redfox34 Posted July 16, 2006 Share Posted July 16, 2006 I have looked through the XML files but I have not found a way to change the affiliations of the indigenous forces. Can anyone tell me how to change which side controls the indigenous forces on a planet? Link to comment Share on other sites More sharing options...
redfox34 Posted July 17, 2006 Author Share Posted July 17, 2006 Bump Link to comment Share on other sites More sharing options...
redfox34 Posted July 18, 2006 Author Share Posted July 18, 2006 I won't bump this topic again, because I don't want to be a pest, but doesn't anyone know how to solve this issue? I am trying to make a mod where you play as the pirates in place of the rebels, and I need to change the rebel relationship to some of the indigenous troops like Ewoks and Bothans to help make it more accurate. Link to comment Share on other sites More sharing options...
Mike.nl Posted July 18, 2006 Share Posted July 18, 2006 There is of course the <Affiliation> tag in GroundIndigenous.xml. However, it does not seem to do a lot. At least, not in GC mode. As an experiment, I switched Jawa_Scout from Rebel to Empire and invaded Tatooine as the Empire. The Jawa's were still on the Rebels' side. I then opened the map _LAND_PLANET_TATOOINE_02.TED in the editor, changed the owner of the Jawa vehicle from Rebellion to Empire and removed the modified GroundIndigenous.xml. Now the Jawa's were on my side, despite the Rebel affiliation in the XML. So my guess is when you play a land map, indigenous units are affiliated with the faction that owns their spawn building. So what use is the <Affiliation> tag you ask? I don't know, but if I had to guess I'd say it's there so the GC AI can determine what side indigenous units belong to without actually opening the map. For example, in Planets.xml, for Tatooine, it says: <Potential_Indigenous_Power>Jawa_Scout, 50</Potential_Indigenous_Power> <Potential_Indigenous_Power>Desert_Civilian_A, 200</Potential_Indigenous_Power> <Potential_Indigenous_Power>Rancor, 1000</Potential_Indigenous_Power> <Potential_Indigenous_Power>Sand_Person_Sniper_A, 50</Potential_Indigenous_Power> The AI can then look up those units' affiliations and properly calculate how much of a help (or nuisance) they're going to be. Which could influence the decision to invade or not. Link to comment Share on other sites More sharing options...
redfox34 Posted July 18, 2006 Author Share Posted July 18, 2006 Thanks a bunch, that helps a lot. Now I should be able to fix those planets up! =) Link to comment Share on other sites More sharing options...
jedi7000nathan Posted July 18, 2006 Share Posted July 18, 2006 good idea now ryloth's twi'lek will be allied with some side Link to comment Share on other sites More sharing options...
redfox34 Posted July 20, 2006 Author Share Posted July 20, 2006 Hey, I now have one last problem before I can finish playtesting the campaign: Chewbacca can't hijack Rebel vehicles, and for this campaign it would help if he could. I tried making a captured clone, but it doesn't work. Is there some piece of code I am missing to allow him to hijack, say a T-2B? Link to comment Share on other sites More sharing options...
usul Posted July 21, 2006 Share Posted July 21, 2006 for the chewie thing you need to make special chewie captured versions, and add a behaviour that it can be captured. And new icons. Link to comment Share on other sites More sharing options...
PoiuyWired Posted July 31, 2006 Share Posted July 31, 2006 Any idea how to make a Rancor Healable? Right now for some reason Friendly Rancors can't be healed by becta nor can they be repaired? Link to comment Share on other sites More sharing options...
ImpElite Posted July 31, 2006 Share Posted July 31, 2006 Any idea how to make a Rancor Healable? Right now for some reason Friendly Rancors can't be healed by becta nor can they be repaired? If you used Force Corrupt on them then you can't heal them or any corrupted unit. Link to comment Share on other sites More sharing options...
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