Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!

Post reply

Warning: this topic has not been posted in for at least 100 days.
Unless you're sure you want to reply, please consider starting a new topic.
Name:
Email:
Subject:
Message icon:

Verification:
Type the letters shown in the picture
Listen to the letters / Request another image

Type the letters shown in the picture:
What is the name of the planet we live on? Type it backwards then add a 5.:
Who is taking revenge? (lowercase):

shortcuts: hit alt+s to submit/post or alt+p to preview


Topic Summary

Posted by: Lord Xizer
« on: June 09, 2013, 03:09:12 AM »

Xizer's incorrect; the easiest way to change the space cap is to go into factions.xml and expansion_factions.xml and find the entry for each faction, which is: <Space_Tactical_Unit_Cap>40</Space_Tactical_Unit_Cap>


Apologies for my inaccuracy on that particular point.
Posted by: Mat8876
« on: June 06, 2013, 04:43:54 PM »

Also if you do make a mod with masses of units you will have to only put them on certain planets otherwise you won't be able to build some of them.
Posted by: Corey
« on: June 06, 2013, 04:37:59 PM »

Xizer's incorrect; the easiest way to change the space cap is to go into factions.xml and expansion_factions.xml and find the entry for each faction, which is: <Space_Tactical_Unit_Cap>40</Space_Tactical_Unit_Cap>

As for the specific units, Xizer and Miller covered most of them. In general though, the goal of the mod isn't to just spam in as many units as exist in the SW universe. The only mods that do that tend to be the ones that get their models from other people and the results are never all that good. If we're going to add units, they have to (1) fit the timeline and (2) add something worth having. The mod is already 4.5 gigs, and every unit we add is only going to increase that, decrease performance and increase clutter and burden of knowledge without adding much.
Posted by: tlmiller
« on: June 06, 2013, 04:24:25 PM »

SSD Vengeance is used by Jerec in the Pentastar Alignment.
Pelleaon class destroyer is used LONG after the timeframe of this mod.  This mod goes up to I believe it's 25 ABY, the Pellaeon was introduced AT THE EARLIEST 100 ABY.
Phantom were too few produced and used to bother making into the mod.
Avengers many of us have asked for, but in the end, they weren't as common as the Interceptor that predates them or the Defender that came after, which are both in the mod, so they really wouldn't have a really good reason to incorporate them.
I believe 0-G troopers were asked for before, and they were decided against due to general lack of usefulness as far as the game itself goes.
Posted by: Lord Xizer
« on: June 06, 2013, 04:21:32 PM »

You should be able to change the pop cap of individual ships in the XML files so they don't count for much or anything when you jump in(Same should apply to the AI)

As to the fighters you mentioned it's because both never left the Prototype phase during the first four years of the Galactic Civil War. The TIE Avenger was used as a base for the TIE Interceptor for mass production and the TIE Defender for elite units later on. The TIE Phantoms were likewise destroyed before mass production could begin and all Stygium crystals, the production ship, design crew and all prototypes and designs were destroyed along with the SSD Terror before Endor. The project's architect Grand Admiral Martio Batch was executed by his own crew shortly afterwards and The Emperor and Vader who approved the project also perished making any attempts to revive the project impossible.

As to the Starwing(not well known enough and would be redundant), Predator(was used about 50 years after mod ends) Neutralizer(same problem as the Starwing) As to the Imperial Guard in era 3, I did suggest that but melee units work poorly in EaW and the team could not find a good use for the guards so they were scratched. Kir Kanos and Carnor Jax might make an appearance as hero units though.

The SSD Vengeance(Jerec's SSD) is ingame for the Pentastar Alignment. Pellaeon Star Destroyer is 50 years past mods timeline. 0-G Spacetroopers would not really fit in with gameplay as they'd be weaker than fighters and less maneuverable.

Hope I was helpful.
Posted by: max
« on: June 06, 2013, 01:18:12 PM »

Hi :) I've been playing a little in the TR, but the size of the battle space a little disappointing....
Can I change the credit limit to, for example, 80 or 100??? 
I would add that I have a pretty powerful computer i7/gtx670 and I think that he is able to meet this limit :) Is it possible to get around this problem???

And one more thing: p
I noticed that the game lacks some imperial fighters ;) It is a machine that ahead of their time,and they cost hundreds of thousands of loans. I mean Tie Avenger and Tie Phantom starfighter. I do not see it as such units Starwing, predator and neutralizer. Miss also the third era of the imperial guard, as a unique unit. Which could be recruited only on the planet for which there's palaptine :) Also missing SSD Vengeance, Pellaeon Star Destroyer (4/5 era),and the largest empire heartwood. 0-G Spacetroopers :)  okay thats all  :HA:
Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!