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V-wings and a thing about venetors


darth_vadar_13

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here is what I have running on my republic venator:

 

		<!-- Set to spawn all units once and then not continue - no reserves -->
	<Starting_Spawned_Units_Tech_0>VWing_Squadron_R, 4</Starting_Spawned_Units_Tech_0>
	<Starting_Spawned_Units_Tech_0>Y-Wing_Squadron, 3</Starting_Spawned_Units_Tech_0>
	<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
	<Reserve_Spawned_Units_Tech_0>VWing_Fighter_Squadron_L, 4</Reserve_Spawned_Units_Tech_0> 
	<Reserve_Spawned_Units_Tech_0>Y-Wing_Squadron, 3</Reserve_Spawned_Units_Tech_0>

 

this is after I activated the lines as pointed out above.

 

just modify it to look like this, and you got your Imperial Venator that launches everything you want:

 

		<!-- Set to spawn all units once and then not continue - no reserves -->
	<Starting_Spawned_Units_Tech_0>VWing_Squadron_R, 2</Starting_Spawned_Units_Tech_0>
	<Starting_Spawned_Units_Tech_0>TIE_Fighter_Squadron, 2</Starting_Spawned_Units_Tech_0>
	<Starting_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 1</Starting_Spawned_Units_Tech_0>
	<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
	<Reserve_Spawned_Units_Tech_0>VWing_Fighter_Squadron_L, 4</Reserve_Spawned_Units_Tech_0> 
	<Reserve_Spawned_Units_Tech_0>TIE_Fighter_Squadron, 8</Reserve_Spawned_Units_Tech_0> 
	<Reserve_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 4</Reserve_Spawned_Units_Tech_0>

I of course have been running with Bryants 2.0 mod, so the lines might be a little different. hope this helps you.

 

EO

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so if u want a hanger nd v-wings u copy

 

<!-- Set to spawn all units once and then not continue - no reserves -->

<Starting_Spawned_Units_Tech_0>VWing_Squadron_R, 4</Starting_Spawned_Units_Tech_0>

<Starting_Spawned_Units_Tech_0>Y-Wing_Squadron, 3</Starting_Spawned_Units_Tech_0>

<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>

<Reserve_Spawned_Units_Tech_0>VWing_Fighter_Squadron_L, 4</Reserve_Spawned_Units_Tech_0>

<Reserve_Spawned_Units_Tech_0>Y-Wing_Squadron, 3</Reserve_Spawned_Units_Tech_0>

under

 

<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>

<Death_Clone />

this?

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can u change the unit size and give it bigger more powerful wepons

Yes. For the venator you can go into uniqueunits.xml (if you have a mod with extracted contents in your data folder) and look for the jedi_cruiser entry. Under that you should look for it's scale value (I suggest moving it to 1.5) to change its size and for it's damage value (Good value is whatever it is +10) to change how much damage it does.

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ok fighters STILL dont work in my ventor in the empire mod, heres what it looks like.....

 

 

<UniqueUnit Name="Jedi_Cruiser">
	<Text_ID>TEXT_UNIT_JEDI_CRUISER</Text_ID>
	<Encyclopedia_Good_Against> Tartan_Patrol_Cruiser Broadside_Class_Cruiser </Encyclopedia_Good_Against>
	<Encyclopedia_Vulnerable_To> Star_Destroyer	Victory_Destroyer TIE_Bomber </Encyclopedia_Vulnerable_To>
	<Space_Model_Name>NV_JEDICRUISER.ALO</Space_Model_Name>
	<Mass>0.999</Mass>
	<Scale_Factor>1.5</Scale_Factor>

	<Damage>350</Damage>
	<Autoresolve_Health>3200</Autoresolve_Health>
	<Shield_Points>3000</Shield_Points>
	<Tactical_Health>4500</Tactical_Health>
	<Shield_Refresh_Rate>40</Shield_Refresh_Rate>
	<Energy_Capacity>3000</Energy_Capacity>
	<Energy_Refresh_Rate>500</Energy_Refresh_Rate>

