Need help with new factions -1 reply

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revan986

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14th October 2007

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#1 11 years ago

Ok, so I've added a new faction and it appears on the menu right, the heroes work right, and so on, but their starbases show up on the planet info as pirate asteroid bases, their fleets are labeled as "Pirate Fleet"s, and they can't capture reinforcement points. I used the Empire faction code as a template and made changes to all the parts I think I need to, and made all the entries that I think it needs to CAMPAIGNS_UNDERWORLD_GC.xml. But I still have those three problems. The starbase problem and the fleet problem don't really bother me, but the ability to capture reinforcement points is a necessity. Any idea what the problem is?




Vaders_legion

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17th December 2005

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#2 11 years ago

ohhh bad idea man, theres gonna be alot of recoding for you do to cause the base game doesnt like new factions. just use the pirate faction and use the empires coding for that. the faction is all coded for reenforcement point captureing but just lacks tech and buildings. And may i ask what your new faction your adding is?




revan986

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14th October 2007

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#3 11 years ago

It's based on my friend's RP what do I have to do to get the reinforcement points working?




Vaders_legion

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#4 11 years ago

well thatd be a bitch, i sudgest you use the name pirates for your faction but use a different text name so it shows differentily ingame. but if you really want to know the answer to the reinforcement points, i think it has to do with the units code and if it can capture things and reinforcement point markers being able to be captured by things. they're in markers.xml i believe




revan986

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14th October 2007

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#5 11 years ago

Ok, the reinforcement points are working now without changing the faction to pirates, now I need to fix the starbase and fleet bugs.




Vaders_legion

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#6 11 years ago

starbase and fleet now huh, let me check the coding i did for agd a while back gime a min and ill edit this message Alright, as far as i know fleet is perminantly stuck saying that. and the station icon is removable but you cannot change the station model shown above the planet unless you rename a model to the pirate stations model so the game is tricked and thinks that since this is a new faction and its not hardcoded its going to use this pirate station model but in actuality, its a totally different model, still following? havent tested this theory yet. o and im not sure if its a station model or tga thats used




revan986

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14th October 2007

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#7 11 years ago

Ok, I get what you mean about the station, it's probably a model since it rotates. And I was thinking for the pirate fleet thing, do you think there's an entry in the mastertextfile thatsays "Pirate Fleet" that I can change to fix that?




Vaders_legion

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#8 11 years ago

Yup, you can, just dont make the name too long or it'll go off the bar. theres only one bug that i still get when i code factions and thats that the factions cannot capture buildpads, how bout u? are your factions able to do that?




revan986

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#9 11 years ago

Ah, so I can't have Dark Alliance of Suicidal Rabid Horrifyingly Monstrous Insane Rat-eating Lemmings. Gotcha:nodding:




Vaders_legion

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#10 11 years ago

Unfourtionately no, and just so you know, thats even more uncannon than agd lol. But did you get your buildpads working?