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Old April 12th, 2009   #1
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exclaim Faction exclusive space units

I don't know why, but for some reason, Empire-only ships are showing up in the usage of Rebels, Consortium ships in the hands of the Empire, and so on and so forth.

Can somebody please find what is causing this? It recently happened with the Empire owning a Bloodstar. Here is the coding for the Bloodstar:

Quote:
<?xml version="1.0"?>
<Bloodstar_Data>

<SpaceUnit Name="Bloodstar_P">
<Variant_Of_Existing_Type>Bloodstar_0</Variant_Of_Existing_Type>
<Tech_Level>99</Tech_Level>
<Affiliation>Pirates</Affiliation>
<Starting_Spawned_Units_Tech_0>Z95_Headhunter_Squa dron, 4</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Z95_Headhunter_Squad ron, 4</Reserve_Spawned_Units_Tech_0>

<Starting_Spawned_Units_Tech_0>Scyk_Fighter_Squadr on_P, 4</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Scyk_Fighter_Squadro n_P, 4</Reserve_Spawned_Units_Tech_0>

<Starting_Spawned_Units_Tech_0>Pirate_Fighter_Squa dron, 2</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Pirate_Fighter_Squad ron, 2</Reserve_Spawned_Units_Tech_0>

<Starting_Spawned_Units_Tech_0>Y-Wing_Squadron_P, 2</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Y-Wing_Squadron_P, 2</Reserve_Spawned_Units_Tech_0>

<Starting_Spawned_Units_Tech_0>TIE_Scout_Squadron_ U, 1</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>TIE_Scout_Squadron_U , 1</Reserve_Spawned_Units_Tech_0>

</SpaceUnit>


<SpaceUnit Name="Bloodstar_H">
<Variant_Of_Existing_Type>Bloodstar_0</Variant_Of_Existing_Type>
<Tech_Level>0</Tech_Level>
<Affiliation>Hutts</Affiliation>
<Starting_Spawned_Units_Tech_0>Z95_Headhunter_Squa dron_H, 4</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Z95_Headhunter_Squad ron_H, 4</Reserve_Spawned_Units_Tech_0>

<Starting_Spawned_Units_Tech_0>Scyk_Fighter_Squadr on_H, 4</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Scyk_Fighter_Squadro n_H, 4</Reserve_Spawned_Units_Tech_0>

<Starting_Spawned_Units_Tech_0>Pirate_Fighter_Squa dron, 2</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Pirate_Fighter_Squad ron, 2</Reserve_Spawned_Units_Tech_0>

<Starting_Spawned_Units_Tech_0>Y-Wing_Squadron, 2</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Y-Wing_Squadron, 2</Reserve_Spawned_Units_Tech_0>

<Starting_Spawned_Units_Tech_0>TIE_Scout_Squadron_ H, 1</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>TIE_Scout_Squadron_H , 1</Reserve_Spawned_Units_Tech_0>

</SpaceUnit>


<SpaceUnit Name="Bloodstar_U">
<Variant_Of_Existing_Type>Bloodstar_0</Variant_Of_Existing_Type>
<Tech_Level>0</Tech_Level>
<!-- <Starting_Spawned_Units_Tech_0>Morningstar_A_Starf ighter_Squadron, 2</Starting_Spawned_Units_Tech_0>

<Reserve_Spawned_Units_Tech_0>Morningstar_A_Starfi ghter_Squadron, 2</Reserve_Spawned_Units_Tech_0>

<Starting_Spawned_Units_Tech_0>Morningstar_B_Starf ighter_Squadron, 2</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Morningstar_B_Starfi ghter_Squadron, 2</Reserve_Spawned_Units_Tech_0>
-->

<Starting_Spawned_Units_Tech_0>Z95_Headhunter_Squa dron_ZC, 4</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Z95_Headhunter_Squad ron_ZC, 4</Reserve_Spawned_Units_Tech_0>
<!--
<Starting_Spawned_Units_Tech_0>Dagger_Starfighter_ Squadron, 2</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Dagger_Starfighter_S quadron, 2</Reserve_Spawned_Units_Tech_0>
-->
<Starting_Spawned_Units_Tech_0>Scyk_Fighter_Squadr on, 4</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Scyk_Fighter_Squadro n, 4</Reserve_Spawned_Units_Tech_0>

<Starting_Spawned_Units_Tech_0>Pirate_Fighter_Squa dron_U, 2</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Pirate_Fighter_Squad ron_U, 2</Reserve_Spawned_Units_Tech_0>

