Spin_Away_On_Death_Explosion>Small_Explosion_Space_Empire</Spin_Away_On_Death_Explosion> <Spin_Away_On_Death_SFXEvent_Start_Die>Unit_TIE_Fighter_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die> <Remove_Upon_Death>true</Remove_Upon_Death> <Wind_Disturbance_Radius>100</Wind_Disturbance_Radius> <Wind_Disturbance_Strength>5</Wind_Disturbance_Strength> <Wind_Disturbance_Sphere_Alpha>0.1</Wind_Disturbance_Sphere_Alpha> <SFXEvent_Fire> Unit_TIE_Fighter_Fire </SFXEvent_Fire> <SFXEvent_Select> Unit_Select_TIE_Fighter </SFXEvent_Select> <SFXEvent_Move> Unit_Move_TIE_Fighter </SFXEvent_Move> <SFXEvent_Fleet_Move>Unit_Fleet_Move_TIE_Fighter</SFXEvent_Fleet_Move> <SFXEvent_Attack> Unit_Attack_TIE_Fighter </SFXEvent_Attack> <SFXEvent_Guard> Unit_Guard_TIE_Fighter </SFXEvent_Guard> <SFXEvent_Assist_Move> Unit_Assist_Move_Assault_Speeder </SFXEvent_Assist_Move> <SFXEvent_Assist_Attack> Unit_Assist_Attack_Assault_Speeder </SFXEvent_Assist_Attack> <Death_SFXEvent_Start_Die>Unit_Snow_Speeder_Death_SFX</Death_SFXEvent_Start_Die> <SFXEvent_Ambient_Moving> Unit_TIE_Fighter_Fly_By </SFXEvent_Ambient_Moving> <SFXEvent_Ambient_Moving_Min_Delay_Seconds> 5 </SFXEvent_Ambient_Moving_Min_Delay_Seconds> <SFXEvent_Ambient_Moving_Max_Delay_Seconds> 10 </SFXEvent_Ambient_Moving_Max_Delay_Seconds> <!-- <SFXEvent_Engine_Idle_Loop> Unit_SnowSpeeder_Engine_Loop </SFXEvent_Engine_Idle_Loop> --> <!-- <SFXEvent_Engine_Moving_Loop> Unit_SnowSpeeder_Engine_Loop </SFXEvent_Engine_Moving_Loop> --> <SFXEvent_Engine_Cinematic_Focus_Loop> Unit_TIE_Fighter_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop> <SFXEvent_Unit_Lost> RHD_Unit_Destroyed </SFXEvent_Unit_Lost> <SFXEvent_Tactical_Build_Started> RHD_Reinforcements_En_Route </SFXEvent_Tactical_Build_Started> <SFXEvent_Tactical_Build_Complete> RHD_Reinforcements_Available </SFXEvent_Tactical_Build_Complete> <SFXEvent_Tactical_Build_Cancelled> RHD_Reinforcements_Cancelled </SFXEvent_Tactical_Build_Cancelled> <Icon_Name>i_button_tie_fighter.tga</Icon_Name> <CategoryMask> Air | AntiStructure</CategoryMask> <MovementClass> Flying </MovementClass> <OccupationStyle>1x1</OccupationStyle> <Victory_Relevant>yes</Victory_Relevant> <No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level> <No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level> <Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled> <GUI_Bracket_Size>1</GUI_Bracket_Size> <Air_Vehicle_Turret_Target> Yes </Air_Vehicle_Turret_Target> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <!--Keep the idle chase range small since Snowspeeders don't tether--> <Idle_Chase_Range>50.0</Idle_Chase_Range> <Guard_Chase_Range>200.0</Guard_Chase_Range> <Attack_Move_Response_Range>150.0</Attack_Move_Response_Range> <Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold> <Targeting_Priority_Set>AntiVehicle</Targeting_Priority_Set> <Autonomous_Move_Extension_Vs_Attacker>200.0</Autonomous_Move_Extension_Vs_Attacker> <FormationGrouping> Solo </FormationGrouping> <Weather_Category>Flying</Weather_Category> <Score_Cost_Credits>50</Score_Cost_Credits> <!-- Non-Hero unit abilities description --> <Unit_Abilities_Data SubObjectList="Yes"> <!-- Primary ability --> <Unit_Ability> <Type>HUNT</Type> </Unit_Ability> </Unit_Abilities_Data> </GroundVehicle> Open SpecialStructures.xml Search for " E_Ground_Light_Vehicle_Factory " Add TIE_Fighter_Land_squad to the build que. ie... Empire, Imperial_Anti_Infantry_Brigade, Imperial_Heavy_Scout_Squad, TIE_Fighter_Land_squad, Imperial_Anti_Aircraft_Company, EL_Light_Reflective_Armor_L1_Upgrade, EL_Light_Reflective_Armor_L2_Upgrade, EL_Enhanced_Reactors_L1_Upgrade, EL_Enhanced_Reactors_L2_Upgrade, Now search for " R_Ground_Light_Vehicle_Factory" Add X-Wing_Land_squad to the build que. ie... Rebel, X-Wing_Land_squad, Rebel_Light_Tank_Brigade, Rebel_Speeder_Wing, RL_Light_Armor_L1_Upgrade, RL_Light_Armor_L2_Upgrade, RL_Enhanced_Repulsors_L1_Upgrade, RL_Enhanced_Repulsors_L2_Upgrade, Thats all there is to it. You can modify this code as you see fit, mainly it is just a modification of the Rebel Snowspeeder code.
  9. Um, name is Bhaalshad and, I did not suply nor make a Arc Hammer code. ???
  10. I am making a personal mod. Nothing major realy. I have added Lok to my galatic map and was wanting to add Nym as a hero. Already working on his followers (pirate units with dif skins), and have a good amount of info set up in the .dat file for the planet and units I plan on using. Making a hero unit is np, have done a few for land/space. What I would like is a "New" modle that the game does not already have/use. So my question is this... If any moddlers out there have a Male unit they have done and would not mind sharing that would be great. Basic walk, run, idol and weapon use. I can handle all the code needed to make it work. Thank you in advance if anyone can help out. Btw, once this is done if anyone wants the finished products to add Nym, followers and Lok, I would gladdy share.
  11. I have not tried doing a level 6 station. I will look into this. Some concerns I have is... 1:) I do not see the AI making many level 5 stations as it is. 2:) Will the AI even try to make a level 6 station ? When I did make the DS II a level 5 station, I did try to make it a balanced unit. Armor, weapons etc. Even took out the planet kill ability as I did not see a need for that. One obvious advantage is that the DS II will take out a ship in one shot. This could be changed by lowering the damage rate the Super Weapon has or even making it take longer to "recharge". As for making it a Unique Station, not sure how well that will work. The Level 6 idea might take care of that, but that takes me back to the AI. As most know all to well, the AI is not realy all that great Any comments or ideas are most welcome as this is the best way to fine tune it. What I wanted most out of this is a playable DS II that most if not all could enjoy.
  12. You can add rockets to both land & ground. Just make sure the projectile you use is for Space or for Land deppending on what you need.
  13. My main goal was to give the Underworld faction more ground units. The "Slave" ability is just a way to get em
  14. FoC Faction Underworld. I thought it would be nice if Tattoine (Sand People), Mandalore (Mandalorians) and Dathomir (Night Sisters) would allow for slaves. So I made a few changes in Planets.xml & Corruption_special_units.xml. Open up Corruption_special_units.xml and add these... <!-- *************** New Slave Units ************** --> <!-- Nightsisters --> <Slave_Unit Name="Night_Sister"> <GUI_Bounds_Scale>0.3</GUI_Bounds_Scale> <Text_ID>TEXT_UNIT_NIGHT_SISTER</Text_ID> <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS </Encyclopedia_Unit_Class> <Encyclopedia_Text>TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text> <Land_Model_Name>NI_nightsister_ranger.alo</Land_Model_Name> <Icon_Name>i_button_ni_nightsister_ranger.tga</Icon_Name> <Behavior>SELECTABLE</Behavior> <LandBehavior>SURFACE_FX,LAND_TEAM_INFANTRY_LOCOMOTOR,IDLE,WEAPON, STUNNABLE,REVEAL,HIDE_WHEN_FOGGED,HARASS</LandBehavior> <SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Loop_Idle_Anim_00>No</Loop_Idle_Anim_00> <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> <CanCellStack>yes</CanCellStack> <Select_Box_Scale>0</Select_Box_Scale> <Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust> <Mass>1.0</Mass> <GUI_Bracket_Width>5</GUI_Bracket_Width> <GUI_Bracket_Height>0</GUI_Bracket_Height> <GUI_Bracket_Size>0</GUI_Bracket_Size> <Mouse_Collide_Override_Sphere_Radius> 10.0 </Mouse_Collide_Override_Sphere_Radius> <Is_Combustible>yes</Is_Combustible> <On_Fire_Speed_Modifier>1.2f</On_Fire_Speed_Modifier> <Targeting_Allowed_When_Burning>no</Targeting_Allowed_When_Burning> <Burning_Damage_Per_Second>0.1</Burning_Damage_Per_Second> <Movement_Animation_Speed> 0.8 </Movement_Animation_Speed> <Rotation_Animation_Speed> 12.0 </Rotation_Animation_Speed> <Max_Speed>1</Max_Speed> <Max_Rate_Of_Turn>10.0</Max_Rate_Of_Turn> <Custom_Soft_Footprint_Radius> 3.5 </Custom_Soft_Footprint_Radius> <Custom_Hard_XExtent> 2.0 </Custom_Hard_XExtent> <Custom_Hard_YExtent> 2.0 </Custom_Hard_YExtent> <Space_Layer> Land </Space_Layer> <UnitCollisionClass> Infantry </UnitCollisionClass> <FormationSpacing> .5 </FormationSpacing> <MinimumPushReturnDistance> 10 </MinimumPushReturnDistance> <Min_Speed> .1 </Min_Speed> <OverrideAcceleration> .1 </OverrideAcceleration> <OverrideDeceleration> .1 </OverrideDeceleration> <FormationOrder> 2 </FormationOrder> <FormationGrouping> Standard </FormationGrouping> <Influences_Capture_Point>True</Influences_Capture_Point> <Scale_Factor>1.5</Scale_Factor> <Affiliation>Underworld</Affiliation> <Required_Timeline>0</Required_Timeline> <IsBuildable>Yes</IsBuildable> <Size_Value>10</Size_Value> <Armor_Type> Armor_Infantry </Armor_Type> <Damage>3</Damage> <Tactical_Health>20</Tactical_Health> <Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level> <Blob_Shadow_Scale>10.0, 10.0</Blob_Shadow_Scale> <Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name> <Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name> <Projectile_Types>Proj_Indig_Nightsister_Lightning</Projectile_Types> <Projectile_Fire_Recharge_Seconds>4.0</Projectile_Fire_Recharge_Seconds> <Projectile_Fire_Pulse_Count>1</Projectile_Fire_Pulse_Count> <Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds> <Targeting_Fire_Inaccuracy> Infantry, 1.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Vehicle, 8.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Air, 70.