Adonnay Posted March 21, 2006 Author Share Posted March 21, 2006 Adonnay I Wanted to ask what XMLs would I have to edit to support the Virago ,Moldy Crow , Shadow Claw , Venator and I guess building Tie-Advanced, YT-1300, IPV-1 and Action VI? Virago, Moldy Crow, YT-1300 (Millenium Falcon), TIE-Prototype and Venator are all in UNIQUEUNITS.XML. IPV-1, Pirate Frigate and Shadow Claw (called Merchant Freighter) are in SPACEUNITSCORVETTES.XML. Link to comment Share on other sites More sharing options...
K1ller Posted March 21, 2006 Share Posted March 21, 2006 Thank you. Will try this afternoon when I get back from work. When istalling, all I need is to delete the old XML directory and replace it with the one, right? TEXT and ART directories seems to be the same. Link to comment Share on other sites More sharing options...
Adonnay Posted March 21, 2006 Author Share Posted March 21, 2006 Yup, that should do... you wouldn't even need to delete the XML as long as you overwrite all files but the result is the same. Link to comment Share on other sites More sharing options...
Koci Posted March 21, 2006 Share Posted March 21, 2006 Adonnay --> I've tried multiplayer yesterday, I was Empire, and I have two Grand Moff Tarkin's from start :-) It is standard because of bugs or something with mod ? I need You opinion, probably the same problems in multiplayer with unmodded game, but I'm not sure. Best Regards and have a nice day :-) Koci Link to comment Share on other sites More sharing options...
Adonnay Posted March 21, 2006 Author Share Posted March 21, 2006 I suppose the multiplayer maps have their own hero spawn again... *sigh*. I'll have that fixed in the next release... or if it's urgent, send me a PM and I'll send you the files necessary. Link to comment Share on other sites More sharing options...
Koci Posted March 21, 2006 Share Posted March 21, 2006 You are just GREAT, thank You. I will play today at night, so it is not so urgent, time here (In Poland) is 12:53 (pm), so we have few hours :-) Thank You again. Koci Link to comment Share on other sites More sharing options...
K1ller Posted March 21, 2006 Share Posted March 21, 2006 Hmm, I have installed the latest version, but now I can not take any hero to a raid. What is wring? Link to comment Share on other sites More sharing options...
Adonnay Posted March 21, 2006 Author Share Posted March 21, 2006 What kind of units did you take and how many? @Koci: Here's the (hopefully) fixed version. It should now spawn the Judicator at the beginning and Tarkin at level 5. I haven't tested it yet though... This version only fixes the bug reported by Koci above. So if you don't play multiplayer games you don't really need it. -> Version 1.0c <- Link to comment Share on other sites More sharing options...
Koci Posted March 21, 2006 Share Posted March 21, 2006 GREAT Adonnay, just THANK YOU !!! Will check ASAP, I have 2 jobs now, not many time, but don't worry, I tell You if I will find something :-) Koci Link to comment Share on other sites More sharing options...
Adonnay Posted March 21, 2006 Author Share Posted March 21, 2006 My pleasure Koci, have fun! Link to comment Share on other sites More sharing options...
magna mandaloe Posted March 21, 2006 Share Posted March 21, 2006 I mean Basically what Lines. Link to comment Share on other sites More sharing options...
K1ller Posted March 22, 2006 Share Posted March 22, 2006 What kind of units did you take and how many? @Koci: Here's the (hopefully) fixed version. It should now spawn the Judicator at the beginning and Tarkin at level 5. I haven't tested it yet though... This version only fixes the bug reported by Koci above. So if you don't play multiplayer games you don't really need it. -> Version 1.0c <- Hello, I tried to take only Obi Wan or only Kyle, but I can not take them on a raid (no raid icon around a planet). While I can take 4 Infiltrators. But when I add a hero to the stack of Infiltrators, the raid is not available again. Link to comment Share on other sites More sharing options...
