Expanding Fronts is a massive modification for Star Wars Galactic Battlegrounds aimed to breathe life back into the classic LucasArts strategy game by adding various new units, features, and gameplay elements. Each of the 8 civilizations are being reworked and enhanced to make each feel more unique and authentic to the universe, while maintaining the classic Battlegrounds gameplay. In addition, the Scenario Editor is being filled with hundreds of new units, buildings, effects, triggers, and objects to allow campaign and scenario designers more freedom than ever before.

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NEW AND ENHANCED TRIGGER GUIDE

Our primary focus during recent development of Expanding Fronts has been on improving the Scenario Editor. The 1.1 and 1.1.1 updates introduced many new Trigger options, improvements to existing Triggers, and a mountain of new units and props, giving map designers more tools and freedom than ever before. And we are still hard at work iterating upon these improvements. This article will serve as a guide detailing the new Scenario Editor features, and how to use them. We also have a short preview of some new features that will be added in the future.

NEW FEATURES AND FUNCTIONS

Inverted Conditions - You can now invert Trigger Conditions, causing them to activate their effects when said Conditions are NOT met. You can do this by unchecking the tickbox just above the Conditions list.


CHANGED CONDITIONS

Accumulate Attribute - Over 200 new selectable attributes have been added to this Condition, allowing you to track more properties than ever before, including kills to and from individual players, combined with the new Tribute Effect, you can create functioning shop and EXP systems with more ease than ever before. The additional Attributes must be enabled via the Expanding Fronts launcher.


CHANGED EFFECTS

Display Instructions - Display Instructions now has a much broader array of selectable text colors. By using new name tags, you can display text in 20 new colors: WHITE, BLACK, GOLD, SILVER, SLATE, PINK, MAROON, BROWN, TAN, SAND, CREAM, RUST, LIME, OLIVE, FOREST, MINT, SEABLUE, SKYBLUE, NAVY, PLUM.

In addition, by using the color tags C000-C255, you can select a color from any of the 256 available options in the SWGB's palette. Tevious has provided a handy chart here.


Research Technology - A quantity box has been added to this effect which allows greater control over how technologies can be applied - including the ability to stack the same research multiple times. By typing the following digits into the Quantity box, you can activate the following effects:
-1. No additional properties (default)
1. Ignores previous iterations of the tech, allowing you to stack the benefits by researching it again
2. Ignores civilization restrictions, allowing you to grant civ-specific techs to any player
3. Applies the effects of both 1 and 2


Tribute - Like Accumulate Attribute, the Tribute Effect now carries the same extended library of properties.

NEW EFFECTS

Give/Remove Ability - These Effects are used to enable and disable special attributes on a unit or object. The values below determine which property will become active:

1. Garrison unit - Unit can garrison other units
2. Ship unit - Unit is classified as a ship
4. Stealth unit - Unit cannot be seen by non-detector units unless attacking
8. Detector unit - Unit can detect stealth units
16. Mechanical unit - Unit can be repaired by Workers
32. Biological unit - Unit can be healed by medics
64. Self-shielding unit - Unit can generate its own shielding
128. Invisible unit - Unit has no visible graphic
You can activate/deactivate multiple properties within the same Effect by adding the value of two or more abilities together. For example, entering '12' will affect both the stealth (4) and detector (8) attributes.

Change Unit Data/Change Unit Property Object - An immensely powerful trigger, Change Unit Data and Change Unit Property Object put the capabilities of the Genie Editor into the game itself, allowing you to alter almost any property of any unit using simple text commands. These two Effects are listed together because they effectively do the same thing, but by different means. Let's say, for example, you wanted to change a Trooper's range to 20. Using Change Unit Data will allow you to select a single unit, or every unit of a specific type on the map, as many of the default Effects allow. Change Unit Property Object takes this a step further, and universally alters the chosen unit to carry the new stats, meaning that Troopers who haven't even been created yet will spawn with the altered stats. Knowledge of how the Genie system works will help to make the most of this Effect, but the basics are very straightforward.


Change Unit Data/Property Object work using a text prompt, and commands must be manually typed in. These commands are divided into three parts: the Command, Variable, and Value. Some commands require a fourth part to function correctly. We'll cover those as they come up.


Command tells the game how to alter the property you wish to change. There are three available commands:
ADD - will increase the value of the chosen variable by the value you enter
SET - will overwrite the default value with the exact number you enter
MUL - will multiply the current value by whatever you enter

Variable is the property that you wish to change; be it Range, Speed, or any number of other values. A list of these Variables and their descriptions are provided in the first post of our HeavenGames thread.
(NOTE: The Change Unit Data/Property Object entry prompt is case-sensitive. Commands and Variables must be written exactly as shown to work. Not every variable is applicable to every unit).

