Guusje Posted March 22, 2006 Share Posted March 22, 2006 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> i can only add certain hero's like Obi-Wan or Han Solo and Kyle is this normal? furthermore after adding the LAndHero part i cant add any infantry anymore is this normal? Link to comment Share on other sites More sharing options...
Koci Posted March 23, 2006 Share Posted March 23, 2006 Adonnay --> still 2x Moff Tarkin, one with ship and one without, multiplayer of course, from start. Best Regards Koci Link to comment Share on other sites More sharing options...
Empirecitizen Posted March 23, 2006 Share Posted March 23, 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. I'm quite sure that it's the tie avengers that are causing the porblem. A-wings can launch their missles normally too. Link to comment Share on other sites More sharing options...
K1ller Posted March 23, 2006 Share Posted March 23, 2006 Hello, I have fixed the problem with heroes and raids (thanks to your help). It is working now. And it is excellent. Now the raids are what they were meant to be. I even had to retreat once (4 AT-ATs were really too tough for my Infiltrators and Ben Kenobi). I have a question. Have you somehow changed the A.I. I play as Rebels and even though the Empire is still a bit stupid when building units, I have met lvl3 starbases and Imperial planets have AT-ATs as defense now. It is a really good change when compared to Empire building only lvl1 stations and tons of AT-STs before. So am I just lucky or you managed to get AI smarter? And the last question is regarding the latest patch. What is your experience? Because I do not play multiplayer I have not installed it yet as it changes nothing in SP. Link to comment Share on other sites More sharing options...
wolfshadow Posted March 23, 2006 Share Posted March 23, 2006 Adonnay: Just noticed that the Judicator is still an Acclamator, not a VSD as indicated in the text. I'm going to try and mod Thrawn in, with a ISD called the Chimera. Wish me luck. Link to comment Share on other sites More sharing options...
Adonnay Posted March 23, 2006 Author Share Posted March 23, 2006 @K1ller: I suppose you're just lucky... I haven't found a way yet to improve the AI build behavior @Wolfshadow: Where is the Judicator listed as a VSD? @Koci: I'm sorry to hear this problem persists... I guess I have to dig deeper for it then. I'll keep you posted. Link to comment Share on other sites More sharing options...
wolfshadow Posted March 23, 2006 Share Posted March 23, 2006 Copy and paste from uniqueunits: <!-- (10) The Judicator Victory Star Destroyer is used by Captain Firmus Piett (Empire Major Hero) during space battles --> I remember their being some discussion about upgrading him from an acclamator to a VSD. Looks like you started, but decided otherwise. Link to comment Share on other sites More sharing options...
Koci Posted March 23, 2006 Share Posted March 23, 2006 Adonnay --> First - thank You very much :-) 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, and good night :-) Koci Link to comment Share on other sites More sharing options...
magnus57 Posted March 24, 2006 Share Posted March 24, 2006 Hey addonnay, I've made a map based upon your mod. I posted the dl at petroglyphy forums http://pff.swrebellion.com/index.php?topic=3203.0 You are welcome to use it if you want. It's a more realistic galactic map, and you can also hyperspace to any planet without having to stop at other planets. Link to comment Share on other sites More sharing options...
Adonnay Posted March 24, 2006 Author Share Posted March 24, 2006 @Wolfshadow: Ah that... those comments are actually only meant for me so don't bother @Koci: That's surely doable... @magnus57: I'm gonna try that map of yours as soon as I have the time, thanks! Link to comment Share on other sites More sharing options...
K1ller Posted March 24, 2006 Share Posted March 24, 2006 Hmm, it is a good luck. The Empire is really buildning ISDs and Interdictors. Magnus, that map seems good. I will try it once I finished my current game. In readme you mention adding more planets. It is a good idea, but I am affraid that there is not a computer capable to handle it. Even now the GC becomes terribly slow and laggy even on state of the arts computers. But please keep us informed about how many planets can your PC handle. Link to comment Share on other sites More sharing options...
Empirecitizen Posted March 24, 2006 Share Posted March 24, 2006 Hi Addonay I'm still attempting to fix the problem with the Tie advanced (the avengers). I tried doing it like how you did to the Y-wing (delete the orginal weapon and add it back as a hardpoint) but the problem is any hardpoint that is added (transfered from other fighters) to the tie advanced will be fired on the sides but not the front. Does the following lines determine this? <Fire_Bone_A>MuzzleA_00</Fire_Bone_A> <Fire_Bone_B>MuzzleA_01</Fire_Bone_B> I tried to delete them but the weapons wont fire at all so I guess they control the postion of firing. They seems to be based on the rebel fighter which often have wings(wedge shape for the A-wing). Are there other firebones that can fit the tie advanced so they can fire from the foward but not the sides? Link to comment Share on other sites More sharing options...
wolfshadow Posted March 24, 2006 Share Posted March 24, 2006 Adonnay: K.. Just thought that I would point it out. I gave up on Thrawn. I was too tired and kept on farkin' it up. And there is already a Hero ISD.. Along with Tarkin getting one.. Any ideas on adding a Hero VSD for the Empire? I don't know who would be appropriate. Would sort of be a counterpart to Dodanna. Link to comment Share on other sites More sharing options...
