I'm an amateur writer, linearter and interested in learning to mod for Command & Conquer Generals and Star Wars; Empire at War.
Thanks for this and all your work over the years. You've created a mod that does, I believe, stack up very well against more modern games, and you've really gone beyond the call of duty to carry on bugfixing after all this time.
As someone who only first read the Wing Commander books last week, I'd like to thank you for helping bring the WC universe to a strategy platform. I'm looking forward to trying the mod out!
That's a very good question. It could be that NBC has lessened the restrictions on mods.
Could you please link the mod here, as there's so many I'm hesitant to waste time downloading what could be nearly all the wrong mods.
Hi there. When you say 'didn't separate upper and lower sections', could you please clarify what this refers to?
I'm downloading the mod to examine the XML myself, and will be working on it as real life permits.
They are indeed!
As for the Tau Battlesuits, I tweaked the unit cap of them. Seven plus a Tau commander wrecked an Ork base in short measure, so I think building as squads may not be such a good idea after all.
Other than that, loving the mod, and I'm looking forward to what you and the team come up with next!
Very nice mod! Hope you don't mind, but I made some changes for my own use to it, like Despoiler Squads carrying bolt pistols and chainswords, as well as moving slightly faster than regular tactical squads.
It's for Soulstorm, I believe. At least, that's the game I've got it working on.
Hi there, if you run through the steps I gave to StalinGrad6, then it should be working. If you've done that already and you're still getting the same problem, reply here or PM me with the names of the moniker files, the unit you want to modify, and the location of those files in the directory.
Hey boothy_p, quick question; is there an inbuilt code or something that prevents you and the team from letting the Tau's XV-8 suits from being built as squads rather than capped to three individual suits? Other than that, great work, and I love the changes made in 3.7!
Well, aside from being on the receiving end of a Thunderfire Cannon :P
That's just cementing my desire to download Retribution and the mod now! Is there anywhere that offers a rundown of the unit options available to each Space Marine army, if there's any difference?
Legiones? Am I right to dare to hope that this mod permits the use of Crusade/Heresy-era Astartes factions?
To quote the Fraters of Bolter & Chainsword; "CHOOOOM!" Looks very nice!
Wait, VotBR has the Legions in it now? How did I not realise this?! :O Sounds absolutely amazing, and I look forward to hearing more about this.
Ooh, an excellent change!
This is really just cementing my desire to reinstall HoI 3 again when I've got space on my hard drive. I bought Supreme Ruler Ultimate in an effort to get a modern HoI, but I think you've outdone them from what I've seen.
At the sight of Crusader Kings II in space, you had my attention.
At "...inspired by Fading Suns, Warhammer 40,000, Dune...", you now have my curiosity :P I'm looking forward to trying this when I get the time.
Glad to hear it!
I've only recently got into the Mechcommander series, and I just wanted to say this looks amazing, and I like the tons of work you've done for the community.
Addendum; if you can confirm you've done all that, then it should be working.
Yes I had that problem when I first tried it too. Just to check; is this mod one that requires an installer, or can it be put in a mods folder and used with the Petrolauncher?
If it's the former, then my instruction to place it into the mod's DATA folder doesn't apply so much, since that would be integrated with the FoC directory's own DATA folder.
Just to clarify;
1.You've made a .txt file containing your list of names and placed it into the relevant directory?
(Either "C\Program Files\LucasArts\Star Wars Empire at War Forces of Corruption\Mods\YourModHere\DATA" or "C\Program Files\LucasArts\Star Wars Empire at War Forces of Corruption\Data"
2.The .txt file, the GameConstants.xml file, and the SpaceUnit Name and the Moniker lines in the spacecraft's .xml file have all got the same name?
(So for the standard Acclamator ship in the basic game, the .xml file would be like this;
< SpaceUnit Name="Acclamator_Assault_Ship">
The .xml file has the same name, so that would be Acclamator_Assault_Ship.txt, and the GameConstants.xml has this line in the ShipNameTextFiles section; Acclamator_Assault_Ship, Data\Acclamator_Assault_Ship.txt,
Are you taking the spaces out of the Moniker line? I've done that because it doesn't show up on ModDB otherwise.
If you are, then make sure the name files are being left in the mod's data folder. They can't go into the main FoC directory.
It's easy enough to create one then. You just need to find the dedicated .XML file for the ship in question, or dig into the .XML file containing all the ships of the same weight in the case of a mod like Return of the Clones.
Just add in this text with the changes appropriate for the ship you're naming;
So if I was renaming one of the Acclamator's from the RotC mod, it'd read as;
Since that's the Republic faction's Acclamator 'SPACEUNIT_NAME' in its .XML file. Wherever I can see the Moniker line present in an .XML, it's always on the same line like this;
< No_Colorization_Color> 255, 255, 255, 255 < /No_Colorization_Color>
Just paste/type the personalised moniker line into that space, and it should work. Let me know if you're having any more trouble.
Here you are; Moddb.com
If you've bought a retail copy and have lost your disc, there's not much you can do about it, and I can only advise waiting to see if the Gold Edition containing both EaW and FoC will be on a sale on either Steam or GOG.com in the future.
With the help of Locutus from the Pegasus Chronicles mod, I've figured out how to do this, and I've submitted a tutorial guide to ModDB on it. It's currently awaiting authorisation, but check back in a day or so and it should be up.
Brilliant! It took some doing but I finally worked it out. Turns out I'd mislabelled one ship as 'cruiser' when it was supposed to be 'destroyer' in GameConstants.XML.
Just double-checking since I'm looking at the old SG mod and another one; if I have the mods and name files placed into a mod folder, like say Mods/Modname/Data, would I have to put that in the GameConstants like 'Mods\Modname\Data\BC-304.txt'?
I'm asking because according to this Ori ships and Grace ships (using the Data\Ori_Kriegsschiff.txt format) would seem to have individual names but whenever I see one in the game, they're always nameless.
Hi there, not sure if this is the right place but I figured I'd ask anyway; I'm currently trying to figure out how to give individual ships names/monikers in the original Stargate at War mod, and I can't seem to do it. Is there a certain guide or way to do it?
Interesting. I'm guessing some kind of anti-tank laser/particle beam?