Campaign #1 - CORE WORLDS
#21
Posted 21 December 2015 - 01:34 AM
Don't take anything I say seriously, EVER!
#22
Posted 21 December 2015 - 07:33 AM
Sure. Just take any text editor (preferably with backup option if you put one space to many or other trivial niggle) and edit xml files with regards to time required.
But you can't do that by editing one string. It requires editing every single unit and variants of it.
#23
Posted 21 December 2015 - 09:28 PM
Yeah, it will probably be slow to edit them all but I think it's worth it, I just don't have as much time for video games as I once did.
One more question: where can I find the XML files? I can't find them in the "Phoenix_Rising_v1.2" folder. Do I just edit the ones in XML's in the "Corruption\Data\XML" folder?
Edited by Gumballthechewy, 21 December 2015 - 09:50 PM.
Don't take anything I say seriously, EVER!
#24
Posted 22 December 2015 - 10:32 AM
Ahh you probably running uncompressed mod. By default game use *.meg files which are basically compressed xmls. There is a tool to unpack all of that stuff in a easy way called EaW Extractor. Pretty straight forward. If you installed game in different dir than default you will need to browse to .meg file. That's about it.
Uploaded copy here: http://www.filedropp...om/eawextractor
You edit files in mod directory. Don't touch default. whatever:\whatever\Star Wars Empire at War Forces of Corruption\Mods\Phoenix_Rising_v1.2\Data\Xml
Edited by Aizen Teppa, 22 December 2015 - 10:35 AM.
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#25
Posted 23 December 2015 - 07:46 AM
Just because the original Forces of Corruption game has buildable Dark Troopers, does not mean they are right for being buildable in this mod. In order for any unit to become part of a faction's buildable tech tree, it has to be in existence for a reasonable period of time, and be available to a number of different campaigns.
Kyle Katard destroyed the Dark Trooper project almost at conception, and there are very few Dark Troopers in existence. They appear in the late GC campaigns as stand alone units, but they won't be available for construction. Tie Phantoms were also a 1 hit wonder and I don't even think we have a model. If a unit is in widespread production, as a buildable unit for the faction, it should be able to be built from a generic site - eg Barracks or Walker Factory.
Dark Troopers were concept prototypes built from a single ship, which means they are not eligble for general production.
Same goes for Tie Phantoms, especially as they need stygium crystals for the cloaking device. Look at the effort Thrawn made to minimise the need for cloaking devices due to the astronomical costs -
1 victory achieived with a single small cloaking device to cloak the inside of a freighter hull.
1 Victory achived with 34 cloaked asteroids, expanded into 280 faked firings to throw off the scent that there were only 34 built.
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#26
Posted 23 December 2015 - 08:16 AM
Ahh you probably running uncompressed mod. By default game use *.meg files which are basically compressed xmls. There is a tool to unpack all of that stuff in a easy way called EaW Extractor. Pretty straight forward. If you installed game in different dir than default you will need to browse to .meg file. That's about it.
Uploaded copy here: http://www.filedropp...om/eawextractor
You edit files in mod directory. Don't touch default. whatever:\whatever\Star Wars Empire at War Forces of Corruption\Mods\Phoenix_Rising_v1.2\Data\Xml
Cool! Thanks!
Yeah, that was the problem, I got .meg files.
Again, thanks for all your help Aizen Teppa!
Don't take anything I say seriously, EVER!
#27
Posted 23 December 2015 - 08:47 PM
I read your reaction of my question, about the “dark troopers”. I know too that Kyle Katard destroys that ship and become the end of the dark troopers.
The Star Wars universe is science fiction, so everything is possible. Perhaps the galactic empire builds again a new ship and they can build once again dark troopers.
There are lots of stories in the Star Wars universe and still on comes new ones. So it never stops. But if you decide to use rules in the mod of the Star wars universe for the real stories, then is this your decision.
May be is it better to do this for this mod, because it comes too complex with not real stories in the Star Wars universe. I end this discussion about the dark troopers.
#28
Posted 24 December 2015 - 08:13 AM
If you want to build them, all you have to do is open the XML, and change "Locked at start" from YES to NO.
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#29
Posted 24 December 2015 - 11:15 PM
What about having units with special requirements, is that off the table?