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Structure, 8.0 </Targeting_Fire_Inaccuracy> <Land_FOW_Reveal_Range>150.0</Land_FOW_Reveal_Range> <Dense_FOW_Reveal_Range_Multiplier>1.0</Dense_FOW_Reveal_Range_Multiplier> <Targeting_Max_Attack_Distance>150.0</Targeting_Max_Attack_Distance> <Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust> <SFXEvent_Select>Unit_Select_Twilek</SFXEvent_Select> <SFXEvent_Move>Unit_Move_Twilek</SFXEvent_Move> <SFXEvent_Attack>Unit_Attack_Twilek</SFXEvent_Attack> <SFXEvent_Guard>Unit_Guard_Twilek</SFXEvent_Guard> <SFXEvent_Assist_Move> Unit_Assist_Move_Twilek </SFXEvent_Assist_Move> <SFXEvent_Assist_Attack> Unit_Assist_Attack_Twilek </SFXEvent_Assist_Attack> <SFXEvent_Fire>Unit_Rebel_Infantry_Fire</SFXEvent_Fire> <Death_SFXEvent_Start_Die /> <Idle_Chase_Range>100.0</Idle_Chase_Range> <Guard_Chase_Range>100.0</Guard_Chase_Range> <Attack_Move_Response_Range>100.0</Attack_Move_Response_Range> <Targeting_Priority_Set>AntiInfantry</Targeting_Priority_Set> <AI_Combat_Power>5</AI_Combat_Power> <MovementClass>Infantry</MovementClass> <CategoryMask> Infantry </CategoryMask> <Victory_Relevant>No</Victory_Relevant> <Weather_Category>Infantry</Weather_Category> <OccupationStyle>1x1</OccupationStyle> <Ground_Infantry_Turret_Target> Yes </Ground_Infantry_Turret_Target> <Is_Squashable> Yes </Is_Squashable> <Death_Clone>Damage_Disruptor_Hand, Infantry_Disruptor_Death_Clone_00</Death_Clone> <Death_Clone>Damage_Disruptor_Hand, Infantry_Disruptor_Death_Clone_01</Death_Clone> <Death_Clone>Damage_Infection, Infantry_Melt_Death_Clone_00</Death_Clone> <Death_Fade_Time>0.25</Death_Fade_Time> <Death_Persistence_Duration>0.0</Death_Persistence_Duration> <Movie_Object>false</Movie_Object> <Unit_Abilities_Data SubObjectList="Yes"> <Unit_Ability> <Type>DRAIN_LIFE</Type> <Recharge_Seconds>40.0</Recharge_Seconds> <GUI_Activated_Ability_Name> NightSister_Drain_Life </GUI_Activated_Ability_Name> <Alternate_Icon_Name>i_sa_minor_drain_life.tga</Alternate_Icon_Name> <Alternate_Name_Text>TEXT_TOOLTIP_ABILITY_MINOR_DRAIN_LIFE_NAME</Alternate_Name_Text> <Alternate_Description_Text>TEXT_TOOLTIP_ABILITY_MINOR_DRAIN_LIFE_DESCRIPTION</Alternate_Description_Text> <SFXEvent_GUI_Unit_Ability_Activated> Unit_Attack_Night_Sister </SFXEvent_GUI_Unit_Ability_Activated> </Unit_Ability> </Unit_Abilities_Data> <Abilities SubObjectList="Yes"> <Drain_Life_Ability Name="NightSister_Drain_Life"> <Activation_Style> User_Input </Activation_Style> <Applicable_Unit_Categories>Infantry | Vehicle | LandHero</Applicable_Unit_Categories> <Applicable_Unit_Types /> <Excluded_Unit_Types> Droid_R2D2, Droid_C3P0, MPTL_Spotter, IG-88, Dark_Trooper_PhaseI, Dark_Trooper_PhaseII, Dark_Trooper_PhaseIII, Demolition_Bomb, Proximity_Mine </Excluded_Unit_Types> <Duration_In_Seconds>5</Duration_In_Seconds> <Damage_Per_Second>15</Damage_Per_Second> <Drain_Effect_Name>Drain_Life_Effect</Drain_Effect_Name> <Drain_Source_Bone_Name>B_HAND_L</Drain_Source_Bone_Name> <Drain_Target_Bone_Name>B_PELVIS</Drain_Target_Bone_Name> <Drain_Radius> 100.0 </Drain_Radius> <SFXEvent_Activate>Unit_Force_Lightning</SFXEvent_Activate> <Max_Drain_Victims>4</Max_Drain_Victims> <Should_Heal>No</Should_Heal> </Drain_Life_Ability> </Abilities> </Slave_Unit> <SlaveCompany Name="Nightsister_Company"> <LOD_Bias>1</LOD_Bias> <GUI_Bounds_Scale>0.3</GUI_Bounds_Scale> <Text_ID>TEXT_UNIT_NIGHT_SISTER</Text_ID> <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS </Encyclopedia_Unit_Class> <Encyclopedia_Text> TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY </Encyclopedia_Text> <Icon_Name>I_BUTTON_NI_NIGHTSISTER_RANGER.TGA</Icon_Name> <Is_Dummy>Yes</Is_Dummy> <Damage>60</Damage> <Autoresolve_Health>60</Autoresolve_Health> <Affiliation>Underworld</Affiliation> <Build_Cost_Credits>200</Build_Cost_Credits> <Build_Time_Seconds>6</Build_Time_Seconds> <Build_Time_Reduced_By_Multiple_Factories> Yes </Build_Time_Reduced_By_Multiple_Factories> <Build_Tab_Land_Units>Yes</Build_Tab_Land_Units> <Build_Initially_Locked>Yes</Build_Initially_Locked> <Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer> <Tech_Level>0</Tech_Level> <Required_Timeline>0</Required_Timeline> <Required_Ground_Base_Level>1</Required_Ground_Base_Level> <Required_Star_Base_Level>0</Required_Star_Base_Level> <Required_Special_Structures>U_Ground_Barracks</Required_Special_Structures> <Behavior>DUMMY_GROUND_COMPANY</Behavior> <Formation_Priority>1</Formation_Priority> <Is_Escort>yes</Is_Escort> <Ship_Class>infantry</Ship_Class> <Population_Value>1</Population_Value> <Company_Transport_Unit>Gallofree_Transport</Company_Transport_Unit> <Company_Units>Night_Sister, Night_Sister, Night_Sister, Night_Sister, Night_Sister, Night_Sister, Night_Sister, Night_Sister, Night_Sister</Company_Units> <Victory_Relevant> No </Victory_Relevant> <Score_Cost_Credits>15</Score_Cost_Credits> <Max_Squad_Size> 3 </Max_Squad_Size> <Create_Team_Type>Nightsister_Team</Create_Team_Type> </SlaveCompany> <Container Name="Nightsister_Team"> <LOD_Bias>1</LOD_Bias> <Text_ID>TEXT_UNIT_NIGHT_SISTER</Text_ID> <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS </Encyclopedia_Unit_Class> <Encyclopedia_Text>TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text> <Icon_Name>I_BUTTON_NI_NIGHTSISTER_RANGER.tga</Icon_Name> <Show_Name>No</Show_Name> <Behavior>TEAM,SELECTABLE,UNIT_AI</Behavior> <LandBehavior>REVEAL, LAND_TEAM_CONTAINER_LOCOMOTOR, TEAM_TARGETING, GARRISON_UNIT</LandBehavior> <Land_FOW_Reveal_Range>90.0</Land_FOW_Reveal_Range> <MovementClass>Infantry</MovementClass> <Select_Box_Scale>40</Select_Box_Scale> <Max_Speed> 1 </Max_Speed> <Max_Rate_Of_Turn>12.0</Max_Rate_Of_Turn> <Space_Layer> Land </Space_Layer> <UnitCollisionClass> Infantry </UnitCollisionClass> <FormationSpacing> .5 </FormationSpacing> <MovementClass> Infantry </MovementClass> <OccupationStyle>1x1</OccupationStyle> <Is_Squashable> true </Is_Squashable> <MovementPredictionInterval> 4.0 </MovementPredictionInterval> <ContainerArrangement> Dartboard </ContainerArrangement> <Override_Acceleration> .1 </Override_Acceleration> <Override_Deceleration> .1 </Override_Deceleration> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Icon_Scale_Land>80</Radar_Icon_Scale_Land> <Radar_Icon_Scale_Space>200</Radar_Icon_Scale_Space> <Idle_Chase_Range>50.0</Idle_Chase_Range> <Guard_Chase_Range>200.0</Guard_Chase_Range> <Attack_Move_Response_Range>150.0</Attack_Move_Response_Range> <Targeting_Max_Attack_Distance>120.0</Targeting_Max_Attack_Distance> <Autonomous_Move_Extension_Vs_Attacker>200.0</Autonomous_Move_Extension_Vs_Attacker> <Garrison_Category> Infantry </Garrison_Category> <CategoryMask>Infantry</CategoryMask> <Tactical_Bribe_Cost>50</Tactical_Bribe_Cost> </Container> <!-- SandPeople --> <Slave_Unit Name="SandPeople"> <Text_ID>TEXT_INDIG_TUSCAN_RAIDER</Text_ID> <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS </Encyclopedia_Unit_Class> <Land_Model_Name>NI_SandPeople_B.alo</Land_Model_Name> <Icon_Name>i_button_sandpeople.tga</Icon_Name> <LandBehavior>SURFACE_FX,WALK_LOCOMOTOR,IDLE,TARGETING,WEAPON, STUNNABLE,REVEAL,HIDE_WHEN_FOGGED,INDIGENOUS_UNIT,HARASS,SELECTABLE</LandBehavior> <SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Loop_Idle_Anim_00>No</Loop_Idle_Anim_00> <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> <CanCellStack>yes</CanCellStack> <Select_Box_Scale>0</Select_Box_Scale> <Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust> <Mass>1.0</Mass> <GUI_Bracket_Width>5</GUI_Bracket_Width> <GUI_Bracket_Height>0</GUI_Bracket_Height> <GUI_Bracket_Size>0</GUI_Bracket_Size> <Mouse_Collide_Override_Sphere_Radius> 10.0 </Mouse_Collide_Override_Sphere_Radius> <Is_Combustible>yes</Is_Combustible> <On_Fire_Speed_Modifier>1.2f</On_Fire_Speed_Modifier> <Targeting_Allowed_When_Burning>no</Targeting_Allowed_When_Burning> <Burning_Damage_Per_Second>0.1</Burning_Damage_Per_Second> <Is_Squashable> true </Is_Squashable> <Max_Speed>0.5</Max_Speed> <Max_Rate_Of_Turn>10.0</Max_Rate_Of_Turn> <Walk_Animation_Speed> 1.0 </Walk_Animation_Speed> <Crouch_Animation_Speed> .537 </Crouch_Animation_Speed> <Rotation_Animation_Speed> 10.0 </Rotation_Animation_Speed> <Custom_Soft_Footprint_Radius> 3.5 </Custom_Soft_Footprint_Radius> <Custom_Hard_XExtent> 2.0 </Custom_Hard_XExtent> <Custom_Hard_YExtent> 2.0 </Custom_Hard_YExtent> <Space_Layer> Land </Space_Layer> <UnitCollisionClass> Infantry </UnitCollisionClass> <FormationSpacing> .5 </FormationSpacing> <MinimumPushReturnDistance> 10 </MinimumPushReturnDistance> <Min_Speed> .1 </Min_Speed> <OverrideAcceleration> .05 </OverrideAcceleration> <OverrideDeceleration> .05 </OverrideDeceleration> <FormationOrder> 2 </FormationOrder> <FormationGrouping> Standard </FormationGrouping> <Scale_Factor>1.5</Scale_Factor> <!--<Is_Sprite>No</Is_Sprite>--> <Affiliation>Underworld</Affiliation> <Required_Timeline>0</Required_Timeline> <IsBuildable>Yes</IsBuildable> <!--<Is_Sprite>No</Is_Sprite>--> <Size_Value>10</Size_Value> <Armor_Type> Armor_Infantry </Armor_Type> <Damage>6</Damage> <Tactical_Health>20</Tactical_Health> <Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level> <Blob_Shadow_Scale>10.0, 10.0</Blob_Shadow_Scale> <Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name> <Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name> <Projectile_Types>Proj_Sand_Person_Rifle</Projectile_Types> <Projectile_Fire_Recharge_Seconds>4.0</Projectile_Fire_Recharge_Seconds> <Projectile_Fire_Pulse_Count>1</Projectile_Fire_Pulse_Count> <Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds> <Projectile_Appearance_Delay_Frames> 6 </Projectile_Appearance_Delay_Frames> <Targeting_Fire_Inaccuracy> Infantry, 2.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Vehicle, 8.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Air, 70.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Structure, 8.0 </Targeting_Fire_Inaccuracy> <Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance> <Targeting_Min_Attack_Distance>100.0</Targeting_Min_Attack_Distance> <Harass_Enemy_Exclusion_Range>100.0</Harass_Enemy_Exclusion_Range> <Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust> <SFXEvent_Select>Ambient_Tusken_Random_Chatter</SFXEvent_Select> <SFXEvent_Move>Ambient_Tusken_Random_Chatter</SFXEvent_Move> <SFXEvent_Attack>Unit_Attack_Tusken</SFXEvent_Attack> <SFXEvent_Guard>Ambient_Tusken_Random_Chatter</SFXEvent_Guard> <SFXEvent_Assist_Move> Ambient_Tusken_Random_Chatter</SFXEvent_Assist_Move> <SFXEvent_Assist_Attack> Unit_Attack_Tusken</SFXEvent_Assist_Attack> <Death_SFXEvent_Start_Die>Unit_Tusken_Death</Death_SFXEvent_Start_Die> <SFXEvent_Fire>Unit_Tusken_Sniper_Fire</SFXEvent_Fire> <SFXEvent_Ambient_Moving> Ambient_Tusken_Random_Chatter </SFXEvent_Ambient_Moving> <SFXEvent_Ambient_Moving_Min_Delay_Seconds> 5 </SFXEvent_Ambient_Moving_Min_Delay_Seconds> <SFXEvent_Ambient_Moving_Max_Delay_Seconds> 10 </SFXEvent_Ambient_Moving_Max_Delay_Seconds> <Idle_Chase_Range>500.0</Idle_Chase_Range> <Guard_Chase_Range>500.0</Guard_Chase_Range> <Attack_Move_Response_Range>500.0</Attack_Move_Response_Range> <Targeting_Priority_Set>AntiInfantry</Targeting_Priority_Set> <AI_Combat_Power>7</AI_Combat_Power> <MovementClass>Infantry</MovementClass> <CategoryMask> Infantry </CategoryMask> <Victory_Relevant>No</Victory_Relevant> <Weather_Category>Infantry</Weather_Category> <Death_Clone>Damage_Force_Whirlwind, Sand_Person_Sniper_A_Force_Whirlwind_Death_Clone</Death_Clone> <Death_Clone>Damage_Force_Lightning, Sand_Person_Sniper_A_Force_Lightning_Death_Clone</Death_Clone> <Death_Clone>Damage_Crush, Sand_Person_Sniper_A_Crush_Death_Clone</Death_Clone> <Death_Clone>Damage_Disruptor_Hand, Infantry_Disruptor_Death_Clone_00</Death_Clone> <Death_Clone>Damage_Disruptor_Hand, Infantry_Disruptor_Death_Clone_01</Death_Clone> <Death_Clone>Damage_Infection, Infantry_Melt_Death_Clone_00</Death_Clone> <OccupationStyle>1x1</OccupationStyle> <Ground_Infantry_Turret_Target> Yes </Ground_Infantry_Turret_Target> <Is_Squashable> Yes </Is_Squashable> <Death_Fade_Time>0.25</Death_Fade_Time> <Death_Persistence_Duration>0.0</Death_Persistence_Duration> <Movie_Object>false</Movie_Object> </Slave_Unit> <SlaveCompany Name="Sandpeople_Company"> <Text_ID>TEXT_INDIG_TUSCAN_RAIDER</Text_ID> <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS </Encyclopedia_Unit_Class> <Encyclopedia_Text> TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY </Encyclopedia_Text> <Icon_Name>i_button_sandpeople.tga</Icon_Name> <Is_Dummy>Yes</Is_Dummy> <Damage>60</Damage> <Autoresolve_Health>60</Autoresolve_Health> <Affiliation>Underworld</Affiliation> <Build_Cost_Credits>200</Build_Cost_Credits> <Build_Time_Seconds>6</Build_Time_Seconds> <Build_Time_Reduced_By_Multiple_Factories> Yes </Build_Time_Reduced_By_Multiple_Factories> <Build_Tab_Land_Units>Yes</Build_Tab_Land_Units> <Build_Initially_Locked>Yes</Build_Initially_Locked> <Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer> <Tech_Level>0</Tech_Level> <Required_Timeline>0</Required_Timeline> <Required_Ground_Base_Level>1</Required_Ground_Base_Level> <Required_Star_Base_Level>0</Required_Star_Base_Level> <Required_Special_Structures>U_Ground_Barracks</Required_Special_Structures> <Behavior>DUMMY_GROUND_COMPANY</Behavior> <Formation_Priority>1</Formation_Priority> <Is_Escort>yes</Is_Escort> <Ship_Class>infantry</Ship_Class> <Company_Transport_Unit>Gallofree_Transport</Company_Transport_Unit> <Company_Units>SandPeople, SandPeople, SandPeople</Company_Units> <Victory_Relevant> No </Victory_Relevant> <Score_Cost_Credits>15</Score_Cost_Credits> <Max_Squad_Size> 3 </Max_Squad_Size> <Create_Team_Type>Sandpeople_Team2</Create_Team_Type> <Population_Value>1</Population_Value> </SlaveCompany> <Container Name="Sandpeople_Team2"> <Text_ID>TEXT_INDIG_TUSCAN_RAIDER</Text_ID> <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS </Encyclopedia_Unit_Class> <Encyclopedia_Text>TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text> <Icon_Name>i_button_sandpeople.tga</Icon_Name> <Show_Name>No</Show_Name> <Behavior>TEAM,SELECTABLE,UNIT_AI</Behavior> <LandBehavior>REVEAL, LAND_TEAM_CONTAINER_LOCOMOTOR, TEAM_TARGETING, GARRISON_UNIT</LandBehavior> <Land_FOW_Reveal_Range>90.0</Land_FOW_Reveal_Range> <MovementClass>Infantry</MovementClass> <Select_Box_Scale>40</Select_Box_Scale> <Max_Speed> 1 </Max_Speed> <Max_Rate_Of_Turn>12.0</Max_Rate_Of_Turn> <Space_Layer> Land </Space_Layer> <UnitCollisionClass> Infantry </UnitCollisionClass> <FormationSpacing> .5 </FormationSpacing> <MovementClass> Infantry </MovementClass> <OccupationStyle>1x1</OccupationStyle> <Is_Squashable> true </Is_Squashable> <MovementPredictionInterval> 4.0 </MovementPredictionInterval> <ContainerArrangement> Dartboard </ContainerArrangement> <Override_Acceleration> .1 </Override_Acceleration> <Override_Deceleration> .1 </Override_Deceleration> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Icon_Scale_Land>80</Radar_Icon_Scale_Land> <Radar_Icon_Scale_Space>200</Radar_Icon_Scale_Space> <Idle_Chase_Range>50.0</Idle_Chase_Range> <Guard_Chase_Range>200.0</Guard_Chase_Range> <Attack_Move_Response_Range>150.0</Attack_Move_Response_Range> <Targeting_Max_Attack_Distance>120.0</Targeting_Max_Attack_Distance> <Autonomous_Move_Extension_Vs_Attacker>200.0</Autonomous_Move_Extension_Vs_Attacker> <Garrison_Category> Infantry </Garrison_Category> <CategoryMask>Infantry</CategoryMask> <Tactical_Bribe_Cost>15</Tactical_Bribe_Cost> </Container> <!-- Mandalorians --> <Slave_Unit Name="Mandalorian_Slave"> <Text_ID>TEXT_INDIG_MANDALORIAN</Text_ID> <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS </Encyclopedia_Unit_Class> <Encyclopedia_Text>TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text> <Land_Model_Name> NI_Mandalorian.alo </Land_Model_Name> <Icon_Name>i_button_ni_mandalorian.tga</Icon_Name> <Behavior>SELECTABLE</Behavior> <LandBehavior>SURFACE_FX,LAND_TEAM_INFANTRY_LOCOMOTOR,IDLE,TARGETING,WEAPON, STUNNABLE,REVEAL,HIDE_WHEN_FOGGED</LandBehavior> <SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Loop_Idle_Anim_00>No</Loop_Idle_Anim_00> <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> <CanCellStack>yes</CanCellStack> <Select_Box_Scale>0</Select_Box_Scale> <Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust> <Mass>1.0</Mass> <Mouse_Collide_Override_Sphere_Radius> 10.0 </Mouse_Collide_Override_Sphere_Radius> <Is_Combustible>yes</Is_Combustible> <On_Fire_Speed_Modifier>1.2f</On_Fire_Speed_Modifier> <Targeting_Allowed_When_Burning>no</Targeting_Allowed_When_Burning> <Burning_Damage_Per_Second>0.1</Burning_Damage_Per_Second> <Influences_Capture_Point>True</Influences_Capture_Point> <Movement_Animation_Speed> 1.0 </Movement_Animation_Speed> <Rotation_Animation_Speed> 20.0 </Rotation_Animation_Speed> <Walk_Animation_Speed> 1.0 </Walk_Animation_Speed> <Max_Speed>1.0</Max_Speed> <Max_Rate_Of_Turn>12.0</Max_Rate_Of_Turn> <Custom_Soft_Footprint_Radius> 3.5 </Custom_Soft_Footprint_Radius> <Custom_Hard_XExtent> 2.0 </Custom_Hard_XExtent> <Custom_Hard_YExtent> 2.0 </Custom_Hard_YExtent> <Space_Layer> Land </Space_Layer> <UnitCollisionClass> Infantry </UnitCollisionClass> <FormationSpacing> .6 </FormationSpacing> <MinimumPushReturnDistance> 10 </MinimumPushReturnDistance> <OverrideAcceleration> .1 </OverrideAcceleration> <OverrideDeceleration> .1 </OverrideDeceleration> <FormationOrder> 2 </FormationOrder> <FormationGrouping> Standard </FormationGrouping> <Scale_Factor>1.5</Scale_Factor> <Affiliation>Underworld</Affiliation> <Required_Timeline>0</Required_Timeline> <IsBuildable>Yes</IsBuildable> <Size_Value>10</Size_Value> <Armor_Type> Armor_Infantry </Armor_Type> <Damage>6</Damage> <Tactical_Health>80</Tactical_Health> <Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level> <Blob_Shadow_Scale>10.0, 10.0</Blob_Shadow_Scale> <Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name> <Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name> <Create_Team>Yes</Create_Team> <Projectile_Types>Proj_Hand_Blaster_Red</Projectile_Types> <Projectile_Fire_Pulse_Count>5</Projectile_Fire_Pulse_Count> <Projectile_Fire_Pulse_Delay_Seconds>0.1</Projectile_Fire_Pulse_Delay_Seconds> <Projectile_Fire_Recharge_Seconds>1.5</Projectile_Fire_Recharge_Seconds> <Targeting_Fire_Inaccuracy> Infantry, 1.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Vehicle, 5.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Air, 70.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Structure, 5.0 </Targeting_Fire_Inaccuracy> <Attack_Move_Response_Range>150.0</Attack_Move_Response_Range> <Targeting_Max_Attack_Distance>120.0</Targeting_Max_Attack_Distance> <Dense_FOW_Reveal_Range_Multiplier>1.0</Dense_FOW_Reveal_Range_Multiplier> <Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust> <SFXEvent_Select>Unit_Select_Civilian</SFXEvent_Select> <SFXEvent_Move>Unit_Move_Civilian</SFXEvent_Move> <SFXEvent_Attack>Unit_Attack_Civilian</SFXEvent_Attack> <SFXEvent_Assist_Move>Unit_Assist_Move_Civilian</SFXEvent_Assist_Move> <SFXEvent_Assist_Attack>Unit_Assist_Attack_Civilian</SFXEvent_Assist_Attack> <SFXEvent_Guard>Unit_Guard_Civilian</SFXEvent_Guard> <SFXEvent_Fire>Unit_Pyngani_Fire</SFXEvent_Fire> <Death_SFXEvent_Start_Die>Unit_Underworld_Soldier_Death</Death_SFXEvent_Start_Die> <Idle_Chase_Range>100.0</Idle_Chase_Range> <Guard_Chase_Range>100.0</Guard_Chase_Range> <Attack_Move_Response_Range>100.0</Attack_Move_Response_Range> <Targeting_Priority_Set>AntiInfantry</Targeting_Priority_Set> <AI_Combat_Power>5</AI_Combat_Power> <MovementClass>Infantry</MovementClass> <CategoryMask> Infantry </CategoryMask> <Victory_Relevant>No</Victory_Relevant> <Weather_Category>Infantry</Weather_Category> <Death_Clone>Damage_Force_Whirlwind, Mandalorian_Slave_Force_Whirlwind_Death_Clone</Death_Clone> <Death_Clone>Damage_Force_Lightning, Mandalorian_Slave_Force_Lightning_Death_Clone</Death_Clone> <Death_Clone>Damage_Crush, Mandalorian_Slave_Crush_Death_Clone</Death_Clone> <Death_Clone>Damage_Disruptor_Hand, Infantry_Disruptor_Death_Clone_00</Death_Clone> <Death_Clone>Damage_Disruptor_Hand, Infantry_Disruptor_Death_Clone_01</Death_Clone> <Death_Clone>Damage_Infection, Infantry_Melt_Death_Clone_00</Death_Clone> <OccupationStyle>1x1</OccupationStyle> <Ground_Infantry_Turret_Target> Yes </Ground_Infantry_Turret_Target> <Is_Squashable> Yes </Is_Squashable> <Death_Fade_Time>0.25</Death_Fade_Time> <Death_Persistence_Duration>0.0</Death_Persistence_Duration> <Movie_Object>false</Movie_Object> </Slave_Unit> <GroundInfantry Name="Mandalorian_Slave_Force_Whirlwind_Death_Clone"> <Variant_Of_Existing_Type>Mandalorian_Slave</Variant_Of_Existing_Type> <Specific_Death_Anim_Type>FW_DIE</Specific_Death_Anim_Type> <Specific_Death_Anim_Index /> </GroundInfantry> <GroundInfantry Name="Mandalorian_Slave_Force_Lightning_Death_Clone"> <Variant_Of_Existing_Type>Mandalorian_Slave</Variant_Of_Existing_Type> <Specific_Death_Anim_Type>FL_DIE</Specific_Death_Anim_Type> <Specific_Death_Anim_Index /> </GroundInfantry> <GroundInfantry Name="Mandalorian_Slave_Crush_Death_Clone"> <Variant_Of_Existing_Type>Mandalorian_Slave</Variant_Of_Existing_Type> <Specific_Death_Anim_Type>Crushed</Specific_Death_Anim_Type> <Specific_Death_Anim_Index /> </GroundInfantry> <SlaveCompany Name="Mandalorian_Slave_Company"> <Text_ID>TEXT_INDIG_MANDALORIAN</Text_ID> <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS </Encyclopedia_Unit_Class> <Encyclopedia_Text> TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY </Encyclopedia_Text> <Icon_Name>i_button_ni_mandalorian.tga</Icon_Name> <Is_Dummy>Yes</Is_Dummy> <Damage>60</Damage> <Autoresolve_Health>60</Autoresolve_Health> <Affiliation>Underworld</Affiliation> <Build_Cost_Credits>200</Build_Cost_Credits> <Build_Time_Seconds>6</Build_Time_Seconds> <Build_Time_Reduced_By_Multiple_Factories> Yes </Build_Time_Reduced_By_Multiple_Factories> <Build_Tab_Land_Units>Yes</Build_Tab_Land_Units> <Build_Initially_Locked>Yes</Build_Initially_Locked> <Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer> <Tech_Level>0</Tech_Level> <Required_Timeline>0</Required_Timeline> <Required_Ground_Base_Level>1</Required_Ground_Base_Level> <Required_Star_Base_Level>0</Required_Star_Base_Level> <Required_Special_Structures>U_Ground_Barracks</Required_Special_Structures> <Behavior>DUMMY_GROUND_COMPANY</Behavior> <Formation_Priority>1</Formation_Priority> <Is_Escort>yes</Is_Escort> <Ship_Class>infantry</Ship_Class> <Company_Transport_Unit>Imperial_Landing_Craft</Company_Transport_Unit> <Company_Units> Mandalorian_Slave, Mandalorian_Slave, Mandalorian_Slave, Mandalorian_Slave, Mandalorian_Slave, Mandalorian_Slave, Mandalorian_Slave, Mandalorian_Slave, Mandalorian_Slave </Company_Units> <Victory_Relevant> No </Victory_Relevant> <Score_Cost_Credits>15</Score_Cost_Credits> <Max_Squad_Size> 3 </Max_Squad_Size> <Create_Team_Type>Mandalorian_Slave_Container</Create_Team_Type> <Population_Value>1</Population_Value> </SlaveCompany> <Container Name="Mandalorian_Slave_Container"> <Text_ID>TEXT_INDIG_MANDALORIAN</Text_ID> <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS </Encyclopedia_Unit_Class> <Encyclopedia_Text>TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text> <Icon_Name>i_button_ni_mandalorian.tga</Icon_Name> <Show_Name>No</Show_Name> <Behavior>TEAM,SELECTABLE,UNIT_AI</Behavior> <LandBehavior>REVEAL, LAND_TEAM_CONTAINER_LOCOMOTOR, TEAM_TARGETING, GARRISON_UNIT</LandBehavior> <Land_FOW_Reveal_Range>90.0</Land_FOW_Reveal_Range> <MovementClass>Infantry</MovementClass> <Select_Box_Scale>40</Select_Box_Scale> <Max_Speed> 1 </Max_Speed> <Max_Rate_Of_Turn>12.0</Max_Rate_Of_Turn> <Space_Layer> Land </Space_Layer> <UnitCollisionClass> Infantry </UnitCollisionClass> <FormationSpacing> .5 </FormationSpacing> <FormationOrder> 2 </FormationOrder> <MovementClass> Infantry </MovementClass> <OccupationStyle>1x1</OccupationStyle> <Is_Squashable> true </Is_Squashable> <MovementPredictionInterval> 4.0 </MovementPredictionInterval> <ContainerArrangement> Dartboard </ContainerArrangement> <Override_Acceleration> .08 </Override_Acceleration> <Override_Deceleration> .08 </Override_Deceleration> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Icon_Scale_Land>80</Radar_Icon_Scale_Land> <Radar_Icon_Scale_Space>200</Radar_Icon_Scale_Space> <Idle_Chase_Range>50.0</Idle_Chase_Range> <Guard_Chase_Range>200.0</Guard_Chase_Range> <Attack_Move_Response_Range>150.0</Attack_Move_Response_Range> <Targeting_Max_Attack_Distance>120.0</Targeting_Max_Attack_Distance> <Autonomous_Move_Extension_Vs_Attacker>200.0</Autonomous_Move_Extension_Vs_Attacker> <Garrison_Category> Infantry </Garrison_Category> <CategoryMask>Infantry</CategoryMask> <Tactical_Bribe_Cost>60</Tactical_Bribe_Cost> </Container> Now open up Planets.xml. Search for , scroll down until you see Corruption_Racketeering You will want to replace all Corruption_3_type entries with this <Corruption_3_Type> Corruption_Bonded_Citizens </Corruption_3_Type> <Corruption_3_Credit_Cost> 800 </Corruption_3_Credit_Cost> <Corruption_3_Success_Speech_Event> GEONOSIS_BND_VICTORY_COR23_02 </Corruption_3_Success_Speech_Event> <Corruption_3_Success_Bink_Hologram_Name> Saboteur_Loop </Corruption_3_Success_Bink_Hologram_Name> <Corruption_3_Mission_Briefing> </Corruption_3_Mission_Briefing> <Corruption_3_Success_Unlock_Unit_Type>Nightsister_Company</Corruption_3_Success_Unlock_Unit_Type> Now search for Add this bellow the corruption_2 entries <Corruption_3_Type> Corruption_Bonded_Citizens </Corruption_3_Type> <Corruption_3_Credit_Cost> 800 </Corruption_3_Credit_Cost> <Corruption_3_Success_Speech_Event> GEONOSIS_BND_VICTORY_COR23_02 </Corruption_3_Success_Speech_Event> <Corruption_3_Success_Bink_Hologram_Name> Saboteur_Loop </Corruption_3_Success_Bink_Hologram_Name> <Corruption_3_Mission_Briefing> </Corruption_3_Mission_Briefing> <Corruption_3_Success_Unlock_Unit_Type>Mandalorian_Slave_Company</Corruption_3_Success_Unlock_Unit_Type> Now search for Add this bellow the corruption_2 entries <Corruption_3_Type> Corruption_Bonded_Citizens </Corruption_3_Type> <Corruption_3_Credit_Cost> 800 </Corruption_3_Credit_Cost> <Corruption_3_Success_Speech_Event> GEONOSIS_BND_VICTORY_COR23_02 </Corruption_3_Success_Speech_Event> <Corruption_3_Success_Bink_Hologram_Name> Saboteur_Loop </Corruption_3_Success_Bink_Hologram_Name> <Corruption_3_Mission_Briefing> </Corruption_3_Mission_Briefing> <Corruption_3_Success_Unlock_Unit_Type>Sandpeople_Company</Corruption_3_Success_Unlock_Unit_Type> Enjoy.
  15. From what I know, we can not edit a .alo file as of yet Conversion only goes one way right now. If we could, ooooooooh the things we could do One possible work arround I forsee, would be to make the modle from scratch. Give the modle the same bones as the one provided in the game (keep the names exactly the same). Make the same ref to textures, .ala files etc. Then add the extra bones required. However I am not sure "we would be allowed" to go this far. Would be worth finding out though. If, and I do say if, we can do this, then I would want a bone named "HangerBay, TractorBeam, WeaponPort1-12" for example. This would allow for more weapons at a "normal" damage rate to cover the surface of the Death Star, as opposed to having the Death Star Face its targets and only shoot a few Powerful weapons. This would also allow for the Death Star to have the ability to target multiple ships. I did my best to make it a balanced station given the lack of weapons. Added more shields, better armor rating, regen rates etc. The weapons that it does use are very powerful as well too.
  16. Right after I Posted the code I rememberd that I had a Tractor Beam on my last one ( EaW ) so I did some quick coding for this station. The Tractor Beam is not a selectable ability, but rather one the DS uses like it would a turbo laser auto firering on a emeny ship. So you can just let the Station "tag" ships, or you can select the DS then target a ship of your choice. The DS will automaticly use the Tractor Beam and shoot its weapons at that ship in question Anyway, I have modified my previous post to add this abilty as well. Enjoy.
  17. Allrighty then, got it working in both Skirmish and GC Death Star at its best http://i90.photobucket.com/albums/k240/bhaalshad/FoC_DS2_Skirmish.jpg Holding on http://i90.photobucket.com/albums/k240/bhaalshad/FoC_DS2_Skirmish_Tractor_Beam.jpg A Inside View http://i90.photobucket.com/albums/k240/bhaalshad/FoC_DS2_Skirmish_Inside_Tractor_Bea.jpg Death Star Weapons 1: Turbo Laser : Auto Fire or select DS then target ship to attack. 2: Krayt Special Megaweapon : Auto Fire or select DS then target ship to attack. 3: Death Star Laser : Unselect DS. Choose Special Weapon Icon, the target enemy ship. 3A: I have added extra targets that the DS Laser can hit. Org. was only Capital & Frigates. Now you can target SpaceHeros, Capitals, Frigates & Corvettes. 4: Tractor Beam : Auto Fire or select DS then target ship to attack. I was limitted on the weapons to add due to the lack of bones the modle has. (FoC Only)You will only need to modify 2 files. Starbases.xml and HardPoints.xml MasterTextFile_ENGLISH.DAT is optional. I added 1 new entry to tell the Station level 5 from the actual DS Station in the build que. TEXT_HAWK_UNIT_DEATH_STAR_II Use a Dat Editor and add this entry. Name = TEXT_HAWK_UNIT_DEATH_STAR_II Text = Imperial Space Station Level 5 Either Copy paste the following code if you already have a mod, or grab the .zip file at bottom. The .zip contains Starbases.xml and Hardpoints.xml. Each file is modified with the Death Star code plus the org. code for those not using these files in a mod. HARDPOINTS.XML Add these New entries. <!-- Deathstar Hardpoints --> <HardPoint Name="HP_DS_Tractor_Beam"> <Type> HARD_POINT_TRACTOR_BEAM </Type> <Tooltip_Text>TEXT_TRACTOR_BEAM_HARDPOINT</Tooltip_Text> <Is_Targetable>Yes</Is_Targetable> <Is_Destroyable>Yes</Is_Destroyable> <Health>175.0</Health> <Attachment_Bone>SPAWN_00</Attachment_Bone> <!-- <Collision_Mesh>HP_trac_bone</Collision_Mesh> --> <Damage_Decal>HP_TRAC_BLAST</Damage_Decal> <Damage_Particles>HP_TRAC_EMITDAMAGE</Damage_Particles> <Death_Explosion_Particles> Large_Explosion_Space_Empire </Death_Explosion_Particles> <!-- STUBBED PLACEHOLDER --> <Death_Explosion_SFXEvent>Unit_Hardpoint_Bay_Death</Death_Explosion_SFXEvent> <!-- STUBBED PLACEHOLDER --> </HardPoint> <HardPoint Name="HP_DS2_FIGHTER_BAY"> <Type> HARD_POINT_FIGHTER_BAY </Type> <Is_Targetable>Yes</Is_Targetable> <Is_Destroyable>Yes</Is_Destroyable> <Attachment_Bone>SPAWN_00</Attachment_Bone> <!--<Collision_Mesh>SPAWN_00</Collision_Mesh>--> <Tooltip_Text>TEXT_FIGHTER_BAY_HARDPOINT</Tooltip_Text> <Health>5500.0</Health> <Death_Explosion_Particles> Large_Explosion_Space_Empire </Death_Explosion_Particles> <!-- STUBBED PLACEHOLDER --> <Death_Explosion_SFXEvent>Unit_Hardpoint_Bay_Death</Death_Explosion_SFXEvent> <!-- STUBBED PLACEHOLDER --> </HardPoint> <HardPoint Name="HP_DS2_DISH_WEAPONS"> <Type> HARD_POINT_WEAPON_LASER </Type> <Is_Targetable>Yes</Is_Targetable> <Is_Destroyable>Yes</Is_Destroyable> <Tooltip_Text>TEXT_WEAPON_TURBOLASER</Tooltip_Text> <Health>5500.0</Health> <!-- Was 250 --> <Death_Explosion_Particles> Large_Explosion_Space_Empire </Death_Explosion_Particles> <Death_Explosion_SFXEvent>Unit_Hardpoint_Turbo_Laser_Death</Death_Explosion_SFXEvent> <Damage_Type> Damage_Star_Destroyer </Damage_Type> <Model_To_Attach>W_planet_deathstar02_ii.alo</Model_To_Attach> <Attachment_Bone>Death Star</Attachment_Bone> <!--<Collision_Mesh>Death Star</Collision_Mesh>--> <Damage_Decal>HP_F-L_BLAST</Damage_Decal> <Damage_Particles>HP_F-L_EMITDAMAGE</Damage_Particles> <Fire_Bone_A>p_planet_deathstar_laser_small</Fire_Bone_A> <Fire_Bone_B>p_planet_deathstar_laser_small</Fire_Bone_B> <Fire_Cone_Width>160</Fire_Cone_Width> <Fire_Cone_Height>130.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Ship_Turbolaser_Green</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>3.0</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>4.0</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>7</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>2000.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_Turbo_Fire</Fire_SFXEvent> <Fire_Inaccuracy_Distance> Fighter, 7.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Bomber, 7.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Transport, 7.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Corvette, 7.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Frigate, 1.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Capital, 10.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Super, 1.0 </Fire_Inaccuracy_Distance> </HardPoint> <HardPoint Name="DS2_MEGAWEAPON_DAMAGE"> <Type> HARD_POINT_WEAPON_SPECIAL </Type> <Is_Targetable>Yes</Is_Targetable> <Is_Destroyable>Yes</Is_Destroyable> <Tooltip_Text>TEXT_WEAPON_SPECIAL</Tooltip_Text> <Health>8000.0</Health> <Death_Explosion_Particles> Large_Explosion_Space </Death_Explosion_Particles> <Death_Explosion_SFXEvent>Unit_Hardpoint_Special_Death</Death_Explosion_SFXEvent> <Damage_Type> Damage_Star_Destroyer </Damage_Type> <Model_To_Attach>W_planet_deathstar02_ii.alo</Model_To_Attach> <Attachment_Bone>Death Star</Attachment_Bone> <!--<Collision_Mesh>Death Star</Collision_Mesh>--> <Damage_Decal>HP_SW_00_BLAST</Damage_Decal> <Damage_Particles>HP_SW_00_EMITDAMAGE</Damage_Particles> <Fire_Bone_A>MUZZLEA_00</Fire_Bone_A> <Fire_Bone_B>MUZZLEA_00</Fire_Bone_B> <Fire_Cone_Width>40</Fire_Cone_Width> <Fire_Cone_Height>180.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Ship_Krayt_Special_Megaweapon_Damage</Fire_Projectile_Type> <Max_Speed>90.0</Max_Speed> <Fire_Min_Recharge_Seconds>10.0</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>10.0</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>1</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>2200.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_Underworld_Plasma_Fire</Fire_SFXEvent> <Projectile_Appearance_Delay_Frames> 30 </Projectile_Appearance_Delay_Frames> <Fire_Category_Restrictions> Fighter, Bomber, Transport </Fire_Category_Restrictions> <Fire_Inaccuracy_Distance> Fighter, 7.