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Ghostrider

Member Since 08 Aug 2007
Offline Last Active Mar 02 2017 07:07 PM

#1023308 Campaign #1 - CORE WORLDS

Posted by Ghostrider on 11 January 2016 - 07:57 AM

Yeah, the the only thing they got right in the film was the first 10 minutes when you see a crashed ISD-1 in the sand. The rest was badly written, inconsistent, poor plot lines, weak characters and some quite glaring techincal errors and absolutely no understanding of astrophysics, galactic cartography, politics or the force. 

 

 

The code lnine that you are looking for is

 

<Build_Initially_Locked>yes</Build_Initially_Locked>
However, you need a Droid Foundry to build them and we have not converted it yet. 
 
You will need to change the "E_Ground_Droid_Foundry" as listed below into a structure of your choice. 
 
<GroundCompany Name="E_Phase_I_Dark_Trooper_Platoon">


<Variant_Of_Existing_Type>Phase_I_Dark_Trooper_Platoon</Variant_Of_Existing_Type>


<Affiliation>Empire</Affiliation>
<Required_Special_Structures>E_Ground_Droid_Foundry</Required_Special_Structures>



#1021703 Campaign #1 - CORE WORLDS

Posted by Ghostrider on 24 December 2015 - 08:13 AM

If you want to build them, all you have to do is open the XML, and change "Locked at start" from YES to NO. 




#1021576 Campaign #1 - CORE WORLDS

Posted by Ghostrider on 23 December 2015 - 07:46 AM

Just because the original Forces of Corruption game has buildable Dark Troopers, does not mean they are right for being buildable in this mod. In order for any unit to become part of a faction's buildable tech tree, it has to be in existence for a reasonable period of time, and be available to a number of different campaigns. 

Kyle Katard destroyed the Dark Trooper project almost at conception, and there are very few Dark Troopers in existence. They appear in the late GC campaigns as stand alone units, but they won't be available for construction. Tie Phantoms were also a 1 hit wonder and I don't even think we have a model. If a unit is in widespread production, as a buildable unit for the faction, it should be able to be built from a generic site - eg Barracks or Walker Factory.

Dark Troopers were concept prototypes built from a single ship, which means they are not eligble for general production.

Same goes for Tie Phantoms, especially as they need stygium crystals for the cloaking device. Look at the effort Thrawn made to minimise the need for cloaking devices due to the astronomical costs - 

1 victory achieived with a single small cloaking device to cloak the inside of a freighter hull. 

1 Victory achived with 34 cloaked asteroids, expanded into 280 faked firings to throw off the scent that there were only 34 built. 




#1020954 Campaign #1 - CORE WORLDS

Posted by Ghostrider on 16 December 2015 - 07:36 AM

If you read my last news post "state of the Mod", you get the full description of why the campaigns are different, but the short version is "performance". Large campaigns are ungainly and result in lag. By cutting back to fewer planets we get better campaigns. 

 

The terminology of Jedi is a complex thing. Sith is probably more of a philiosophy than a rank, and "lightside" or "darkside" are appropriate. Even Vader talks about turning Luke to the Dark Side of the Force, so in that respect, Jedi Knight or Dark Jedi Knight are certainly accurate. 

 

 

As to naming conventions in the mod, all heroes have a rank - Military, or Political, and Force abilites are listed by rank also, eg Knight or Master. This is a comprehensive system and will not change. 

 

As to "dark troopers", they appear in some of the later campaigns as starting forces, but you can't build any more!




#933700 [SUB MOD] Phoenix Rising Enhancements for 1.2

Posted by Ghostrider on 22 October 2013 - 06:30 PM

Yes.

If [GOING TO WORK]=0 AND IF [FOOD OR BEER]=0 AND IF [SLEEPING]=0 AND IF [DOGS] =0 AND IF [GIRLFRIEND]=0, MODDING =1   :omg:




#926338 "Commenor must be some major-league trading planet"

Posted by Ghostrider on 14 July 2013 - 07:07 AM

First time I played it over a year ago I felt like I had died and become one with the force. It's seriously that good.

 

 

Major news update coming soon. The mod just got a whole lot better. We got a massive upgrade to test recently.




#909562 1.3 release update

Posted by Ghostrider on 31 December 2012 - 07:20 PM

There's a lot of work yet to do. Campaigns are developing nicely, but there are other projects that are mid-way through development.

We aren't done on news yet. Keep an eye on the forums. "More to say, we have..."