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View Full Version : V-wings and a thing about venetors


darth_vadar_13
01-29-2006, 08:57 AM
i was jst randomly checkin for any new screenshots on the game nd i came across a v-wing! jst wanted to ask if there was a mod for the fighter so u can build them in demo.

Also about venetors aren't they meant to be massive captial ships nd not little frigates. In ep 3 there huge nd the have hangers nd all sorts rather like the star destroyer. Can u do anythin to make them a capital ship?

thanx!

Starkiller96
01-29-2006, 09:24 AM
yah, i found one of the V wing screen shots too, anyone know where to get em?

Apocalypse|TFL
01-29-2006, 10:03 AM
The Venators weren't actually that big, don't forget that in episodes 1-3 the technology they were using was inferior(sp?) to the technology that featured in episodes 4-6. It's not easy to realise because the ships in the first 3 eps were all new and shiny whereas the ships the rebels were using were new but battered because of endless skirmishes.

maxloef
01-29-2006, 10:11 AM
yes well u can get the in bryants mod ug et both the venators and vwing the venators have their normal incons but the v-wing is the second z-95 icon move you mouse over it for the description and u wil see it says vwing and it looks like a vwing ingame :P

darth_vadar_13
01-29-2006, 10:46 AM
thanks for tht!

arkodeon
01-29-2006, 11:56 AM
If you really want, you can mod the Venator to be more powerful, as powerful as, say, a Victory, since the Venator and the Victory have potentially the same strength. (Same timeperiod,) I know, I did that to mine. The Venator is now a backbone of my Rebel fleets. :D

darth_vadar_13
01-29-2006, 12:51 PM
how did u change it then?

Hurby
01-29-2006, 01:25 PM
Go to XML folder in GameData/Data/, open the "UNIQUEUNITS.xml" file, find "Jedi_Cruiser" and change whatever values you want... You can even make it spawn fighters - find the lines

<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Clone />

And copy under them these
<!-- Set to spawn all units once and then not continue - no reserves -->
<Starting_Spawned_Units_Tech_0>VWing_Squadron_R, 2</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
<!--Currently no reserves -->
<Reserve_Spawned_Units_Tech_0>VWing_Squadron_R, 3</Reserve_Spawned_Units_Tech_0>
This one
<Starting_Spawned_Units_Tech_0>VWing_Squadron_R, 2</Starting_Spawned_Units_Tech_0> means it will spawn rebel affiliated(sp?) V-wing and it will spawn them until they are 2 squadrons.
This one
<Reserve_Spawned_Units_Tech_0>VWing_Squadron_R, 3</Reserve_Spawned_Units_Tech_0> means it will spawn a total number of 3 V-wing squadrons in a space battle.
Ah yes and of course the Venator needs a fighter bay - find
<HardPoints>
HP_Jedi_Cruiser_Shield_Gen, HP_Jedi_Cruiser_Engines, HP_Jedi_Cruiser_FL, HP_Jedi_Cruiser_FR, HP_Jedi_Cruiser_ML, HP_Jedi_Cruiser_MR, HP_Jedi_Cruiser_BL, HP_Jedi_Cruiser_BR
</HardPoints> and add
HP_Acclamator_Fighter_Bay
to the list of HardPoints. I used Acclamator one, you can use whatever else you want of course

Hope you understand :noel:

darth_vadar_13
01-29-2006, 01:59 PM
hmm a bit confused will try tho

darth_vadar_13
01-29-2006, 02:11 PM
wait a min,

<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Clone />

so do u paste <!-- Set to spawn all units once and then not continue - no reserves -->
<Starting_Spawned_Units_Tech_0>VWing_Squadron_R, 2</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
<!--Currently no reserves -->
<Reserve_Spawned_Units_Tech_0>VWing_Squadron_R, 3</Reserve_Spawned_Units_Tech_0> after tht first line?

Hurby
01-29-2006, 03:03 PM
There is

<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Clone />

and under that you paste

<!-- Set to spawn all units once and then not continue - no reserves -->
<Starting_Spawned_Units_Tech_0>VWing_Squadron_R, 2</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
<!--Currently no reserves -->
<Reserve_Spawned_Units_Tech_0>VWing_Squadron_R, 3</Reserve_Spawned_Units_Tech_0>

and then give the Venator the F.Bay and you're finished

EDIT: And here is a screen of my fight with Black Sun pirates in that asteroid field near Hoth http://img456.imageshack.us/img456/2493/republicfight8fl.jpg

Both the Venator and Acclamator are sized up and have V-wings and Y-wings in the hangar

darth_vadar_13
01-29-2006, 03:16 PM
IF I DO THT IT CRASHS THE GAME!

Hurby
01-29-2006, 03:25 PM
OMG sorry I forgot... I use Bryant's & Grey_Ghost's Mod 2.5 if that helps, maybe you don't have the V-wings? Try "Y-Wing_Squadron" instead of "VWing_Squadron_R"

EDIT: Or maybe I just said something wrong, I've uploaded that XML file... It's sized up , so if u dont want it just set it back to the base value, I think it was 0.7

EDIT 2 : Ah and yes here's the file http://hurby.chytrak.cz/UNIQUEUNITS.XML

darth_vadar_13
01-29-2006, 04:06 PM
its ok thanx for tht. i scaled up my venetors a lot anyway will try nd see if i can fix the squadron thing tmoz! thanx again

Imgnryflgdotcom
01-29-2006, 04:13 PM
So, If I add more hardpoint to the Jedi cruiser part of the XML file, will the venator fire more?

