Jump to content

Kodor

Members
  • Posts

    60
  • Joined

  • Last visited

Legacy Profile Fields

  • LOCATION
    In house jumping out a window

Kodor's Achievements

Enthusiast

Enthusiast (6/14)

  • First Post
  • Collaborator
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. What a difference a day off can make! I'm altering the AI xmls right now. Basically just trying to isolate the needed files by changing file, entry and tag names. I'm not much interested in changing the functions or LUA at the moment, just trying to get the new structures included. I did add the structures to a couple LUA files. Seems to be working. So long as I can avoid the dreaded hourglass of death everything seems to be working out, eventually. I do have one question. In this entry from OFFENSIVEGALACTICSET.xml: Mando_Distant_System_Path_Bonus One There doesn't seem to be a One function anywhere. Is this supposed to be a defualt numerical value or what?
  2. Actually, I seem to be working it out. I greatly appreciate the offer. I would take you up on it if I didn't enjoy walking around in the dark so much. Of course I want to learn the AI-LUA/XML system. I've made signifigant changes to the rebellion and empire too. The Empire AI is fine. All I did was reorganised the company complements. The rebellion in my GC is now much more stealth/infantry based. I haven't been paying attention to whether the Rebel AI is active enough though. Still trying to get the Mandalorians on duty.
  3. Yep, sure enough, after the past week of beating my head on the keyboard I found the problems just after posting. Alot of little stuff. No fix for the starbase thing? Not too big a deal for me but still.. Actually I got the idea months ago from Fenn Shysa's Vod'an mod idea. I read his post and thought it was a great idea. Drastically cool yet simple. Of course eventually I decided just to add a new faction as that I don't like the corruption system. So basically all the xml is just altered underworld and empire units. What I'm really having trouble with is getting the AI to use the Mandalorians. I'm experimenting but any general help would be appreciated. For instance, is there an file like gameobjectfiles.xml for the AI folder's xml files? Will new LUA scripts in the SCRIPTS folder be read? BTW, if anyone wants these skins I'm happy to share.
  4. Thought I'd post some pics of the models/skins I'm using. The first is of a Warrior squad. They're not Super Commandos but well more seasoned than regular infantry. Second are the Super Commandos and heroes of the faction. Third is the Covert Aerial Assualt Gunship (CA-AG). Thought the Mandos would use air support in serious engagements. (thanks to Bailknight)
  5. It's been a while since I've posted (it's been a while since I've modded). I've been working on adding a Mandalorian faction to my GC game, off and on for a while. I'm happy with the results accept one fatal flaw. My merciless Mandos cannot capture reinforcement points! As well, curiosly their space station appears as a pirate base in the galactic map. It upgrades fine and is all normal in battle though. here is my factions.xml code: REMOVED
  6. Is there a way to force a specific unit to retreat to another planet after a ground defeat even though orbit is secured by friendly forces? For example, I have already taken control of orbit and have friendly ships occupying the planet's space. I I have a non-victory relavent unit in a ground battle and I lose the ground battle(or retreat). I need this unit to be forced to the nearest friendly system rather than simply into orbit. Kind of like when you sneak units past an enemy fleet, attack the planet and then retreat. Your units are forced to a friendly planet.
  7. Oh thats great, who would have thought such a simple question would solve such problems. Thanks
  8. Just as an Update, I got the mines to work. It was as simple as entering No in the tag. And.... Making the troopers unique or hero units. I don't know how to get prox mines to work for the rebels and empire otherwise.
  9. No worries and yes, verry off topic. I was at work and am a little eager to get these units done. I found it. For anyone searching the forums a file called blobmaterials.xml, or something similer, defines all the selection and highlight materials. That's where the .tga files used in each are listed. Thanks for the post though.
  10. I don't think it deserves its own thread but does anyone know where I would find the Highlight_Empire_Hero graphic. I want to add a custom graphic for a new unit. I couldn't find it in the MTD or the textures folder.
  11. Oh, and waaayyy off topic, but were are the graphic files for selection and highlight blob materials?
  12. Ok, so you can't have different types of corruption or edit the corruption types or even make a faction immune to corruption. I have two remaining ponderings. Where is the code for the Defiler? and How is Corruption removal controlled? Thanks
  13. So be it, I was hoping to have two forms of corruption competing with each other but I guess a single corruption system can be a tool for either faction.
  14. I still need to do some experimenting with it, but what file do I use to edit the Corruption mission types?

Copyright (c) 1999-2022 by SWRebellion Community - All logos and trademarks in this site are property of their respective owner. The comments are property of their posters. Star Wars(TM) is a registered trademark of LucasFilm, Ltd. We are not affiliated with LucasFilm or Walt Disney. This is a fan site and online gaming community (non-profit). Powered by Invision Community

×
×
  • Create New...