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Messages - solarflare

Pages: [1] 2
1
EaW and FoC Mods / Indestructible space stations
« on: September 30, 2016, 02:20:33 PM »
Been playing a mod recently which is good but space stations don't die wonder if this possible to fix and if so how

2
Imperial Civil War Tech Support / Re: Nebulon b
« on: September 24, 2016, 03:23:21 PM »
Note its seems to be only the regular nebulon b

3
Imperial Civil War Tech Support / Nebulon b
« on: September 23, 2016, 04:50:02 PM »
Whilst playing recently i noticed the nebulon b doesn't do any damage and isn't targeted by anything

4
EaW and FoC Mods / Re: Warb nulls arquitnes
« on: September 17, 2016, 08:44:30 PM »
Its something to do with the damage emittance but can't fix it

5
EaW and FoC Mods / Warb nulls arquitnes
« on: September 17, 2016, 07:54:05 PM »
Does anyone here know how to fix warb nulls arquintens model as when it is used as is it appears as if its damaged with no turrets attached there use to be a simple fix on eaw but that sight has gone down

6
Imperial Civil War Tech Support / Re: Game/mod won't load
« on: September 13, 2016, 08:13:10 PM »
Despite this process runs but at 00 cpu

7
Imperial Civil War Tech Support / Re: Game/mod won't load
« on: September 13, 2016, 06:01:05 AM »
When i start the game the bat starts but then dissapears amd nothing loads

8
Imperial Civil War Community Mods / Re: 2 icons on the command bar
« on: September 12, 2016, 06:35:10 PM »
The variant was in the file i downlaoded

9
Imperial Civil War Tech Support / Re: Game/mod won't load
« on: September 12, 2016, 06:16:08 PM »
By twice i meant i get two sucessful boot ups and then after those sessions it doesn't work i'm loading it via the short cut included in 2.1

10
Imperial Civil War Community Mods / Re: 2 icons on the command bar
« on: September 12, 2016, 06:14:05 PM »
I just wanted the variant switched off

11
Imperial Civil War Community Mods / Re: 2 icons on the command bar
« on: September 12, 2016, 06:01:31 PM »
Code: [Select]
<?xml version="1.0"?>
<Republic_Light_Cruiser>

<SpaceUnit Name="Republic_Light_Cruiser">
<Text_ID>TEXT_UNIT_REP_LIGHT_CRUISER</Text_ID>
<Encyclopedia_Good_Against> Tartan_Patrol_Cruiser Crusader_Gunship </Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To> TIE_Bomber Star_Destroyer Vengeance_Frigate </Encyclopedia_Vulnerable_To>
<GUI_Row>1</GUI_Row>
<Space_Model_Name>Rep_Light_Cruiser.ALO</Space_Model_Name>
<No_Colorization_Color> 255, 0, 0, 255 </No_Colorization_Color>
<Mass>0.999</Mass>
<Scale_Factor>0.4</Scale_Factor>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Damage>30</Damage>
<Autoresolve_Health>3600</Autoresolve_Health>
<Shield_Points>700</Shield_Points>
<Tactical_Health>3600</Tactical_Health>
<Shield_Refresh_Rate>50</Shield_Refresh_Rate>
<Energy_Capacity>3000</Energy_Capacity>
<Energy_Refresh_Rate>500</Energy_Refresh_Rate>

        <Ranking_In_Category>6</Ranking_In_Category>
<Max_Speed>2.2</Max_Speed>
<Max_Rate_Of_Turn>0.7</Max_Rate_Of_Turn>
<MovementClass> Space </MovementClass>
<Space_Layer> Frigate </Space_Layer>
<Layer_Z_Adjust>-90.0</Layer_Z_Adjust>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>5</Bank_Turn_Angle>
<OverrideAcceleration> .04 </OverrideAcceleration>
<OverrideDeceleration> .04 </OverrideDeceleration>

<Armor_Type> Armor_Nebulon_B </Armor_Type>
        <Shield_Armor_Type>Shield_Frigate</Shield_Armor_Type>
<Max_Thrust>1.5</Max_Thrust>
<Hyperspace>Yes</Hyperspace>
<Select_Box_Scale>300</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Ranged_Target_Z_Adjust>35.0</Ranged_Target_Z_Adjust>
<Hyperspace_Speed>1.5</Hyperspace_Speed>
<Maintenance_Cost>0.1</Maintenance_Cost>
<Affiliation>Empire,Pentastar</Affiliation>
<Build_Initially_Locked>No</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
<Slice_Cost_Credits>400</Slice_Cost_Credits>
<Tech_Level>1</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>1</Required_Star_Base_Level>
<Required_Special_Structures />
<Required_Planets />
<Ship_Class>frigate</Ship_Class>
<Formation_Priority>3</Formation_Priority>
<Is_Escort>yes</Is_Escort>
<Is_Bomber>no</Is_Bomber>
<Political_Control>0</Political_Control>
<Squadron_Capacity>10</Squadron_Capacity>
<Transport_Capacity>8</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<Build_Cost_Credits>2200</Build_Cost_Credits>
<Piracy_Value_Credits>50</Piracy_Value_Credits>
<AI_Combat_Power>2200</AI_Combat_Power>
<Build_Time_Seconds>30</Build_Time_Seconds>
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Size_Value>8</Size_Value>
<Behavior> DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED </Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, ASTEROID_FIELD_DAMAGE, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA</SpaceBehavior>

<Space_FOW_Reveal_Range>1200.0</Space_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>1000.0</Targeting_Max_Attack_Distance>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

<Death_Explosions>Large_Explosion_Space</Death_Explosions>
<Death_Leave_Hulk_Behind> No </Death_Leave_Hulk_Behind>
<Death_Clone>Damage_Normal, Republic_Light_Cruiser_Death_Clone</Death_Clone>
<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>

<HardPoints>
HP_Light_Cruiser_Turret_01,
HP_Light_Cruiser_Turret_02,
HP_Light_Cruiser_Turret_03,
HP_Light_Cruiser_Turret_04,
HP_Light_Cruiser_Laser_01,
HP_Light_Cruiser_Laser_02,
HP_Light_Cruiser_Laser_03,
HP_Light_Cruiser_Laser_04,
HP_Light_Cruiser_Torp_01,
HP_Light_Cruiser_Engines,
HP_Light_Cruiser_Shield_Generator

</HardPoints>


<CategoryMask> Frigate | AntiCorvette</CategoryMask>
<Icon_Name>I_BUTTON_LIGHT_CRUISER.tga</Icon_Name>
<GUI_Model_Name>Rep_Light_cruiser.ALO</GUI_Model_Name>
<GUI_Distance>1000</GUI_Distance>
<GUI_Offset>0 0 0</GUI_Offset>
<GUI_Velocity>45</GUI_Velocity>
<Victory_Relevant>yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>

<SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Nebulon</SFXEvent_Build_Complete>

<SFXEvent_Ambient_Loop>Unit_Nebulon_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<SFXEvent_Select>Unit_Select_Nebulon</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Nebulon</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Nebulon</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Nebulon</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Nebulon</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_Nebulon</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_Nebulon</SFXEvent_Barrage>
<SFXEvent_Move_Into_Asteroid_Field> Unit_Asteroids_Nebulon </SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula> Unit_Nebula_Nebulon </SFXEvent_Move_Into_Nebula>
<SFXEvent_Damaged_By_Asteroid> SFX_Asteroid_Detonation </SFXEvent_Damaged_By_Asteroid>
<SFXEvent_Bombard_Select_Target> RHD_Bombard_Select_Target </SFXEvent_Bombard_Select_Target>
<SFXEvent_Bombard_Incoming> RHD_Bombard_Incoming  </SFXEvent_Bombard_Incoming>

<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Nebulon </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Nebulon </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Nebulon </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Nebulon </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Nebulon </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_ENGINE, Unit_HP_ENGINES_Nebulon </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Nebulon </SFXEvent_Attack_Hardpoint>

<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Nebulon </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_MISSILE,   </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_TORPEDO,   </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_ION_CANNON,  </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Nebulon </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_ENGINE, Unit_Lost_Engines_Nebulon </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_GRAVITY_WELL,  </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_FIGHTER_BAY,  </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_TRACTOR_BEAM, </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_ENABLE_SPECIAL_ABILITY, </SFXEvent_Hardpoint_Destroyed>

<SFXEvent_Engine_Idle_Loop> Unit_Nebulon_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop> Unit_Nebulon_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Nebulon_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop>


<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>

<Space_Full_Stop_Command> Yes </Space_Full_Stop_Command>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>

<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>0.0</Idle_Chase_Range>
<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<Targeting_Priority_Set>Frigate</Targeting_Priority_Set>

<Tactical_Bribe_Cost>1200</Tactical_Bribe_Cost>

<!-- Non-Hero unit abilities description -->
<Unit_Abilities_Data SubObjectList="Yes">
<!-- Primary ability -->
<Unit_Ability>
<Type>DEFEND</Type>
<Recharge_Seconds>60</Recharge_Seconds>
<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 1.0f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, 1.0f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER, 0.10f</Mod_Multiplier> <!-- make it faster to recharge -->
<Mod_Multiplier>ENERGY_REGEN_INTERVAL_MULTIPLIER, 0.10f</Mod_Multiplier> <!-- make it faster to recharge -->
<Mod_Multiplier>ENERGY_REGEN_MULTIPLIER, 3.0f</Mod_Multiplier>
<Mod_Multiplier>SPEED_MULTIPLIER, 0.8f</Mod_Multiplier>
<Expiration_Seconds>15</Expiration_Seconds>

