a few modding questions -1 reply

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Guest

I didn't make it!

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#1 9 years ago

Hi guys, I'm new to the forums and the game, and was hoping someone could give me some advice. I'm an old fan of Supremacy (or SW: Rebellion as it was called everywhere else apparently :S) and I've just bought the EAW Gold Pack to see if it's any good. I've played through the galactic conquest a few times and found it a bit lacking, and I would like to know which is generally considered to be the best overall mod for it? I've been looking at Absolute Enhancement 5.1... Secondly, is it possible to get the Death Star II for EAW (not FOC), as one of the best bits about Supremacy was being able to take out Rebel ships with the superlaser, and as far as I know you cant in vanilla. If not, is it possible make the first Death Star do this? Thanks in advance for your replies!




ssdcommander

admiral, you are needed

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16th December 2008

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#2 9 years ago

absolute enhancements is probably the best out now, and it is possible to have the death star shoot a super laser, the only problem, i have NO idea how. or at least atm EDIT:here is what you would do: first look in the death star alo file with the alamo object viewer. find the bone that is the firing bone. now make a hard point with that bone in it. now go into projectiles xml and add this string in it yes now go to hard points and copy an existing one. for instance i'll use this one HARD_POINT_WEAPON_LASER NoNo Damage_Tartan_Cruiser MuzzleA_06MuzzleA_06175.045.0Proj_Ship_Medium_Laser_Cannon_Green2.03.050.21000.0Unit_Empire_Ship_Laser_Fire Fighter, 5.0 Bomber, 4.5 Transport, 1.0 Corvette, 10.0 Frigate, 70.0 Capital, 30.0 Super, 30.0 False ok now rename the hardpoint such as HARD_POINT_WEAPON_LASER NoNo Damage_Tartan_Cruiser MuzzleA_06MuzzleA_06175.045.0Proj_DS_Superlaser30.030.1100.21000.0Unit_Empire_Ship_Laser_FireFalse and now for the unit itself

TEXT_UNIT_DEATH_STAR 1 w_planet_deathstar.alo w_planet_fleet_ds.alo 4 0 yes0.99952.5 0.75 0.02 10.00.215Yes0.250.3250.0Empire50051120000310Yes55000055000010050000100super6nonoEmpire10010010200HP_DS_1 TIE_Scout_Squadron, Tartan_Patrol_Cruiser, Tartan_Patrol_Cruiser, Victory_Destroyer, Victory_Destroyer DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, ASTEROID_FIELD_DAMAGE, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA No Unit_Superlaser_Fire i_button_death_star_complete.tga Speech_Death_Star_Build_Underway Speech_Death_Star_Build_Complete Speech_Death_Star_Build_Stopped Speech_Death_Star_Build_ Galactic_Death_Star_Complete_Music_Event No Super TEXT_TOOLTIP_DEATH_STARTEXT_ENCYCLOPEDIA_CLASS_BATTLE_STATIONGround_ActivatedPlanet_Death_SFXPlanet_Explosion_GalacticYesi_radar_death_star.tga0.2 0.2YesYes150 and i think that will do it




DarthNerd

The Brainy Sith

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12th June 2007

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#3 9 years ago

to do that, I believe you would need to code in the speial ability, event, and parameters. I'm not sure, but that might mean .lua editing. But then again, it could just be a matter of angle, ability, and SFX.




ssdcommander

admiral, you are needed

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#4 9 years ago

fix i for got something: EDIT:here is what you would do: first look in the death star alo file with the alamo object viewer. find the bone that is the firing bone. now make a hard point with that bone in it. now go into projectiles xml to Proj_DS_Superlaser and add this string in it yesEDIT: sigh i forgot to fix another part: 5