Adonnay Posted March 22, 2006 Author Share Posted March 22, 2006 Hello, I tried to take only Obi Wan or only Kyle, but I can not take them on a raid (no raid icon around a planet). While I can take 4 Infiltrators. But when I add a hero to the stack of Infiltrators, the raid is not available again. Okay, I've found the problem... if you want to fix it quickly yourself open the GAMECONSTANTS.XML and find the line: <Raid_Force_Limited_Object_Category_Mask>Infantry</Raid_Force_Limited_Object_Category_Mask> and add the LandHero unit. It should look like this then: <Raid_Force_Limited_Object_Category_Mask> Infantry | LandHero </Raid_Force_Limited_Object_Category_Mask> Link to comment Share on other sites More sharing options...
Adonnay Posted March 22, 2006 Author Share Posted March 22, 2006 I mean Basically what Lines. There's too much to change to write it down in a few lines for all that vessels. There have been quite a few tutorials about how to add the Moldy Crow. Do a forum search (i.e. http://www.lucasforums.com/showthread.php?t=160869) or download any of the mods out there which have those vessels enabled and simply copy it. But the best would be to look at it carefully and compare it with the original file so you can see the difference and understand how those XMLs work... you should first try to understand the basics before you go head first into adding ships and modding them I basically did the whole work for you already... just check my files (mostly UNIQUEUNITS.XML for the Venator, the Moldy Crow and Maras Z95, SPACEUNITSFIGHTERS for the TIE Avenger, SPACEUNITSCORVETTES for the YT1300 and the Barloz Freighter/Shadowclar). Sorry if that sounded blunt or something... I usually answer to any question and encourage everyone to ask me if they have problems or want to know something or can't get a certain bug squashed... but I don't really like to write whole tutorials (and that's what you basically ask for) for things that have been discussed in the forum a dozen times Besides... if you know how to add a ship, you can add the others ones on your own. Link to comment Share on other sites More sharing options...
K1ller Posted March 22, 2006 Share Posted March 22, 2006 O.K. I will try when I get home (I am at work again ). Do I have to start a new game? Because now (finally) it seems that Empire is building Victory destroyers and even attacks me. Link to comment Share on other sites More sharing options...
Adonnay Posted March 22, 2006 Author Share Posted March 22, 2006 No this should work with existing games as well... Link to comment Share on other sites More sharing options...
Empirecitizen Posted March 22, 2006 Share Posted March 22, 2006 Addonay, could you teach me how to change the range of the fighters' missles? After some study on the spaceunitsfighters.xml, I finally realize that a hardpoint is added to the fighters to give them missles. (Please forgive me for being so slow, I'm very new to editting XML ) Then I proceeded to give vader's tie some missles (it's not accurate but i'm just playing with it) I created the hardpoints and projectiles (copy&paste +renaming),linked it with vader's unnique tie prototype and then tweaked the parameters to my own preference. They work very well except the range of the missles. I changed the range in both the hard point <Fire_Range_Distance>2500.0</Fire_Range_Distance> & projectile <Projectile_Max_Flight_Distance>4000.0</Projectile_Max_Flight_Distance> even increasing the number this much. does not have an effect on the missles range. (I changed a few small numbers before) What else do i have to change? Link to comment Share on other sites More sharing options...
Adonnay Posted March 22, 2006 Author Share Posted March 22, 2006 Addonay, could you teach me how to change the range of the fighters' missles? After some study on the spaceunitsfighters.xml, I finally realize that a hardpoint is added to the fighters to give them missles. (Please forgive me for being so slow, I'm very new to editting XML ) Then I proceeded to give vader's tie some missles (it's not accurate but i'm just playing with it) I created the hardpoints and projectiles (copy&paste +renaming),linked it with vader's unnique tie prototype and then tweaked the parameters to my own preference. They work very well except the range of the missles. I changed the range in both the hard point <Fire_Range_Distance>2500.0</Fire_Range_Distance> & projectile <Projectile_Max_Flight_Distance>4000.0</Projectile_Max_Flight_Distance> even increasing the number this much. does not have an effect on the missles range. (I changed a few small numbers before) What else do i have to change? From the looks you seem to have made everything needed. The problem is - I think - that those ships which have both, their own firing data AND a hardpoint, get the hardpoint range overwritten by the data stored in the ship's data. You might get around this by putting the TIEs lasers in a hardpoint as well... (see the Y-Wing as an example). It's basically copying the data from the TIE and putting it into a new laser-hardpoint so that no range or firing speed is kept within the ships data anymore. Link to comment Share on other sites More sharing options...
