Renown Posted February 23, 2006 Share Posted February 23, 2006 Hey guys, personally I think rebellion ships should come with a complement of fighters, as they have in previous games (XWA... etc) and the like. I have tried modding it in, but have been unsuccessful. I know its doable, since someone did it for the demo, I'd much rather be able to build a frigate and have it launch its X-Wings etc.. etc in combat. X-Wings, Y-Wings and A-Wings should still be buildable, as extra support. Anyone want to attempt this? Thanks =) Link to comment Share on other sites More sharing options...
CaptainRAVE Posted February 23, 2006 Share Posted February 23, 2006 And as mentioned before, there should be an option to keep your fighters in the capital ships until your ready for them to be launched. I doubt this can be modded in by the fans though, but who knows, there are some very talented people around. Link to comment Share on other sites More sharing options...
Tom Servo Posted February 23, 2006 Share Posted February 23, 2006 You cant keep your fighters , its hardcoded, you can only change the delay which they will spawn. About Renown's idea, i'll probly add some squads for the calamari cruiser, but if u add fighters in all ships then the rebellion is gonna get too many stuff. Link to comment Share on other sites More sharing options...
Necroe Posted February 23, 2006 Share Posted February 23, 2006 won't it be unfair though, i mean the rebel fighters are VASTLY superior which is why they build them manually and have +5 popcap. Link to comment Share on other sites More sharing options...
Three60 Posted February 23, 2006 Share Posted February 23, 2006 I think we should use the Z-95 Headhunter. It's weaker, you can't build it very much, so it would be perfect. BTW, what file are the ships located? Link to comment Share on other sites More sharing options...
Zorromorph Posted February 23, 2006 Share Posted February 23, 2006 The other thing is, the whole point with the Empire having them on the Star Destroyers is that Ties can't hyperspace. Rebel fighters can, so why keep them on the ship? Link to comment Share on other sites More sharing options...
Tom Servo Posted February 23, 2006 Share Posted February 23, 2006 I think we should use the Z-95 Headhunter. It's weaker, you can't build it very much, so it would be perfect. BTW, what file are the ships located? Ye nice idea, since they are weaker than other ships they arent used much, but still it wouldnt be wise if all the ships had them. Link to comment Share on other sites More sharing options...
Adonnay Posted February 23, 2006 Share Posted February 23, 2006 I too find it a little weird that the rebel capships have no fighter bays. A calamari cruiser - according to the fiction - has about 120 fighters on board. Sure you can't model that 1:1 but simply stripping it of all fighters is a little odd. That may be due to balance reasons but I think the balance should have been achieved otherwise. I will mod my rebel capships from Nebulon B up to carry some squadrons too... not sure how I will compensate that... I'll probably make the ISDs more durable. In relation to that... does anyone know where to find the attachment bones for the different ships? Link to comment Share on other sites More sharing options...
Tom Servo Posted February 23, 2006 Share Posted February 23, 2006 Having a hard time putting fighters in ships, anyone know what else needs adding beyond the spawn_squadron ability and adding fighters? Link to comment Share on other sites More sharing options...
DaRookie Posted February 23, 2006 Share Posted February 23, 2006 Hey guys, personally I think rebellion ships should come with a complement of fighters, as they have in previous games (XWA... etc) and the like. my mod does exactly that: ->Link <- unfortunately it is in german, as i dont have the english mastertextfile_***.dat changes: -alle Fighter and Bombers have now 6 members per unit (2 units = 1 squadron) -mon cal cruiser have 1 A-wing, 2 X-wing, 3 Y-wing squadrons -home one has 2 A-wing, 5 X-wing, 3 Y-wing squadrons -nebulon b's have 1 X-wing squadron -assault's have 1 X-wing squadron -isd's have 1 T/i, 4 T/J, 2T/B -victory's have 2 T/J, 2 T/B Staffeln -acclamator's have 2 T/J Staffeln -isd spawntime is jäger 2 sec, all others 5 sec -spacestations spawn the double amount of fighters -damage of protontorpedoes reduced -Tie interceptor is available uses atm the icon and model of the tie scout balancing isn't yet finished if someone could send me his gamedata\data\text\mastertextfile_***.dat i can rewrite the fluff stuff for the english game Link to comment Share on other sites More sharing options...
Adonnay Posted February 23, 2006 Share Posted February 23, 2006 The problem is (as it seems - correct me if I'm wrong) that for the Nebulon i.e. you replaced the engines with the hangar. I would rather not replace any existing hardpoint... that's why I would like to know what the attachment bones are for the different ships. But they're probably hardcoded... :/ Link to comment Share on other sites More sharing options...
