Adding a tech level to Rebellion -1 reply

  • 1
  • 2

Please wait...

Mobius13

aka Mobby!

50 XP

18th February 2009

0 Uploads

776 Posts

0 Threads

#1 9 years ago

Is it possible to add a new tech level to the Rebellion? I want them to have a tech 5, in order to match the era scale for the other factions. I would have thought it would have been in Factions.xml or gameconstants but i cant find it =/

anyone know?




Sidious Invader

Dark Lord Of The Sith

50 XP

9th January 2007

0 Uploads

853 Posts

0 Threads

#2 9 years ago

I just added two more tech levels to the Empire, but with the Rebels you have to change the max tech level in the campaigns.xml, and add new units that must be unlocked by slicer with the tech level of the new tech level.




Mobius13

aka Mobby!

50 XP

18th February 2009

0 Uploads

776 Posts

0 Threads

#3 9 years ago

I see :)

Thanks SI




Sidious Invader

Dark Lord Of The Sith

50 XP

9th January 2007

0 Uploads

853 Posts

0 Threads

#4 9 years ago

Since I only just recently tried to add tech levels. I started with the Empire since, the upgrade system was what I was going to use for the rebels. So I wasn't speaking from experience, or knowledge, so I tried it.

It is exactly as I said, and found in Campaigns_Underworld_GC.xml....

Rebel, 25000 Rebel, 0 Rebel, 6

Started the Rebels at 0(which is tech 1), with a max of 6(which is tech 7). Then I changed the Mc30 tech level to 5(which is really 6, since rebels go from 0-4, and it is adjusted visually in game constants.) Researching the B-wing at tech level five increases the tech level to 6, and allows you to research the Mc30. Researching the Mc30 advances the tech level to 7.

So, it does work, but has anybody been able to research a level 6 starbase? I was not successful in my first attempt.




ssdcommander

admiral, you are needed

50 XP

16th December 2008

0 Uploads

266 Posts

0 Threads

#5 9 years ago

i did at one point, but i dont know where it went




Mobius13

aka Mobby!

50 XP

18th February 2009

0 Uploads

776 Posts

0 Threads

#6 9 years ago
Sidious Invader;4945495(which is really 6, since rebels go from 0-4, and it is adjusted visually in game constants.)

Can you explain that please? I don't think I quite understand what you mean.




Sidious Invader

Dark Lord Of The Sith

50 XP

9th January 2007

0 Uploads

853 Posts

0 Threads

#7 9 years ago

If you look in game constants, by searching "tech" you'll see a line about modifying the "displayed tech level" by + 1 since for whatever reason the developers decided to name the rebels tech levels 0-4, where the Empire, and Underworld, are 1-5.




Mobius13

aka Mobby!

50 XP

18th February 2009

0 Uploads

776 Posts

0 Threads

#8 9 years ago

Oh, i have noticed that.

Do i change that to 0, or something else?

Thanks for the help btw ;)




Sidious Invader

Dark Lord Of The Sith

50 XP

9th January 2007

0 Uploads

853 Posts

0 Threads

#9 9 years ago

No the B-wing, and Mc30, are both 4. So your new units should be 5. And be sure to change the in Campaigns_Underworld_gc.xml to reflect this new tech level. That's it, simple.




Mobius13

aka Mobby!

50 XP

18th February 2009

0 Uploads

776 Posts

0 Threads

#10 9 years ago

Oh ok, i misunderstood what you meant. I just tested it in game, works fine. Thanks.




  • 1
  • 2