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Messages - demcalves

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1
Discussion, Suggestions & Feedback / Re: Raider fleets scripts?
« on: November 22, 2018, 09:32:12 PM »
The file name you are looking for is InvadingFleet.lua .This is found in the Story folder, a subfolder in the Scripts folder.


Assuming you cannot find this file on your computer, below is how I found the file on my computer. Depending on if you have your files stored locally or on steam, I showed two different paths where the file might be stored.

Locally:
C:/Programs Files(x86) / Steam / steamapps / common / Star Wars Empire at War / corruption / Mods / (Whatever you named ICW) / Data / Scripts / Story / InvadingFleet.LUA

Steam:
C:/Programs Files(x86) / Steam / steamapps / workshop / *32470 / *1125571106 / Data / Scripts / Story / InvadingFleet.lua

* I'm not familiar with how Steam workshop files are named (probably some hex code but I'm really speaking on things I don't know), but these were what the files were named when I subscribed to them on Steam. Leave out the asterisks when if you input the pathway manually.


Hopefully this helps!

2
EaW and FoC Mods / Coding the AI
« on: March 29, 2018, 08:59:33 AM »
I have a question about a line of code found in the source file for FOC. Under XML\AI\Goals there are many files like AI_Goals_Underworld_Galactic.xml that have code that looks like this for example:

<Corrupt_Planet>
      <AIGoalApplicationFlags> Enemy </AIGoalApplicationFlags>
      <GameMode>Galactic</GameMode>
      <Category>Infrastructure</Category>
      <Reachability>Any</Reachability>
      <Time_Limit>60.0</Time_Limit>
      <Build_Time_Delay_Tolerance>1.25</Build_Time_Delay_Tolerance>
      <Tracking_Duration>300.0</Tracking_Duration>
      <Per_Failure_Desire_Adjust>-20.0</Per_Failure_Desire_Adjust>         
   </Corrupt_Planet>

What I am curious about is if the tag <Corrupt_Planet> is hard-coded or not? If that's the case then does only the code inside the tags matter more?


3
EaW and FoC Mods / AI build new ground structures in GC
« on: March 12, 2018, 06:56:17 PM »
I want to add new ground structures into the game and have the AI use them, is there any file I should look for and modify?



4
EaW and FoC Mods / Re: Autoresolve and AI_Combat_Power
« on: March 12, 2018, 04:46:38 PM »
Interesting find on the <Damage> tag. I can finally start implementing other units into the mod!

5
I've been thinking about projectiles in Empire at War and it seems that from playing the game it seems there is only 3 types of projectiles. Those like ion cannon that only do shield damage, those that penetrate shields those that do hull damage. After looking through the xml files I have discovered that some projectiles that have energy damage (it's how the ground ion cannon works) which with certain xml code, the ship can lose it's engines, etc. In general there are a lot of nuances that go into the projectiles, (you can even have death projectiles, that spawn when the main projectile dies!)

I find a lot of this interesting as for a strategy game there is a great potential here to incorporate within the missile, laser, and rocket projectile categories new variations of these to create different projectiles to have unique projectiles. It's something I think this game could use to build around adding more and more ships, which I feel most mods get lackluster when adding lots of ships that have similar weapons.


What do people think? (Hopefully everything above made sense)

6
Oh, woops I didn't realize that, thanks for the update!

7
I may have asked this before but forgot to follow up does anyone know what happened after the FoC October patch. People can't play multiplayer anymore

8
News & Updates / Re: 2.2 Ability Preview: Capturing Ships (With FAQ)
« on: November 21, 2017, 11:26:28 AM »
I'm guessing from LUA scripting boarding ability, for the outcome of either a successful boarding attempt, you are using a random number generator? If so there is a lot of creativity with logic that you can take advantage of to make different outcomes. for example when the number between 0 and n is greater than n/2, boarding is successful, less than n/2 and boarding is not successful, if number = n then the ship is made neutral and anybody can capture it again, and if 0 the ships main reactor is set off and the ship is destroyed, including anything nearby!

9
EaW and FoC Mods / How to upload mods to Steam workshop
« on: September 09, 2017, 06:39:11 PM »
Hey, does anybody know how to upload stuff to the steam workshop.

I have created a more competitive version of FoC and want to share it on the workshop for people who don't want a full immersive mod, like vanilla but want a little more out of it.