	<MovementClass> Space </MovementClass>
	<Space_Layer> Capital </Space_Layer>
	<Max_Speed>5.8</Max_Speed>
	<Max_Rate_Of_Turn>0.7</Max_Rate_Of_Turn>
	<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
	<Bank_Turn_Angle>5</Bank_Turn_Angle>
	<Hyperspace>Yes</Hyperspace>
	<Hyperspace_Speed>2.0</Hyperspace_Speed>
	<OverrideAcceleration> .1 </OverrideAcceleration>
	<OverrideDeceleration> .1 </OverrideDeceleration>
	<Layer_Z_Adjust> -90 </Layer_Z_Adjust>

	<Armor_Type> Armor_Star_Destroyer </Armor_Type>

	<Max_Thrust>1.6</Max_Thrust>
	<Select_Box_Scale>400</Select_Box_Scale>
	<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
	<Ranged_Target_Z_Adjust>35.0</Ranged_Target_Z_Adjust>
	<Hyperspace_Speed>1.5</Hyperspace_Speed>
<Affiliation>Empire</Affiliation>
<Build_Initially_Locked>No</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>

<Build_Cost_Credits> 10 </Build_Cost_Credits>
<Build_Time_Seconds> 01 </Build_Time_Seconds>
 	<Required_Ground_Base_Level>0</Required_Ground_Base_Level> 
 	<Required_Star_Base_Level>1</Required_Star_Base_Level> 
 	<Required_Special_Structures /> 
<Tech_Level> 1 </Tech_Level>
<Population_Value> 1 </Population_Value>
<GUI_Row>1</GUI_Row>

	<Ship_Class>Capital</Ship_Class>
	<Formation_Priority>3</Formation_Priority>
	<Is_Escort>yes</Is_Escort>
	<Is_Bomber>no</Is_Bomber>
	<Political_Control>10</Political_Control>
	<Squadron_Capacity>80</Squadron_Capacity>
	<Transport_Capacity>8</Transport_Capacity>
	<Number_per_Squadron>20</Number_per_Squadron>
	<AI_Combat_Power>1800</AI_Combat_Power>
	<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
	<Size_Value>12</Size_Value>
	<Behavior> DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED </Behavior>
	<SpaceBehavior> ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, ASTEROID_FIELD_DAMAGE, ION_STUN_EFFECT, NEBULA</SpaceBehavior>

	<Space_FOW_Reveal_Range>1200.0</Space_FOW_Reveal_Range>
	<Dense_FOW_Reveal_Range_Multiplier>0.24</Dense_FOW_Reveal_Range_Multiplier>
	<Targeting_Max_Attack_Distance>1000.0</Targeting_Max_Attack_Distance>
	<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
	<Death_Explosions>Large_Explosion_Space</Death_Explosions>

	<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>
	<Death_Clone />

	<!-- Set to spawn all units once and then not continue - no reserves -->
	<Starting_Spawned_Units_Tech_0>VWing_Squadron_R, 2</Starting_Spawned_Units_Tech_0>
	<Starting_Spawned_Units_Tech_0>TIE_Fighter_Squadron, 2</Starting_Spawned_Units_Tech_0>
	<Starting_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 1</Starting_Spawned_Units_Tech_0>
	<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
	<Reserve_Spawned_Units_Tech_0>VWing_Fighter_Squadron_L, 4</Reserve_Spawned_Units_Tech_0> 
	<Reserve_Spawned_Units_Tech_0>TIE_Fighter_Squadron, 8</Reserve_Spawned_Units_Tech_0> 
	<Reserve_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 4</Reserve_Spawned_Units_Tech_0>

               <HardPoints>
               HP_Star_Destroyer_Fighter_Bay, HP_Jedi_Cruiser_Shield_Gen, HP_Jedi_Cruiser_Engines, HP_Jedi_Cruiser_FL, HP_Jedi_Cruiser_FR, HP_Jedi_Cruiser_ML, HP_Jedi_Cruiser_MR, HP_Jedi_Cruiser_BL, HP_Jedi_Cruiser_BR, HP_Jedi_Cruiser_FL, HP_Jedi_Cruiser_FR, HP_Jedi_Cruiser_ML, HP_Jedi_Cruiser_MR, HP_Jedi_Cruiser_BL, HP_Jedi_Cruiser_BR
               </HardPoints>


	<CategoryMask> Capital | AntiCorvette </CategoryMask>
	<Icon_Name>i_button_jedi_cruiser.tga</Icon_Name>

