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#1 Vanguard

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Posted 19 April 2006 - 08:35 PM

Well I kinda took a small break from PR, and decided to mod EAW a little, had quite a bit of fun.

New units for the Rebels:


V-Wing

Armament - Shotgun, and light torpedoes
Abilities - Hunt
Amount Per Squadron - 2


X-Wing

Description - Slightly different then the space version, used in ground battles.
Armament - 4 x Lasers, 2 Rockets
Abilities - Lock S-Foils, Fire Rockets
Amount Delivered - 3
Formation Type - Solo


Shotgun Trooper

Description - carryies a shotgun, can decimate large groups of infantry.
Armament - EE-24 Shotgun, Hand Grenade
Abilities - Throw hand grenade
Amount Delivered - 2
Squad Type - Solo


Capital Ships

Additional Armament - 2 x Laser Batteries


Home One

Armament - Fighter Bay, 2 x Laser Batteries
Fighter Bay Capacity - Infinite V-Wings (in intervals of 2)


New Empire units:


TIE Advanced X-3

Armament - Shotgun, and light torpedoes
Abilities - Hunt
Amount Per Squadron - 2


TIE Fighter

Description - Slightly different then the space version, used in ground battles.
Armament - 2 x Lasers
Abilities - Hunt
Amount Delivered - 3
Formation Type - Solo


Imperial Devestator

Description - Anti-Frigate Frigate, heavily armed.
Armament - 2 x Laser Batteries, 2 x Concussion Missile Launchers, 2 x Ion Cannons, 2 x Turbo Lasers, Fighter Bay
Fighter Bay Capacity - 16 x TIE Fighters (4 at a time), 8 x TIE Bombers (2 at a time)
Abilities - Power to Shields, Self Destruct (might be changed to deploy the new TIE Advanced in intervals of 2)


Capital Ships

Additional Armament - 2 x Laser Batteries


Build Pads:


Laser Satalites

Imperial version now fires Green Lasers


Future Plans....

Future Imperial Troops:


Shock Trooper (Dark Trooper)

Description - Armed with a bolt rifle, and jet around via use of its Jet Pack.
Armament - Bolt rifle (fires a single electrical bolt).
Abilities - Super Bolt (fires a charged electrical bolt, capable of killing multiple infantry)
Amount Delivered - 3
Squad Type - Solo

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#2 Karlos Vandango

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Posted 20 April 2006 - 09:19 AM

coding xml is very easy i do a little my slef for civ 4
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#3 Vanguard

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Posted 20 April 2006 - 12:14 PM

That's because XML has no predefined tags, meaning you can make your own and it will still work. But these are quite different.

<GroundVehicle Name="X_Speeder">
		<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>40.0, 40.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
		<Text_ID>NEW_UNIT_ASSUALT_XWING</Text_ID>
		<Encyclopedia_Good_Against> TIE_SPEEDER AT_ST_WALKER </Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To> AT_AA_Walker UC_Empire_Buildable_Anti_Aircraft_Turret TIE_SPEEDER </Encyclopedia_Vulnerable_To>
		  <Encyclopedia_Text>NEW_TOOLTIP_ASSUALT_XWING</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>

		<Land_Model_Name>rv_XWing.ALO</Land_Model_Name>
		<Mass>0.985</Mass>

		<Scale_Factor>1.2</Scale_Factor>
		<!--<Is_Sprite>No</Is_Sprite>-->
		<Size_Value>15</Size_Value>
		<Select_Box_Scale>40</Select_Box_Scale>

		<Ranking_In_Category>6</Ranking_In_Category>
		<Max_Speed>10.0</Max_Speed>
		<Min_Speed>5.0</Min_Speed>
		<OverrideAcceleration> .2 </OverrideAcceleration>
		<OverrideDeceleration> .2 </OverrideDeceleration>
		<Max_Rate_Of_Turn>5.0</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>4.5</Max_Rate_Of_Roll>
		<Max_Lift>2.5</Max_Lift>
		<Bank_Turn_Angle>20</Bank_Turn_Angle>
		<Space_Layer> Frigate </Space_Layer>
		<Stationary_Space_Layer> Land </Stationary_Space_Layer>
		<FormationGrouping> Solo </FormationGrouping>
		<PathFrameDelay> 4 </PathFrameDelay>
		<Hover_Offset>50.0</Hover_Offset>
		<Prepare_Strafe_Height>150.0</Prepare_Strafe_Height>
		<MaxFacingLookAheadFrames>5.0</MaxFacingLookAheadFrames>
		<Should_Cause_Limited_Turrets_To_Turn> false </Should_Cause_Limited_Turrets_To_Turn>	
			
