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Old April 2nd, 2012   #1
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Default Modding the Death Star II

Is there a way to modify the Death Star so that the only units it carries as escorts are a TON of fighters? I've tried to change the XML file for SpaceUnitSupers to include several TIE_Bomber_Squadron files under the Space_Escort_Unit_Types; I've changed the settings for escort to "yes" under the SpaceUnitsFighters and Squadrons...but it doesn't work. Any suggestions?

Thanks
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Old April 5th, 2012   #2
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Default Re: Modding the Death Star II

I'd say just replace all entries in this code with tie fighter squadron entries:
Quote:
<Space_Escort_Unit_Types>
TIE_Interceptor_Squadron,
TIE_Interceptor_Squadron,
TIE_Defender_Squadron,
Tartan_Patrol_Cruiser,
Tartan_Patrol_Cruiser,
Victory_Destroyer,
Victory_Destroyer,
Star_Destroyer
</Space_Escort_Unit_Types>
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Old April 9th, 2012   #3
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Default Re: Modding the Death Star II

I've tried that. Very strange.

For some reason, the fighters don't show up. I can use any number of Tartans, Star Destroyers, etc. as escorts, and they show up just fine during battle.

But if I try to use just fighters as escorts, nothing shows up during battle.

I can't figure it out.
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Old April 15th, 2012   #4
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Default Re: Modding the Death Star II

Quote:
Originally Posted by trojanrobmc View Post
I've tried that. Very strange.

For some reason, the fighters don't show up. I can use any number of Tartans, Star Destroyers, etc. as escorts, and they show up just fine during battle.

But if I try to use just fighters as escorts, nothing shows up during battle.

I can't figure it out.
Not sure on that then... sorry :/
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Old April 16th, 2012   #5
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Default Re: Modding the Death Star II

Could it be because the TIE Starfighters aren't Hyperspace capable?

You could try to make them Hyperspace capable (allthough you would also, sadly, see them Hyperspace when you retreat from a space battle :-/)



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Old April 16th, 2012   #6
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Default Re: Modding the Death Star II

Quote:
Originally Posted by shadow0 View Post
Could it be because the TIE Starfighters aren't Hyperspace capable?

You could try to make them Hyperspace capable (allthough you would also, sadly, see them Hyperspace when you retreat from a space battle :-/)
I'm not sure this is true. I used to mod things so that certain larger Star Destroyer classes would spawn a TIE Scout squad or two, and while they would retreat with the rest of the fleet if I hit retreat, they would never be "kept" afterward. It's the same principle with Tyber Zann bribing an AT-AT and not being able to keep it after the planet is conquered, or how the spawned AT-STs from a factory during a land battle don't become a free AT-ST patrol group if they survive the battle.

The units you walk away with are always less than or equal to the number of units you come in with.


As to the problem itself, here's how I would solve this problem:

I'd take the for the Acclamator, and clone it into another Acclamator called "Acclamator-DS" or something.
I would disable the ability to build this Acclamator.
I would have the Death Star II spawn only this single Acclamator
I would reduce the pause in between spawning TIEs to 0 seconds.
I would remove all the 'second wave'/'back-up' TIEs.
I would have all the TIEs you want the Death Star II to carry be spawned by this Acclamator.

This way, you would still have all the TIEs you want appear relatively quickly, with only a single Acclamator added to the mix.


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Old April 17th, 2012   #7
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Default Re: Modding the Death Star II

I think you misunderstood what I meant I meant they would Hyperspace retreat with your fleet, but they would in no way, shape or form be added to your forces after the battle, you would just see them jump tie hyperspace, that's all :O

and I agree with you on using the Acclamator, since that would be the only thing left to try :s



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Old April 17th, 2012   #8
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Default Re: Modding the Death Star II

Quote:
Originally Posted by shadow0 View Post
I think you misunderstood what I meant I meant they would Hyperspace retreat with your fleet, but they would in no way, shape or form be added to your forces after the battle, you would just see them jump tie hyperspace, that's all :O

and I agree with you on using the Acclamator, since that would be the only thing left to try :s
Well, then you would simply have to create a special clone of said TIE fighters to spawn instead...

<SpaceUnit Name="TIE_Interceptor_DS">
<Variant_Of_Existing_Type>TIE_Interceptor</Variant_Of_Existing_Type>
<Hyperspace>yes</Hyperspace>
<Hyperspace_Speed>2.0</Hyperspace_Speed>
</SpaceUnit>

<Squadron Name="TIE_Interceptor_Squadron_DS">
<Variant_Of_Existing_Type>TIE_Interceptor_Squadron </Variant_Of_Existing_Type>
<Squadron_Units>TIE_Interceptor_DS, TIE_Interceptor_DS, TIE_Interceptor_DS, TIE_Interceptor_DS</Squadron_Units>
<Squadron_Units>TIE_Interceptor_DS, TIE_Interceptor_DS, TIE_Interceptor_DS</Squadron_Units>
<!-- Not sure, but I think putting the above data will cancel out the default Squadron Units listed. If not, you'll just have to copy paste the main one and alter it manually instead of using a varient. -->
</Squadron>


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