<Starting_Spawned_Units_Tech_0>Y-Wing_Squadron_U, 2</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Y-Wing_Squadron_U, 2</Reserve_Spawned_Units_Tech_0>

<Starting_Spawned_Units_Tech_0>TIE_Scout_Squadron_ U, 1</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>TIE_Scout_Squadron_U , 1</Reserve_Spawned_Units_Tech_0>

</SpaceUnit>

<SpaceUnit Name="Bloodstar_0">
<Text_ID>TEXT_UNIT_BLOODSTAR_BATTLESHIP</Text_ID>
<Encyclopedia_Good_Against> Victory_Destroyer Alliance_Assault_Frigate </Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To> TIE_Defender B-Wing </Encyclopedia_Vulnerable_To>
<Encyclopedia_Text> TEXT_TOOLTIP_BLOODSTAR</Encyclopedia_Text>
<Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_CAPITAL </Encyclopedia_Unit_Class>
<Icon_Name><!--i_button_Bloodstar.tga--></Icon_Name>

<GUI_Row> 1 </GUI_Row>
<Space_Model_Name>Bloodstar.alo</Space_Model_Name>
<Select_Box_Scale>890</Select_Box_Scale>
<Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust>
<Mass>0.995</Mass>
<Scale_Factor>1.2</Scale_Factor>
<Size_Value>360</Size_Value>
<!-- <No_Colorization_Color> 255, 255, 255, 255 </No_Colorization_Color>-->

<Max_Speed>1.8</Max_Speed>
<Max_Rate_Of_Turn>0.4</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>25</Bank_Turn_Angle>
<Max_Thrust>0.2</Max_Thrust>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.5</Hyperspace_Speed>
<Maintenance_Cost>0.3</Maintenance_Cost>
<MovementClass> Space </MovementClass>
<Space_Layer> Capital </Space_Layer>
<Ship_Class>Capital</Ship_Class>
<Layer_Z_Adjust>-290.0</Layer_Z_Adjust>
<OverrideAcceleration> .02 </OverrideAcceleration>
<OverrideDeceleration> .02 </OverrideDeceleration>

<Affiliation>Underworld</Affiliation>
<Tech_Level>99</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>1</Required_Star_Base_Level>
<Required_Special_Structures>Generic_Shipyard_Leve l_5_U</Required_Special_Structures>
<Required_Planets />
<Build_Cost_Credits>6400</Build_Cost_Credits>
<Build_Time_Seconds>50</Build_Time_Seconds>
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>

<Cheap_Bribe_Cost>200</Cheap_Bribe_Cost>
<Expensive_Bribe_Cost>400</Expensive_Bribe_Cost>
<Tactical_Bribe_Cost>3200</Tactical_Bribe_Cost>

<Armor_Type> Armor_Star_Destroyer </Armor_Type>
<Shield_Armor_Type>Shield_Capital</Shield_Armor_Type>
<Autoresolve_Health>7500</Autoresolve_Health>
<Tactical_Health>7500</Tactical_Health>
<Shield_Points>2200</Shield_Points>
<Shield_Refresh_Rate>45</Shield_Refresh_Rate>
<Energy_Capacity>99999</Energy_Capacity>
<Energy_Refresh_Rate>800</Energy_Refresh_Rate>
<Damage>60</Damage>
<AI_Combat_Power>3500</AI_Combat_Power>
<Formation_Priority>5</Formation_Priority>
<Squadron_Capacity>40</Squadron_Capacity>

<Behavior> SELECTABLE, DUMMY_STARSHIP </Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, POWERED, SHIELDED, TARGETING, HIDE_WHEN_FOGGED, REVEAL, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA, SPAWN_SQUADRON </SpaceBehavior>

<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Death_Explosions>Large_Explosion_Space</Death_Explosions>
<Asteroid_Damage_Hit_Particles>Large_Damage_Spac e</Asteroid_Damage_Hit_Particles>
<Death_Clone>Damage_Normal, Bloodstar_Death_Clone</Death_Clone>

<Space_FOW_Reveal_Range>1400.0</Space_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>2000.0</Targeting_Max_Attack_Distance>
<Dense_FOW_Reveal_Range_Multiplier>0.24</Dense_FOW_Reveal_Range_Multiplier>

