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About fiddling with xml's.


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#41 Darth Stalin

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Posted 13 May 2012 - 01:39 PM

OK, thanks for all those replys... I suspected something like that (making "new" XML folder) but wanted to be sure about that.

Anyway, my first and main idea is "do not screw up the mod and game running" - so I usually change only the space combat pop cap (judging from pop caps of different ships I think that slight increase from 80 to 100 would be OK, allowing to use more large ships at once (like Vader's Executor or Palpatine's Sovereign plus appropriate escorts of a few ISDs...).

#42 Aizen Teppa

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Posted 15 May 2012 - 06:22 AM

My simple message: Don't be afraid of modifications.

The only thing which is required is text/xml editor with backup option when saving new version of any given file - personally using good old Crimson Editor, outdated by 4 years [whoa exactly 4 years on Monday 14th lol]. If something goes wrong you just move one step back. If you making wholesale changes then it is good idea to create additional directory with copies of originals - it never hurts to have copy of a copy! :smilehuh:

#43 Darth Stalin

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Posted 21 May 2012 - 06:48 AM

No problem - everything goes as it should have :D The "moved" herose are available and I can build them to be used in pretty well manner. For example I have now 6 Imp Heroes with ther Elite ISD Capitals (Palpatine, Cronal, Thrawn, Motti, Wermis and Harbid, with Isard and her VSD) around Coruscant, that make a slow but steady progress around; Pealleon is fully upgraded to Chimaera, but stil sits on Gyndine and waits until some new ISDs begin to appear from drydocks... Daala is currently developing, while
Declann, Dorja and Tarkin wait to be added to the queue after I capture some more planets with good mining).
So far the Rebel/PRM AI was doing constant progress in capturing new worlds and I lastly succeeded in capturing Ord Mantell from their hands, which I intend to turn into a "fortress world" (i.e. planetary laser, lots of Golans, probably no shipyards) on the way from Chandrila to the upper parts of Rebel holdouts).

I've also tweaked a little the initial stations and shipyards to allow the player more flexibility.

BTW: I have one question regarding the Research:
As I know, the number of shipyards/factories influences the time of production, i.e. the more shipyards/factories of the same type you have on a given planet, the faster you get the weapon produced (for example. on a planet with 5 x Level 4 Shipards the ISD will be 5 times faster produced than on a planet with only 1 x Level 4 Shipyard; same applies f.e. to Walkers factory etc.).
However, does the same rule applies to RESEARCH/UPGRADE? Of course I can have oly 1 Research Facility each on the ground and on the orbit, but if I have a Space Research Facility and 3 x Level 4 Shipyards then will my ISD/VSD research/upgrade process tahe 3 times LESS time than on a planet with only 1x Level 4 Shipyard or not?

#44 Phoenix Rising

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Posted 21 May 2012 - 06:05 PM

No, research/upgrade times are unaffected by the number of structures present.

#45 johnchm.10

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Posted 04 June 2012 - 02:46 PM

so, if i wanted to upgrade Luke's final level ship from MC80 Liberty to MC80c Liberty, all id need to do is put in a "c" in the Variants of existing type line?

Edited by johnchm.10, 04 June 2012 - 09:41 PM.


#46 Kitkun

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Posted 04 June 2012 - 11:49 PM

Yep. Greatest tag they put in the engine.

Edited by Kitkun, 05 June 2012 - 07:14 AM.

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#47 SDS/Spencer

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Posted 05 June 2012 - 04:02 AM

@darth stalin, im personally trying to find out where you can change the limit of space units in the mod but i can't find it, can u, or someone else help me find the files so i can change the max unit # in space battles?

my main problem is just scrolling around looking through each script to find it...which isn't fun, and makes me wonder how much time you guys had to write all of this, then i remembered it took you guys 4 plus sum years? i think?

(also can you give me a word in that script to "Find" since i can just use the "find" thing in the notepads and if you can at least give me an uncommon word-hopefully- in that specific script it would help alot in finding it)

Edited by SDS/Spencer, 05 June 2012 - 04:05 AM.


#48 Kitkun

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Posted 05 June 2012 - 07:16 AM

Factions.xml
<Space_Tactical_Unit_Cap>
Note that each faction has it set separately, so you gotta change each if you want it to affect everybody.

Edited by Kitkun, 05 June 2012 - 07:17 AM.

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#49 Zeta1127

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Posted 05 June 2012 - 08:06 AM

Factions.xml
<Space_Tactical_Unit_Cap>
Note that each faction has it set separately, so you gotta change each if you want it to affect everybody.

Hence the different space population caps for the Empire, and the Alliance and Zann Consortium in EaW and FoC.
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#50 Guest_Guest_*

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Posted 24 July 2012 - 07:20 AM

I changed the cap this way, but then got a C++ runtime error upon launch until I changed it back to default... anyone know how to fix this?

#51 Hanti

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Posted 27 November 2013 - 11:44 PM

Question about planets.

I can see that line in xml files about planets:

<Galactic_Position>20.0, -167.0, 13.0</Galactic_Position>

<Galactic_Position>75.0, -50.0, 10.0</Galactic_Position>

etc.

So, is this the only line I need to change to reposition a planet?

What exactly these lines says?



#52 evilbobthebob

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Posted 06 December 2013 - 10:32 PM

Yep. The values are X, Y, Z.


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#53 NYSNDGUY

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Posted 08 July 2014 - 12:47 AM

Can anyone tell me what other files need to be edited to create a new variant of a space unit besides the XML for the unit itself? Do i need to create upgrade references somewhere so I can research/build it? I'm a light-side guy, so when the IMP AI finally starts building Sovereign-class and the like, I want to have a MC120b I can build late in the game that would be improved defensively and carry a bomber compliment designed to combat dreadnaughts (at an appropriate cost of time and credits) without just pumping up the 120a and creating an imbalance in the early game.



#54 a.fake.name

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Posted 08 July 2014 - 03:10 AM

I do a lot of time in GFFA, and the AI rarely gets too far in upgrades before I get to the unstoppable juggernaught phase.
I often find myself putting it on easy for a run thru to just let it take forever so I can slowly get all the upgrades, for 'if I were in charge of that faction post purge' funzies.


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