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Moding a mod >.<


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#21 Kaleb Graff

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Posted 12 July 2008 - 11:07 PM

Maybe you can help me with the transformation of the RPG stats to the game stats, you know, hull, shield and health?

Which RPG are you using?

#22 anakinskysolo

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Posted 13 July 2008 - 12:18 AM

D6 and I'm trying to transform all the stats of the Bothan Assault Cruiser.

#23 Kaleb Graff

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Posted 13 July 2008 - 01:31 AM

D6 and I'm trying to transform all the stats of the Bothan Assault Cruiser.

I'm not an expert in D6, I play D20. Still, I'll look into it.
My d20 conversion says about 3880 SBD, 2020 RU.

Edited by Kaleb Graff, 13 July 2008 - 01:38 PM.


#24 anakinskysolo

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Posted 13 July 2008 - 04:56 PM

Yeah but how do I transform that into the stats you have to put into the XML? And there a lot more stats in the XMLs, like health, mass, etc.

#25 Kaleb Graff

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Posted 13 July 2008 - 05:33 PM

Yeah but how do I transform that into the stats you have to put into the XML? And there a lot more stats in the XMLs, like health, mass, etc.

RU is the measure of health. Use the mass of something similar in size, and it's not exceptionally maneuverable, so similar vehicles should work for that, too.

#26 anakinskysolo

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Posted 14 July 2008 - 02:23 AM

I'm doing pretty well, now I need to learn a few things. First of all, what do the damage tag, the energy refresh and energy capacity tags mean? Also, about the hull and shield points, you have to multiply them by two to put them in the xml? Another question: what is the use of fire_pulse_count, fire_bone A and B and the fire_cone_width and height?

Edited by anakinskysolo, 14 July 2008 - 03:33 AM.


#27 Kitkun

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Posted 14 July 2008 - 05:16 AM

I believe that fire pulse count is how many shots are fired in rapid succession before the gun has to recharge for the next salvo. I'm also pretty sure that the firing cone tags are how far of an angle the gun can be and still be able to fire. (Otherwise it would be a lot harder for non-turreted guns to be used effectively.)

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#28 Kaleb Graff

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Posted 14 July 2008 - 07:30 PM

I'm doing pretty well, now I need to learn a few things. First of all, what do the damage tag, the energy refresh and energy capacity tags mean? Also, about the hull and shield points, you have to multiply them by two to put them in the xml? Another question: what is the use of fire_pulse_count, fire_bone A and B and the fire_cone_width and height?

I would just find similar guns, and use those. That's what I did for the marauder. Turbolasers off the Carrack should work, HDTLs off the DP20, ion cannons off the ImpStar, and so on.

#29 anakinskysolo

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Posted 14 July 2008 - 11:50 PM

And the damage, energy capacity and energy refresh from the Victory? And why did you put a value of two in the fire_pulse_count of the Marauder?

EDIT: And now that I look more carefully, you put the fire_cone_widths and heights as 360, meaning that the guns can fire anywhere, even through the ship.

Edited by anakinskysolo, 15 July 2008 - 12:17 AM.


#30 anakinskysolo

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Posted 15 July 2008 - 03:27 AM

Well, I finished. The problem now is that the ship does not appear in-game in galactic conquest or skirmish. I'll attach to this post the files I created and/or edited (or borrowed), so that someone can take a look and tell me whats wrong. Oh, and I changed the stats that you gave me, Kaleb, because Wookiepedia says that the BAC has 150% more shielding and hull than the Victory, so I converted the stats accordingly.

Attached Files



#31 Kaleb Graff

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Posted 15 July 2008 - 09:44 PM

Well, I finished. The problem now is that the ship does not appear in-game in galactic conquest or skirmish. I'll attach to this post the files I created and/or edited (or borrowed), so that someone can take a look and tell me whats wrong. Oh, and I changed the stats that you gave me, Kaleb, because Wookiepedia says that the BAC has 150% more shielding and hull than the Victory, so I converted the stats accordingly.

I'll work on it. Also, I had to move the Bothan hard points, because I'm upgrading the range and damage.

#32 anakinskysolo

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Posted 16 July 2008 - 12:27 AM

What do you mean "move"? Anyway, is the modding ok? I want to work with another ship now, the MC90.

#33 Kaleb Graff

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Posted 16 July 2008 - 06:33 PM

What do you mean "move"? Anyway, is the modding ok? I want to work with another ship now, the MC90.

It's not working, and I'm not sure why. I'll look into it. Also, the Marauder guns do fire through the ship, because I couldn't get the fire arcs to work, and that was the only way to simulate canon capabilities.

Edited by Kaleb Graff, 16 July 2008 - 06:38 PM.


#34 anakinskysolo

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Posted 21 July 2008 - 12:41 AM

Any progress making the Assault Cruiser work? I was wondering if the problem has something to do with the tech tree?

Edited by anakinskysolo, 21 July 2008 - 01:03 AM.


#35 Kaleb Graff

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Posted 21 July 2008 - 01:43 PM

Any progress making the Assault Cruiser work? I was wondering if the problem has something to do with the tech tree?

I got it to work. You need to add the file to the list in Game_Object_Files.xml



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