<HardPoints>
HP_BLOODSTAR_01,
HP_BLOODSTAR_02,
HP_BLOODSTAR_03,
HP_BLOODSTAR_04,
HP_BLOODSTAR_05,
HP_BLOODSTAR_06,
HP_BLOODSTAR_07,
HP_BLOODSTAR_08,
HP_BLOODSTAR_09,
HP_BLOODSTAR_10,
HP_BLOODSTAR_11,
HP_BLOODSTAR_12,
HP_BLOODSTAR_13,
HP_BLOODSTAR_14,
HP_BLOODSTAR_15,
HP_BLOODSTAR_16,
HP_BLOODSTAR_17,
HP_BLOODSTAR_SHIELDS,
HP_BLOODSTAR_HANGAR,
HP_BLOODSTAR_ENGINES
</HardPoints>




<Spawned_Squadron_Delay_Seconds>2.0</Spawned_Squadron_Delay_Seconds>

<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Kadalbe</SFXEvent_Build_Complete>
<SFXEvent_Ambient_Loop>Unit_Calamari_Moving_Engine _Loop</SFXEvent_Ambient_Loop>

<SFXEvent_Select>Unit_Select_Kadalbe</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Kadalbe</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Kadalbe</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Kadalbe</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Kadalbe</SFXEvent_Guard>
<SFXEvent_Barrage>Unit_Barrage_Kadalbe</SFXEvent_Barrage>
<SFXEvent_Move_Into_Nebula> Unit_Nebula_Kadalbe </SFXEvent_Move_Into_Nebula>

<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Kadalbe </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Kadalbe </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Kadalbe </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Kadalbe </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Kadalbe </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_ENGINE, Unit_HP_ENGINES_Kadalbe </SFXEvent_Attack_Hardpoint>

<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Kadalbe </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_MISSILE, </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_TORPEDO, </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_ION_CANNON, </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Kadalbe </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_ENGINE, Unit_Lost_Engines_Kadalbe </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_GRAVITY_WELL, </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_FIGHTER_BAY, </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_TRACTOR_BEAM, </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_ENABLE_SPECIAL_ABILITY, </SFXEvent_Hardpoint_Destroyed>

<SFXEvent_Engine_Idle_Loop> Unit_Calamari_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop> Unit_Calamari_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Calamari_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop>

<Death_SFXEvent_Start_Die>Unit_Calamari_Death_SF X</Death_SFXEvent_Start_Die>

<CategoryMask> Capital | AntiFrigate </CategoryMask>
<Space_Full_Stop_Command> Yes </Space_Full_Stop_Command>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
<Radar_Icon_Size>0.08 0.16</Radar_Icon_Size>
<!-- <Radar_Icon_Name>i_radar_capital_ship.tga</Radar_Icon_Name>
-->

<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>0.0</Idle_Chase_Range>
<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<Targeting_Priority_Set>Capital</Targeting_Priority_Set>
<Visible_On_Radar_When_Fogged>true</Visible_On_Radar_When_Fogged>
<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
<Ranking_In_Category>5</Ranking_In_Category>
<Score_Cost_Credits> 42500 </Score_Cost_Credits>
<Population_Value>4</Population_Value>
<Victory_Relevant>yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>

<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
<Tactical_Build_Cost_Multiplayer>5300</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>28</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites />
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
<!--<Build_Limit_Current_Per_Player>0</Build_Limit_Current_Per_Player>-->
<!--<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>-->
<!--<MULTIPLAYER SKIRMISH VALUES END>-->



</SpaceUnit>

<SpaceUnit Name="Bloodstar_Death_Clone">
<Text_ID>TEXT_UNIT_KEDALBE_BATTLESHIP</Text_ID>
<Space_Model_Name>Bloodstar_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die> Unit_Calamari_Death_SFX </Death_SFXEvent_Start_Die>
<Scale_Factor> 1.2 </Scale_Factor>
<Layer_Z_Adjust> -290.0 </Layer_Z_Adjust>
<Max_Speed> 0.25 </Max_Speed>
<Max_Rate_Of_Turn> 0.4 </Max_Rate_Of_Turn>
<Max_Thrust> 0.05 </Max_Thrust>
<Max_Rate_Of_Roll> 0.02 </Max_Rate_Of_Roll>
<Bank_Turn_Angle> 5 </Bank_Turn_Angle>
<Affiliation> Underworld </Affiliation>
<Ship_Class> capital_ship </Ship_Class>
<Remove_Upon_Death>true</Remove_Upon_Death>
</SpaceUnit>

















