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You can attach scripts to upgrades.
Allow your ship to construct dummy upgrades(just like starbases) with a script attached to them and activate the ability through the script. Not optimal but it works.
I guess I can't help you for now.
Whenever you hit the freeze with TR again make a backup of the file before you use the defreezer. If it crashes again after defreezing send me a PM here and I'll have a look at it.
Hm it's pretty much impossible to say what the problem is based on this information, since we have no other reports of this happening.
Have you tried defreezing it a second time? I doubt that will help, but you never know with FoC
What version of empire at war do you have, steam/gold or retail?
Does this only occur with certain mods? How large are these save games?
Do you have backups of the save games before you used the defreezer? Can you defreeze and load save games that haven't been hit by the freeze?
Actually it just means there are bugs in your mod.
When you select it, does it say "Kill me, please"?
Someone's been skipping a few leg days.
There's a 15% chance that you will encounter a raid fleet. If you haven't seen any in a while it's literally a coincidence.
Raid fleets have the same AI as any attacking fleet.
Their main goal is always to take out the defenders starbase.
If other factions get in their way while doing that they'll attack those as well.
It's the name of the GC that contains the Katana mission.
No campaign, just this mission.
Does it show the 3rd structure?
The last person who tried that reported that the game doesn't know what to do with the extra box.
This script is in no way connected to the stuff that is going on on the GC map. When the player attacks a planet a script runs and checks which factions are participating in the battle. Then it picks one of the remaining factions that are currently NOT participating in that specific space battle and spawns a fleet for said faction with a certain probability.
Those spawned ships will disappear after the battle, whether they were defeated or not.
Moreover, you as a player cannot interfere in AI battles.
Hope that clears things up :)
I have just uploaded a new version of the Story Creator! It's waiting for authorization now.
The error that you have described occurred when an XML contained a token that the parser could not read.
When the parser finds such a token now the tool won't crash. Instead you will get an error message that contains the file name, the line number and the position of the token that caused the error. That way you will be able to fix your XML.
Sorry, for the inconvenience with the Story Creator, guys. I think I know what the bug is and I'm working on a fix right now. Please send me your bug reports to SmallPox AT hotmail DOT de and also attach the XML folder you are trying to load to the mail.
Check out Alphabluemodding.com
We have a lot of tutorials there.
And if you have a question you can always ask our members on the forums :)
I'm sorry that we don't have any new updates for you guys at the moment. University is still taking most of my time :(
But don't worry we're not dead, yet!
The only good news I have right now is that I will most likely release a demo of the Story Creator at the end of the year.
It's buildable at tech 3 on Corellia.
And no, we won't release what we have right now, since it's unplayable due to the unfinished tech systems.
Are you sure you deleted the right file? There is also a file called "Story_Plots_Sandbox_56_Rebel.xml". Since the names are pretty similar it's quite easy to mistake it for "Story_Sandbox_56_Rebel.xml"
If you want to help then show me some of your work first :P
We're still here, although I don't have time to mod at the moment.
But I won't give up ;)
Kleiner Fehler von unserer Seite. Lösch die Datei Story_Sandbox_56_Rebel.xml aus dem XML Ordner des Mods, dann müsste alles einwandfrei laufen.
Well, I suggest you try studying architecture. Then you'll know why this is progressing slowly ;)
That wouldn't be too wise.
With those unfinished tech systems the mod is pretty much unplayable ;)
We have just chosen a tester, so it'll still be a while before it goes public.
They are stored in a mastertext file. The file is located in FoC\Data\Text\Mastertextfile_ENGLISH.dat
You can edit them with the EaW string editor:
Feel free to apply if you'd like to help out and think that you can learn EaW's XML coding. It's not really hard, it just requires some practice.
There are many basic modding tutorials available, so if you are interested don't hesitate to try it :)
The question is can you code? ;)
We already have a very good mapper, what we need is someone who is familiar with all the basic coding aspects of the game.
I am currently unable to work on the mod at all.
University is demanding all my time.
Slowly, but we are making progress.
I am currently re-designing the rebel tech system. I'll post an update as soon as I am done with that :)