Value is simply the amount you wish to change the Variable by. This number works differently depending on the Variable you select. For example, Speed can be altered in decimals (1.340), while Accuracy is a percentage (0-100)

Change Unit Variable - This Effect functions very similarly to Change Unit Data/Property Object, but affects different unit properties; particularly those dealing with health and shields. Some of these carry a special fourth part to their command sequence; Time. This determines how long the Effect will be active on a unit. A list of these Variables and their descriptions are provided in the first post of our HeavenGames thread.

UPCOMING FEATURES

We are still hard at work adding new content and features to the Editor, and our next update will bring about some more big changes. Not the least of which is another mountain of new buildings and props.



Off-Grid Placement and Collision Disabling - Using new keyboard shortcuts in the Editor, you can disable collision, terrain restrictions, and the placement grid, allowing you to place props, units, and objects at will without having to use Map Copy, or rely on external Editor tools.


Condition and Effect Names - Conditions and Effects now display their names, and a description of their chosen values in the Trigger list itself, helping designers to more effectively organize work, and track down pesky bugs with ease.


AND MUCH MORE

More new features will be coming your way in the future, including, after much frustration, functioning music for users without a game disc. Many of these changes will likely be available early for users with access to our Google Drive Monthly Builds. Until then, thank you for your continued support of Expanding Fronts.


HELP WANTED

Despite all of the progress we've made with the editor, we are still severely short-staffed in one major role: 3D artists. Without skilled people that can model and animate characters, vehicles, and structures, we are unable to add the plethora of new infantry, animals, monsters, heroes, and even entire civilizations we have planned for Expanding Fronts. We need your help to make all of this possible. If you, or anybody you know has the skills, and is interested in helping the project, please let us know by contacting the project head Gen_Rhys_Dallows. Alternatively, you can post a message in our project thread at SWGB.HeavenGames.com




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Comments  (0 - 10 of 1,246)
TK422
TK422

Is this compatible with the steam version of GB??

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garmbeliblis
garmbeliblis

Hi Expanding Fronts Team:
1) I'm using scenario editor and I'm trying to create a scenario in which my team has an airbase and no workers, and the other team has an airbase and no workers (so we're just supposed to use the resources we start with, and air vehicles, to combat each other). I've set the triggers/conditions/effects so that victory is declared for each team is the opposing team's airbase is destroyed.
My question is - do I need to do AI scripting in order for this to work properly?
Right now it seems that after about 5 to 10 minutes the enemy just destroys their airbase (!) and victory is declared for me. :(
2) Would you rather have these sorts of questions posted to Swgb.heavengames.com or on moddb?
Thanks!

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Jack_Jack
Jack_Jack

New units appear during skimish
Or the campaign?
I installed and did not see new units like Imperial Frigate...

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garmbeliblis
garmbeliblis

Does a comprehensive manual exist for how to use Scenario Editor, including Triggers?

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Gen_Rhys_Dallows Creator
Gen_Rhys_Dallows

A guide to the new Editor triggers and features is available here:
Swgb.heavengames.com

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garmbeliblis
garmbeliblis

Thanks!

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Guest
Guest

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garmbeliblis
garmbeliblis

When I click the Units box of the Options tab in Scenario Editor, the game crashes. Anyone know how to fix this?

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Tiefood
Tiefood

Is there a way to have a persistent amount of nerfs or other similar creatures spawn on all types level generations?

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Pemberley
Pemberley

You can program the scenario editor to allow the creation of nerfs or banthas on command as a built unit. This easiest with the "change object property" trigger. The game does not seem to be able to spawn natural/wild animals this way. Any unit can be spawned using the "create unit" trigger. I certainly have made infestations of womp rats by using a looping "create" trigger... every 300 seconds or so. One trigger can generate as many of the units you want, or any mix thereof. Another approach is to use a pair of triggers which re-activate each other. A "bring object to area" trigger might be used to activate a create objects while the last effect of the trigger might reactivate the "bring object to area" trigger. I have certainly used these for making wild animals for food (or nerfs) many times. I whole-heartedly advise getting good at using the new triggers which have been put into expanding fronts. They greatly enhance the creativity and enjoyment of the game.

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Highest Rated (3 agree) 10/10

Expanding Fronts is a well put together and balanced mod. It takes Galactic Battle grounds (one of my favorite Star Wars games) to another level of greatness.

Jul 15 2016 by Doomsday4766

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