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Old April 13th, 2009   #11
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Default Re: Faction exclusive space units

Quote:
Originally Posted by xanofar View Post
You mean don't give the Bloodstar_0 any affiliation at all? I'll try that (tell me if that's not what you meant).
right! if you want to have variants for different faction, the base (here "bloodstar_0") must have NONE AFFILATION.

the same with planet... if the variants have different req planets ... in the base must that line cut out. or or or .......

that thing's that make the different in the variants must be cut out in the "base"

one example to make it clear (i hope )
in frontlines the dreadnought mk I is avaible for the empire, the reb, and pirates. so a code a base, without Squads, Hardpoints, affiliation, req buildings and icon.

in the variants i put only the lines in which are NOT declared in the Base.

and that works, you'll see

The dreadnought has 12 variants at fls

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Old April 13th, 2009   #12
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Default Re: Faction exclusive space units

Quote:
Originally Posted by N3bulu5 View Post
right! if you want to have variants for different faction, the base (here "bloodstar_0") must have NONE AFFILATION.
Not true - look at a lot of the PG base coding, they do exactly the same thing that Xanofar has done.

Also Xanofar - try making an Imperial version of the unit, and then lock it in story mode with this sort of code-

<Event Name="Lock_Imperial_Bloodstar">
<Event_Type>STORY_TRIGGER</Event_Type>
<Reward_Type>BUILDABLE_UNIT</Reward_Type>
<Reward_Param1></Reward_Param1>
<Reward_Param2>Bloodstar_E</Reward_Param2>
<Prereq>Universal_Story_Start</Prereq>
</Event>

and see if that helps.
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Old April 14th, 2009   #13
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Default Re: Faction exclusive space units

Quote:
Originally Posted by Darth_Windu View Post
Not true - look at a lot of the PG base coding, they do exactly the same thing that Xanofar has done.

Also Xanofar - try making an Imperial version of the unit, and then lock it in story mode with this sort of code-

<Event Name="Lock_Imperial_Bloodstar">
<Event_Type>STORY_TRIGGER</Event_Type>
<Reward_Type>BUILDABLE_UNIT</Reward_Type>
<Reward_Param1></Reward_Param1>
<Reward_Param2>Bloodstar_E</Reward_Param2>
<Prereq>Universal_Story_Start</Prereq>
</Event>

and see if that helps.

I don't think it would. With the Acclamator I made a Rebel version, but the Rebels kept building the Imperial versions.


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Old April 26th, 2009   #14
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Angry Re: Faction exclusive space units

You know what, sorry to bring this back up, but nothing has stopped the Rebels from building Acclamators. It's driving me crazy.


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Old April 27th, 2009   #15
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Default Re: Faction exclusive space units

Either you try Windu's or this one:
Code:
<Event Name="LOCK_UNIT_Bloodstar_E">
<Event_Type>STORY_TRIGGER</Event_Type>
<Reward_Type>LOCK_UNIT</Reward_Type>
<Reward_Param1>Bloodstar_E</Reward_Param1>
<Prereq>Universal_Story_Start</Prereq>
</Event>
I have never tried to lock a unit with BUILDABLE_UNIT without unlocking another one.
But if you copy my code here in the rebel story file it'll probably stop them from building enemy ships. Of course the unit name needs to be replaced, but it should work then.


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Old April 27th, 2009   #16
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Default Re: Faction exclusive space units

Without an affiliation tag, the Rebels really shouldn't be able to build Acclamators. Have you created any ships as a variant of the Acclamator or anything like that?
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Old May 11th, 2009   #17
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Default Re: Faction exclusive space units

UEAW used to have a simillar problem with the Rebellion able to use Daala, if I recall they LUA'ed the rebel AI to not use her at all or something like that. I know it's not descriptive but it's a step in the right direction.

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