Ok, I have made the Pirates playable as a new faction. I have them completely working in GC, but how do I make it so that it spawns heroes when you start, like for the other factions? I've added a story name file and all that, but it still won't work. Could somebody lend me a hand?
Nice! How much have you changed for them? Anyways, I think it's better to use starting forces for heroes. Unless you've made tech levels, in which case I'm not sure.
About 10 Space units, and 6 or 7 land units.Buildings are pirate command center, and some generic buildings like mining facilities and turbolasers.
I'll try adding them as starting forces, but I want them to respawn like heroes for other factions. I want to add Bossk and IG88 for them, so it wouldn't need tech levels.
Edit: Here's some screens for those who care.
Tried the starting forces thing. It works, they respawn after they die. Thanks for the help 1upD.
You're welcome, I'm glad I could help. Your mod looks sweet. :) Are you going to make the pirates Black Sun or Hutt Cartel? Or neither?
I don't know what I'm going to call them, but right now they're just "The Black Sun".
I just realized something. If you gave Bossk and IG-88 to them, couldn't you use corruption with both them and the Zann consortium, with a little map tweaking?
I didn't make it!
He might run into some GUI maybe, not like deep GUI though. How did you get a faction to work in GC? The AOTC mod has a problem with our CIS and Republic coding. After they conquer a planet, the game says you lost.
I just changed a few lines in the faction file, gave them some planets in the campaign files, and it works fine.But I used the pirate faction already in the game, so that may be why.
Do they replace the ZC? Otherwise, you'd have to add a new 'version' of the GC with several changed lines, but in the same 'campaign set'. That's what I did. Either that or you're magical.:lookaround: