wolfshadow Posted March 24, 2006 Share Posted March 24, 2006 ToddW: Hyperspace speed is moddable in FACTIONS.xml Should be 2 values, one for each faction with this tag: <Hyperspace_Speed_Factor> Cost is each unit. Modding them is fairly easy, same with pop value.. For cost: TAG is <Build_Cost_Credits> For population: <Population_Value> is the tag. You can use Notedfad and the Find function to find all the values. Takes about half an hour to mod the pop values for one faction, editing the various XMLs. I speak from experience, as I normally muck about with this stuff. Link to comment Share on other sites More sharing options...
ToddW Posted March 24, 2006 Share Posted March 24, 2006 Thanks Wolfshadow. Now I know what to do. Link to comment Share on other sites More sharing options...
Maverickv Posted March 25, 2006 Share Posted March 25, 2006 Anyone getting error msg? I still using patch 1.02 and new version 1.0b of this mod When i play with the empire and advance to tech 2 i get this msg. An Exception has ocurred. See _logfile.txt and except.txt for details. And when i open _except.txt i found this: Exception in thread F40 - Main Thread Exception code EXCEPTION_ACCESS_VIOLATION The thread tried to read from or write to a virtual address for which it does not have the appropriate access. Attempt to read from address 0000002C Exception occurred at 00401D79 - Unknown code pointer. Link to comment Share on other sites More sharing options...
magnus57 Posted March 25, 2006 Share Posted March 25, 2006 Maverick: I had the same problem. Go to the uniqueunits file down almost to the bottom. Find the Mara Jade shuttle entry. You will notice that there is an entry with Mara Jade in a z-95. Leave that one; the one above it is what you want. Delete the entire entry. Then your game should work correctly. Adonnay: I have updated my map...check the thread mentioned before for the update, in the same place as the file. It's now error free with accurate positions and no crashes. Link to comment Share on other sites More sharing options...
Maverickv Posted March 25, 2006 Share Posted March 25, 2006 Ok tnx, i deleted the whole entry and now i can play with the empire, but i cant use mara jade, thats normall or i delete too much? ehhehe. Thanks again Link to comment Share on other sites More sharing options...
Swifty34 Posted March 25, 2006 Share Posted March 25, 2006 Just to say, Adonnay this is brilliant work, keep it coming! People like you are keeping this game playable till we get some damn editing tools! Thanks again. Link to comment Share on other sites More sharing options...
Empirecitizen Posted March 25, 2006 Share Posted March 25, 2006 You could try using only MuzzleA_00 for both firing bones... it probably has only one. Sorry, this doesnt work, they still only fire missles on the sides. I'm beginnig to think that its the model of the tie avengers thats causing the hardpoints to be placed in such awkward position. Link to comment Share on other sites More sharing options...
Commander Obi-Wan Posted March 25, 2006 Share Posted March 25, 2006 As said in your first post, you want criticism. I would consider using your mod, but some of the changes I don't like. But eh this mod is quite popular and wish you the best. Though you shouldn't have removed the TIE Mauler and reduced the damage of the Millenium Flacon. But... Cheers. Link to comment Share on other sites More sharing options...
wolfshadow Posted March 25, 2006 Share Posted March 25, 2006 TIE Mauler is removed, and Falcon damage has been nerfed. Check the readmes for the various additions to the mod. Link to comment Share on other sites More sharing options...
Commander Obi-Wan Posted March 25, 2006 Share Posted March 25, 2006 TIE Mauler is removed, and Falcon damage has been nerfed. Check the readmes for the various additions to the mod. Fixed. I forgot to add the "n't" on the end of should. Link to comment Share on other sites More sharing options...
magnus57 Posted March 25, 2006 Share Posted March 25, 2006 maverick: yes, unfortunately, you'll have to play without mara jade, but at least you can play Link to comment Share on other sites More sharing options...
wolfshadow Posted March 25, 2006 Share Posted March 25, 2006 ObiWan: Easy enough to change... Just go into the XML files for UNIQUEUNITS, and find the falcon and up the fire rate/projectile count.. or find the projectile that the falcon uses and up the damage in PROJECTILES.xml. Not sure how you would add the mauler back in.. Think that it might be as simple as removing the REMOVED tag in the XML for either ground vehicles or ground companies. Link to comment Share on other sites More sharing options...
