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Mod editing questions (Games : Star Wars: Empire at War: Forces of Corruption : Mods : Yuuzhan Vong at War : Forum : MODDING HELP : Mod editing questions) Locked
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Feb 2 2017 Anchor

I've been banging my head against a wall trying to find how to do several things for a while now, so i'm just going to ask because i'm getting nowhere :)

1. In a Rebel vs Empire GC, i'm trying to edit the victory conditions. Currently for the Rebels the condition is: Galactic_All_Planets_Controlled
I want this to change to 3 different conditions. Darth Vader and the Emperor dead. And Coruscant captured.
What do i put in the XML to make that happen?

2. How do i make a hero space only? In particular R2 and 3PO

3. How do i remove buttons from the main menu? Such as the campaign and tutorial buttons.

4. How do i change the final credit crawl that plays after a GC is won/lost. The one before the victory/defeat screen.

Thanks in advance.

Edited by: LukeLasermaster

Feb 3 2017 Anchor

1. I suggest you look through the other campaign files, there you will find the code for the planet captured. I think you can only have one hero set as a leader and have the kill the leader option.

2. Again, simply look at the code for a space only hero. Because of the way R2 and 3PO are coded this may be rather complex

3. This is very complicated, consisting of multiple files. Look for the commandbar component files

3. You can change the credits by editing the credits dat file found next to the mastertext file

Hope that helps. Your best bet is to simply look at other units and heroes and copy the code and change the bits that you need to


Feb 3 2017 Anchor

1. I've already done this, but all of them say Galactic_All_Planets_Controlled, which i thought was weird because the masterTEXT file mentions some GCs requiring you to capture Endor and other planets. So i figured you guys would know what the exact line was.
Just palps and not vader would still be fine, but in the same way there is no mention of a code to eliminate the leader, just the Galactic_All_Planets_Controlled.
So i have no idea what to put in.
EDIT: NVM I've found it, testing it now

2. I've already done this aswell and come up empty. That's why i came here.

3. Ok i've looked through the Commandbar Components XML. But can't find anything that relates to the main menu.

4. I've tried that just now, but i don't want to edit the credits themselves. I want something else to be played at the end of a GC. Like an MP4 or something.

Hope i don't sound ungratefull, looking through other units and taking what i see there is how i've gotten by so far. But i can't find the code for capturing planets or taking out the leader anywhere.
In the case of the droids, i don't want to remove their ground unit completely. Like from skirmish. I just want to stop them from going to ground in GC.

Edited by: LukeLasermaster

Feb 3 2017 Anchor

Okay, so it sounds like you have found the hero condition?

I'm not going to go into detail about the buttons, as I myself get confused by it. The whole code for it is a mess. Kad has more experience in this than I do so maybe he can add something. If you can figure out which textures and models go with which buttons then you can do some edits.

The issue with R2 D2 and C3PO is for one that they are coded as a hero company. This means by default that they are available for ground and space. Now you can tell them to stay in their transport during ground battles, but this has to be done in the NamedHeroUnits.xml for both units.

<Attach_To_Flagship_During_Space_Battle>Yes</Attach_To_Flagship_During_Space_Battle>
		<Stay_In_Transport_During_Ground_Battle>No</Stay_In_Transport_During_Ground_Battle>

This brings me on to the issue that because of the way they were coded, they appear and are affected by 4 xml file entries.

	<!-- NOTE: There are 4 game object XML entries to support the R2 & 3PO team and R2's special abilities (Galactic and Tactical) -->
	<!-- "Droid_R2D2" in NamedHeroUnits.xml - the idivudual unit -->
	<!-- "Droid_C3P0" in NamedHeroUnits.xml - the idivudual unit -->
	<!-- "Droids_Team" in HeroCompnaies.xml -->
	<!-- "Tactical_R2_3PO_Team" in Containers.xml (has actual framework for tactical special abilities) -->

So you will have to play around with that a little bit.

If you want a simple space hero, use the Arc Hammer as a reference (found in UniqueUnits.xml).


As for the credits, you can't remove them or replace them.

Now if you have downloaded and installed the map editor, it will also have installed a few word document files that have a list of story xml commands. They can be used to play a video in the .bik format. You could have this play after Coruscant is captured for example.

Hope that is more helpful :)

Feb 3 2017 Anchor

Wow that's great, i think i'l be able to get through the 3PO issue now.

The menu and Credit thing are really just afterthought's, things to make it seem more polished :P


So for the Rebel victory condition i've tried:
Galactic_Conquer_Enemy_Homeworld_And_Leader,
Or
Galactic_Kill_Enemy_Leader, with Galactic_Control_Named_Planets
And then <Human_Victory_Planet_Names>Coruscant</Human_Victory_Planet_Names>

Neither work however :/
After taking out Palpatine, and taking Coruscant the game just continues. I've checked the faction file for the leader and homeworld and they all check out.

