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About fiddling with xml's.


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#21 1871

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Posted 15 April 2012 - 04:46 PM

ok so is that the line i want to change? So that my fighters will engage the enemy flying around them instead of just sitting there?

or is there another line i'm looking for?

#22 1871

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Posted 15 April 2012 - 04:51 PM

I usually make what i think are small changes to mods, basically cause the makers usually give the imp side more stuff and i'm a "light-sided" peep... so i'm always tweeking the shield/hull points in mods. Usually i just tweek the station defenses so they can actually defend themselves in the first place.

My question is, is it safe to do that, say up the s/h points by 1/3 of a station. > the damage of small craft by 1/5. > shield refresh rates by 100%

I didn't think that making these kind of small changes would make a mod unstable enough to crash. If i'm asking the wrong questions, i'm sorry. Also, i've tried to ask the makers, but they aren't into answering these kinds of Q's often. I'm just curious, is all.

#23 DaveAshton

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Posted 15 April 2012 - 05:21 PM

My question is, is it safe to do that, say up the s/h points by 1/3 of a station. > the damage of small craft by 1/5. > shield refresh rates by 100%

Changing numbers like those should be fine stability-wise. You can even change them mid-game (by alt-tabbing out, and back in) for testing purposes, the game will bring up a screen asking if you want to reload the changed XMLs. I'd recommend only doing it on the galactic map though, not tactical.

#24 1871

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Posted 16 April 2012 - 03:24 PM

ok, so how about > the # of fighter/bombers that come with a station size.. say from 3-4 squadrons to 5-6 and keeping the -1 for replacements?

my vid card is a geforce 550 ti, cpu is amd 965 black edition with 4 G ram on XP sp3

changing the price for things also shouldn't change the stability of the game, huh? nor changing the recharge time for a ability box, i mean reducing the time needed to use the ability again.

Thanks for all the help :)

#25 evilbobthebob

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Posted 16 April 2012 - 04:00 PM

Changing numbers like that won't affect the game, no, unless you set them to impossible values.

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#26 Phoenix Rising

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Posted 16 April 2012 - 08:47 PM

If you want fighters to engage further away, alter these tags:

<Minimum_Follow_Distance>1200.0</Minimum_Follow_Distance>
        <Guard_Chase_Range>2000.0</Guard_Chase_Range>
        <Idle_Chase_Range>1200.0</Idle_Chase_Range>
        <Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
        <Autonomous_Move_Extension_Vs_Attacker>800.0</Autonomous_Move_Extension_Vs_Attacker>


#27 Darth Stalin

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Posted 11 May 2012 - 11:39 AM

Well, how exactly can I change the .xml files?

So far I found that they are all compressedinto a .meg file; I can view the .xml files and even extract them with a .meg file into the "Data" folder, but I don't know if these modified files will "replace" those still INSIDE the .meg file?

Or maybe I should DELETE a file (for example "Factions" or "Expansion Faxctions") from .meg file and leave only modified "Factions.xml" file in the "Data" folder.

#28 evilbobthebob

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Posted 11 May 2012 - 11:54 AM

Any XML files outside the .meg will override files inside the .meg.

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#29 1871

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Posted 11 May 2012 - 03:11 PM

ok, so if i want to change, meaning lowering the time it takes to do initial research on something in the mod, will that doing that mess the mod up or is that still covered in the same "Not screw up the mod" as the changing of the hull/shield/damage inflicted comments told to me be4?

#30 Kitkun

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Posted 11 May 2012 - 03:26 PM

Still shouldn't break the mod.

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#31 1871

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Posted 11 May 2012 - 03:53 PM

what does minimum visible base level mean? does it mean the number of bases u see on the space battle or the number that you get to see on the planet thing?

#32 evilbobthebob

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Posted 11 May 2012 - 04:37 PM

It's the number of base structures before a planet ownership will become visible to the enemy, I think.

