About fiddling with xml's.
#41
Posted 13 May 2012 - 01:39 PM
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
Posted 15 May 2012 - 06:22 AM
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editor with backup option when saving new version of any given file - personally using good old Crimson Editor, outdated by 4 years [whoa exactly 4 years on Monday 14th lol].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!
#43
Posted 21 May 2012 - 06:48 AM
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?
#47
Posted 05 June 2012 - 04:02 AM
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
Posted 05 June 2012 - 07:16 AM
<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
Posted 05 June 2012 - 08:06 AM
Hence the different space population caps for the Empire, and the Alliance and Zann Consortium in EaW and FoC.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.
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#51
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?
#53
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
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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