Upload
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!
April 12th, 2009
#1 Back from the dead!
Join Date: April 14th, 2008
Location: Beaumont, Texas (yes, I moved)
Status: XML theory-craft
Rep Power: 17
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>
April 12th, 2009
#2 RotC Creator
Join Date: September 3rd, 2007
Status: Available
Rep Power: 19
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.
April 12th, 2009
#3 Back from the dead!
Join Date: April 14th, 2008
Location: Beaumont, Texas (yes, I moved)
Status: XML theory-craft
Rep Power: 17
Re: Faction exclusive space units Quote:
Originally Posted by
Darth_Windu 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?
April 12th, 2009
#4 Back from the dead!
Join Date: April 14th, 2008
Location: Beaumont, Texas (yes, I moved)
Status: XML theory-craft
Rep Power: 17
Re: Faction exclusive space units (accidental double post)
Is FF running slowly for anyone else?
April 13th, 2009
#5 RotC Creator
Join Date: September 3rd, 2007
Status: Available
Rep Power: 19
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.
April 13th, 2009
#6 Back from the dead!
Join Date: April 14th, 2008
Location: Beaumont, Texas (yes, I moved)
Status: XML theory-craft
Rep Power: 17
Re: Faction exclusive space units Quote:
Originally Posted by
Darth_Windu 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. >_>
April 13th, 2009
#7 The Internet ends at GF
Join Date: December 20th, 2004
Location: Nakatomi Plaza
Status: Available
Rep Power: 0
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...
"All those who are prideful, and refuse to bow down, shall be laid low and made unto dust"
April 13th, 2009
#8 Dark Lord Of The Sith
Join Date: January 8th, 2007
Location: Bar in lower levels of Coruscant
Status: About to give you a lethal dose of force lightning...
Rep Power: 19
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.
April 13th, 2009
#9 Creator of Frontlines
Join Date: September 11th, 2003
Location: Berlin
Status: Making a mod
Rep Power: 0
Re: Faction exclusive space units Quote:
Originally Posted by
Sidious Invader 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
April 13th, 2009
#10 Back from the dead!
Join Date: April 14th, 2008
Location: Beaumont, Texas (yes, I moved)
Status: XML theory-craft
Rep Power: 17
Re: Faction exclusive space units Quote:
Originally Posted by
N3bulu5 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.
Last edited by xanofar; April 13th, 2009 at 01:54 PM .
Thread Tools Display Modes Linear Mode
Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
All times are GMT -7.