Some time ago I started working on 'realistic star wars' mod. My aim is to modify game a little (so it plays basicly the same as vanilla) and slowly introduce desired changes.
Obviously Zann's faction needs extensive overhaul, so I started with this faction. My aim is to change it from beeing overpowered - to more like nuissance. I replaced Zann Consortium's units with Pirate ones, so he has to rely more on his special abilities.
However, during coding I encountered a problem. Before StarViper entry I put the following code:
Pirate_FighterUnderworldPirate_Fighter_SquadronUnderworld1Yes012006YesStarviper_Fighter, Starviper_Fighter, Starviper_Fighter, Starviper_Fighter, Starviper_Fighter30.0,0.0,0.00.0,20.0,0.00.0,-20.0,0.0-45.0,45.0,0.0-45.0,-45.0,0.01 [rest of original file follows - it allows to spawn 'normal' StarViper as higher level fighter]
Now each time I start space battle, I see the formation for fighters is broken. Four of them start in exactly same place (they even fire simultaneously - laser projectile is much wider), only fifth start to the right. I don't have to say it looks dull :(
So, any ideas how to fix it?
For the New Republic!!!!!
8th June 2007
Pirate_Fighter_Squadron There is space there second u need a container, for ur fighters, go to CONTAINERS.xml for a guide
AoSW Joint Leader
25th August 2006
Wizardington;4201000Pirate_Fighter_Squadron There is space there second u need a container, for ur fighters, go to CONTAINERS.xml for a guide
Whoa, Hold on now. You only need to edit containers if you want said Squadron to have Abilities.
For the New Republic!!!!!
8th June 2007
i had the same problem, and that fixed it
Unfortunately, original file doesn't have this space :( I must have had accidentally press it during copying.. sorry:uhm:. Any other ideas?
What about containers.xml? Is it really needed? I think that other edited units have their abilities (probably becouse they are variants of other, existing units)
EDIT: Can I edit old posts? The option for first post in this link is unavailable :/
Knowledgeable, but weird
7th September 2007
Try changing the squadron offsets, they look a little small. If that doesn't work try looking in the stock pirate fighter code for anything that might be problematic, and if it still doesn't work then just copy the pirate fighter code completely then rename and change select numbers instead of using lines.
I was afraid of making omissions (I miss brackets frequently and then spent too much time searching for them). That's why I simply copy-pasted them, and also tried several entries; this one is AFAIK taken from original StarViper unit.
Thanks for other suggestions, I'll try them ;)
BTW, you can call me Keraunos or Ker - no need for Keraunos281 ;) (I'm referring to the other thread)
(Couldn't find a title)
14th February 2007
BTW, you can call me Keraunos or Ker
Kerr Here :p all you really have to do is raplace the model, SFX, TEXT, speed, and cost to make the original starviper into the pirate fighter, most of whitch can be copied. if i wasn't cramped for time then i'de make and post the code, but i've gotta leave soon.
EDIT: but for now try just copying the X-Wing or starviper squadron offsets :)
The offset values above are copied exactly from StarViper entry; I've also tried to replace it with Z-95 - same effect. So I'll probably either stick to my original idea and simply add another fighter while keeping StarViper (which will then be needed for some Piracy missions), or indeed try to add everything manually..
For me, replacing only few things won't work. First of all, later I'm going more into details - I plan to give units exact
Sorry if I won't answer anytime soon, but this mod is not on my top priorities list. I have a life as well ;) and I'm only coding a bit when I have a time and desire.
Thanks a lot for help :D
Girl Gamers,were Awesome!
13th July 2006
6 <- in units XML file or 3 in the squadrons data - have you change - altered any of those values ? - some squadrons xml data does not use the max squad size so just wondered if you have changed it some how.