10
EaW and FoC Mods / Re: Adding new structures
« on: September 09, 2017, 06:25:05 PM »
Interesting, so that GroundBases.xml factors the AI in auto resolve? That's really interesting.

11
EaW and FoC Mods / Adding new structures
« on: September 05, 2017, 06:17:56 PM »
So I've tried adding other structures for new factions and I get a game breaking bug, for example:

Try creating a new faction for GC
Try adding a preexisting structure, like the droid works and recode it so that it belongs to this new faction
Create a GC with this new faction with a structure

Whenever the player auto resolves a land battle confrontation with this faction with the new structure, it causes this bug. This is annoying and limiting because the AI uses auto resolve to fight other AI.

How do I solve this problem

*I dont have xml code for this

12
 :blank: Ah darn, just when I tried to be creative, but that's pretty awesome to hear!  ;D

13
Thanks,

I also realized that if one could theoretically combine the boarding step from the katana mission to change the factions, and then combine it with the step to getting back into the galactic mode used for the single retreat mechanism and that would be the boarding ability, in a nut shell.

Another thing I've done before is use Tyber's Bribe ability to take the ship over, which also works, but it still requires the galactic step. It would also need code to restrict its use so that it only triggers on ships with destroyed engine hardpoints

From the tutorial, they made Tyber's shuttle board after the venator cruiser's engines were destroyed, so if I were able to find a away to create a return function that gets an enemy ship that has lost its engines, I can have a shuttle that would go in and board it. Once the engines are destroyed, I would have an arrow that points over the ship with a pop up saying the ship can be boarded.

14
For those who did not know, FOC was suppose to have the boarding action feature. In the underworld tutorial, this feature is seen when the player hijacks the Supreme Strategists Venator. I want to make use of the lua script but it I have ran into the problem that the source code is encrypted. I have come to two solutions but no result in getting the lua written in something parse-able.

1. Installing map editor allows the source files for the scripts to be unencrypted, but the subject lua file is in a Story folder which is not present in the installation

2. Using Lua Tools from http://modtools.petrolution.net/tools/Lua , however I cannot get the luadisasm.exe to work in command prompt

my second solution is a little more difficult to work, but I would be interested if someone can get there hands on this folder

Hope this made sense

15
EaW and FoC Mods / Re: Newgamemodders question thread
« on: June 08, 2017, 06:02:54 PM »
If you want to code a map where the map occurs at night, you need to go into the map editor to create an environment by clicking on the nature tab then for the current environment change the intensity in the sun settings and then go to sky domes and find a sky dome that matches evening modes

16
EaW and FoC Mods / Need Help making an alo model
« on: June 02, 2017, 12:18:08 AM »
This is a personal request if anybody is interested in helping me, I have scowered the interwebs for a TX-225 model that is in an obj format but I want to convert it to alo format somehow. Now I know the only way to do so is to go through 3DS Max 6 - 8 which I don't have but if anybody wants to add this to library of models and can actually do something please help me out!

Btw super low poly but considering this game is almost 11 years old now it isnt that much of a concern to me

Credit to GodzillaKing for extracting it, https://facepunch.com/showthread.php?t=1524340&page=73

17
Welcome to the Boards / Hello! (And if anyone needs a xml writer)
« on: January 07, 2017, 05:34:22 PM »
Hey everyone!

I am a huge star wars nerd and I discovered Empire at War when I was watching bonus trailers in the Revenge the Sith dvd and I thought that it would be the ultimate star wars game. After exhausting myself  trying to read all the Wookiepedia articles, I researched the game and learned about XML modding the game. After getting excited about modding but having zero experience with modding in general, I taught myself how to do it simply to enhance the game.

I am pretty good at XML writing, not so much xml story scripting, and I can understand a little bit of LUA. I'm trying to learn to 3D model, I really want to make the MTV-7

I made an "economy" mode for the Empire at war which doesn't do anything like instant action game wise but it just modifies planetary income so it seems like there is a galactic economy (I don't really know if this feature already exists or not, considering it really is a subtle thing in the game)

I know XML is not really a hard language for modders of this game, but if anyone needs a "slave" coder, I would be willing, since it really isn't that hard to do, but it can be tedious at some time

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Those working on this mod do so in their own free time and for no pay.
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