Modding Question Thread
This is a discussion on Modding Question Thread within the SW:EaW Modding, Mapping and Editing forums, part of the Star Wars: Empire At War category; I love FoC but I hate ZC, anyway to remove them? Thanks for any help. Also anyone has a GC ...
| SW:EaW Modding, Mapping and Editing Want more info about a Mod? Making a Mod? Looking for Modders, Mappers, Skinners, etc.? This is your Spot! |
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#21
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| I love FoC but I hate ZC, anyway to remove them? Thanks for any help. Also anyone has a GC out there that only gives you and the NPCs 3-4 planets to start with? Something like Aves conquest map. I looked through the map section but didn't find any. And I tried to do it myself but failed horribly ~_~... ~Merged with modding question thread, More likely to get response~ Thanks AA, apologies if I was meant to post here. I actually found a mod that did all of this so that's all I needed to know. Of course I would like to know if there is a cannon scale mod out there for FoC that keeps the hardpoints. The only scale mods out there seem to remove them O.o. Last edited by DarkDeserter; November 24th, 2008 at 01:35 AM.. |
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#22
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| It's actually quite easy to do and only requires the editing of one XML file. I'd whip one up for you, but am busy for the next few days. If you still want it then I'll happily do it. |
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#23
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| I'll gladly take a scaling mod , I hate the fact that stormtroopers are as tall as a At-ST :P. |
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#24
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| I suppose i could help when i can get on (not that often anymore sadly) X
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#25
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| you can add EAW Galactic Conquests to FoC easy enough. Copy Campaigns_Singleplayer.xml from source(EAW) and create a new mod or use an existing mod's XML folder.(Rename Campaigns_Singleplayer.xml to EAW_Campaigns.xml) Copy and paste Campaignfiles.xml to your mod folder. open the new Campaignfiles.xml and add the line <File>EAW_Campaigns.xml</file> now you can play EAW conquest maps on foc |
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#26
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| We still need 3 more guys who can help others....
__________________ ![]() Coming rig: Intel i5 750 - Gigabyte GA-P55-UD3 mobo - XFX Radeon 5850 - Kingston 4 GB ValueRAM 1333 MHz - CoolerMaster RealPower 520W - Samsung Spintpoint F3 1TB - CoolerMaster CM 690 |
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#27
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| thx of help i've solved! now.. there is a way to create a structure that prevents corruption? |
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#28
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| Ever since I started playing EAW I've HATED the starbases. A design meant to DEFEND a planet producing the fighters, starships, scouts and just about everything seemed very unrealistic. Especially given the fact that there was no sign of an external or internal hanger which, as we all know, boarders on moronic because capital ships are huge and any base that built them would need to have a pretty big hanger attatched. So, in recent experiments under my guise as a three-year experience on-and-off coder, I've been working on a design plan to make it so that there are four different types of shipyards. This, btw, is a self-mod (I.E for me only as the only two mods I ever built sucked and getting permission to use peoples models is a very long-winded task) so I was planning on using the Golan I-III models to represent the base that builds the various frigate through capital class ships, as well as using the X-Q1 for the fighters and the X-Q2 for the corvettes. The logic behind this being that, in the games I've seen them in (such as X-Wing Alliance, yes I KNOW I'm old lol) they always have a rather large number of ships around them and, as the Golans look capable (and I see nothing in cannon that says yay or nay towards them being shipyard capable) I decided those four models would be the best choice. Now, your probably wondering what this long-winded bout of hoop-lah is all about. Believe it or not, yes, I am getting to something. My main question is; would this small personal mod be possible? I mean, would it be possible to make it so that the starbase is regulated to a defensive role (as it should be) and those four models coded and scripted to replace the role of ship and fighter builders? I'm aware that, as the A.I is stupid, I'd need to find a way to script it to build those bases in order for it to build ships (no easy task given how moronic it can be at times) but it SEEMS do-able... I'm also aware that, given the limited slots for space-base units, I'd only be able to build one to two types of yard for any planet, but it still seems a much more cannon idea than what EAW and FOC have now. Does anybody have any thoughts or advice on my unrelenting abuse of the games XML coding? Or the plausability of this project?
__________________ You cannot pass! I am a servant of the Secret Fire, wielder of the Flame of Anor. The dark fire will not avail you, Flame of Udun! Go back to the shadow. YOU SHALL NOT PASS! ~ The Fellowship of the Ring |
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#29
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| as far as i have seen and played with the coding its all a possibly, but its going to take some time to get all the kinks out of the scripting and coding. i even believe it been done on a smaller scale before, but i can recall by who right now X
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#30
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| Ok, I'm super new to modding. Like, i really have not done a whole heck of a lot besides changing the build costs, size and build times, and in a few cases the availability to different factions, of various units on FoC. I'd like to get a little more into the modding scene, and I think im gonna try making a new unit. Basically, i want to take the existing ISD and change all the ion cannons to mass drivers, and make it so i can only build one, hopefully naming it the Chimaera, and only in the Maw installation. Any help you guys could give me would be amazingly helpful. |
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, I hate the fact that stormtroopers are as tall as a At-ST :P. 



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