Thrawn's Revenge

Imperial Civil War [Empire at War] => Discussion, Suggestions & Feedback => Empire at War and Forces of Corruption => Topic started by: Scarecrow63 on September 19, 2008, 02:35:12 PM

Title: Modding Question
Post by: Scarecrow63 on September 19, 2008, 02:35:12 PM
This was originally posted by Nagafen, but I managed to delete it while trying to move it here.

"Cool. So here's my question:

To star me off in modding, I wanted to know something simple, but this may sound really noobish from me, so I apoligise:

How can I change it so that a vehicle can be used by another fraction as well as the previous fraction?

For an example, I love the AEM mod, due to it's massive complexity. However, I feel the Rebellion are lacking in canonical craft. (Or any large amount).

To begin with, I simply want to swap it around so that on a certain planet, lets say on a Imperial Manufacture planet, (Does anyone know where Seiner Fleet Systems was based?) I can build TIE/In Fighters for the Rebellion. Can you outline with me how to do this? The tools I need, the code I need to change? This is my first question.

If you can help me at all (bearing in mind this is with the AEM mod), then I will be A) Eternally grateful and B) On the first step of modpath to glory."
Title: Re: Modding Question
Post by: vadereclipse on September 19, 2008, 02:37:18 PM
sienar fleet systems was based in corulag.
Title: Re: Modding Question
Post by: Nagafen on September 19, 2008, 02:39:22 PM
Cool. So then, I want to know how to change it to make it only bulidable for the Rebellion (But still buildable anywhere for The Empire) on Courlag.
Title: Re: Modding Question
Post by: Corey on September 20, 2008, 05:49:53 PM
First off, the only tool you need is Notepad.

Step 1:
Go into the mod's XML files and open the one with the TIE Interceptor's squadron in it. I don't know what AEM is, so I don't know where they keep their TIE Interceptor squadron, though it is probably either in a file with TIE_Interceptor in the name, or Squadrons.xml

Step 2:
Advanced: Find the TIE Interceptor's squadron coding, make a variant of it. Change the squadron name to whatever you want (Probably best to just add _Rebel to the end, that's how it's typically done), and change affiliation to Rebel and then change </Required_Planets> to <Required_Planets> Corulag </Required_Planets>. Save, and test.

Simple:
Find the TIE Interceptor's squadron coding, copy and paste the entire thing, change the name to whatever (Can't be the same as something already in use), and change affiliation to Rebel and then change </Required_Planets> to <Required_Planets> Corulag </Required_Planets>. Save, and test.
Title: Re: Modding Question
Post by: Nagafen on September 21, 2008, 07:52:55 AM
Would I have to manually add the <Required Planets> section to Squadrons, as I can only find it in sections  to do with Frigates (And bigger craft.)

Plus, how far do I have to go in order to ass a unit not present in the game at all? Like a Lucrehelk TF Droid Control Ship, for example?
Title: Re: Modding Question
Post by: Corey on September 21, 2008, 12:41:04 PM
Yes, you have to add it yourself if it isn't there. And to remove ships, delete their entries in the XMLs. Each ship should usually only have one with the actual ship, and then the hardpoints.
Title: Re: Modding Question
Post by: Nagafen on September 21, 2008, 01:17:26 PM
So, how do I add new craft?
Title: Re: Modding Question
Post by: Corey on September 21, 2008, 01:22:51 PM
You have to get the model and skin, and any animations and put them in the proper art folder. Then you need to make an entry in the XMLs for it (usually done by copying and pasting another unit and adding or removing what you want. Then you'll need to code any hardpoints.
Title: Re: Modding Question
Post by: GrndAdmrlPellaeon on October 14, 2008, 10:57:58 PM
I heard somewhere that it is not possible to remove corruption in FoC, is this true?
Title: Re: Modding Question
Post by: Scarecrow63 on October 15, 2008, 12:49:46 PM
What do you mean remove corruption?
Title: Re: Modding Question
Post by: vadereclipse on October 15, 2008, 01:05:07 PM
well, if you were to remove defilers, and get rid of ciding which enables it, you might not be able to. however, i expect the AI will still be able to then.
Title: Re: Modding Question
Post by: Scarecrow63 on October 15, 2008, 01:58:50 PM
Of course its possible to, the AI can only use abilities and such that are in the coding for the faction, you take out the stuff that allows them to use corruption and they can't corrupt stuff.
Title: Re: Modding Question
Post by: vadereclipse on October 15, 2008, 02:42:19 PM
still though, there may be crashes if you do that. you may forget a tag which tlls the AI to do something which tlls it to corrupt, for example. the bureaucracy of coding...
Title: Re: Modding Question
Post by: Scarecrow63 on October 15, 2008, 03:40:22 PM
Then fix it....
Title: Re: Modding Question
Post by: Slornie on October 15, 2008, 04:15:57 PM
EotH in TR don't have corruption ;)
Title: Re: Modding Question
Post by: GrndAdmrlPellaeon on October 15, 2008, 09:22:32 PM
I know this. But when you capture a planet it corrupts it. Is it possible to take it out?
Title: Re: Modding Question
Post by: Corey on October 15, 2008, 09:40:20 PM
There's a oline in Expansion_Factions called Benefits from corruption. Change it to no.

Looks like this:
<Benefits_From_Corruption> Yes </Benefits_From_Corruption>

Remove this:
<Automatic_Planetary_Corruption_Upgrade_Type>
         Generic_Intimidation_Corruption_Upgrade,
         Generic_Piracy_Corruption_Upgrade,
         Generic_Kidnapping_Corruption_Upgrade,
         Underworld_Racketeering_Corruption_Upgrade,
         Generic_Corrupt_Militia_Corruption_Upgrade,
         Generic_Bribery_Corruption_Upgrade,
         Generic_Black_Market_Corruption_Upgrade,
         Generic_Bonded_Citizens_Corruption_Upgrade,
      </Automatic_Planetary_Corruption_Upgrade_Type>


That should do it, IIRC.

Title: Re: Modding Question
Post by: TeKniiQuE on June 25, 2009, 11:47:14 AM
how do i code hard points, i kind of find it weird isnt there a limit??
Title: Re: Modding Question
Post by: Corey on June 25, 2009, 11:48:25 AM
Start a new topic for new questions, don't just revive old ones. Especially when they've been resolved.