I did change it to <Human_Victory_etc from <Good_Victory_etc
As this comes from a Pre FOC GC and the factions are labelled as Good/Evil, where is in the GC i'm working with it's Human/AI

I can't find any other XMLs that may relate to victory conditions, and the story scripts, that also spawn the heroes has nothing on victory.

Feb 4 2017 Anchor

Okay, good luck with the droids.

For the victory conditions I found

<Human_Victory_Conditions>
			Galactic_Control_Named_Planets,
		</Human_Victory_Conditions>

		<AI_Victory_Conditions>
			Galactic_All_Planets_Controlled,
			Galactic_Cycles_Elapsed
		</AI_Victory_Conditions>

		<Human_Victory_Planet_Names> The_Maw, MonCalimari, Tatooine, Kuat, Corellia </Human_Victory_Planet_Names>
		<AI_Victory_Cycle_Limit>60</AI_Victory_Cycle_Limit>

<!-- So use the basic setup as above -->
<!-- Conditions : -->

Galactic_Super_Weapon_Destruction,
Galactic_All_Planets_Controlled,
Galactic_Control_Named_Planets,
Galactic_Cycles_Elapsed,




Now this was all found in the corruption folder. There are more variables that are used in the original EAW game but they may or may not work with FOC

Feb 4 2017 Anchor

Ok! So i've fixed the Droids. They don't come into a space battle, and don't show up in the reinforcements slot. Nor do they show up in the ground battles reinforcements slot. That should stop the AI from getting them permakilled and stop the Rebellion from teching up.

So far i've tried the Galactic_Control_Named_Planets, with coruscant listed and it worked too. Imediatly after capturing Coruscant the credits started.
Now all i need is for it include the death of palps, but i guess leader death wasn't used in FoC so the lines from original EaW don't work?
But i did see in the MasterTEXT file that as for instance the consortium you had to prevent the death of Tyber. So for instance i would have to put in something like Galactic_Leader_Must_Survive or something, for the Empire so that if he dies and Coruscant falls the Rebellion wins.

But then i suppose the Rebels would win by only doing one, not both. And it really needs to be both for it to make sense. Capturing just Coruscant with the Emperor still alive wouldn't collapse the Empire...
I'm starting to see why some mods take a while to come out :P

EDIT:
Yeah after testing it a bit more the line: Galactic_Kill_Enemy_Leader, just doesn't work in FoC.
So i think i'm just going to have to include some more planets other than Coruscant, and make that the victory condition.

Further EDIT:
I've decided to make the Rebel victory condition to take Coruscant, Anaxes, Corulag and Kuat.
The Empire AI keeps Palpatine on Coruscant at all times anyway so he wil die in the proces.

I'l keep trying for the menu buttons and add an extra credit movie.
Thanks for the assist :)

Edited by: LukeLasermaster

Feb 4 2017 Anchor
WizzyLuke wrote:

EDIT:
Yeah after testing it a bit more the line: Galactic_Kill_Enemy_Leader, just doesn't work in FoC.
So i think i'm just going to have to include some more planets other than Coruscant, and make that the victory condition.

Most of the vanilla win conditions have been thrown out of the window for FoC, because nobody over at Petroglyph had the time to adopt them for three playable factions, as they were forced to rush the release anyways. If you want custom ones, you'll have to do that with story scripting. I'm fairly sure you can force a faction victory via story events. Details on those can be found in the documents coming with the map editor. (Story scripting tutorial I think it's called.)

Wariscool wrote:

I'm not going to go into detail about the buttons, as I myself get confused by it. The whole code for it is a mess. Kad has more experience in this than I do so maybe he can add something. If you can figure out which textures and models go with which buttons then you can do some edits.

I fear I'm not that much more of a help. For deleting a button from the main menu I think you have to remove it from the header files (C++ header file with the .h suffix) which adds them to the menu item. But I've never done that myself. Those files do not come with the map editor, you have to unpack them from the .meg archives. Opposed to the main menu, the in-game GUI is somewhat customisable via changing models/textures and the Comandbarcomponents.xml

Feb 4 2017 Anchor

Haven't had any luck with the menu buttons or adding a video to the end.
Looked at everything in the .meg files but i must have missed it because i barely know what i'm doing.
That's ok though, it really was just extra. I've been able to fix all the stuff important to gameplay.

Thanks guys!

Edited by: LukeLasermaster

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