This group is for all who wish to mod for the StarWars Empire at War game, and for those who are fans of the StarWars Empire at War game.
A complete guide that explains how to create your own Empire at War story campaign.
Alright the mod has come to the point where it is almost ready for testing
News Update on Battlefronts of War: Dark Forces! 29th of February
Now that were starting first of all, anyone want to help? Secondly I want to let you guys know why im doing this mod.
well star wars empire at war is getting some attention.
Right now, I've gotten through the basics of coding in EaW/Foc: Health, Size, weapon fire rate, etc. But can anyone tell me how to add shields to a unit? Thanks
Don't know if you will see this or not...but in the unit behavior type, make sure you add SHIELDED as a behavior (and that POWERED is also a behavior). Then add the appropriate XML tags, such as <Shield_Refresh_Rate>, <Shield_Points>, <Energy_Capacity>, and <Energy_Refresh_Rate>. And add <Shield_Armor_Type> (frigate, capital, etc) beneath the <Armor Type> tag. Hope this helps
Could anybody help me with this? I'm new to modding but know how to implement a mod into a game to make it work. I have two mods downloaded, the Space Addon pack and the Ultimate Empire at War mod. I like the UEAW new ground units, yet I would like to replace the space units with those from the Addon pack. Am I able to do it without changing the master text file? If not could somebody run through how I could do this? Thanks!
Yes and No. if the units are the same as the ones your replacing then yes but if they are new ones not in the mod you are changing the no, however you could go into the XML files and track down the following code for each unit you are adding
<Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_FIGHTER </Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against> TIE_Interceptor_Squadron X-wing </Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To> Corellian_Corvette Tartan_Patrol_Cruiser </Encyclopedia_Vulnerable_To>
and just remove the names of each.
Alternativly you can just download the .dat editor
and using the above code either change it for yourself or even using those examples quite easily create your own with your own XML the dat file is also found
C:\Program Files\LucasArts\Star Wars Empire at War Forces of Corruption\Data\Text
Thanks! I'll check these out, and download the .dat editor.
Any members of the group with MODELING, TEXTUREING, CODING, or PARTICLE EDITING skills, PLEASE send me a PM - you have a chance to be added to the team for the current project
I'm tinkering around with modeling, but mainly focusing on mapping.
The only thing I ever modded in EAW was giving every unit the hunt abillity, adding more troops into squadrons, adding more start units, more start money (up to 20.000.000) enabling the SSD and Eclipse for skirmish and some AI difficult changes, merged several mods into one, but that was all I have done.
Heh, sounds like a good addon for a Vanilla game, did you make it a download?
i wish next to try coding
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