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Old December 10th, 2007   #11
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Default Re: Faction problem

for a working new faction you must edit between 15 and 25 xml's (depents on new files etc etc)

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Old December 10th, 2007   #12
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Default Re: Faction problem

I only had two xml files to make my faction workable. A faction file, and one with my only structure.

Don't forget to edit the other factions, and make your new faction an enemy, this is very important!!! Not just your faction's enemy list, but the others as well.
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Old December 10th, 2007   #13
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Default Re: Faction problem

Quote:
Originally Posted by Sidious Invader View Post
I only had two xml files to make my faction workable. A faction file, and one with my only structure.

Don't forget to edit the other factions, and make your new faction an enemy, this is very important!!! Not just your faction's enemy list, but the others as well.
oh ? and your new faction can capture inforcementpoints ? or can build turrets ? and and and ... that would wondering me if that works with only 2 xml's edited

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Old December 11th, 2007   #14
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Default Re: Faction problem

Quote:
Originally Posted by Sidious Invader View Post
Don't forget to edit the other factions, and make your new faction an enemy, this is very important!!! Not just your faction's enemy list, but the others as well.
Thx that was the problem.


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Old December 12th, 2007   #15
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Default Re: Faction problem

sry for double post again but I have a new problem. when I attack a planet on the ground my units don't spawn. the reinforcement point where they should spawn is neutral. what's wrong now?


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Old December 12th, 2007   #16
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Default Re: Faction problem

it would be a problem with the units, ive had this before, it may be that theyre not victory relevant or have a buggy tansport


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Old December 12th, 2007   #17
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Default Re: Faction problem

that isn`t the problem, they are victory relevant and their transport is a copy of the imperial landing craft.
is it possible that there is a problem with the reinforcement point code?


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Old December 12th, 2007   #18
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Default Re: Faction problem

you need to open the markers.xml and change the reinforcement points affiliation to include your faction. you also have to change the affiliation on all bunkers, build pads, and other objects to include your faction, otherwise your units will have no influence in control of capture points
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Old December 13th, 2007   #19
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Default Re: Faction problem

yeah, thats probably it


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Old December 14th, 2007   #20
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Default Re: Faction problem

I have done this already but it doesn't work
(red=new faction):
Code:
<Marker Name="Reinforcement_Point">
        <Text_ID> TEXT_TOOLTIP_REINFORCEMENT_POINT_NAME </Text_ID>
        <Tooltip_Text>TEXT_TOOLTIP_REINFORCEMENT_POINT_DESCRIPTION</Tooltip_Text>
        <Encyclopedia_Text> TEXT_TOOLTIP_REINFORCEMENT_POINT_DESCRIPTION </Encyclopedia_Text>
        <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
        <Land_Model_Name>W_Pedistal_Faction.alo</Land_Model_Name>
        <Scale_Factor>1.2</Scale_Factor>
        <Space_Model_Name />
        <Behavior> CAPTURE_POINT, REVEAL, REINFORCEMENT_POINT, DUMMY_TOOLTIP </Behavior>
        <Capture_Point_Transition_Time_Seconds>10.0</Capture_Point_Transition_Time_Seconds>
        <Is_Decoration>No</Is_Decoration>
        <Has_Land_Evaluator>Yes</Has_Land_Evaluator>
        <Reinforcement_Enabling_Radius>250.0</Reinforcement_Enabling_Radius>
        <Land_FOW_Reveal_Range>275.0</Land_FOW_Reveal_Range>
        <Capture_Point_Radius>100.0</Capture_Point_Radius>
        
        <Is_Visible_On_Radar>True</Is_Visible_On_Radar>
        <Radar_Show_Facing>No</Radar_Show_Facing>
        <Radar_Range_Icon_Name>i_radar_landing.tga</Radar_Range_Icon_Name>
        <Radar_Icon_Name>mini_map_reinforcement.tga</Radar_Icon_Name>
        <Radar_Icon_Size>0.08  0.08</Radar_Icon_Size>
        
        <Is_Valid_Target>No</Is_Valid_Target>
        <Begin_Control_Transition_Radar_Event>DEFAULT_CONTROL_POINT_TRANSITION</Begin_Control_Transition_Radar_Event>
        <End_Control_Transition_Radar_Event>DEFAULT_CONTROL_POINT_TRANSITION</End_Control_Transition_Radar_Event>
        <Reinforcement_Region_Blob_Name>Reinforcement_Point_Radius_Overlay</Reinforcement_Region_Blob_Name>

        <Faction_Anim_Subindex>Rebel, 0</Faction_Anim_Subindex>
        <Faction_Anim_Subindex>Empire, 1</Faction_Anim_Subindex>
        <Faction_Anim_Subindex>Sith_Empire, 1</Faction_Anim_Subindex>
        <Faction_Anim_Subindex>Neutral, 2</Faction_Anim_Subindex>
        <Faction_Anim_Subindex>Pirates, 2</Faction_Anim_Subindex>
        <Faction_Anim_Subindex>Underworld, 3</Faction_Anim_Subindex>
        <Faction_Anim_Subindex>Hostile, 2</Faction_Anim_Subindex>
        <Faction_Anim_Subindex>Hutts, 2</Faction_Anim_Subindex>

        <Influences_Capture_Point>True</Influences_Capture_Point>
        <Control_Point_Domination_Condition_Relevant>Yes</Control_Point_Domination_Condition_Relevant>
        <Affiliation>Neutral, Rebel, Empire, Pirates, Underworld, Hutts, Sith_Empire</Affiliation>
        <Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
        <Initial_State_Visible_Under_FOW>True</Initial_State_Visible_Under_FOW>
        <Additional_Population_Capacity>100</Additional_Population_Capacity>
        <Property_Flags>IsRushTarget</Property_Flags>
        <Immune_To_Damage>True</Immune_To_Damage>
        <Include_In_UI_Map_Header>true</Include_In_UI_Map_Header>
     </Marker>
but do you know what this line does?
Code:
<Faction_Anim_Subindex>Empire, 1</Faction_Anim_Subindex>


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