K1ller Posted March 24, 2006 Share Posted March 24, 2006 How about Ozzel? We all know how he ended up, but before he was replaced, he commanded the fleet. Link to comment Share on other sites More sharing options...
walpurgisng Posted March 24, 2006 Share Posted March 24, 2006 Did I install the mod incorrectly? Everything looks good except when I use certain ships (like the Marauder) it says "Missing ...". Did I incorrectly replace a text file? Or is this a known bug? Either way let me know. Link to comment Share on other sites More sharing options...
wolfshadow Posted March 24, 2006 Share Posted March 24, 2006 Sounds like a text file got corrupted or is missing. Link to comment Share on other sites More sharing options...
Adonnay Posted March 24, 2006 Author Share Posted March 24, 2006 Yea, the new patch overwrites the master textfile... Link to comment Share on other sites More sharing options...
Adonnay Posted March 24, 2006 Author Share Posted March 24, 2006 Hi Addonay I'm still attempting to fix the problem with the Tie advanced (the avengers). I tried doing it like how you did to the Y-wing (delete the orginal weapon and add it back as a hardpoint) but the problem is any hardpoint that is added (transfered from other fighters) to the tie advanced will be fired on the sides but not the front. Does the following lines determine this? <Fire_Bone_A>MuzzleA_00</Fire_Bone_A> <Fire_Bone_B>MuzzleA_01</Fire_Bone_B> I tried to delete them but the weapons wont fire at all so I guess they control the postion of firing. They seems to be based on the rebel fighter which often have wings(wedge shape for the A-wing). Are there other firebones that can fit the tie advanced so they can fire from the foward but not the sides? You could try using only MuzzleA_00 for both firing bones... it probably has only one. Link to comment Share on other sites More sharing options...
walpurgisng Posted March 24, 2006 Share Posted March 24, 2006 I have not been keeping up with this thread, so have the units been rescaled in this mod? It was rather fun to actually play the computer and have them pick Hero squads like Vader and Fett, whereas I picked Katarn and a fleet commander you guys added. Nice. Link to comment Share on other sites More sharing options...
wolfshadow Posted March 24, 2006 Share Posted March 24, 2006 A lot of stuff has been rescaled. Adonnay has done a great job in making stuff more epic, and moved toward canon. ISDs are now the instruments of terror that they are supposed to be, truely formidable instruments of destruction. Mon Calimari Cruisers are huge, and a match for the imperial capital ships. Space battles are fun. Land battles have been rescaled, to make things more interesting. Link to comment Share on other sites More sharing options...
magnus57 Posted March 24, 2006 Share Posted March 24, 2006 I may be changing the map a bit...some people complained of coruscant being in the wrong place from the backdrop, but I moved everything around to compensate for the lack of planets in the upper left quadrant of the star wars galaxy...basically, everthing is centered on corellia instead of coruscant...they're in the right place, but the backdrop of the central core and mid rim make it look wrong Link to comment Share on other sites More sharing options...
walpurgisng Posted March 24, 2006 Share Posted March 24, 2006 Did you possibly add any Dreadnaughts? Has anyone heard of the Sun Crusher? Itd be cool to add as a Hero or Super Weapon unit. Link to comment Share on other sites More sharing options...
magna mandaloe Posted March 24, 2006 Share Posted March 24, 2006 Yes Buy I disagree on adding Sun Crusher Due to it being a Fighter Scale. ( Its Mon Calamari I don't know why Petroglyph made wrong name :S Link to comment Share on other sites More sharing options...
walpurgisng Posted March 24, 2006 Share Posted March 24, 2006 Technically, it would be cool to have but how could you accurately add it by using its powers correctly? Why would size have anything to do with it, Fetts and Katarns ships are both fighter size? Link to comment Share on other sites More sharing options...
ToddW Posted March 24, 2006 Share Posted March 24, 2006 Adonnay Your mod is awesome. I was wondering if there was a way to add into the game only the ship changes, laser graphic changes, new units without changing the speed of hyperspace travel, population changes (to the units. not overall cap) or cost of things. Or is that way too much work. I thought about trying to change it myself but I'm not quite sure what that would require. (I'm not great when it comes to modding games) Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.