Hi, I had some pretty cool ideas hit me about what I would like to change in Star Wars EAW FOC. but i really don't know how to do it. I can do basic XML editing, so i understand what it is. (though i can never seem to implant a new units with hard points into the game). but to do the heavy editing I wish of, I don't know personally if its possible or if i would have to go in deeper and edit .lua files or something. if you have any good tutorials on XML editing or Game modding or anything along that line leave a link in this thread. anyway, i was hoping if anybody could teach or help me in coding in the changes i want. below is a list of idea i was thinking of.
- have space units garrison land units (ie. star destroyer garrison of storm troopers, AT-AT, AT-ST, etc. rather than JUST having transport shuttles) - have space units be able to be playable in ground fights. - redo the land battle so that there is bigger cap and the maps can be made bigger (even in the map editor) - population cap being totally redone so that the numbers in the billions and trillions rather than hundreds. (and along that line having units take up thousands of population points.) - having it cost money to upkeep with your military after a battle (also just everyday expenses such as food, housing, salaries, maintenance, all depending on what kind of unit) - redoing the credits setup, so that you get trillions of credits from planets and ships cost what they should rather than just 5k (ie star destroyer is ~5k, but in "real life" its is 4 billion credits)
So basically im trying to mod the game to make it more realistic on the galactic scale rather than the skirmish scale.
any help would be greatly appreciated.
Well some what you said can be done, but alot of it cannot, or i have never seen it done, the troops on star destroyers is not going to work, well it can but its going to casue some problems on fleets, the money on the millions i dont know about, i remeber alot of post saying something that money cant go over like 1 mil or something, this could have been fixed by now i do not know yet, and the bigger maps and the battle cap are very easy to make.
God, your signature is annoying
so really my question is if i was to try to make a star destroyer as i described, would it be possible through XML or would i have to actually change the coding of the game itself.
i also would like to know if the game engine or game predetermines what xml syntax is readable and the game can use or can i just type in random stuff and the game deciphers it and then executes it.
For example (everything in blue is vanilla and red is what i input in the coding)
[COLOR=Blue] TIE_Interceptor_Squadron, 2TIE_Bomber_Squadron, 15TIE_Interceptor_Squadron, 8TIE_Bomber_Squadron, 4[/COLOR] [COLOR=Red] AT_AT_Walker, 20AT_ST_Walker, 30
I think for the Star Destroyer thing, you might be better off using the non-spacecombat hero code of "attack to flagship" or something like that.
I know that land skirmish population cap can be made larger in factions.xml and expansionfactions.xml (it's faction-coding based).
Making space units fight on land can be done, many mods have used such a feature. Basically, code it as a land unit, and use either the Speeder or Lancet code as a basis (depending on how you want it to move around).
Anything that involves numbers in billions/trillions, probably not, simply because I don't see that working with Empire at War's UI.
I think there is a "maintenance cost" line in faction coding and maybe individual unit coding, but Petro kept it small or disabled (by setting the cost to zero). Maybe mess with that?
i have been exploring and i kinda am looking for a way to allow units to be used on both space and land battles. (like how land units have their space transports) im looking for a way to unbias units so that there are just UNITS not SPACEUNITS and GROUND UNITS
oh yeah could i possibly alter the command bar settings to allow more space for lettering or numbering (ie. you can see the money in the trillions rather than thousands.
so basically im asking can you alter how the command bar is displayed?
You probably could, although I don't know how, and, honestly, I really couldn't see how you could get it to work comfortably.
And there's no way to make a generic "unit." If you want a single unit to be in both land and space, you can make it behave that way, but the behind-the-scenes work will have to include two different unit codings due to different locomotors, armor types, etc.
I take what n0e says way too seriously
20th November 2007
Oh my god... I've seen some ambitious questions but this tops the recent list. These guys seem to have covered everything so I'll leave it with them. Though I will say all of this (except the land population cap. That's in constants.xml I believe. I posted it earlier in the modding help thread) is either extremely difficult or impossible, especially for a beginner.
thax for the replies, they are really helpfull.
know i have another question. what are .lua scripts used for. are they algorithms used to create AI or are they what the game was scripted on.
so if i was able to alter the lua scripts, could i potientally change the game. i have been exploring them and in one of them they said
or something like that. so could lua editing become another way to mod