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Bomber, 7.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Transport, 7.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Corvette, 3.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Frigate, 5.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Capital, 1.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Super, 1.0 </Fire_Inaccuracy_Distance> </HardPoint> <!-- End DS2 Weapons --> STARBASES.XML The codes below replace existing code. Do Not Just add the code as a new entry. Search for Replace everything from to with this <StarBase Name="Empire_Star_Base_5"> <Text_ID>TEXT_HAWK_UNIT_DEATH_STAR_II</Text_ID> <Encyclopedia_Text> TEXT_TOOLTIP_DEATH_STAR_II TEXT_TOOLTIP_REQUIRED_PLANETS_CAPITAL_SHIPS</Encyclopedia_Text> <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_STATION </Encyclopedia_Unit_Class> <Encyclopedia_Good_Against> Corellian_Corvette Interceptor4_Frigate Nebulon_B_Frigate </Encyclopedia_Good_Against> <Encyclopedia_Vulnerable_To> Y-wing Skipray_Blastboat MC30_Frigate </Encyclopedia_Vulnerable_To> <GUI_Row> 0 </GUI_Row> <Is_Dummy>No</Is_Dummy> <Space_Model_Name>w_planet_deathstar02_II.ALO</Space_Model_Name> <Galactic_Model_Name>w_planet_deathstar02_II.ALO</Galactic_Model_Name> <GUI_Model_Name>w_planet_deathstar02_II.ALO</GUI_Model_Name> <Icon_Name>i_button_death_star_complete.tga</Icon_Name> <Ranking_In_Category>0</Ranking_In_Category> <Build_Countdown_Timer> Yes </Build_Countdown_Timer> <Build_Countdown_Text_ID> TEXT_DEATH_STAR_COUNTDOWN_TIMER </Build_Countdown_Text_ID> <Build_Countdown_Text_RGBA> 64, 128, 255, 255 </Build_Countdown_Text_RGBA> <Build_Speech_Underway> Speech_Death_Star_Build_Underway </Build_Speech_Underway> <Build_Speech_Completed> Speech_Death_Star_Build_Complete </Build_Speech_Completed> <Build_Speech_Stopped> Speech_Death_Star_Build_Stopped </Build_Speech_Stopped> <Build_Speech_Countdowns> Speech_Death_Star_Build_ </Build_Speech_Countdowns> <Build_Music_Completed> Galactic_Death_Star_Complete_Music_Event </Build_Music_Completed> <Collision_Box_Modifier>1.01</Collision_Box_Modifier> <GUI_Bracket_Height>500</GUI_Bracket_Height> <GUI_Bracket_Size>2</GUI_Bracket_Size> <Select_Box_Scale>1000</Select_Box_Scale> <Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust> <Mouse_Collide_Override_Sphere_Radius> 800.0 </Mouse_Collide_Override_Sphere_Radius> <Scale_Factor>2.0</Scale_Factor> <Mass>0.999</Mass> <Dense_FOW_Reveal_Range_Multiplier>0.24</Dense_FOW_Reveal_Range_Multiplier> <Multisample_FOW_Check>Yes</Multisample_FOW_Check> <Visible_On_Radar_When_Fogged>true</Visible_On_Radar_When_Fogged> <Armor_Type> Armor_Star_Destroyer </Armor_Type> <Shield_Armor_Type>Shield_Capital</Shield_Armor_Type> <Max_Speed>0.1</Max_Speed> <Max_Rate_Of_Turn>0.3</Max_Rate_Of_Turn> <MovementClass> Space </MovementClass> <Space_Layer> Capital </Space_Layer> <Layer_Z_Adjust>-450.0</Layer_Z_Adjust> <Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll> <Bank_Turn_Angle>5</Bank_Turn_Angle> <OverrideAcceleration> .02 </OverrideAcceleration> <OverrideDeceleration> .02 </OverrideDeceleration> <Max_Thrust>0.1</Max_Thrust> <Hyperspace>Yes</Hyperspace> <Hyperspace_Speed>1</Hyperspace_Speed> <Maintenance_Cost>0.3</Maintenance_Cost> <Affiliation>Empire</Affiliation> <Tech_Level>4</Tech_Level> <Base_Level>5</Base_Level> <Prev_Level_Base>Empire_Star_Base_4</Prev_Level_Base> <Next_Level_Base/> <Required_Star_Base_Level>4</Required_Star_Base_Level> <Reinforcement_Prevention_Radius> 2000 </Reinforcement_Prevention_Radius> <Additional_Population_Capacity>17</Additional_Population_Capacity> <Required_Timeline>0</Required_Timeline> <Required_Ground_Base_Level>0</Required_Ground_Base_Level> <Required_Special_Structures/> <Required_Planets/> <Damage>70</Damage> <Autoresolve_Health>9500</Autoresolve_Health> <Shield_Points>3500</Shield_Points> <Tactical_Health>8500</Tactical_Health> <!-- was 6000 --> <Shield_Refresh_Rate>80</Shield_Refresh_Rate> <Energy_Capacity>8000</Energy_Capacity> <Energy_Refresh_Rate>800</Energy_Refresh_Rate> <!-- <Ship_Class>capital</Ship_Class> --> <Surface_Bombardment_Capable>yes</Surface_Bombardment_Capable> <!--<Political_Control>1</Political_Control>--> <Political_Faction>Empire</Political_Faction> <Squadron_Capacity>40</Squadron_Capacity> <Build_Cost_Credits>6000</Build_Cost_Credits> <Piracy_Value_Credits>250</Piracy_Value_Credits> <AI_Combat_Power>5900</AI_Combat_Power> <Build_Time_Seconds>150</Build_Time_Seconds> <Build_Tab_Space_Units>Yes</Build_Tab_Space_Units> <Build_Tab_Space_Station>Yes</Build_Tab_Space_Station> <Size_Value>8</Size_Value> <Starting_Spawned_Units_Tech_0>TIE_Interceptor_Squadron, 3</Starting_Spawned_Units_Tech_0> <Reserve_Spawned_Units_Tech_0>TIE_Interceptor_Squadron, 1</Reserve_Spawned_Units_Tech_0> <Starting_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 3</Starting_Spawned_Units_Tech_0> <Reserve_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 1</Reserve_Spawned_Units_Tech_0> <Starting_Spawned_Units_Tech_0>Tartan_Patrol_Cruiser, 2</Starting_Spawned_Units_Tech_0> <Reserve_Spawned_Units_Tech_0>Tartan_Patrol_Cruiser, 1</Reserve_Spawned_Units_Tech_0> <Starting_Spawned_Units_Tech_0>Acclamator_Assault_Ship, 2</Starting_Spawned_Units_Tech_0> <Reserve_Spawned_Units_Tech_0>Acclamator_Assault_Ship, 1</Reserve_Spawned_Units_Tech_0> <Spawned_Squadron_Delay_Seconds>2</Spawned_Squadron_Delay_Seconds> <Tactical_Buildable_Objects_Campaign> Empire, ES_Enhanced_Reactors_L1_Upgrade, ES_Enhanced_Reactors_L2_Upgrade, ES_Enhanced_Reactors_L3_Upgrade, ES_Reinforced_Armor_L1_Upgrade, ES_Reinforced_Armor_L2_Upgrade, ES_Reinforced_Armor_L3_Upgrade, ES_Improved_Weapons_L1_Upgrade, ES_Improved_Weapons_L2_Upgrade, ES_Improved_Weapons_L3_Upgrade, ES_Improved_Defenses_L1_Upgrade, ES_Improved_Defenses_L2_Upgrade, ES_Improved_Defenses_L3_Upgrade, </Tactical_Buildable_Objects_Campaign> <Behavior> SELECTABLE, DUMMY_STAR_BASE</Behavior> <SpaceBehavior>SPACE_OBSTACLE, TACTICAL_SUPER_WEAPON, ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, POWERED, SHIELDED, HIDE_WHEN_FOGGED, REVEAL, TARGETING, UNIT_AI, ASTEROID_FIELD_DAMAGE, SPAWN_SQUADRON, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA </SpaceBehavior> <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> <Death_Explosions>Friggin_Huge_Explosion_Space_Empire</Death_Explosions> <Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles> <Death_Clone>Damage_Normal, Empire_Star_Base_5_Death_Clone</Death_Clone> <Space_FOW_Reveal_Range>2000.0</Space_FOW_Reveal_Range> <Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier> <Targeting_Max_Attack_Distance>2000.0</Targeting_Max_Attack_Distance> <HardPoints> HP_DS_Tractor_Beam, HP_DS2_FIGHTER_BAY, HP_DS2_DISH_WEAPONS, DS2_MEGAWEAPON_DAMAGE </HardPoints> <SFXEvent_Select>Unit_Select_Star_Destroyer</SFXEvent_Select> <SFXEvent_Move>Unit_Move_Star_Destroyer</SFXEvent_Move> <SFXEvent_Fleet_Move>Unit_Fleet_Move_Star_Destroyer</SFXEvent_Fleet_Move> <SFXEvent_Attack>Unit_Attack_Star_Destroyer</SFXEvent_Attack> <SFXEvent_Guard>Unit_Guard_Star_Destroyer</SFXEvent_Guard> <SFXEvent_Move_Opposite>Unit_Move_Opposite_Star_Destroyer</SFXEvent_Move_Opposite> <SFXEvent_Barrage>Unit_Barrage_Star_Destroyer</SFXEvent_Barrage> <SFXEvent_Stop>Unit_Stop_Star_Destroyer</SFXEvent_Stop> <SFXEvent_Move_Into_Asteroid_Field> Unit_Asteroids_Star_Destroyer </SFXEvent_Move_Into_Asteroid_Field> <SFXEvent_Move_Into_Nebula> Unit_Nebula_Star_Destroyer </SFXEvent_Move_Into_Nebula> <SFXEvent_Damaged_By_Asteroid> SFX_Asteroid_Detonation </SFXEvent_Damaged_By_Asteroid> <SFXEvent_Bombard_Select_Target> EHD_Bombard_Select_Target </SFXEvent_Bombard_Select_Target> <SFXEvent_Bombard_Incoming> EHD_Bombard_Incoming </SFXEvent_Bombard_Incoming> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Star_Destroyer </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Star_Destroyer </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Star_Destroyer </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Star_Destroyer </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Star_Destroyer </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_ENGINE, Unit_HP_ENGINES_Star_Destroyer </SFXEvent_Attack_Hardpoint> <SFXEvent_Ambient_Loop>Unit_Star_Destroyer_Idle_Engine_Loop</SFXEvent_Ambient_Loop> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Star_Destroyer </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_MISSILE, </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_TORPEDO, </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_ION_CANNON, Unit_Lost_Ion_Star_Destroyer </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Star_Destroyer </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_ENGINE, Unit_Lost_Engines_Star_Destroyer </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_GRAVITY_WELL, </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_FIGHTER_BAY, Unit_Lost_Bay_Star_Destroyer </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_TRACTOR_BEAM, </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_ENABLE_SPECIAL_ABILITY, </SFXEvent_Hardpoint_Destroyed> <Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die> <SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>Unit_Complete_Star_Destroyer</SFXEvent_Build_Complete> <SFXEvent_Engine_Idle_Loop> Unit_Star_Destroyer_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop> <SFXEvent_Engine_Moving_Loop> Unit_Star_Destroyer_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop> <SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Star_Destroyer_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop> <SFXEvent_Unit_Under_Attack> EHD_Space_Station_Under_Attack </SFXEvent_Unit_Under_Attack> <CategoryMask> Capital </CategoryMask> <GUI_Distance>2300</GUI_Distance> <GUI_Offset>0 0 0</GUI_Offset> <GUI_Velocity>45</GUI_Velocity> <Victory_Relevant>yes</Victory_Relevant> <Space_Full_Stop_Command> Yes </Space_Full_Stop_Command> <Has_Space_Evaluator>True</Has_Space_Evaluator> <Guard_Chase_Range>1000.0</Guard_Chase_Range> <Idle_Chase_Range>0.0</Idle_Chase_Range> <Attack_Move_Response_Range>400.0</Attack_Move_Response_Range> <Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold> <Targeting_Priority_Set>Capital</Targeting_Priority_Set> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Icon_Name>i_radar_death_star.tga</Radar_Icon_Name> <Radar_Icon_Size>0.2 0.2</Radar_Icon_Size> <Radar_Register_As_Foreground_Object>Yes</Radar_Register_As_Foreground_Object> <Radar_Clip_To_Visible_Region>Yes</Radar_Clip_To_Visible_Region> <Tactical_Bribe_Cost>4000</Tactical_Bribe_Cost> <!-- Non-Hero unit abilities description --> <Unit_Abilities_Data SubObjectList="Yes"> <Unit_Ability> <Type>SUPER_LASER</Type> <Mod_Multiplier>SPEED_MULTIPLIER, 0.8f</Mod_Multiplier> <GUI_Activated_Ability_Name> Death_Star_Super_Laser_Attack_Ability </GUI_Activated_Ability_Name> <!