	<Victory_Relevant>yes</Victory_Relevant>
	<Has_Space_Evaluator>True</Has_Space_Evaluator>


	<SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
	<SFXEvent_Ambient_Loop>Unit_Acclamator_Moving_Engine_Loop</SFXEvent_Ambient_Loop>

	<SFXEvent_Select>Unit_Select_Jedi_Cruiser</SFXEvent_Select>
	<SFXEvent_Move>Unit_Move_Jedi_Cruiser</SFXEvent_Move>
	<SFXEvent_Fleet_Move>Unit_Fleet_Move_Jedi_Cruiser</SFXEvent_Fleet_Move>
	<SFXEvent_Attack>Unit_Attack_Jedi_Cruiser</SFXEvent_Attack>
	<SFXEvent_Guard>Unit_Guard_Jedi_Cruiser</SFXEvent_Guard>
	<SFXEvent_Stop>Unit_Stop_Jedi_Cruiser</SFXEvent_Stop>
	<SFXEvent_Barrage>Unit_Barrage_Jedi_Cruiser</SFXEvent_Barrage>
	<SFXEvent_Move_Into_Asteroid_Field> Unit_Asteroids_Jedi_Cruiser </SFXEvent_Move_Into_Asteroid_Field>
	<SFXEvent_Move_Into_Nebula> Unit_Nebula_Jedi_Cruiser </SFXEvent_Move_Into_Nebula>

               <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Jedi_Cruiser </SFXEvent_Attack_Hardpoint>
	<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Jedi_Cruiser </SFXEvent_Attack_Hardpoint>
	<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Jedi_Cruiser </SFXEvent_Attack_Hardpoint>
	<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Jedi_Cruiser </SFXEvent_Attack_Hardpoint>
	<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Jedi_Cruiser </SFXEvent_Attack_Hardpoint>
	<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Jedi_Cruiser </SFXEvent_Attack_Hardpoint>
	<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Jedi_Cruiser </SFXEvent_Attack_Hardpoint>
	<SFXEvent_Attack_Hardpoint> HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Jedi_Cruiser </SFXEvent_Attack_Hardpoint>
	<SFXEvent_Attack_Hardpoint> HARD_POINT_ENGINE, Unit_HP_ENGINES_Jedi_Cruiser </SFXEvent_Attack_Hardpoint>
	<SFXEvent_Attack_Hardpoint> HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Jedi_Cruiser </SFXEvent_Attack_Hardpoint>

	<SFXEvent_Engine_Idle_Loop> Unit_Acclamator_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop>
	<SFXEvent_Engine_Moving_Loop> Unit_Acclamator_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop>
	<SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Acclamator_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop>

	<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>

	<Space_Full_Stop_Command> Yes </Space_Full_Stop_Command>
	<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
	<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
	<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>

	<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>Frigate</Targeting_Priority_Set>

	<Death_Clone>Damage_Normal, Jedi_Cruiser_Death_Clone</Death_Clone>

	<Defend_Mode_Weapon_Delay_Multiplier>3.0</Defend_Mode_Weapon_Delay_Multiplier>
	<Defend_Mode_Shield_Regen_Multiplier>5.0</Defend_Mode_Shield_Regen_Multiplier>
	<Defend_Mode_Energy_Regen_Multiplier>5.0</Defend_Mode_Energy_Regen_Multiplier>
	<Defend_Mode_Speed_Multiplier>0.5</Defend_Mode_Speed_Multiplier>

	<Encyclopedia_Text> TEXT_TOOLTIP_VENETOR </Encyclopedia_Text>
	<Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_FRIGATE </Encyclopedia_Unit_Class>
	<Score_Cost_Credits> 12000 </Score_Cost_Credits>

	<Unit_Abilities_Data SubObjectList="Yes">
		<!-- Primary ability -->
	<Unit_Ability>
			<Type>DEFEND</Type>
			<Expiration_Seconds>25</Expiration_Seconds>
			<Recharge_Seconds>60</Recharge_Seconds>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	1.0f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,	1.0f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER,	0.10f</Mod_Multiplier> <!-- make it faster to recharge -->
			<Mod_Multiplier>ENERGY_REGEN_INTERVAL_MULTIPLIER,	0.10f</Mod_Multiplier> <!-- make it faster to recharge -->
			<Mod_Multiplier>ENERGY_REGEN_MULTIPLIER,	3.0f</Mod_Multiplier>
			<Mod_Multiplier>SPEED_MULTIPLIER,		0.8f</Mod_Multiplier>