</Bloodstar_Data>


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Old April 12th, 2009   #2
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Default Re: Faction exclusive space units

You know I've just been having the EXACT same issue with the Nebulon B and Y-wing Squadron showing up for the Republic even though they're coded in only for the Rebellion. I think I fixed the Y-wing issue, but the Neb stays around like a bad smell.
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Old April 12th, 2009   #3
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icon_question Re: Faction exclusive space units

Quote:
Originally Posted by Darth_Windu View Post
You know I've just been having the EXACT same issue with the Nebulon B and Y-wing Squadron showing up for the Republic even though they're coded in only for the Rebellion. I think I fixed the Y-wing issue, but the Neb stays around like a bad smell.
Bleh. Does you Nebulon have variants of it by any chance? Because this has only happened with variant ships for me, but it hasn't happened with all types, like, it hasn't happened with Victory Destroyers yet happens with Acclamators all the time.

Is there a way to prevent a specific unit from EVER being in the possession of a certain faction or *anything* to stop this?


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Old April 12th, 2009   #4
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Unhappy Re: Faction exclusive space units

(accidental double post)

Is FF running slowly for anyone else?


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Old April 13th, 2009   #5
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Default Re: Faction exclusive space units

Nah no variants at all, I'm baffled.

What I was thinking though was using the story xml's to simply lock all variants of the Nebulon (you could do it too) and see if that works.
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Old April 13th, 2009   #6
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Default Re: Faction exclusive space units

Quote:
Originally Posted by Darth_Windu View Post
Nah no variants at all, I'm baffled.

What I was thinking though was using the story xml's to simply lock all variants of the Nebulon (you could do it too) and see if that works.
I'm not sure what you mean by 'lock all variants'... but let me know if that works out.


Also, the speed seems to be back to normal again. >_>


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Old April 13th, 2009   #7
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Default Re: Faction exclusive space units

Quote:
<SpaceUnit Name="Bloodstar_H">
<Variant_Of_Existing_Type>Bloodstar_0</Variant_Of_Existing_Type>
<Tech_Level>0</Tech_Level>
<Affiliation>Hutts</Affiliation>
Could it be the Affiliation line that's the issue? The Underworld variant doesn't have this line...


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Old April 13th, 2009   #8
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Default Re: Faction exclusive space units

Quote:
Could it be the Affiliation line that's the issue? The Underworld variant doesn't have this line...
The "Bloodstar_u" is a variant of the base unit(Bloodstar_O) which is all ready coded for the underworld.

Do you have the code for the empire, and rebel version? Only listed is the pirate, hutt, and consortium.

This is a guess, because everything looks correct. Check the <Required_Special_Structures> tag for the rebel, and empire units.
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Old April 13th, 2009   #9
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Default Re: Faction exclusive space units

Quote:
Originally Posted by Sidious Invader View Post
The "Bloodstar_u" is a variant of the base unit(Bloodstar_O) which is all ready coded for the underworld.

Do you have the code for the empire, and rebel version? Only listed is the pirate, hutt, and consortium.

This is a guess, because everything looks correct. Check the <Required_Special_Structures> tag for the rebel, and empire units.
xano, its easy....

cut that <Affiliation>Underworld</Affiliation> in the base unit out and put one affiliation in every variant.... (hutt at the hut variant and so on... )

the same with that squads,put only that squads in the variants which then should be in and no squad info in the variant here too.

that should work, for me in frontlines it works fine

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Old April 13th, 2009   #10
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Default Re: Faction exclusive space units

Quote:
Originally Posted by N3bulu5 View Post
xano, its easy....

cut that <Affiliation>Underworld</Affiliation> in the base unit out and put one affiliation in every variant.... (hutt at the hut variant and so on... )

the same with that squads,put only that squads in the variants which then should be in and no squad info in the variant here too.

that should work, for me in frontlines it works fine
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).


EDIT:

@ SI, No, there are no non-listed variants, I was very careful to make sure there was no way the Rebels or the Empire could acquire one of these due to careless coding. What you see is everything I have for the Bloodstar other than the hardpoints, which can't be the problem.


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My laptop is down, possibly permanently, so I've potentially lost all my work.
I'm overly judgmental, so I think most of it was just crap anyway.
<!-- New News -->
I'm back! I'm not able to play or anything, but I'm back.

Last edited by xanofar; April 13th, 2009 at 01:54 PM.
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