		<AI_Combat_Power>200</AI_Combat_Power>

		<Behavior>SELECTABLE, POWERED</Behavior>
		<LandBehavior>FLYING_LOCOMOTOR, SELECTABLE, TARGETING, WEAPON, POWERED, SHIELDED, HIDE_WHEN_FOGGED, AMBIENT_SFX, DAMAGE_TRACKING, REVEAL</LandBehavior>

		<HardPoints>
			HP_XWing_Missile
		</HardPoints>

		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Weather_Category>Speeder</Weather_Category>
	
		<Collidable_By_Projectile_Living> Yes </Collidable_By_Projectile_Living>

		<Affiliation>Rebel</Affiliation>
		<Political_Control>0</Political_Control>

		<Armor_Type> Armor_Speeder </Armor_Type>
		<Damage>108</Damage>
		<Autoresolve_Health>90.0</Autoresolve_Health>
		<Shield_Points>100</Shield_Points>
		<Tactical_Health>270</Tactical_Health>
		<Shield_Refresh_Rate>50</Shield_Refresh_Rate>
		<Energy_Capacity>1000</Energy_Capacity>
		<Energy_Refresh_Rate>999</Energy_Refresh_Rate>

		<Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust>
		<Land_FOW_Reveal_Range>400.0</Land_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>300.0</Targeting_Max_Attack_Distance>
		
		<Turret_Rotate_Extent_Degrees>20.0</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>50.0</Turret_Elevate_Extent_Degrees>

		<Projectile_Damage>15.0</Projectile_Damage>
		<Projectile_Types>Proj_Ground_Laser_Cannon_Red_T4B</Projectile_Types>
		<Projectile_Fire_Recharge_Seconds>0.0</Projectile_Fire_Recharge_Seconds>
		<Projectile_Fire_Pulse_Count>4</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.0</Projectile_Fire_Pulse_Delay_Seconds>

		<Targeting_Fire_Inaccuracy>Infantry, 30.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Vehicle, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Air, 0.1</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 1.0</Targeting_Fire_Inaccuracy>
		<Fire_Weapon_When_In_Rocket_Attack_Mode>No</Fire_Weapon_When_In_Rocket_Attack_Mode>
		<Fire_Weapon_When_In_Normal_Attack_Mode>Yes</Fire_Weapon_When_In_Normal_Attack_Mode>

		<Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name>
		<Death_Explosions>Medium_Explosion_Land</Death_Explosions>

		<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
		<Spin_Away_On_Death_Chance>0.2</Spin_Away_On_Death_Chance>
		<Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time>
		<Spin_Away_On_Death_Explosion>Medium_Explosion_Land</Spin_Away_On_Death_Explosion>
		<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_A_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>
		<Remove_Upon_Death>true</Remove_Upon_Death>

		<Wind_Disturbance_Radius>100</Wind_Disturbance_Radius>
		<Wind_Disturbance_Strength>5</Wind_Disturbance_Strength>
		<Wind_Disturbance_Sphere_Alpha>0.1</Wind_Disturbance_Sphere_Alpha>

		<SFXEvent_Fire>Unit_X_Wing_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_X_Wing</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_X_Wing</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_X_Wing</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_X_Wing</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_X_Wing</SFXEvent_Guard>

		<SFXEvent_Assist_Move> Unit_Assist_Move_X_Wing </SFXEvent_Assist_Move>		
		<SFXEvent_Assist_Attack> Unit_Assist_Attack_X_Wing </SFXEvent_Assist_Attack>


		<Death_SFXEvent_Start_Die>Unit_X_Wing_Death_SFX</Death_SFXEvent_Start_Die>
		<SFXEvent_Ambient_Moving> Unit_X_Wing_Fly_By </SFXEvent_Ambient_Moving>
		<SFXEvent_Ambient_Moving_Min_Delay_Seconds> 5 </SFXEvent_Ambient_Moving_Min_Delay_Seconds>
		<SFXEvent_Ambient_Moving_Max_Delay_Seconds> 7 </SFXEvent_Ambient_Moving_Max_Delay_Seconds>

		<!-- <SFXEvent_Engine_Idle_Loop> Unit_X_Wing_Cinematic_Engine_Loop </SFXEvent_Engine_Idle_Loop> -->
		<!-- <SFXEvent_Engine_Moving_Loop> Unit_X_Wing_Cinematic_Engine_Loop </SFXEvent_Engine_Moving_Loop> -->
		<SFXEvent_Engine_Cinematic_Focus_Loop> Unit_X_Wing_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop>