-- GUI Command Bar support --> <Recharge_Seconds>30</Recharge_Seconds> <Expiration_Seconds>10</Expiration_Seconds> <SFXEvent_Target_Ability> EHD_Death_Star_2_Activate </SFXEvent_Target_Ability> <SFXEvent_Special_Ability_Loop> Unit_Death_Star_2_Fire </SFXEvent_Special_Ability_Loop> </Unit_Ability> <Unit_Ability> <Type>TRACTOR_BEAM</Type> <Mod_Multiplier>SPEED_MULTIPLIER, 0.8f</Mod_Multiplier> <Mod_Multiplier>CAUSE_DAMAGE_MULTIPLIER , 2.5</Mod_Multiplier> <GUI_Activated_Ability_Name> SD_Tractor_Beam_Attack_Ability </GUI_Activated_Ability_Name> <!-- GUI Command Bar support --> <Recharge_Seconds>25</Recharge_Seconds> <SFXEvent_GUI_Unit_Ability_Activated>Unit_Tractor_Beam_Star_Destroyer</SFXEvent_GUI_Unit_Ability_Activated> <SFXEvent_Special_Ability_Loop> Unit_Star_Destroyer_Tractor_Beam </SFXEvent_Special_Ability_Loop> <Supports_Autofire>True</Supports_Autofire> </Unit_Ability> </Unit_Abilities_Data> <Abilities SubObjectList="Yes"> <Tractor_Beam_Attack_Ability Name="SD_Tractor_Beam_Attack_Ability"> <Activation_Style> User_Input </Activation_Style> <Applicable_Unit_Categories>Transport | Corvette | Frigate</Applicable_Unit_Categories> <Applicable_Unit_Types>Millennium_Falcon</Applicable_Unit_Types> <Excluded_Unit_Types>Buzz_Droids</Excluded_Unit_Types> <Activation_Min_Range>10</Activation_Min_Range> <Activation_Max_Range>2200</Activation_Max_Range> <!-- Modifiers. If 0 - no modifier is applied, 1 - "100% increase or decrease" --> <Target_Speed_Decrease_Percent>0.75</Target_Speed_Decrease_Percent> <Stacking_Category>0</Stacking_Category> </Tractor_Beam_Attack_Ability> <Super_Laser_Ability Name="Death_Star_Super_Laser_Attack_Ability"> <Activation_Style> User_Input </Activation_Style> <Applicable_Unit_Categories> SpaceHero | Capital | Frigate | Corvette</Applicable_Unit_Categories> <Applicable_Unit_Types/> <Owner_Particle_Bone_Name>MuzzleA_00</Owner_Particle_Bone_Name> <Activation_Min_Range>0</Activation_Min_Range> <Activation_Max_Range>3000</Activation_Max_Range> <!-- Modifiers. If 0 - no modifier is applied, 1 - "100% increase or decrease" --> <Damage_Per_Frame>500</Damage_Per_Frame> <Fire_Frame>60</Fire_Frame> <Attack_Anim_Sub_Index>1</Attack_Anim_Sub_Index> <Beam_Texture_Name>tractor_beam01.tga</Beam_Texture_Name> <Num_Anim_Frames>5</Num_Anim_Frames> <Line_Width>35</Line_Width> <Line_Color>0 237 119 255</Line_Color> <Face_Target>true</Face_Target> <Turn_Rate>-1.0f</Turn_Rate> <Firing_Cone>10.0f</Firing_Cone> <Fire_Delay>0</Fire_Delay> <Fire_Continuation>0.01</Fire_Continuation> </Super_Laser_Ability> <Force_Healing_Ability Name="Empire_Star_Base_5_Self_Repair"> <Activation_Style>Space_Automatic</Activation_Style> <Heal_Range>0.0</Heal_Range> <Heal_Percent>0.100</Heal_Percent> <Heal_Amount>0.0</Heal_Amount> <Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs> <Single_Target_Heal>Yes</Single_Target_Heal> <Applicable_Unit_Categories/> <Applicable_Unit_Types/> <SFXEvent_Target_Affected/> <Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name> <Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type> <Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color> <Owner_Light_Effect_Color2/> <Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration> <Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count> </Force_Healing_Ability> </Abilities> <Score_Cost_Credits> 45000</Score_Cost_Credits> </StarBase> Just below that is Replace everything from to with this <StarBase Name="Empire_Star_Base_5_Death_Clone"> <Text_ID>TEXT_EMPIRE_STAR_BASE_5</Text_ID> <Space_Model_Name>W_planet_deathstar_ii_destroyed.alo</Space_Model_Name> <Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die> <Layer_Z_Adjust>-400.0</Layer_Z_Adjust> <CategoryMask> Capital </CategoryMask> <Death_Persistence_Duration> 34 </Death_Persistence_Duration> <Should_Death_Clone_Play_Idle> true </Should_Death_Clone_Play_Idle> </StarBase> Now search for Replace everything from to with this <StarBase Name="Skirmish_Empire_Star_Base_5"> <Variant_Of_Existing_Type>Empire_Star_Base_5</Variant_Of_Existing_Type> <Is_Community_Property>Yes</Is_Community_Property> <HardPoints> HP_DS_Tractor_Beam, HP_DS2_FIGHTER_BAY, HP_DS2_DISH_WEAPONS, DS2_MEGAWEAPON_DAMAGE </HardPoints> <Starting_Spawned_Units_Tech_0>TIE_Interceptor_Squadron, 3</Starting_Spawned_Units_Tech_0> <Reserve_Spawned_Units_Tech_0>TIE_Interceptor_Squadron, 1</Reserve_Spawned_Units_Tech_0> <Starting_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 3</Starting_Spawned_Units_Tech_0> <Reserve_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 1</Reserve_Spawned_Units_Tech_0> <Starting_Spawned_Units_Tech_0>Tartan_Patrol_Cruiser, 2</Starting_Spawned_Units_Tech_0> <Reserve_Spawned_Units_Tech_0>Tartan_Patrol_Cruiser, 1</Reserve_Spawned_Units_Tech_0> <Starting_Spawned_Units_Tech_0>Acclamator_Assault_Ship, 2</Starting_Spawned_Units_Tech_0> <Reserve_Spawned_Units_Tech_0>Acclamator_Assault_Ship, 1</Reserve_Spawned_Units_Tech_0> <Spawned_Squadron_Delay_Seconds>2</Spawned_Squadron_Delay_Seconds> <Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier> <Space_FOW_Reveal_Range>6000.0</Space_FOW_Reveal_Range> <Reinforcement_Prevention_Radius> 2000 </Reinforcement_Prevention_Radius> <SpaceBehavior>SPACE_OBSTACLE, TACTICAL_SUPER_WEAPON, ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, POWERED, SHIELDED, HIDE_WHEN_FOGGED, REVEAL, TARGETING, UNIT_AI, ASTEROID_FIELD_DAMAGE, SPAWN_SQUADRON, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA </SpaceBehavior> <Tactical_Buildable_Objects_Multiplayer> Empire, TIE_Interceptor_Squadron, TIE_Defender_Squadron, TIE_Phantom_Squadron, Tartan_Patrol_Cruiser, TIE_Bomber_Squadron, Acclamator_Assault_Ship, TIE_Scout_Squadron, Interdictor_Cruiser, Victory_Destroyer, Broadside_Class_Cruiser, Star_Destroyer, Boba_Fett_Team_Space_MP, Darth_Team_Space_MP, Accuser_Star_Destroyer, Admonitor_Star_Destroyer, Executor_Super_Star_Destroyer2, ES_Enhanced_Reactors_L1_Upgrade, ES_Enhanced_Reactors_L2_Upgrade, ES_Enhanced_Reactors_L3_Upgrade, ES_Reinforced_Armor_L1_Upgrade, ES_Reinforced_Armor_L2_Upgrade, ES_Reinforced_Armor_L3_Upgrade, ES_Improved_Weapons_L1_Upgrade, ES_Improved_Weapons_L2_Upgrade, ES_Improved_Weapons_L3_Upgrade, ES_Improved_Defenses_L1_Upgrade, ES_Improved_Defenses_L2_Upgrade, ES_Improved_Defenses_L3_Upgrade, ES_Hypervelocity_Gun_Use_Upgrade, </Tactical_Buildable_Objects_Multiplayer> <Visible_To_Enemies_When_Empty>True</Visible_To_Enemies_When_Empty> <Build_Cost_Credits>0</Build_Cost_Credits> <Build_Time_Seconds>0</Build_Time_Seconds> <Build_Tab_Space_Station>No</Build_Tab_Space_Station> <Required_Ground_Base_Level>0</Required_Ground_Base_Level> <Required_Star_Base_Level>0</Required_Star_Base_Level> <Prev_Level_Base>Skirmish_Empire_Star_Base_4</Prev_Level_Base> <Next_Level_Base/> <Unit_Abilities_Data SubObjectList="Yes"> <Unit_Ability> <Type>SUPER_LASER</Type> <Mod_Multiplier>SPEED_MULTIPLIER, 0.8f</Mod_Multiplier> <GUI_Activated_Ability_Name> Death_Star_Super_Laser_Attack_Ability </GUI_Activated_Ability_Name> <!-- GUI Command Bar support --> <Recharge_Seconds>30</Recharge_Seconds> <Expiration_Seconds>10</Expiration_Seconds> <SFXEvent_Target_Ability> EHD_Death_Star_2_Activate </SFXEvent_Target_Ability> <SFXEvent_Special_Ability_Loop> Unit_Death_Star_2_Fire </SFXEvent_Special_Ability_Loop> </Unit_Ability> <Unit_Ability> <Type>TRACTOR_BEAM</Type> <Mod_Multiplier>SPEED_MULTIPLIER, 0.8f</Mod_Multiplier> <Mod_Multiplier>CAUSE_DAMAGE_MULTIPLIER , 2.5</Mod_Multiplier> <GUI_Activated_Ability_Name> SD_Tractor_Beam_Attack_Ability </GUI_Activated_Ability_Name> <!-- GUI Command Bar support --> <Recharge_Seconds>25</Recharge_Seconds> <SFXEvent_GUI_Unit_Ability_Activated>Unit_Tractor_Beam_Star_Destroyer</SFXEvent_GUI_Unit_Ability_Activated> <SFXEvent_Special_Ability_Loop> Unit_Star_Destroyer_Tractor_Beam </SFXEvent_Special_Ability_Loop> <Supports_Autofire>True</Supports_Autofire> </Unit_Ability> </Unit_Abilities_Data> <Abilities SubObjectList="Yes"> <Tractor_Beam_Attack_Ability Name="SD_Tractor_Beam_Attack_Ability"> <Activation_Style> User_Input </Activation_Style> <Applicable_Unit_Categories>Transport | Corvette | Frigate</Applicable_Unit_Categories> <Applicable_Unit_Types>Millennium_Falcon</Applicable_Unit_Types> <Excluded_Unit_Types>Buzz_Droids</Excluded_Unit_Types> <Activation_Min_Range>10</Activation_Min_Range> <Activation_Max_Range>2200</Activation_Max_Range> <!-- Modifiers. If 0 - no modifier is applied, 1 - "100% increase or decrease" --> <Target_Speed_Decrease_Percent>0.75</Target_Speed_Decrease_Percent> <Stacking_Category>0</Stacking_Category> </Tractor_Beam_Attack_Ability> <Super_Laser_Ability Name="Death_Star_Super_Laser_Attack_Ability"> <Activation_Style> User_Input </Activation_Style> <Applicable_Unit_Categories> SpaceHero | Capital | Frigate | Corvette</Applicable_Unit_Categories> <Applicable_Unit_Types/> <Owner_Particle_Bone_Name>MuzzleA_00</Owner_Particle_Bone_Name> <Activation_Min_Range>0</Activation_Min_Range> <Activation_Max_Range>3000</Activation_Max_Range> <!-- Modifiers. If 0 - no modifier is applied, 1 - "100% increase or decrease" --> <Damage_Per_Frame>500</Damage_Per_Frame> <Fire_Frame>60</Fire_Frame> <Attack_Anim_Sub_Index>1</Attack_Anim_Sub_Index> <Beam_Texture_Name>tractor_beam01.tga</Beam_Texture_Name> <Num_Anim_Frames>5</Num_Anim_Frames> <Line_Width>35</Line_Width> <Line_Color>0 237 119 255</Line_Color> <Face_Target>true</Face_Target> <Turn_Rate>-1.0f</Turn_Rate> <Firing_Cone>10.0f</Firing_Cone> <Fire_Delay>0</Fire_Delay> <Fire_Continuation>0.01</Fire_Continuation> </Super_Laser_Ability> <Force_Healing_Ability Name="Empire_Star_Base_5_Self_Repair"> <Activation_Style>Space_Automatic</Activation_Style> <Heal_Range>0.0</Heal_Range> <Heal_Percent>0.100</Heal_Percent> <Heal_Amount>0.0</Heal_Amount> <Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs> <Single_Target_Heal>Yes</Single_Target_Heal> <Applicable_Unit_Categories/> <Applicable_Unit_Types/> <SFXEvent_Target_Affected/> <Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name> <Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type> <Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color> <Owner_Light_Effect_Color2/> <Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration> <Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count> </Force_Healing_Ability> </Abilities> <Last_State_Visible_Under_FOW> True </Last_State_Visible_Under_FOW> <Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW> <Visible_On_Radar_When_Fogged>False</Visible_On_Radar_When_Fogged> </StarBase> I am 99% sure that all the bugs have been worked out If however anyone finds a bug, please let me know. Please include details... Example of things that help. 1: What you were doing at the time. 2: What faction you were and what faction was AI. 3: GC or Skirmish. etc.... Long Live The Empire
  18. FoC - Death Star for Imperial Base Level 5. OK Got it working for both Skirmish and GC now. Placing code in [ Public Code Bank ] Thread.
