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: master9147
« on: April 19, 2016, 12:45:42 AM »

Sorry for taking too long to respond. Just wanted to thank you all for the assist. I got the game working to how I wanted now.
Posted by: Slornie
« on: April 18, 2016, 01:56:48 PM »

Glad you've managed to get them to work the way you want!  I just wanted to quickly return to something in your original post:

I can't get them to appear in the NR's tech tree in galactic conquest art of war.

If you're talking about the tech tree accessible from the Droid Log, that's generated entirely separately and honestly is quite a faff (partly why the one in the mod is not altogether accurate).
Posted by: Corey
« on: April 18, 2016, 12:47:24 PM »

I'm not sure if it counts or not, since I just changed it to be sure, but you should take a look at the
<Political_Faction>factionname</Political_Faction> line too

This doesn't really do anything.

Also, make sure you change the name of stuff when you're trying to make new versions of it. Otherwise, if you have two of the same object (as far as the game's concerned) it will end up crashing or having weird behaviour at some point. Copying from one file to another (ie Remnant space units to NR space units) doesn't really change how the game reads it; there's nothing different about those files and they have nothing to do with which faction gets whatever is in them. They exist simply as a way for us to more easily organize things. In the base game, everything was organized into files for Capitals, Frigates and Corvettes agnostic to factions, and the Underworld units were all in their own individual files.


Quote
I see now, didn't know how the tech level thing worked, I got it finally working I think as its showing. Thank you very much for the information. While Im on the topic for some reason the New Republic can't build Y-wings in era 1. Is this intentional or is it a bug and if so how can I correct it?
For Y-Wings, this is intentional. By this point in SW History, they were still used but largely were out of production, a point which the Thrawn Trilogy directly addresses at some point. Those still being used would tend to be the ones already stationed somewhere. This is why we don't have them buildable, but still have some ships, typically those available in the early eras, which have them in their complements.
Posted by: PhoenixC279
« on: April 18, 2016, 09:11:57 AM »

Its intentional (i think)and is done through storu scripting
 Besides use B-wings instead
Posted by: master9147
« on: April 18, 2016, 08:16:14 AM »

I see now, didn't know how the tech level thing worked, I got it finally working I think as its showing. Thank you very much for the information. While Im on the topic for some reason the New Republic can't build Y-wings in era 1. Is this intentional or is it a bug and if so how can I correct it?
Posted by: Vulcanus
« on: April 18, 2016, 07:55:06 AM »

Tech levels for the Rebels faction go from 0-4 instead of 1-5, so if the tech level in the XML is still 1, you can't build star destroyers in era 1 as the New Republic, because their era 1 is actually tech level 0 in XML.
Posted by: kucsidave
« on: April 18, 2016, 07:52:46 AM »

I'm not sure if it counts or not, since I just changed it to be sure, but you should take a look at the
<Political_Faction>factionname</Political_Faction> line too
Posted by: master9147
« on: April 18, 2016, 07:12:50 AM »

Hi all, Im kinda new at modding at this game but I think I got a grasp on how most of the XML works. Im been trying for the last few days to add Imperial Star Destroyers the New Republic's lineup but not having any luck. Lore wise the NR had some SDs in its ranks during this era and it kinda erks me that I can't build any for them besides the free one you get after invading Kuat.

Ive tried adding rebel to the affiliation of star destroyers on Remnant_Space_Units.XML and even tried copying and pasting entire ship entries from it into New_Republic_Space_Units.XML replacing Empire with Rebel in affiliation again with no luck. So far everything I tried doesn't work and I can't get them to appear in the NR's tech tree in galactic conquest art of war. Any help would be greatly appreciated.
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!