"You are fooling yourself, Captain. Nothing here is what it seems. You are not the plucky hero, the Alliance is not an evil empire, and this is not the grand arena."
"And that's not incense." - The Operative and Inara Serra
"What you will see, if you leave the Mirror free to work, I cannot tell. For it shows things that were, and things that are, and things that yet maybe. But which it is that he sees, even the wisest cannot always tell. Do you wish to look?" - Galadriel
Clone Marshal Commander Zeta 1127 of the 89th Legion
Admiral Zebulon Wilhelm of Task Force Mystic/Fleet Junkie
#30
Posted 26 December 2015 - 01:18 AM
One thing I've noticed since replaying this mod is how incredibly long it takes to do anything, building anything takes forever. I was just wondering if there was a way I could edit something to make things move a little faster.
As i recall the mod works on a factory basis. Meaning if you have multiples of a factory that produces the unit it shortens the time which is really beneficial on several of the planets you just need to look at the planet modifiers. Some planets have different factory bonuses that increase build speeds for units both space and ground. And yeah the turn timer for income generation is longer than most mods but it does simulate the length of time i feel and once you get your factory planets fully staffed it doesn't take all that long to build something.
Anyway, glad to see that there is finally some news on progress towards a new version of PR, its by far my favorite mod for FOC. But is the grand campaign GFFA going to be more stable in the up coming version or is it still going to have its issues because the engine like it does now or are the modding team going to focus more to the smaller campaigns which don't have that annoying crash bug the larger campaign has?
#32 Guest_DUne_*
Posted 26 December 2015 - 11:05 PM
is anyone else as disappointed of the 7th Star Wars movie as me?
srsly?
a movie that has more plot-holes than story.
a galaxy that is supposed to have advanced 30 years, but the seen ships are exactly the same.
a movement that was originally supposed to restore the republic once again forced into a more or less underground movement, even though it was victorious and should've been successful.
how do these things make sense?
and who the fuck (don't mind my vulgarity, please) wrote that bullshit script???
really more than disappointed, and I didn't even have high expectations to begin with.
#33
Posted 27 December 2015 - 12:35 AM
a galaxy that is supposed to have advanced 30 years, but the seen ships are exactly the same.
This is literally Star Wars.
But yeah I felt numb watching the whole film. Couldn't put my finger on it, it did nothing to me. I also felt Han's death was super pointless and depressing.
#37
Posted 28 December 2015 - 09:06 PM
Ghostrider,
I open the xml file and search for the 1st time for the word “locked” and then I search for the 2nd time for the word “start”.
But I can’t find it “locked at start” in the xml file from the mod.
So I can’t change it from yes to no. And is it in the xml file those words: “locked at start”?
Regards,
Master Sayo
#38
Posted 11 January 2016 - 07:57 AM
Yeah, the the only thing they got right in the film was the first 10 minutes when you see a crashed ISD-1 in the sand. The rest was badly written, inconsistent, poor plot lines, weak characters and some quite glaring techincal errors and absolutely no understanding of astrophysics, galactic cartography, politics or the force.
The code lnine that you are looking for is
<Build_Initially_Locked>yes</Build_Initially_Locked>
<GroundCompany Name="E_Phase_I_Dark_Trooper_Platoon"> <Variant_Of_Existing_Type>Phase_I_Dark_Trooper_Platoon</Variant_Of_Existing_Type> <Affiliation>Empire</Affiliation> <Required_Special_Structures>E_Ground_Droid_Foundry</Required_Special_Structures>
Edited by Ghostrider, 11 January 2016 - 07:58 AM.
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#39
Posted 11 January 2016 - 10:14 PM
Ghostrider,
Thanks for the information, but again I can’t find it, what you say with the code line. I was searching in the xml file from the mod of version 1.2. And still I can’t find this. So I give it up.
Perhaps is this code line in other xml file from other version of the mod.
May be you can use this in the version 1.3 of this mod, what you say in your reaction to me.
I saw the new Star Wars movie and my opinion is this 1 of the best Star Wars movie I ever see.
So why negative about this movie. And this is a science fiction movie, so this isn’t the real world what we know.
Regards,
Master Sayo
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