		<SFXEvent_Unit_Lost> RHD_Unit_Destroyed </SFXEvent_Unit_Lost>
		<SFXEvent_Tactical_Build_Started> RHD_Reinforcements_En_Route </SFXEvent_Tactical_Build_Started>		
		<SFXEvent_Tactical_Build_Complete> RHD_Reinforcements_Available </SFXEvent_Tactical_Build_Complete>		
		<SFXEvent_Tactical_Build_Cancelled> RHD_Reinforcements_Cancelled  </SFXEvent_Tactical_Build_Cancelled>

		<Icon_Name>i_button_x_wing.tga</Icon_Name>
		<CategoryMask> Air | AntiStructure</CategoryMask>
		<MovementClass> Flying </MovementClass>
		<OccupationStyle>1x1</OccupationStyle>
		<Victory_Relevant>yes</Victory_Relevant>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

		<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
		<GUI_Bracket_Size>1</GUI_Bracket_Size>

		<Air_Vehicle_Turret_Target> Yes </Air_Vehicle_Turret_Target>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		
		<!--Keep the idle chase range small since Snowspeeders don't tether-->
		<Idle_Chase_Range>50.0</Idle_Chase_Range>
		<Guard_Chase_Range>200.0</Guard_Chase_Range>
		<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>AntiVehicle</Targeting_Priority_Set>
		<Autonomous_Move_Extension_Vs_Attacker>200.0</Autonomous_Move_Extension_Vs_Attacker>

		<Score_Cost_Credits>50</Score_Cost_Credits>
		
	
		<Unit_Abilities_Data SubObjectList="Yes">
			<!-- Primary ability -->
			<Unit_Ability>
			<Type>SPOILER_LOCK</Type>
			
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	3.0f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,	3.0f</Mod_Multiplier>
			<Mod_Multiplier>ENERGY_REGEN_MULTIPLIER,	3.0f</Mod_Multiplier>
			<Mod_Multiplier>SPEED_MULTIPLIER,					1.5</Mod_Multiplier>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Ability_On_X_Wing</SFXEvent_GUI_Unit_Ability_Activated>
			<SFXEvent_GUI_Unit_Ability_Deactivated>Unit_Ability_Off_X_Wing</SFXEvent_GUI_Unit_Ability_Deactivated>
			</Unit_Ability>

			<!-- Secondary ability -->
			<Unit_Ability>
				<Type>ROCKET_ATTACK</Type>
				<Targeting_Max_Attack_Distance>300</Targeting_Max_Attack_Distance>
			</Unit_Ability>

		</Unit_Abilities_Data>

	</GroundVehicle>

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#4 00 Nobody

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Posted 23 April 2006 - 07:10 PM

lol, no way I could handle that.
00 Nobody Maps and Missions
Desert Legends RPG C&C's ONLY
Desert Doorway Defenders
Desert Corps.
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Construct additional pylons. No, seriously. The power's out. Those power lines are overloaded. WE NEED MOAR PYLONS!

#5 Ace22

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Posted 23 April 2006 - 09:59 PM

Ugh....

I have a new respect for you, Vanguard.

#6 Jsmooth13

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Posted 24 April 2006 - 01:58 AM

I've been exaiming it and I'm starting to learn like a little......

#7 HeartbreakOne

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Posted 24 April 2006 - 03:19 PM

wow....
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Not really a Hacker...

#8 crave22

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Posted 25 April 2006 - 10:35 PM

It's not hard. I made the A-Wing a super unit. Sent two squadrons against a laser satellite. In the first pass the thing was gone. :)

I'm still only learning it, but XML is nothing compared to other stuff I've seen.
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#9 FireBlade

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Posted 27 April 2006 - 02:34 PM

doesn't look to hard to learn.

Edited by ???????, 27 April 2006 - 02:35 PM.

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FireBlade-"Hello old friends :) ahhh still the same wargames, with the exception of a few things."

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#10 Vanguard

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Posted 28 April 2006 - 03:43 AM

It's harder then it looks.
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#11 FireBlade

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Posted 30 April 2006 - 02:16 PM

Where are the files containing the code for this? What programes open them, and how did you learn to mod this code?
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FireBlade-"Hello old friends :) ahhh still the same wargames, with the exception of a few things."

Paradox-"Yes, like sanity. :p"

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#12 crave22

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Posted 04 May 2006 - 12:53 AM

I believe you can download the files at petroden. Or you can unpack them from the .MEG files directly.

Then, you edit it like you would any other XML file. I personally just use notepad. I believe, though, there may be more advanced programs for it. Not sure on that one.

To install your custom config, make a folder named XML under Game Data\Data in EaW's directory, and play.
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#13 Vanguard

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Posted 04 May 2006 - 08:12 PM

In places.

Stuff.

By looking at it.
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#14 FireBlade

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Posted 04 May 2006 - 11:27 PM

Ok thank you Vangard. I think I can figure out the rest from here ;)
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