Notepad opens Lua files.
not sure about campaigns but skirmish units are in
N_Orbital_Construction_Pod in spacebuildableskirmish.xml
and
Skirmish_Hutt_Asteroid_Base and Skirmish_Merchant_Dock
in SECONDARYSTRUCTURES.xml
and if you run out of room in those or just want to build the units sooner in skirmish
Empire_Mineral_Extractor, Rebel_Mineral_Extractor and
Underworld_Mineral_Extractor near the bottom of the file in spacebuildableskirmish.xml
any chance of a Nepgear voice pack?
If i remember correctly the mercury-class does have a hole in the front of the mesh. i think Thomas39120 might have been planning on having the fixed heavy batteries there, but never got them rigged.
I'll give this a try as soon as i find my CD. My old PC's main Hard Drive died so now i am using a somewhat newer laptop.I backed up most of my crap but not my EAW folders so it looks like i'm starting from scratch.
Great work, my only thought is:More, More. MOAR!
Makes for very entertaining team deathmatches.
Seems many of the hardpoint bones aren't properly rotated on many of the models,(all facing left or right or generally where they shouldn't)for example the most of the Steamrunners bones are pointing to the right, one forward bone points to the rear and one is pointing straight down. Load them in the ALO viewer and you can see what i mean.
How many times have you had to say this? if only there was a way to sticky this so it always stays at the top of the comments section.
Not to mention that without shields, hardpoints become more of an annoyance. Plus without them, you can rig as many weapons to a hardpoint that you want.
Shiny! Kinda reminds me of the Serenity.
BY YOUR COMMAND.
Maybe a federation equivalent of the juggernaut based of the hull of a runabout. You could have artillery, APC and heavy assault versions with different weapons pods on top.( Light pulse phasers for the APC, Phaser beams for the assault version and heavy photon morters or torpedo launchers for the artillery version. Just an idea.
Thankfully, the frakwits at NBC-Universal seem to have mellowed out somewhat. At least as far as BSG is concerned.
Reminds me of this Youtube.com about 4 minutes in is the scene this remind me of.
Babylon 5 at war 2.0 had separate meshes for the ships and name tags, the base model for the ship and an add-on mesh with the name added via hardpoint.
Can you use it to capture wild SSD's?
Right here under your nose. Moddb.com
Scrolling build menus can only be done by reverse-engineering the base game code. Although in skirmish you can always stuff ship build menus into the asteroid mines, and the defence satellites, that's how i do it.
Awesome! But it is missing a turret, BSG_Men_Haubtgeschutz20.ALO
I thought of using runabouts as gunships in my personal version of trek wars but i never could get the federation ground bases working. Now that i've figured out how to add new factions i might give it another go.
I'm pretty sure the Underworld tanks have a fire bone called Muzzle_01 instead of MuzzleA_01, meaning they need a hardpoint to work.
Now the fun part, hunting down all the changes and splicing them into my personal version.
Create a shortcut to SWFOC.EXE, right click on the shortcut and select properties,under target you'll see "C:\Program Files\Lucasarts\Star Wars Empire at War Forces of Corruption\swfoc.exe" or something similar, add MODPATH=Mods\elite_conflict_mod_i after swfoc.exe" so it looks something like this "C:\Program Files\Lucasarts\Star Wars Empire at War Forces of Corruption\swfoc.exe" MODPATH=Mods\elite_conflict_mod_i
What are you going to do with the rebel and imperial units?
BSG Wiki calls the "Heavy Guns"
Don't forget Complex by Thomas39120, that mod had the best star trek units i have ever seen in this game.
When whas the last time you watched daybreak? The Colony did have at least several single-barreled heavy guns.
I devised a good hardpoint layout for this. I replaced the torpedo and missile hardpoints with Heavy KEW's w/270 degree firing arcs, replaced the laser and ion hadpoints with flak batteries and the turbolaser bones with missiles. I rigged it after watching Daybreak parts 1-3 and based the armaments on what i saw of the cylon colony.
The repair station needs a new model, right now it has no model. Strangely enough, the game doesn't crash when they are built. I went back to the vanilla repair satt model, and cleaned up most of the hardpoints, tweaked several of the projectile ranges. Found many Missile hardpoints with max ranges set to 3000 when their missile projectile had a max range of 2200. Am i the only one who has as much fun playing with mods than actually playing them?
I run it on windows 10 with no problems. Just needs the RAM fix.
ChaosKitty5000
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