  19. Wheeew, Ok got it working for Skirmish. Both AI and Human player check out. Due to the limitations of the modle, when attacking the Death Star, you do not see a damage bar meter. But keep at it, it will explode The amount of damage it takes to destroy the DS seems balanced as far as I can see. Anyway on to the last step...... Get it working in GC
  20. UPdate on DS2 as Starbase. Working on code in Skirmish mode atm. Selecting Station : You can now select it. Just clicking on it still does not work however click and drag around the station does. The hot key I think is a better way to get to it fast. God Mode : I have worked around this issue now. So it can now be destroyed. http://i90.photobucket.com/albums/k240/bhaalshad/FoC_DS2_Skirmish_Destroyed.jpg Only thing left is getting the hardpoints & health to par, so it does not explode on its own. I have given the station a self healing abilty to compinsate and that is working , just have to find a good % of regen rate to make this a perm playable station. should not be too much longer. Once this is done I will test in GC. If all goes well we will have it for both skirmish and GC Long Live The Empire
  21. You know..... I would have to agree. That would be great, hmmmmm...... .. .. .. .. .. .. http://i90.photobucket.com/albums/k240/bhaalshad/FoC_DS2_Skirmish.jpg .. Ok, do not go crazy just yet, this is only a first draft, and I have a few bugs to work out (if they can be). Ok, as you can see I have replaced the Empire Station Level 5 with the DS in skirmish mode. As things stand right now, you can not select the station once it reaches level 5. This does prove to be a problem, as you would not be able to build any more ships, tech etc... So at any station level (1-4) assign the station a hot key (I chose [ctrl+0] ). Now we can select the station and create more ships as we need them. Once the station is at level 5, you can select it by simply pressing the hot key you choose for it. While the station is selected, you can not use the DS Laser. http://i90.photobucket.com/albums/k240/bhaalshad/FoC_DS2_Skirmish2.jpg So simply click any where or select a dif hotkey, and you have your main weapon choice back. The other "glitch" to work out, blah. It does not want to be destroyed LOL. This one I am not so sure I can fix, seeing how the modle does not have alot of bones to work with. However I have not given up just yet. A few more Ideas (and mabey a little luck). But in any case, this is fun to play with, just watching the rebels send in everything they have only to be destoyed at every turn. Btw, another option.... If there is a moddler out there willing to make a "new" DS modle with the same bones for the main weapon + a few more to make this more playable, I would be more than willing to get it to work. With the code I have come up with thus far, should not be very hard to convert But either way, I will stay at this, heh.
  22. This is a basic code for adding rockets to your units. Modify and to what ever gun you wish to use. MuzzleA_00 - MuzzleA_10 / MuzzleB_00 - MuzzleB_10 for example. In Hardpoints.xml add. <HardPoint Name="HP_BASIC_LASER_LEFT"> <Type> HARD_POINT_WEAPON_LASER </Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Damage_Type>Damage_Corellian_Corvette</Damage_Type> <Fire_Bone_A>MuzzleA_00</Fire_Bone_A> <Fire_Bone_B>MuzzleA_00</Fire_Bone_B> <Fire_Cone_Width>90.0</Fire_Cone_Width> <Fire_Cone_Height>90.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Ship_Medium_Laser_Cannon_Red</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>0.4</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>0.8</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>2</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.6</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>1000.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_Rebel_Ship_Laser_Fire</Fire_SFXEvent> <Fire_Inaccuracy_Distance> Fighter, 1.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Bomber, 1.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Transport, 1.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Corvette,3.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Frigate, 3.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Capital, 3.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Super, 3.0 </Fire_Inaccuracy_Distance> <Allow_Opportunity_Fire_When_Targeting>False</Allow_Opportunity_Fire_When_Targeting> <Fire_When_In_Rocket_Attack_Mode>Yes</Fire_When_In_Rocket_Attack_Mode> <Fire_When_In_Normal_Attack_Mode>Yes</Fire_When_In_Normal_Attack_Mode> </HardPoint> <HardPoint Name="HP_BASIC_LASER_RIGHT"> <Type> HARD_POINT_WEAPON_LASER </Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Damage_Type>Damage_Corellian_Corvette</Damage_Type> <Fire_Bone_A>MuzzleA_01</Fire_Bone_A> <Fire_Bone_B>MuzzleA_01</Fire_Bone_B> <Fire_Cone_Width>90.0</Fire_Cone_Width> <Fire_Cone_Height>90.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Ship_Medium_Laser_Cannon_Red</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>0.4</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>0.8</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>2</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.6</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>1000.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_Rebel_Ship_Laser_Fire</Fire_SFXEvent> <Fire_Inaccuracy_Distance> Fighter, 1.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Bomber, 1.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Transport, 1.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Corvette,3.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Frigate, 3.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Capital, 3.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Super, 3.0 </Fire_Inaccuracy_Distance> <Allow_Opportunity_Fire_When_Targeting>False</Allow_Opportunity_Fire_When_Targeting> <Fire_When_In_Rocket_Attack_Mode>Yes</Fire_When_In_Rocket_Attack_Mode> <Fire_When_In_Normal_Attack_Mode>Yes</Fire_When_In_Normal_Attack_Mode> </HardPoint> <HardPoint Name="HP_BASIC_ROCKET_LEFT"> <Type> HARD_POINT_WEAPON_TORPEDO </Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Damage_Type> Damage_Proton_Torp </Damage_Type> <Fire_Bone_A>MuzzleA_00</Fire_Bone_A> <Fire_Bone_B>MuzzleA_00</Fire_Bone_B> <Fire_Cone_Width>30.0</Fire_Cone_Width> <Fire_Cone_Height>30.0</Fire_Cone_Height> <Fire_Cone_Width>30.0</Fire_Cone_Width> <Fire_Cone_Height>30.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Ship_Concussion_Missile_Fighter2</Fire_Projectile_Type> <Projectile_Damage>60</Projectile_Damage> <Fire_Min_Recharge_Seconds>3.0</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>3.0</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>1</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.0</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>1000.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_Missile_Fire</Fire_SFXEvent> <Fire_When_In_Rocket_Attack_Mode>Yes</Fire_When_In_Rocket_Attack_Mode> <Fire_When_In_Normal_Attack_Mode>No</Fire_When_In_Normal_Attack_Mode> </HardPoint> <HardPoint Name="HP_BASIC_ROCKET_RIGHT"> <Type> HARD_POINT_WEAPON_TORPEDO </Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Damage_Type> Damage_Proton_Torp </Damage_Type> <Fire_Bone_A>MuzzleA_01</Fire_Bone_A> <Fire_Bone_B>MuzzleA_01</Fire_Bone_B> <Fire_Cone_Width>30.0</Fire_Cone_Width> <Fire_Cone_Height>30.0</Fire_Cone_Height> <Fire_Cone_Width>30.0</Fire_Cone_Width> <Fire_Cone_Height>30.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Ship_Concussion_Missile_Fighter2</Fire_Projectile_Type> <Projectile_Damage>60</Projectile_Damage> <Fire_Min_Recharge_Seconds>3.0</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>3.0</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>1</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.0</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>1000.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_Missile_Fire</Fire_SFXEvent> <Fire_When_In_Rocket_Attack_Mode>Yes</Fire_When_In_Rocket_Attack_Mode> <Fire_When_In_Normal_Attack_Mode>No</Fire_When_In_Normal_Attack_Mode> </HardPoint> Now open up Projectiles.xml and add <Projectile Name="Proj_Ship_Concussion_Missile_Fighter2"> <Text_ID>TEXT_NONE</Text_ID> <!--W_concussion_missile--> <Space_Model_Name>w_thermal_detonator_rebel.alo</Space_Model_Name> <Scale_Factor>3.5</Scale_Factor> <Damage_Type> Damage_Con_Missile </Damage_Type> <Max_Speed>16.5</Max_Speed> <Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn> <Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior> <Projectile_Category>MISSILE</Projectile_Category> <Projectile_Max_Flight_Distance>2200.0</Projectile_Max_Flight_Distance> <Projectile_Max_Scan_Range>0</Projectile_Max_Scan_Range> <!-- was 750, changed so it doesn't reacquire targets --> <Projectile_Damage>40</Projectile_Damage> <Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate> <Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor> <Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage> <Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage> <Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage> <Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot> <Projectile_Object_Detonation_Particle>Conc_Missile_Detonation_Particle</Projectile_Object_Detonation_Particle> <Projectile_Object_Armor_Reduced_Detonation_Particle>Medium_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle> <Projectile_Ground_Detonation_Particle>Conc_Missile_Detonation_Particle</Projectile_Ground_Detonation_Particle> <Projectile_Lifetime_Detonation_Particle>Small_Dud</Projectile_Lifetime_Detonation_Particle> <!-- <Projectile_Absorbed_By_Shields_Particle>Conc_Missile_Absorbed_By_Shields</Projectile_Absorbed_By_Shields_Particle> --> <AI_Combat_Power>900</AI_Combat_Power> </Projectile> Now open the ship you wish to give this ability to. Add these hardpoints. HP_BASIC_LASER_LEFT, HP_BASIC_LASER_RIGHT, HP_BASIC_ROCKET_LEFT, HP_BASIC_ROCKET_RIGHT Add only one of these abilities.. For temp fire useage. (Allows for Recharge) ROCKET_ATTACK 30 10 For Perm fire useage. (No Expiration) ROCKET_ATTACK You are all set Btw, the Proj_Ship_Concussion_Missile_Fighter2 can be used for EaW & FoC. If you are using FoC and want a nice looking "Fire" Missile try this one out Just replace Proj_Ship_Concussion_Missile_Fighter2 with Proj_Ship_Concussion_Missile_Fighter3 in Harpoints.xml Projectiles.xml <Projectile Name="Proj_Ship_Concussion_Missile_Fighter3"> <Text_ID>TEXT_NONE</Text_ID> <Space_Model_Name>p_kraytdestoyer_superblast.alo</Space_Model_Name> <Land_Model_Name>p_kraytdestoyer_superblast.alo</Land_Model_Name> <Scale_Factor>0.08</Scale_Factor> <Damage_Type> Damage_Krayt_Damage_Blast </Damage_Type> <Max_Speed>30.0</Max_Speed> <Max_Rate_Of_Turn>0.3</Max_Rate_Of_Turn> <Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior> <SpaceBehavior>IDLE</SpaceBehavior> <LandBehavior>IDLE</LandBehavior> <Projectile_Category>LASER</Projectile_Category> <Projectile_Max_Flight_Distance>2500.0</Projectile_Max_Flight_Distance> <Projectile_Max_Scan_Range>0.0</Projectile_Max_Scan_Range> <Projectile_Damage>40.0</Projectile_Damage> <Projectile_Blast_Area_Damage>60.0</Projectile_Blast_Area_Damage> <Projectile_Blast_Area_Range>200.0</Projectile_Blast_Area_Range> <Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage> <Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate> <Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor> <Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage> <Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage> <Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage> <Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot> <Projectile_Object_Detonation_Particle>p_kraytdestoyer_detonate</Projectile_Object_Detonation_Particle> <Projectile_Object_Armor_Reduced_Detonation_Particle>Huge_Explosion_Space</Projectile_Object_Armor_Reduced_Detonation_Particle> <Projectile_Ground_Detonation_Particle/> <Projectile_Lifetime_Detonation_Particle>Huge_Dud</Projectile_Lifetime_Detonation_Particle> <AI_Combat_Power>3000</AI_Combat_Power> <Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage> <Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage> <Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage> </Projectile> Note: Using this on small sized ships, might not look as good as lets sat a Corvette, Capital, Starbase etc
  23. The code I posted for the Dark Adept will make him buildable in GC. If you want to use in skirmish, for Empire and Rebel open up SpecialStructures.xml. For Underworld it is SpecialStructures_underworld.xml. Search for the Faction Building you wish to add unit to. Empire = E_Ground_Barracks Rebel = R_Ground_Barracks Underworld =U_Ground_Barracks Now scroll down until you see now just add Darkside_Adept_Team to the build list there. Underworld, Darkside_Adept_Team, Underworld_Disruptor_Merc_Squad, Underworld_Merc_Squad, Night_Sister_Company, Vornskr_Wolf_Pack, Underworld_Ewok_Handler_Company, UL_Ability_Recharge_L1_Upgrade, UL_Ability_Recharge_L2_Upgrade, UL_Rancor_Stimulant_L1_Upgrade, UL_Rancor_Stimulant_L2_Upgrade,
  24. You can have a hero for [Empire, Rebel, Underworld] however, even if you set the build limit to 1, you could end up with 3 in game ie. each faction can have only 1. If there is truely a way around this, it has escaped me :
  25. Thanks for the Sticky Now on to more goodies ;D For those of you that like to make custom GC. I have been "playing" around with the events and triggers here and there and I thought I would pass this along. (FoC is used for this example.) I did not realy like the fact that Underworld gets all the heros right off the start, so I decided to modify a few things. Any and all missions that needed a hero, now only ask for Tyber_Zann. The rest of the heros do not spawn at the start. (Files for Underworld plots are Story_Underworld_name of story.....xml). Then I changed all entries in Planets.xml. Swapping the hero name for Tyber_Zann, and here and there added other required units like Destroyer_Droid just to help keep a little balance. Now that the other heros are removed, how do we get them back, well..... For the faction Underworld, there is a black market Looking at this gave me all sorts of ideas, we can by heros, weapons, units, ships etc... Open up the Campaigns_underworld_gc.xml scroll to the campaign you want to use, then look for this line name of file here That is the file we will be edting. 1: Remove all events cept one. ( Universal_Story_Start ) 2: Add this right after <Event Name="Spawn_Tyber"> <Event_Type>STORY_TRIGGER</Event_Type> <Reward_Type>SPAWN_HERO</Reward_Type> <Reward_Param1>Tyber_Zann_Team</Reward_Param1> <Reward_Param2>Mandalore</Reward_Param2> <Prereq>Universal_Story_Start</Prereq> </Event> <!-- Unlock Heros Based on Tech Upgrades From Black Market--> <Event Name="Tech1"> <Event_Type>STORY_BUY_BLACK_MARKET</Event_Type> <Event_Param1>Buy_Bossk_Team</Event_Param1> </Event> <Event Name="Tech2"> <Event_Type>STORY_BUY_BLACK_MARKET</Event_Type> <Event_Param1>Buy_IG88_Team</Event_Param1> </Event> <Event Name="Tech3"> <Event_Type>STORY_BUY_BLACK_MARKET</Event_Type> <Event_Param1>Buy_Silri_Team</Event_Param1> </Event> <Event Name="Tech4"> <Event_Type>STORY_BUY_BLACK_MARKET</Event_Type> <Event_Param1>Buy_Urai_Fen_Team</Event_Param1> </Event> <!-- If purchased from black market then ... --> <Event Name="Spawn_Bossk"> <Event_Type>STORY_TRIGGER</Event_Type> <Reward_Type>SPAWN_HERO</Reward_Type> <Reward_Param1>Bossk_Team</Reward_Param1> <Reward_Param2>Mandalore</Reward_Param2> <Prereq>Tech1</Prereq> </Event> <Event Name="Spawn_IG88"> <Event_Type>STORY_TRIGGER</Event_Type> <Reward_Type>SPAWN_HERO</Reward_Type> <Reward_Param1>IG88_Team</Reward_Param1> <Reward_Param2>Mandalore</Reward_Param2> <Prereq>Tech2</Prereq> </Event> <Event Name="Spawn_Silri"> <Event_Type>STORY_TRIGGER</Event_Type> <Reward_Type>SPAWN_HERO</Reward_Type> <Reward_Param1>Silri_Team</Reward_Param1> <Reward_Param2>Mandalore</Reward_Param2> <Prereq>Tech3</Prereq> </Event> <Event Name="Spawn_Urai"> <Event_Type>STORY_TRIGGER</Event_Type> <Reward_Type>SPAWN_HERO</Reward_Type> <Reward_Param1>Urai_Fen_Team</Reward_Param1> <Reward_Param2>Mandalore</Reward_Param2> <Prereq>Tech4</Prereq> </Event> Open up Blackmarketitems.xml It list each tech item, level and who has it (empire / rebel). As far as I can tell, the Market can only have 5 entries from each faction I will look into this more and see if it can be expanded. If so, then we can have the org. tech upgrades along with a bunch of new items on the Black Market. But for now, Remove all code and replace with this..... <?xml version="1.0"?> <BlackMarketItems> <!-- 9/12/06 JAC - Changed rebel tech levels to be of range 1-5 to be consistant with empire tech level range. Game code will compensate for the fact that rebels really have tech levels 0-4. --> <!-- Price for Black Market Item(s) is found on this line.... <Base_Cost_Credits> 1000 </Base_Cost_Credits> Adjust the cost per item as you see fit --> <Item Name="Buy_Bossk_Team"> <Uncommon_Price_Multiplier> 5.5 </Uncommon_Price_Multiplier> <Faction> Empire </Faction> <Tech_Level> 1 </Tech_Level> <Ability_Names>Bossk_Team</Ability_Names> <Base_Cost_Credits> 1000 </Base_Cost_Credits> <Icon_Name> i_button_UI_Boskk.tga </Icon_Name> <Localized_Name> TEXT_HERO_BOSSK </Localized_Name> <Localized_Description> TEXT_TOOLTIP_BOSSK </Localized_Description> </Item> <Item Name="Buy_IG88_Team"> <Uncommon_Price_Multiplier> 5.5 </Uncommon_Price_Multiplier> <Faction> Empire </Faction> <Tech_Level> 2 </Tech_Level> <Ability_Names>IG88_Team</Ability_Names> <Base_Cost_Credits> 1000 </Base_Cost_Credits> <Icon_Name> i_button_UI_IG88.tga </Icon_Name> <Localized_Name> TEXT_HERO_IG88 </Localized_Name> <Localized_Description> TEXT_TOOLTIP_IG88 </Localized_Description> </Item> <Item Name="Buy_Silri_Team"> <Uncommon_Price_Multiplier> 5.5 </Uncommon_Price_Multiplier> <Faction> Empire </Faction> <Tech_Level> 3 </Tech_Level> <Ability_Names>Silri_Team</Ability_Names> <Base_Cost_Credits> 1000 </Base_Cost_Credits> <Icon_Name> i_button_ui_silri.tga </Icon_Name> <Localized_Name> TEXT_HERO_SILRI </Localized_Name> <Localized_Description> TEXT_TOOLTIP_SILRI </Localized_Description> </Item> <Item Name="Buy_Urai_Fen_Team"> <Uncommon_Price_Multiplier> 5.5 </Uncommon_Price_Multiplier> <Faction> Empire </Faction> <Tech_Level> 4 </Tech_Level> <Ability_Names>Urai_Fen_Team</Ability_Names> <Base_Cost_Credits> 1000 </Base_Cost_Credits> <Icon_Name> i_button_urai_fen.tga </Icon_Name> <Localized_Name> TEXT_HERO_URAI_FEN </Localized_Name> <Localized_Description> TEXT_TOOLTIP_URAI_FEN </Localized_Description> </Item> <!-- Old Empire Tech Upgrades --> <!-- <Item Name="Buzz_Droid_Tech"> <Uncommon_Price_Multiplier> 5.5 </Uncommon_Price_Multiplier> <Faction> Empire </Faction> <Tech_Level> 1 </Tech_Level> <Ability_Names> Buzz_Droids_Viper </Ability_Names> <Base_Cost_Credits> 1000 </Base_Cost_Credits> <Icon_Name> i_sa_bl_buzz_droids.tga </Icon_Name> <Localized_Name> TEXT_BM_BUZZ_DROID_TECH </Localized_Name> <Localized_Description> TEXT_TOOLTIP_BM_BUZZ_DROID_TECH </Localized_Description> <Used_By_Units> Starviper_Fighter </Used_By_Units> <Tutorial_Tech_Level> 0 </Tutorial_Tech_Level> <Tutorial_Base_Cost_Credits>1000</Tutorial_Base_Cost_Credits> </Item> <Item Name="Disruptor_Tech"> <Uncommon_Price_Multiplier> 5.5 </Uncommon_Price_Multiplier> <Faction> Empire </Faction> <Tech_Level> 2 </Tech_Level> <Ability_Names> Disruptor_Permanent_Swap </Ability_Names> <Base_Cost_Credits> 2000 </Base_Cost_Credits> <Icon_Name> i_sa_bl_disruptor.tga </Icon_Name> <Localized_Name> TEXT_BM_DISRUPTOR_TECH </Localized_Name> <Localized_Description> TEXT_TOOLTIP_BM_DISRUPTOR_TECH </Localized_Description> <Used_By_Units> Underworld_Disruptor_Merc </Used_By_Units> <Tutorial_Tech_Level> 0 </Tutorial_Tech_Level> <Tutorial_Base_Cost_Credits>1000</Tutorial_Base_Cost_Credits> </Item> <Item Name="Core_Overload_Tech"> <Uncommon_Price_Multiplier> 5.5 </Uncommon_Price_Multiplier> <Faction> Empire </Faction> <Tech_Level> 3 </Tech_Level> <Ability_Names> Krayt_Self_Destruct, Pulse_Tank_Self_Destruct, Vengeance_Self_Destruct </Ability_Names> <Base_Cost_Credits> 3000 </Base_Cost_Credits> <Icon_Name> i_sa_bl_self_destruct.tga </Icon_Name> <Localized_Name> TEXT_BM_STRAT_DEMO </Localized_Name> <Localized_Description> TEXT_TOOLTIP_BM_STRAT_DEMO </Localized_Description> <Used_By_Units> Krayt_Class_Destroyer, MZ8_Pulse_Cannon_Tank, Vengeance_Frigate </Used_By_Units> <Tutorial_Tech_Level> 3 </Tutorial_Tech_Level> <Tutorial_Base_Cost_Credits>100000</Tutorial_Base_Cost_Credits> </Item> <Item Name="Vehicle_Cloaking_Tech"> <Uncommon_Price_Multiplier> 5.5 </Uncommon_Price_Multiplier> <Faction> Empire </Faction> <Tech_Level> 4 </Tech_Level> <Ability_Names> Stealth_F9TZ, Stealth_Vengeance, Stealth_Peacebringer </Ability_Names> <Base_Cost_Credits> 3900 </Base_Cost_Credits> <Icon_Name> i_sa_bl_stealth.tga </Icon_Name> <Localized_Name> TEXT_BM_CLOAKING_TECH </Localized_Name> <Localized_Description> TEXT_TOOLTIP_BM_CLOAKING_TECH </Localized_Description> <Used_By_Units> Vengeance_Frigate, F9TZ_Cloaking_Transport, The_Peacebringer </Used_By_Units> <Tutorial_Tech_Level> 4 </Tutorial_Tech_Level> <Tutorial_Base_Cost_Credits>100000</Tutorial_Base_Cost_Credits> </Item> <Item Name="Point_Defense_System_Tech"> <Uncommon_Price_Multiplier> 5.5 </Uncommon_Price_Multiplier> <Faction> Empire </Faction> <Tech_Level> 5 </Tech_Level> <Ability_Names> Crusader_Laser_Defense </Ability_Names> <Base_Cost_Credits> 4800 </Base_Cost_Credits> <Icon_Name> i_sa_bl_laser_defense.tga </Icon_Name> <Localized_Name> TEXT_BM_POINT_DEFENSE </Localized_Name> <Localized_Description> TEXT_TOOLTIP_BM_POINT_DEFENSE </Localized_Description> <Used_By_Units> Crusader_Gunship </Used_By_Units> <Tutorial_Tech_Level> 5 </Tutorial_Tech_Level> <Tutorial_Base_Cost_Credits>100000</Tutorial_Base_Cost_Credits> </Item> --> <!-- Old Rebel Tech Upgrades --> <!-- <Item Name="Proximity_Mine_Tech"> <Uncommon_Price_Multiplier> 5.5 </Uncommon_Price_Multiplier> <Faction> Rebel </Faction> <Tech_Level> 1 </Tech_Level> <Ability_Names> Grenadier_Proximity, Grenadier_Proximity_Solo</Ability_Names> <Base_Cost_Credits> 1000 </Base_Cost_Credits> <Icon_Name> i_sa_bl_proximity_mines.tga </Icon_Name> <Localized_Name> TEXT_BM_DEF_MINES </Localized_Name> <Localized_Description> TEXT_TOOLTIP_BM_DEF_MINES </Localized_Description> <Used_By_Units> Underworld_Merc </Used_By_Units> </Item> <Item Name="Full_Salvo_Sync"> <Uncommon_Price_Multiplier> 5.5 </Uncommon_Price_Multiplier> <Faction> Rebel </Faction> <Tech_Level> 2 </Tech_Level> <Ability_Names> Interceptor_Full_Salvo </Ability_Names> <Base_Cost_Credits> 2000 </Base_Cost_Credits> <Icon_Name> i_sa_bl_full_salvo.tga </Icon_Name> <Localized_Name> TEXT_BM_WEAPON_SYNC </Localized_Name> <Localized_Description> TEXT_TOOLTIP_BM_WEAPON_SYNC </Localized_Description> <Used_By_Units> Interceptor4_Frigate </Used_By_Units> </Item> <Item Name="Sensor_Jamming_Tech"> <Uncommon_Price_Multiplier> 5.5 </Uncommon_Price_Multiplier> <Faction> Rebel </Faction> <Tech_Level> 3 </Tech_Level> <Ability_Names> Skipray_Sensor_Jamming </Ability_Names> <Base_Cost_Credits> 2800 </Base_Cost_Credits> <Icon_Name> i_sa_bl_sensor_jamming.tga </Icon_Name> <Localized_Name> TEXT_BM_SENSOR_JAMMING </Localized_Name> <Localized_Description> TEXT_TOOLTIP_BM_SENSOR_JAMMING </Localized_Description> <Used_By_Units> Skipray_Blastboat </Used_By_Units> </Item> <Item Name="Weaponized_Carbonite_Tech"> <Uncommon_Price_Multiplier> 5.5 </Uncommon_Price_Multiplier> <Faction> Rebel </Faction> <Tech_Level> 4 </Tech_Level> <Ability_Names> MAL_Swap_Weapon </Ability_Names> <Base_Cost_Credits> 3700 </Base_Cost_Credits> <Icon_Name> i_multi_carbonite_firing1.tga </Icon_Name> <Localized_Name> TEXT_BM_WEAPONIZED_CARBONITE </Localized_Name> <Localized_Description> TEXT_TOOLTIP_BM_WEAPONIZED_CARBONITE </Localized_Description> <Used_By_Units> MAL_Rocket_Vehicle </Used_By_Units> </Item> <Item Name="Shield_Leech_Tech"> <Uncommon_Price_Multiplier> 5.5 </Uncommon_Price_Multiplier> <Faction> Rebel </Faction> <Tech_Level> 5 </Tech_Level> <Ability_Names> Kadalbe_Leech_Shields </Ability_Names> <Base_Cost_Credits> 4200 </Base_Cost_Credits> <Icon_Name> i_sa_bl_leech_shields.tga </Icon_Name> <Localized_Name> TEXT_BM_SHIELD_REDIST </Localized_Name> <Localized_Description> TEXT_TOOLTIP_BM_SHIELD_REDIST </Localized_Description> <Used_By_Units> Kedalbe_Battleship </Used_By_Units> </Item> --> </BlackMarketItems> Now as you can see, this opens up all kinds of possibilities. You do not have to remove the heros from plantes, story plots, etc... Mabey you wish to keep that part of the game the same and make NEW heros to use in the black market, or a combo of both, or, or, or If you do remove the tech up grades form the black market as I have for now, you will need to enable them so your units can use them without having to purchase them. Open each file that looks like this Units_land_underworld and Units_Space_Underworld...xml then search for "Must_Be_Bought_On_Black_Market" simply replace Yes with No I am currently making a few custom hero units and modified ships/land units to be placed on the Market.

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