
Kodor
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Everything posted by Kodor
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What a difference a day off can make! I'm altering the AI xmls right now. Basically just trying to isolate the needed files by changing file, entry and tag names. I'm not much interested in changing the functions or LUA at the moment, just trying to get the new structures included. I did add the structures to a couple LUA files. Seems to be working. So long as I can avoid the dreaded hourglass of death everything seems to be working out, eventually. I do have one question. In this entry from OFFENSIVEGALACTICSET.xml: Mando_Distant_System_Path_Bonus One There doesn't seem to be a One function anywhere. Is this supposed to be a defualt numerical value or what?
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Actually, I seem to be working it out. I greatly appreciate the offer. I would take you up on it if I didn't enjoy walking around in the dark so much. Of course I want to learn the AI-LUA/XML system. I've made signifigant changes to the rebellion and empire too. The Empire AI is fine. All I did was reorganised the company complements. The rebellion in my GC is now much more stealth/infantry based. I haven't been paying attention to whether the Rebel AI is active enough though. Still trying to get the Mandalorians on duty.
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Yep, sure enough, after the past week of beating my head on the keyboard I found the problems just after posting. Alot of little stuff. No fix for the starbase thing? Not too big a deal for me but still.. Actually I got the idea months ago from Fenn Shysa's Vod'an mod idea. I read his post and thought it was a great idea. Drastically cool yet simple. Of course eventually I decided just to add a new faction as that I don't like the corruption system. So basically all the xml is just altered underworld and empire units. What I'm really having trouble with is getting the AI to use the Mandalorians. I'm experimenting but any general help would be appreciated. For instance, is there an file like gameobjectfiles.xml for the AI folder's xml files? Will new LUA scripts in the SCRIPTS folder be read? BTW, if anyone wants these skins I'm happy to share.
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Thought I'd post some pics of the models/skins I'm using. The first is of a Warrior squad. They're not Super Commandos but well more seasoned than regular infantry. Second are the Super Commandos and heroes of the faction. Third is the Covert Aerial Assualt Gunship (CA-AG). Thought the Mandos would use air support in serious engagements. (thanks to Bailknight)
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It's been a while since I've posted (it's been a while since I've modded). I've been working on adding a Mandalorian faction to my GC game, off and on for a while. I'm happy with the results accept one fatal flaw. My merciless Mandos cannot capture reinforcement points! As well, curiosly their space station appears as a pirate base in the galactic map. It upgrades fine and is all normal in battle though. here is my factions.xml code: REMOVED
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Is there a way to force a specific unit to retreat to another planet after a ground defeat even though orbit is secured by friendly forces? For example, I have already taken control of orbit and have friendly ships occupying the planet's space. I I have a non-victory relavent unit in a ground battle and I lose the ground battle(or retreat). I need this unit to be forced to the nearest friendly system rather than simply into orbit. Kind of like when you sneak units past an enemy fleet, attack the planet and then retreat. Your units are forced to a friendly planet.
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Oh thats great, who would have thought such a simple question would solve such problems. Thanks
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Just as an Update, I got the mines to work. It was as simple as entering No in the tag. And.... Making the troopers unique or hero units. I don't know how to get prox mines to work for the rebels and empire otherwise.
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Problems with editing Hardpoints.xml
Kodor replied to SmallPox_pff's topic in EAW Mods General Workshop
You have the ALO viewer right? -
No worries and yes, verry off topic. I was at work and am a little eager to get these units done. I found it. For anyone searching the forums a file called blobmaterials.xml, or something similer, defines all the selection and highlight materials. That's where the .tga files used in each are listed. Thanks for the post though.
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I don't think it deserves its own thread but does anyone know where I would find the Highlight_Empire_Hero graphic. I want to add a custom graphic for a new unit. I couldn't find it in the MTD or the textures folder.
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Oh, and waaayyy off topic, but were are the graphic files for selection and highlight blob materials?
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Ok, so you can't have different types of corruption or edit the corruption types or even make a faction immune to corruption. I have two remaining ponderings. Where is the code for the Defiler? and How is Corruption removal controlled? Thanks
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So be it, I was hoping to have two forms of corruption competing with each other but I guess a single corruption system can be a tool for either faction.
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I still need to do some experimenting with it, but what file do I use to edit the Corruption mission types?
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Hey all, I'm having some brainstorming on some possible uses for the corruption system. Can anyone enlighten me on the files I need to look at to edit the corruption system? Can the empire, rebels, other factions be given access to corruption missions and can the missions be customized? I've got some great ideas and if I can get them done It would make a nice minimod. BTW are there any mods out there using customizations to the corruption system? Thanks
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Oh... No... Not LUA.... Come on snob, give us a lesson... ;D
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Thanks for the help consulor. The only difference I see in your code is that it uses the Grenadier_proximity_solo. I am using grenadier_proximity. I'm not sure if this will make a difference, but if you say it works for you I'll give it a try. BTW I don't think D803 meant to jump on your throat. He is a bit of a snob.
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OK, Thanks for the great responses guys. However it seems the issue is more complex than simply entering a "No" into the bought on black market tag and editing the blackmarket items file. I'm about to give up on the idea. I can't find anything in any of the entries in any of the files having anything to do with the mines or the units using them to give me a clue. Does anyone know of a successful attempt to give prox mines to units of a faction other than the underworld?
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Quick question: Anyone know how to give imperial troops the proximity mines ability? I've been trying. I think the problem is with the fact that the empire cannot purchase the black market item. Perhaps there is a way around this? If there is it escapes me. Thanks.
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Dreamweaver MX education version. Apart of macromedia Studio 8, $150 through my school . Education version is the same as full retail its just licensed for use by students and educators. Great program. The only mistakes I make are when I get careless with the cut and paste. Of course I went and bought it for $300 from the macromedia education store.
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Ah! big shmig.. The core ship is big.
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Speaking of things no one cares about.... The biggest achievement I've made in my personal mod is making my clone troopers, laat/i and acclamator(or venator) into a single buildable unit. In other words you build a company of phase 2 clones and they go into a space battle in an Venator and deploy on the ground out of an LAAT/i. It is the most realistic way I could think of to do clone troops. If anyone is wondering how to do it, its simple. Add TRANPSORT to the behavior of your desired space ship (like an acclamator). Also add the LAAT_transport_landing line to the space craft. Then enter the desired space ship into the tags in the LAAT/i. Use the deploy troopers ability to put your clones on the ground and viola you have a unit that behaves realistically. Of course you'll have to balance the unit's cost, production time and pop value but this difference can give the unit more tactical intrigue if you do it right. Oh yeah and just to make it slick I made the text and icons for the laat/i company the same as the clone trooper company. This way it appears as though you are purchasing and using the clone company and the LAAT/i is nicely embedded in the mix.
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The Hardcell transport? The Hardcell is cool, but it would be real nice to see a C-9979 in the reinforcement point. It would look pretty slick. Unfortunately one of the few things I cannot do is produce models. I'm not really that good of a skinner either but I won't complain about looking at my own work.