General Modding help -1 reply

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Guest

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#1 8 years ago

OK, so I exhaustively searched this forum attempting to find answers to the problems I was having modding FOC. Eventually I started finding answers, and things looked good, I stopped getting error messages and CTDs, but now I've hit a wall and have no other option left, so I created an account and here I am typing this post. I am attempting to do quite a number of things: (for now skip number 2, I am confident that I can get it (I already did it with one unit), my real problem is with number 1) 1) I am trying to create a new faction which would have the ability to build all (I say *all*, but I really just mean *most*, but it might as well be all of them) of the units/buildings that the other factions can build (space and ground), all the rebellion Jedi heros, Rogue Squadron, Darth Vader (with the executor), the droids, and Han/Chewy. 2) Create some new units, specifically 3 dedicated carrier units based off of rebellion units: 1 would use the MC-30 model and replace the laser battery with a hanger bay and the two torpedo launchers with laser batteries, the second would be an Alliance Assault Frigate with the 2 front turbolaser batteries replaced with hanger bays, and the last would be a Mon Cal with the two rear turbolaser batteries replaced with hanger bays 3) Make the hutts and pirate factions actually "play the game" as in build units and attack other faction's planets 4) Some other smaller stuff that I do not remember at the moment, but will bring up as the more important problems are resolved. Ok, I guess I will explain what I have gotten to work; I did manage to give my new faction a single ground structure (that it can build) and I know how to add more, I know how to give this faction units and I have been able to start a GC campaign playing as this faction. However, no heros that I thought I had given this faction are present (bringing the grand total of heros to ZERO), but I have gotten the rebellion, empire, and consortium to "play the game", they fight each other and me, however, I've got this weird glitch where enemy stacks are shown in my new faction's color and I see SSDs everywhere (even when one is not in any of those stacks) and I don't know as of yet if it is an actual glitch or just a fluke, but the empire went on a conquering spree and took like 10 planets in the first 5 min of my first test play-through. While I am a novice modder I guess, I have a very good understanding of this game's xml code (product of having to search through 100 files to find the one that has the unit/building/hero name in it that I need to edit one of my custom campaigns) but I am stumped as to how to finish out this faction of mine. So, hopefully this isn't too daunting of a task, and I properly articulated myself so you all understand me. Any and all help will be appreciated.




mbmcdon

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14th July 2010

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#2 8 years ago

Adding a 4th faction is actually very very hard. I have done it, but it took a long time and a lot of experimenting. I would upload my code for you, but it wouldn't do any good because you would have to change a ton of stuff to go with your game. I suggest you start by looking at the Return of the Clones mod as they are the only official mod I know of that actually has a 4th faction working.




general_kerr

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14th February 2007

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#3 8 years ago

it isn't hard to enable hutts/pirates to attack/defend, however adding the 4th faction will take some doing.

you need a new GC to add a new faction., and after that typical faction coding will work for anything but skirmish ( i haven't added to skirmish yet)




Geroenimo

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#4 8 years ago

Well good luck with the new faction first, it's very hard because you need to code everything, with tonnes of experimentating to make it work. However it can be done, I believe the Galaxy devided (http://empireatwar.filefront.com/file/A_Galaxy_Divided;67387) also has a 4th playable faction, I personally haven't looked at it but it has. It changed normal EaW from 2 to 3 players.

About those GC codes, if you have a code that makes the GC more interesting, more action, you really should upload it, lots of people are dieing for such a thing, just an idea.




Guest

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#5 8 years ago

Well, I guess what I am looking for is maybe for someone who has coded a fourth faction to maybe give a quick list of the files that they edited to get the faction to work:confused:. I don't need any of the coding just something like "I edited: factions.xml, specialstructures.xml etc etc". Just so I know that if I encounter a problem, it might not be because I coded something wrong, it might be because I didn't change a file that I didn't know I needed to change. And really I am not trying to do anything spectacular, like add in units with completely new models or create an entire faction from scratch, I am just going to mix and match units from the other three factions. So to do that I have to go into the .xml files for: ground units, space units, structures, starbases, and heros, make copies of the units/structures/heros that I want this faction to have, rename the unit, and change its affliation to the new faction? Then to get this new faction the ability to use build pads I have to edit.....:uhm: groundbuildables.xml? Someone just pipe in and say if I am on the right track.....




mbmcdon

GF makes me horny

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#6 8 years ago

It really doesn't matter what you want the faction to have, adding a 4th faction is still hard. That said, when I did it for my personal mod, I started with the factions.xml file. Again- I recommend you download the Return of the Clones mod and look at that as an example. It has a 4th faction. That's where I started when I did my 4th, that's where I suggest you start.

Groundbuildables is where turrets are.




general_kerr

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#7 8 years ago

Start with factions.xml, a galactic conquest file, a few structures and startbases.

Copy the black sun pirates and name it something (I use them for some reason...)

yes Yes

and

true

and

Empire, Rebel, Hostile, Sarlacc, Underworld, Hutts Yes

and

PUT A STRUCTURE YOU MADE FOR THIS FACTION

and

true0.07 No Neutral40

Need to be present... after that tweek around to get it customized

then you need a Galactic conquest.

take a look at the code of a galactic conquest, there is a playable version for each faction... add a playable version for oyur faction and you can play..

add in the faction with the standard rebel or imperial AI (and units to build) to every other per faction variation and they will be a participating force in the galaxy.

I may have missed something here though, try that and tell me how it turns out.

BTW: http://empireatwar.filefront.com/file/General_Ker_Mappack_01_DEMO;89265

I made the pirates playable...

im still using that as the testbed for stuff lol..




general_kerr

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#8 8 years ago

oh duh, you have to add it to the enemy list for all of the other factions!