Adding new units -1 reply

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ThorHammer

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22nd January 2010

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#1 8 years ago

Hi, I have recently been trying to add new units into SWEAW (not foc) in my private mod. specifically, i want to replace the acclamator with the Nebulon B2 frigate. I have some experience with editing the xml files, but i am not sure what files i need to edit. After reading the many great tutorials for modding this game i know how to use variants but am not sure if this would work with new models. In my last attempt I edited the hardpoints.xml and spaceunitsfrigates.xml , but it did not work (received and exception) Any help would be great!!! Thanks




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#2 8 years ago

well , you are editing the right files . i suggest creating a new unit instead of a variant , when are you getting the exception error ? , during the loading screen or when you bring the unit into battle ?




ThorHammer

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#3 8 years ago

i get the exception at the loading screen. im using the ACM mod for the shaders, models, ect. idk if this makes a difference, though. :uhm: I just want to make sure that there are no other files that i have to edit so that i can use the character




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#4 8 years ago

Is Acm a mod for EAW or FOC ? incompatable coding could cause the prob . Which program do you use for editing xml ? if the xml contains errors you get an exception and lastly did u fiddle around with groundcompanies.xml and groundinfantry.xml by any chance ?




ThorHammer

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#5 8 years ago

yes, acm is an foc mod. i had a feelin that they were not compatible, so i did not copy and paste one into the other. intead i used the eaw coding for an acclamator and copied the data from acm into the locations. the only reason that i am using any of the acm code is because i do not understand all of the xml components (yea, i am really new at this). I really hope that the models and shaders for eaw and foc are the same. if not, im in deep :(

I am editing the xml's in notebook:) . when i was using cooktop, i saw no difference and i like the airy feelin of only being in a txt editor.

as for modifying ground unit, yes i have. specifically i deleted the artillery from both the groundunits and groundcompanies because the computer plays like an arty spammin noob in GC ;), especially as rebels

in recent recent versions of my personal mod, i have had this change and the game has played just fine

I am certain that there are bugs in the hardpoints.xml, because the coding there confuses me a little. If you know about a tutorial or something on hp's i'd appreciate knowing about it.




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#6 8 years ago

The master sticky has some tutorials , Alphabluemodding and everythingeaw also has a number of tutorials in modding basics . i suggest you use xmlpad to edit xml files , it tells if there is an error and in which line it is present . its what ive been using . Hardpoints are easy enough to figure out , but if i were you , i would stay away from modifying ground companies and ground infantry for the time being , at least until you are more confident in editing xml .




ThorHammer

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22nd January 2010

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#7 8 years ago

thanks for the help ill give the xml editor a try :beer:




halcyon09

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#8 7 years ago

hi ive been having a similar trouble where the error message comes up just as im about to bring the units into the game. im using Warbs legacy models and xml adn just the normal EAW game not FOC