Changing Main Campaign Settings(tech level, credits) - How? -1 reply

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Snaptrap

Console Games Are Boring

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28th November 2006

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#1 11 years ago

I've made the changes in the Main Campaign xml but it doesn't have an effect in the game. I put all the game xml files in the folder, and still nothing. All I need to know is which files I need to look into to make the changes. I should be able to figure out the rest. TIA!




general_grievous

EAW Coder

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16th July 2006

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#2 11 years ago
Snaptrap;3405849I've made the changes in the Main Campaign xml but it doesn't have an effect in the game. I put all the game xml files in the folder, and still nothing. All I need to know is which files I need to look into to make the changes. I should be able to figure out the rest. TIA!

What do you exactly want to change? The campaign uses LUAs and story triggers. You can have a look at these. We can give you further help if you tell us what you want to change.




Snaptrap

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28th November 2006

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#3 11 years ago

I don't really need to change the credits since I can manage with out the extra, but I would just like to have all the units available at the beginning of the game so I don't have to revamp my fleet each time a new ship is available. So I need a increased tech level I guess? Also I would like an increased unit cap. I did it for everything else except the main campaign. Not sure how to do it there. Thank you!!! :)




ShadowMoonray

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18th June 2006

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#4 11 years ago

The story campaign does use at least one XML... Well, there is one XML that seems to be for the story at least... Rebel, 10000 Rebel, 1 Rebel, 4 You could just change that in the XML for both Empire & Rebels (and if ur using FOC then the Consortium too), but since the campaign uses LUA & triggers, as grievous said, I don't know if it would do anything...




Snaptrap

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28th November 2006

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#5 11 years ago

I've already changed those lines, Shadow. You're right, they don't do anything. Thank you anyway! :) I am thinking of an easier way to do this instead of having to go through extra XML files. Using the ones I already used for the Fog Of War, I'm going to just change the Tech Level availability for each unit. It's less work and fewer XML's I'll have to deal with. I should've brainstormed this a bit more before posting this thread. Maybe it will help someone else? Thanks guys!




ShadowMoonray

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18th June 2006

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#6 11 years ago

If you are unsure of something, you should always post... I often look at other posts if I have a problem. It helps others aswell as yourself ^_^




Snaptrap

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28th November 2006

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#7 11 years ago

Unfortunately my attempts to get the desired effect has failed. I have a good idea it's in the unit files since those are the ones that made previous adjustments to the available units in the main game. Then again, those files could just be used to Unlock units not normally available in the game. Ships like the Jedi Cruiser for example. I wish it were more simple.




ShadowMoonray

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#8 11 years ago

Well... The Jedi Cruiser was origionaly intended to be used in the campaign (or at least a bit of commenting seems to suggest that)... Anyway, just set the required tech level of all ships/units to 1 and it should let you build them right away in the campaign (unless in the LUA they have units disabled and they set when they get enabled)




Snaptrap

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#9 11 years ago

Know of any good LUA editors? Also, you wouldn't happen to know which LUA file I would need to modify?




Kelathin

JoJ mod leader

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2nd July 2006

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#10 11 years ago

LUA editors... not very many of them.




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