DaRookie Posted February 23, 2006 Share Posted February 23, 2006 exactly atm i can only exchange an existing hardpoint and because the rebel ships originally donnt have hangars, they dont have the proper bones (afaik) Link to comment Share on other sites More sharing options...
Tom Servo Posted February 23, 2006 Share Posted February 23, 2006 You dont have to replace the hardpoints. Heres what i did to pirate frigate: <HardPoints> HP_Pirate_Frigate_F, HP_Pirate_Frigate_BL, HP_Pirate_Frigate_BR, HP_Pirate_Frigate_Hangar </HardPoints> then in hardpoints.xml: <Type> HARD_POINT_FIGHTER_BAY </Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Tooltip_Text>TEXT_FIGHTER_BAY_HARDPOINT</Tooltip_Text> <Health>225.0</Health> Havent checked what happenes if i make it targetable but at least i didnt lose any weapon hardpoints. Link to comment Share on other sites More sharing options...
Three60 Posted February 23, 2006 Share Posted February 23, 2006 Yeah, you just need to add the hardpoint. Then set it to accept it as a hardpoint on the ship. Link to comment Share on other sites More sharing options...
Tom Servo Posted February 23, 2006 Share Posted February 23, 2006 Here it is. All three hardpoints are there and they spawn 4 fighters each. Link to comment Share on other sites More sharing options...
DaRookie Posted February 23, 2006 Share Posted February 23, 2006 You dont have to replace the hardpoints. Heres what i did to pirate frigate: <HardPoints> HP_Pirate_Frigate_F, HP_Pirate_Frigate_BL, HP_Pirate_Frigate_BR, HP_Pirate_Frigate_Hangar </HardPoints> then in hardpoints.xml: <Type> HARD_POINT_FIGHTER_BAY </Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Tooltip_Text>TEXT_FIGHTER_BAY_HARDPOINT</Tooltip_Text> <Health>225.0</Health> Havent checked what happenes if i make it targetable but at least i didnt lose any weapon hardpoints. thx, i will check that out Link to comment Share on other sites More sharing options...
DaRookie Posted February 23, 2006 Share Posted February 23, 2006 i did that and it worked, but it has an interesting side effect: the fighters spawn at the centre of the map and not with the ship Link to comment Share on other sites More sharing options...
Adonnay Posted February 23, 2006 Share Posted February 23, 2006 And you can't target the hangar bay... which is what I usually do first. Link to comment Share on other sites More sharing options...
Tom Servo Posted February 23, 2006 Share Posted February 23, 2006 Hmm, you must have messed up something. I made the location of the hangar hardpoint at the turbolaser hardpoint and thats where they spawn, works ok. Link to comment Share on other sites More sharing options...
DaRookie Posted February 23, 2006 Share Posted February 23, 2006 i think i will stick with my version, exchanging the engine with the hangar, till i know how to add attachment bones (i think,the engines are the least crucial hardpoint) btw a new version is up: T/I are now buildable in skirmish and no longer uberunits Link to comment Share on other sites More sharing options...
Darth_Torpid-PG Posted February 24, 2006 Share Posted February 24, 2006 You are missing the spawn bone for the fighters - all empire ships have a SPAWN_00 bone that is used as a spawn location. If you replace an existing hard point with a fighter bay, you will also need to make sure you change the spawn bone name to one of the bones that already exist on the rebel ship model (since no rebel ships were modeled with spawn bones). That should fix your spawn location problem. Link to comment Share on other sites More sharing options...
Necroe Posted February 24, 2006 Share Posted February 24, 2006 also i find it greatly unfair i mean spawning xwings which not only take a popcap normally but are far superior to the tie's for free...why bother building them at all! Link to comment Share on other sites More sharing options...
Adonnay Posted February 24, 2006 Share Posted February 24, 2006 Aww... guess not its official that the rebel ships were never fitted with spawning locations :/ Thanks for the info though... I suppose the attachment bones are hardcoded? Or are they available somewhere? Link to comment Share on other sites More sharing options...
DaRookie Posted February 24, 2006 Share Posted February 24, 2006 i made a mistake with the 0.08 version regarding the mon cal cruiser it is fixed in the version 0.09 Link to comment Share on other sites More sharing options...
Master Nikolaos Posted February 24, 2006 Share Posted February 24, 2006 I think the best balace that could be achieved by activating fighters,etc from Rebel Ships would be to make empire fighters/bombers available for purchase just like the rebels can purchase their fighters/bombers. Then, make the Mon Cals and other rebel launching capable ships, launch capable . Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.