Goldenshadow Posted March 9, 2006 Share Posted March 9, 2006 This structure was in the demo mods. I made sure those damned floating tanks didn't move. But you could destroy it or destroy the power generators and your landed tanks would start moving again. If you can also block air speeders from flying this structure would be very useful for the empire. Why did they take it out of the full game? Link to comment Share on other sites More sharing options...
Three60 Posted March 9, 2006 Share Posted March 9, 2006 Who knows. They also had the Tantive (sp?) 4 and a Merchant Freighter still in, but not useable. And a fueling pump. Link to comment Share on other sites More sharing options...
Rhedd-5 Posted March 9, 2006 Share Posted March 9, 2006 The jammer works with a simple change. I think all I did was assign it to tech level 4 to get it in the game. I'm ASSUMING it's working right, since this sort of thing is very hard to test vs the AI. Note, however, that speeders are NOT considered repulsorlift vehicles by default, which I assume is an oversight, since they certainly are. That, too, is easy to change. Just add the line <Is_Affected_By_Gravity_Control_Field> Yes </Is_Affected_By_Gravity_Control_Field> to their file. Since I've done this, I haven't had the AI send speeders against a grav generator, so I haven't been able to test it, but I'm 99% sure that it works. I don't promise that this won't make the grav-gen TOO useful to the Empire, though. ^_^ Link to comment Share on other sites More sharing options...
Slocket Posted March 9, 2006 Share Posted March 9, 2006 One problem that may arise is wil the AI build a Jammer if playing the Empire? The Jammer works just fine for the human player as the Empire. When attacked by the AI theyunits are stuck on the ground (TB2 Tanks). But I have not seen the AI build one on its own when its get to play the Empire...you must make a change to the groundbuild.LUA file to make the AI understand it is a buildable unit to use. So you may have to only play it in MP or understand the AI limitation on building unlocked structures. Needs more tedious testing...wish I had some debug console commands to set up a scenario quickly. Link to comment Share on other sites More sharing options...
Athanasios Posted March 9, 2006 Share Posted March 9, 2006 Three, the Tantive and Merchant Fighters are included in the files. Tantive IV is in genericheros file i think, but im not sure. Ive seen them in some files, but didn't bother activating them. Link to comment Share on other sites More sharing options...
Three60 Posted March 9, 2006 Share Posted March 9, 2006 I just meant they weren't used. Link to comment Share on other sites More sharing options...
Darth_Torpid-PG Posted March 9, 2006 Share Posted March 9, 2006 They should be functional. It was determined during testing that the structure caused more frustration than fun, so it was removed. Feel free to tell me your own opinions since I am curious Link to comment Share on other sites More sharing options...
Rhedd-5 Posted March 9, 2006 Share Posted March 9, 2006 Beta testing whiners. ^_^ I think surprises that make you suddenly change your strategy are always good. "Yikes! I was going to drop a bunch of T2-Bs and rush his base, but suddenly I've got to sneak an infiltrator by his front line and take out that grav-generator or I'm doomed!" Nothin' but fun in that. ^_^ Makes scouting a planet before attacking even more useful, too. Link to comment Share on other sites More sharing options...
Master Leffe Posted March 9, 2006 Share Posted March 9, 2006 So how exactly would you go about reactivating this thing again? Link to comment Share on other sites More sharing options...
Rhedd-5 Posted March 10, 2006 Share Posted March 10, 2006 SPECIALSTRUCTURES.XML <SpecialStructure Name="Ground_Gravity_Generator"> Change <Tech_Level>99</Tech_Level> to something 5 or less. (I used 4, which is the level of all the other Imperial grav tech.) I do believe that's it. Oh, and if you want it to stop speeders, too, you'll have to make the edit to them that I mention above. Link to comment Share on other sites More sharing options...
Admiral Sith Posted March 10, 2006 Share Posted March 10, 2006 It should stop speeders, as they do run on Repulsars Link to comment Share on other sites More sharing options...
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