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Mini-Tutorial: Installing and Creating XML based mods


Bob Lion54

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Guest DarthMaulUK

What mod are you playing with? More information is needed. Or are you trying to make your own?

 

DMUK

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CIS V.3

 

Conflict in Space Mod. Here are the installation instructions which I followed. I mean, it cant be that hard but apparently there is something elementary that I am doing wrong or perhaps, though unlikely, maybe the mod itself is just missing the art files??

 

[iNSTALLATION]

 

1) Method for EAW v1.04 and newer (recommended)

Unzip the archive and put "CIS" folder into your "Star Wars Empire at War" Mods directory (e.g. "C:\Program Files\LucasArts\Star Wars Empire at War\GameData\Mods\"). You may need to create this folder ("Mods") in "GameData" directory. Put "conflict_in_space.bat" file into "Star Wars Empire at War\GameData\" folder and double-click on it to start the game with the mod enabled. You can use provided icon to create a desktop shortcut (optional).

 

2) Method for all versions

Unzip the archive, find "Data" folder and copy it into "Star Wars Empire at War\GameData\" folder, overwrite existing files. It is recommended to backup your original "MasterTextFile_ENGLISH.DAT" file. Start the game with the default shortcut.

 

I downloaded it from:

http://empireatwar.filefront.com/file/Conflict_In_Space_New_Units_V3;66030

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Guest DarthMaulUK

Theres a good chance the mod is missing the art files. Its no big deal really, so long as it works.

 

DMUK

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Well... my main purpose was for the extra ships like the B-Wing. They dont show up in battle, they dont show up visually in production. I can hear them like ghosts in my mind when they say "B-wing squadron at your service".

 

Also, could it be because I dont install to default path on my C drive? I use a different drive for my game installs.

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  • 1 month later...

I created a tool that will take the files in this format: DATA%SCRIPTS%AI%BUILDCANTINAPLAN.LUA and create sub directory structure with this file name:

[CurrentDirectory]\data\scripts\ai\buildcantinaplan.lua

 

It also has a mode to then parse the data sub directory and move the files back to this:

[CurrentDirectory]\DATA%SCRIPTS%AI%BUILDCANTINAPLAN.LUA

 

Is this of interest to anyone?

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Does anyone know if the mods that worked for EaW work exactly the same way for EaW:FoC? I had a mod that successfully made fighters spawn from Mon Cal cruisers for EaW, but it doesn't work when I reapply the same coding to the XML files for FoC.

 

I was able to make visible changes to things like pop caps, so at least some of the mods are the same. Did they change the coding or did I just make a mistake somewhere?

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There are significant changes. Some basic mods will work such as the Free Camera, but a proper one needs to be made so that the bigger maps distances visuals will show in game.

 

So basically, 90% + mods will not work.

 

Thanks. Actually, I finally tracked down my problem. Adding the extra random letter while typing a hardpoint doesn't help. For mods like adding fighter bays, the old EaW versions will work.

 

I do find it strange that you need rebel_X-Wing, but all other units will work as just the unit, however.

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i followd ur instructions for installing a mod but it still didnt work and i removed the downloaded files and tried to run my game and it would not start

 

do i need to open the mod and extract something to make it work

 

and how can i get my game to work again, the box will come up and after i hit play the game will appear for a second then dissapear

 

i dont have FOC and i have the Collectors Addition

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  • 2 weeks later...

Some of the FoC XML files do that to me too if you make any changes to them. They have some real syntax errors in them.

 

I found out using a hex editor to edit the file works, while using wordpad causes thse odd files to puke.

 

Try out Rouge_Squadron and see what I mean. You will notice the mispelled word...try to fix normally with Wordpad (or make any other change) it will puke. So I used a Hex editor and that took, and worked in game.

 

I made a post about that bug somewhere, after the small fix..the Rouge Squadron Hero is a heck alot better now that it is being read proper.

 

There is also a buglet of the same nature to the 'Gallofree Transport' not showing up in GC mode. I posted the fixed file in the Mod section.

 

These are not openly stated as being fixed in the patch...we will see.

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Some of the FoC XML files do that to me too if you make any changes to them. They have some real syntax errors in them.

 

I found out using a hex editor to edit the file works, while using wordpad causes thse odd files to puke.

 

Try out Rouge_Squadron and see what I mean. You will notice the mispelled word...try to fix normally with Wordpad (or make any other change) it will puke. So I used a Hex editor and that took, and worked in game.

 

I made a post about that bug somewhere, after the small fix..the Rouge Squadron Hero is a heck alot better now that it is being read proper.

 

There is also a buglet of the same nature to the 'Gallofree Transport' not showing up in GC mode. I posted the fixed file in the Mod section.

 

These are not openly stated as being fixed in the patch...we will see.

 

Ok, so it wasn't my fault... that's good. Is there somewhere I can download a Hex editor?

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Could you have more than one type of ship in a squadron. For Example: 3 X-Wings and 2 B-Wings by changing the code of that squadron or am I dreaming.

 

It can be done. Look below at this code for the Y-wing Squadron, I have the units line seperated from the rest. Just add in what ever units you want.

 

<Squadron Name="Y-Wing_Squadron">

<Text_ID>TEXT_Y_WING_SQUADRON</Text_ID>

<Encyclopedia_Good_Against> Star_Destroyer Victory_Destroyer Acclamator_Assault_Ship </Encyclopedia_Good_Against>

<Encyclopedia_Vulnerable_To> TIE_Fighter Tartan_Patrol_Cruiser Pirate_Fighter </Encyclopedia_Vulnerable_To>

<GUI_Row> 1 </GUI_Row>

<Is_Dummy>Yes</Is_Dummy>

<Formation_Priority>2</Formation_Priority>

<Is_Escort>Nos</Is_Escort>

<Is_Bomber>yes</Is_Bomber>

<Autoresolve_Health>200</Autoresolve_Health>

<Damage>15</Damage>

<Affiliation>Rebel</Affiliation>

<Political_Control>0</Political_Control>

<Build_Cost_Credits>210</Build_Cost_Credits>

<Build_Time_Seconds>20</Build_Time_Seconds>

<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>

<Build_Initially_Locked>Yes</Build_Initially_Locked>

<Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>

<Slice_Cost_Credits>400</Slice_Cost_Credits>

<Tech_Level>0</Tech_Level>

<Required_Timeline />

<Required_Star_Base_Level>2</Required_Star_Base_Level>

<Required_Special_Structures />

<Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior>

 

<Squadron_Units>Y-Wing, Y-Wing, Y-Wing</Squadron_Units>

 

<Squadron_Offsets>60.0,0.0,0.0</Squadron_Offsets>

<Squadron_Offsets>0.0,30.0,0.0</Squadron_Offsets>

<Squadron_Offsets>0.0,-30.0,0.0</Squadron_Offsets>

<Icon_Name>i_button_y_wing.tga</Icon_Name>

<GUI_Model_Name>RV_ywing.ALO</GUI_Model_Name>

<GUI_Distance>120</GUI_Distance>

<GUI_Offset>0 0 0</GUI_Offset>

<GUI_Velocity>45</GUI_Velocity>

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  • 6 months later...

Hi... Im trying to start myself in creating units aswell as improving some ... but im just a amature... but like really one ... I'm just wondering how can I get some more turrets on ships ... for example ... a ship has only 10 and give it more than 100 turrets.. if thats possible (i think phoenix rising did it ).

 

Anyways can you help me in any way?

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