			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Defend_Assault_Frigate</SFXEvent_GUI_Unit_Ability_Activated>
	</Unit_Ability>

</Unit_Abilities_Data>

	<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
	<Tactical_Build_Cost_Multiplayer>2000</Tactical_Build_Cost_Multiplayer>
	<Tactical_Build_Time_Seconds>30</Tactical_Build_Time_Seconds>
	<Tactical_Build_Prerequisites />
	<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
	<Population_Value>3</Population_Value>
	<!--<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>-->
</UniqueUnit>

<UniqueUnit Name="Jedi_Cruiser_Death_Clone">
	<Text_ID>TEXT_UNIT_JEDI_CRUISER</Text_ID>
	<Space_Model_Name>NV_JediCruiser_D.alo</Space_Model_Name>
	<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
	<Scale_Factor>1.2</Scale_Factor>
	<Layer_Z_Adjust>-330.0</Layer_Z_Adjust>
	<Max_Speed>0.25</Max_Speed>
	<Max_Rate_Of_Turn>0.02</Max_Rate_Of_Turn>
	<Max_Thrust>0.05</Max_Thrust>
	<Max_Rate_Of_Roll>0.02</Max_Rate_Of_Roll>
	<Bank_Turn_Angle>5</Bank_Turn_Angle>
	<Remove_Upon_Death>true</Remove_Upon_Death>

</UniqueUnit>


<!--
<UniqueUnit Name="Jedi_Cruiser_E">
	<Variant_Of_Existing_Type>Jedi_Cruiser</Variant_Of_Existing_Type>
	<Affiliation>Empire</Affiliation>
	<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
	<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
</UniqueUnit>


<UniqueUnit Name="Jedi_Cruiser_R">
	<Variant_Of_Existing_Type>Jedi_Cruiser</Variant_Of_Existing_Type>
	<Affiliation>Rebel</Affiliation>
	<SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
	<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>
</UniqueUnit>


<UniqueUnit Name="Jedi_Cruiser_P">
	<Variant_Of_Existing_Type>Jedi_Cruiser</Variant_Of_Existing_Type>
	<Affiliation>Pirates</Affiliation>
	<SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
	<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>
</UniqueUnit>
-->

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heres what my file looks like at the momment

<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>

<Death_Clone />

<!--Set to spawn all units once and then not continue - no reserves -->

<Starting_Spawned_Units_Tech_0>VWing_Squadron_R, 2</Starting_Spawned_Units_Tech_0>

<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>

<!--Currently no reserves -->

<Reserve_Spawned_Units_Tech_0>VWing_Squadron_R, 3</Reserve_Spawned_Units_Tech_0>

<HardPoints>

<Starting_Spawned_Units_Tech_0>VWing_Squadron_R, 2</Starting_Spawned_Units_Tech_0>

<Spawned_Units_Tech_0>VWing_Squadron_R, 3</Reserve_Spawned_Units_Tech_0>

HP_Jedi_Cruiser_Shield_Gen, HP_Jedi_Cruiser_Engines,HP_Acclamator_Fighter_Bay, HP_Jedi_Cruiser_FL, HP_Jedi_Cruiser_FR, HP_Jedi_Cruiser_ML, HP_Jedi_Cruiser_MR, HP_Jedi_Cruiser_BL, HP_Jedi_Cruiser_BR

</HardPoints>

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Andy: Maybe it's because you've upped EVERY value that you found interesting?

Ali: So still no hardpoints... Does it spawn fighters? And that's only a PART of the entry, right? There's something similar to what Andy posted?

 

EDIT: Andy, add this to your hardpoints, HP_Acclamator_Fighter_Bay

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this line here:

 

<SpaceBehavior> ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, ASTEROID_FIELD_DAMAGE, ION_STUN_EFFECT, NEBULA</SpaceBehavior>

 

should look like this:

 

<SpaceBehavior> ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, ASTEROID_FIELD_DAMAGE, ION_STUN_EFFECT, NEBULA, SPAWN_SQUADRON</SpaceBehavior>

 

I forgot to mention that little addition before when I posted the rest of the code used.

 

EO

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