Commander Obi-Wan Posted March 25, 2006 Share Posted March 25, 2006 ObiWan: Easy enough to change... Just go into the XML files for UNIQUEUNITS, and find the falcon and up the fire rate/projectile count.. or find the projectile that the falcon uses and up the damage in PROJECTILES.xml. Not sure how you would add the mauler back in.. Think that it might be as simple as removing the REMOVED tag in the XML for either ground vehicles or ground companies. Meh. I've never modded. And I won't bother. Link to comment Share on other sites More sharing options...
wolfshadow Posted March 26, 2006 Share Posted March 26, 2006 I'd never modded before this either.. Never come across a game that was so easy to mod before. Thats the thing about this mod, you don't like one or two things that a mod has, then change it yourself. I've done it for my personal version since version .007 of this mod. I've even tried to add a new hero unit, but ran out of patience. Link to comment Share on other sites More sharing options...
Commander Obi-Wan Posted March 26, 2006 Share Posted March 26, 2006 but ran out of patience. There you go.....some with me, except I am to lazy to try. Link to comment Share on other sites More sharing options...
magnus57 Posted March 26, 2006 Share Posted March 26, 2006 my map is updated and works now...can use it with this mod or any other that doesn't change maps http://pff.swrebellion.com/index.php?PHPSESSID=5j5vnd745be3h0icjrfi4m55c2;topic=3203.msg45560#msg45560 Link to comment Share on other sites More sharing options...
wolfshadow Posted March 26, 2006 Share Posted March 26, 2006 Adonnay: Empire Venators are not launching fighters in Med difficulty. I haven't tried Easy or Hard. Any ideas for adding some heros to the Empire? Link to comment Share on other sites More sharing options...
Adonnay Posted March 26, 2006 Author Share Posted March 26, 2006 @Wolfshadow: Good to know... I wonder why that happens... I look into it. What problem do you have adding heroes, wolfshadow? Link to comment Share on other sites More sharing options...
wolfshadow Posted March 26, 2006 Share Posted March 26, 2006 Adonnay: I just ran out of patience, to be honest. I was going to try and add Thrawn, but decided against it, as there were already an ISD hero unit. I thought that maybe a hero VSD could be added, but I'm not sure who should command it. I don't know enough about Star Wars and haven't read enough of the EU stuff recently to make a good call on that. Link to comment Share on other sites More sharing options...
Adonnay Posted March 26, 2006 Author Share Posted March 26, 2006 If you're making a space-only hero you don't even need things like Herocompanies or Herounits... just make a new ship in uniqueunits.txt (if you want to save space, use an existing one by adding <Is_Variant_Of_Existing_Type>Victory_Destroyer...), make it a <is_named_hero> and give it a special icon. Link to comment Share on other sites More sharing options...
Somerled Posted March 27, 2006 Share Posted March 27, 2006 @Adonnay I tried to check earlier posts, but did not find the answer. Is there a compatability issue with the latest patch? I can't play past level 2 tech with the Imperials. Link to comment Share on other sites More sharing options...
Adonnay Posted March 27, 2006 Author Share Posted March 27, 2006 @Somerled: It seems magnus57 has found a workaround by deleting mara's (unused) shuttle from the uniqueunits.xml... though I'd rather find out why it crashes. Link to comment Share on other sites More sharing options...
Somerled Posted March 27, 2006 Share Posted March 27, 2006 @Somerled: It seems magnus57 has found a workaround by deleting mara's (unused) shuttle from the uniqueunits.xml... though I'd rather find out why it crashes. Thank you sir. My mouth was watering to play further because I noticed that you had adjusted the starting positions in GC. Plus, I finally upgraded to 1 GB of Ram and can play with maximum textures. Just out if curiosity, how has the AI been working? I saw a post at the Petro forums regarding certain AI tweaks that looked promising. http://pff.swrebellion.com/index.php?topic=3184.0 I have not been able to play or visit the forums for some time, and you may have already investigated/implemented this. Link to comment Share on other sites More sharing options...
Adonnay Posted March 27, 2006 Author Share Posted March 27, 2006 I had changed those two values aeons ago already... though I only upped them slightly. You will find those two files already in my releases and therefore you may easily increase those values further Link to comment Share on other sites More sharing options...
Somerled Posted March 27, 2006 Share Posted March 27, 2006 I had changed those two values aeons ago already... though I only upped them slightly. You will find those two files already in my releases and therefore you may easily increase those values further I thought you probably had....I have been away from the boards for awhile. Thanks for the previous info on the Mara Jade fix...I started a new campaign, and I am very impressed (as always.) I love the fact that I can no longer planet hop and take half the galaxy in a few turns...damn pirates! BTW, where are you located in Germany? My mother was raised in a small town called Braunenweiler (near Bad Saulgau). Link to comment Share on other sites More sharing options...
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