<SFXEvent_GUI_Unit_Ability_Activated>Unit_Defend_Nebulon</SFXEvent_GUI_Unit_Ability_Activated>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>

</Unit_Abilities_Data>


<Encyclopedia_Text> TEXT_TOOLTIP_REP_LIGHT_CRUISER</Encyclopedia_Text>
<Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_FRIGATE </Encyclopedia_Unit_Class>
<Score_Cost_Credits> 2250</Score_Cost_Credits>

<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
<Tactical_Build_Cost_Multiplayer>2500</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>18</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites />
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
<!--<Build_Limit_Current_Per_Player>0</Build_Limit_Current_Per_Player>-->
<!--<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>--> 
<!--<MULTIPLAYER SKIRMISH VALUES END>-->
<Population_Value>3</Population_Value>
<Lua_Script>ObjectScript_PowerToShields</Lua_Script>
</SpaceUnit>
   
     <SpaceUnit Name="Republic_Light_Cruiser_Death_Clone">
<Text_ID>TEXT_UNIT_REP_LIGHT_CRUISER</Text_ID>
<Space_Model_Name>Rep_Light_Cruiser_D.ALO</Space_Model_Name>
<xxxSpace_Model_Name>Rep_Light_Cruiser_D.ALO</xxxSpace_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Death_Explosions>Large_Explosion_Space</Death_Explosions>
<Scale_Factor>0.4</Scale_Factor>
<Layer_Z_Adjust>-90.0</Layer_Z_Adjust>
<Max_Speed>1.2</Max_Speed>
<Max_Rate_Of_Turn>0.03</Max_Rate_Of_Turn>
<Max_Thrust>1</Max_Thrust>
<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
<Bank_Turn_Angle>0</Bank_Turn_Angle>
<Affiliation>Rebel</Affiliation>
<Ship_Class>frigate</Ship_Class>
<Remove_Upon_Death>true</Remove_Upon_Death>

</SpaceUnit>


<SpaceUnit Name="Imperial_Light_Cruiser">
<Variant_Of_Existing_Type>Republic_Light_Cruiser</Variant_Of_Existing_Type>
<Space_Model_Name>Imp_Light_Cruiser.ALO</Space_Model_Name>
<No_Colorization_Color> 0, 0, 0, 255 </No_Colorization_Color>
<Affiliation></Affiliation>

<Death_Clone>Damage_Normal, Imperial_Light_Cruiser_Death_Clone</Death_Clone>
</SpaceUnit>

     <SpaceUnit Name="Imperial_Light_Cruiser_Death_Clone">
<Variant_Of_Existing_Type>Republic_Light_Cruiser_Death_Clone</Variant_Of_Existing_Type>
<Space_Model_Name>Imp_Light_Cruiser_D.ALO</Space_Model_Name>
<No_Colorization_Color> 0, 0, 0, 255 </No_Colorization_Color>
</SpaceUnit>

</Republic_Light_Cruiser>

12
Imperial Civil War Tech Support / Re: Game/mod won't load
« on: September 12, 2016, 05:29:14 PM »
Disc orginal been reinstalled 4 times

13
Imperial Civil War Community Mods / Re: 2 icons on the command bar
« on: September 12, 2016, 05:14:48 PM »
Works fine just appears twice

14
Imperial Civil War Tech Support / Re: Game/mod won't load
« on: September 12, 2016, 05:13:31 PM »
Anyone

15
Imperial Civil War Tech Support / Game/mod won't load
« on: September 09, 2016, 10:00:01 PM »
Having a strange problem where the game loads liek twice and then stops loading its begins start up hten nothing happens hte process starts but not the app any help this affects base game to

16
Imperial Civil War Community Mods / 2 icons on the command bar
« on: September 09, 2016, 09:07:51 PM »
Ok so i was experimenting with adding a new unit to the game and for some reason it shows up twice on the build tab any clues on how to fix

17
Discussion, Suggestions & Feedback / Re: Droids of 2.2
« on: September 05, 2016, 11:24:49 AM »
Sorry this was me Still curious on working out how to have ships deploy new fighters such as shadow droids

18
Personal experince with the Ai active the pentastar alignment is quite aggressive

19
In this situation it would be best to increase the price gap between the 2 units

20
I have noticed that raid fleets never use new republic units when i have played which is usually as the remmant or pentastar

Pages: [1] 2
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