Empirecitizen Posted March 22, 2006 Share Posted March 22, 2006 Thanks for the reply but i found out what the problem is . Its the firing angle. The missles can only fire on the sides. I increasd Fire_Cone_Width and turned Allow_Opportunity_Fire_When_Idle toTrue then I could see vader's tie firing missles at great range form its sides. The apparent problem with the range is that the missles only fire when vader turns or dogfight which usually happens when he is near to the enemy. (I could manually 'pilot' the squad to fire the missles from the side but it strange) I also oberve that not all the tie avengers fire their missle when they fly striaght to th enemies.This may explain tie avengers ineffectiveness in using their missles except in dogfights. Seems that the tie avenger model has some problem with fitting the hardpoints seeing that the X-wings dont. So is there a way to adjust the direction of the firing cone of the missle hard point? EDIT: I know Tie Advanced X1 doesnt have missles, I was just playing around with things and discovered this problem. Link to comment Share on other sites More sharing options...
shadoe Posted March 22, 2006 Share Posted March 22, 2006 Every time i want to start a GC game with Empire at tech level 5, the game crashes. Starting it at tech level 1 works. Starting it with the Rebellion at tech level 5 also works. By reading Empirecitizens post I remembered something. I don't like having buildable Tie Avenger squadrons and disable them, but they should also have missiles. The TIE Avengers (Tie Advanced MK2, not Vader's prototype can carry concussion missiles or proton torpedoes) Link to comment Share on other sites More sharing options...
Koci Posted March 22, 2006 Share Posted March 22, 2006 Adonnay --> I need to ask You for something, mayby it is not hard to do. It is possible to change MULTIPLAYER maps like maps for Galactic Conquest ? I mean - we start multi (1v1) from scratch, one planet for side only. I know that newest patch (1.03) come with 2 multiplayer maps, but now i want to avoid it, because of bigger than before problems with lags and connections...... So, can You make some survey for me (someday, if You will not so busy with more important fixes/changes) ??? Best Regards Koci Link to comment Share on other sites More sharing options...
wolfshadow Posted March 22, 2006 Share Posted March 22, 2006 Adonnay: There are a surplus of Hero's for the Rebellion.. any chance of getting more Hero units for the Empire... Maybe Thrawn with the Chimera SD with mebbe the Power to weapons special power, and a few extra TIE advanced squadrons. Or add some missile hardpoints or something to make it diff. from the standard SD. Link to comment Share on other sites More sharing options...
Guusje Posted March 22, 2006 Share Posted March 22, 2006 The GC chapter "Alderaans Demise " isnt working Im playing as the Empire but it doesnt work, Rebellion is working fine btw i have patch 1.03 Link to comment Share on other sites More sharing options...
wolfshadow Posted March 22, 2006 Share Posted March 22, 2006 Hmm.. Crashing more with the newest version. Playing Galactic Conflict and crashing whenever I change tech level... Link to comment Share on other sites More sharing options...
magnus57 Posted March 22, 2006 Share Posted March 22, 2006 I had the same crashing problem. I narrowed it down to the mara jade transport file. The old file has not been deleted, so bringing her in at tech 2 causes a crash. I simply deleted the old file with her in the shuttle and had no more crashes. However, I haven't figured out how to get mara jade in the game again. P.S.- the text is close to the bottom of the uniqueunits file. Link to comment Share on other sites More sharing options...
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