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#33 1871

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Posted 11 May 2012 - 06:12 PM

ok, is there a way so we can actually see what is built in space at a planet?

I understand why you build 2 or 3 of the same shipyard in a system... it's so the system constructs certain ships faster.

But is there a way in the game that we can see what all is in space like we can in land?

#34 Kitkun

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Posted 11 May 2012 - 06:23 PM

The game doesn't support that naturally, so they had to make a workaround: Hover the mouse over the income shown on the interface for that planet. If you hover it over the overall income, you can also see how many of each structure you have in total.

That'd make a good tip for the droid advisor, as well.

Edited by Kitkun, 11 May 2012 - 06:24 PM.

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#35 evilbobthebob

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Posted 11 May 2012 - 06:24 PM

Yes. Mouse over the planet's income and you'll see a breakdown including +1 credit from each shipyard in orbit.

Dammit Kitkun, you're too fast. Luckily I won't abuse my mod powers...this time.

Edited by evilbobthebob, 11 May 2012 - 06:25 PM.

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#36 1871

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Posted 11 May 2012 - 08:21 PM

ok, so i spent the better part of today reducing the research and build times for things like the rebel ion cannon and ships.

I thought i was supposed to just put the revised xml folder in the ... C/ whatever/lucas arts/PR 1.2/data and the game would put it where it is supposed to go to use these new xml files.

I read somewhere on here that new xml files will over-ride the original ones in the config.meg folder.

So when i put the revised xml folder, draging it to the data folder in the mod. it was placed in the art folder.

Did the mod put it where it is supposed to be?
Or should i have just dragged it directly onto the config.meg folder?


sorry, but i don't like long build times. I take it you degisned the mod with long build and research times to facilitate older machines?

Anyways, it was fun learning where you have lots of stuff in the various xml folders.

Thanks as usual for the great replies. I'm learning a lot

Oh and why does it say "ground ion cannon" in the xml's but in the game i can only find something called "V-150 Planet Defender" under the ground things to build that looks suppesiously like a ground ion cannon?

Thanks again :)

Edited by 1871, 11 May 2012 - 08:23 PM.


#37 Zeta1127

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Posted 11 May 2012 - 08:50 PM

There is a file for all of the strings to the game called the MasterTextFile.dat in the Text folder. To edit that file you need the dat editor. The string for the planetary ion cannon is referenced in the section of the xml file on the planetary ion cannon.
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#38 1871

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Posted 12 May 2012 - 12:10 AM

its not a text file it's a xml file.

where do i place an updated xml folder in the mod?

Appearently, where i placed it in the data file isn't the correct place for it to over ride the original xml files.

#39 Kitkun

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Posted 12 May 2012 - 12:50 AM

Star Wars Empire at War Forces of Corruption\Mods\Phoenix_Rising_v1.2\Data\XML
If the XML folder doesn't exist, create it.

As for the ion cannon, the XML file calls up the string file. The string file then has text under the label you see in the XML.

Dammit Kitkun, you're too fast. Luckily I won't abuse my mod powers...this time.

I even got an edit in. :evilthinkin:

Edited by Kitkun, 12 May 2012 - 12:51 AM.

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#40 1871

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Posted 12 May 2012 - 02:14 AM

Star Wars Empire at War Forces of Corruption\Mods\Phoenix_Rising_v1.2\Data\XML
If the XML folder doesn't exist, create it.

As for the ion cannon, the XML file calls up the string file. The string file then has text under the label you see in the XML.

Dammit Kitkun, you're too fast. Luckily I won't abuse my mod powers...this time.

I even got an edit in. :evilthinkin:


Hey evil, look at it this way he might just have more free time to sit in the forums than you do lol

You guys definately answer faster than most forums around.... so that is an awesome thing :)

OK i put it under data and it's not in the art folder anymore... lets see if it worked. it should have. i hope so... I really want to get back to playing you excellent mod.

Just wish i could help you figure out why we loose unit control after a while.



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