And I tried giving the venator more shiled points and hull points as well as increase it's damage, but nothing really happened, the venator still sucked. Is there another way other than editing the XML file?

lonepadawan
01-29-2006, 04:16 PM
The pirates I encountered used yellow painted Venerators which launched V-wings, as well as Y-wings and Z-95s...

darth_vadar_13
01-29-2006, 04:18 PM
try nd increase its stats much more. my venetors r now as big as star destroyers nd by tmoz they should carry squadrons of v-wings nd y-wings. gd question about the amount of hardpoints. my venttors still get smashed againest mon cal crusiers. thank goodness i reduced there cost

Andy819
01-29-2006, 04:29 PM
ok im using the empire mod, so How would it look for Ties, Tie Bombers, and can i put xwings in it too!!!???

Hurby
01-29-2006, 04:49 PM
I tried to double the number of weapon hardpoints on the Venator, it seems to work!

Andy819
01-29-2006, 04:56 PM
Where??!!

Hurby
01-29-2006, 05:02 PM
GameData/Data/XML/UNIQUEUNITS.XML
find "Jedi_Cruiser"
find
<HardPoints>
HP_Jedi_Cruiser_Shield_Gen, HP_Jedi_Cruiser_Engines, HP_Jedi_Cruiser_FL, HP_Jedi_Cruiser_FR, HP_Jedi_Cruiser_ML, HP_Jedi_Cruiser_MR, HP_Jedi_Cruiser_BL, HP_Jedi_Cruiser_BR
</HardPoints>

Then change it to
<HardPoints>
HP_Jedi_Cruiser_Shield_Gen, HP_Jedi_Cruiser_Engines, HP_Jedi_Cruiser_FL, HP_Jedi_Cruiser_FR, HP_Jedi_Cruiser_ML, HP_Jedi_Cruiser_MR, HP_Jedi_Cruiser_BL, HP_Jedi_Cruiser_BR, HP_Jedi_Cruiser_FL, HP_Jedi_Cruiser_FR, HP_Jedi_Cruiser_ML, HP_Jedi_Cruiser_MR, HP_Jedi_Cruiser_BL, HP_Jedi_Cruiser_BR
</HardPoints>

The Venator should now have double amount of guns (4 ion cannons, 4 rocket launchers, 4 laser cannons)

Andy819
01-29-2006, 05:08 PM
Ok, Im using the Empire Mod by Chronox, How would the fighter stuff look with V Wings, Tie Fighters, And Tie bombers, Please show me so i can copy and paste.

Andy819
01-29-2006, 05:15 PM
Oh and how can I make it so the rebals cant make it......

Imgnryflgdotcom
01-29-2006, 05:34 PM
OMG sorry I forgot... I use Bryant's & Grey_Ghost's Mod 2.5 if that helps, maybe you don't have the V-wings? Try "Y-Wing_Squadron" instead of "VWing_Squadron_R"

EDIT: Or maybe I just said something wrong, I've uploaded that XML file... It's sized up , so if u dont want it just set it back to the base value, I think it was 0.7

EDIT 2 : Ah and yes here's the file http://hurby.chytrak.cz/UNIQUEUNITS.XML

Is this XML file one with more ahrdpoints, fighters, and alrger venators?

Imgnryflgdotcom
01-29-2006, 05:37 PM
try nd increase its stats much more. my venetors r now as big as star destroyers nd by tmoz they should carry squadrons of v-wings nd y-wings. gd question about the amount of hardpoints. my venttors still get smashed againest mon cal crusiers. thank goodness i reduced there cost

I wanted to make minor moidifcations to its strength and such, but that didnt work, so I tired adding 5 zeros to the end of the damage, shield points, and health points. Nothing worked

Andy819
01-29-2006, 06:05 PM
Can Someone Help me!?

Andy819
01-29-2006, 09:29 PM
Plz can anyone help me, Plz

Epytron_Omega
01-30-2006, 02:35 AM
here is what I have running on my republic venator:

<!-- Set to spawn all units once and then not continue - no reserves -->
<Starting_Spawned_Units_Tech_0>VWing_Squadron_R, 4</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>Y-Wing_Squadron, 3</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>VWing_Fighter_Squadron_L, 4</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Y-Wing_Squadron, 3</Reserve_Spawned_Units_Tech_0>

this is after I activated the lines as pointed out above.

just modify it to look like this, and you got your Imperial Venator that launches everything you want:

<!-- Set to spawn all units once and then not continue - no reserves -->
<Starting_Spawned_Units_Tech_0>VWing_Squadron_R, 2</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>TIE_Fighter_Squadron, 2</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 1</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>VWing_Fighter_Squadron_L, 4</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>TIE_Fighter_Squadron, 8</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 4</Reserve_Spawned_Units_Tech_0>
I of course have been running with Bryants 2.0 mod, so the lines might be a little different. hope this helps you.

EO

Silencez
01-30-2006, 04:49 AM
Well, I can't wait for the relism mod to come out. the venator was a pure imperial ship.
same for the Neb. B frigate, although some where captured by the rebels.

Starkiller96
01-30-2006, 06:26 AM
excellent, i now know how to mod a cap ships weapons, THX :D

Also , do i edit the size uunder mass?

Andy819
01-30-2006, 09:46 AM
ummmm.... I think Scale size, maybe.....

darth_vadar_13
01-30-2006, 12:20 PM
so if u want a hanger nd v-wings u copy

<!-- Set to spawn all units once and then not continue - no reserves -->
<Starting_Spawned_Units_Tech_0>VWing_Squadron_R, 4</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>Y-Wing_Squadron, 3</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>VWing_Fighter_Squadron_L, 4</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Y-Wing_Squadron, 3</Reserve_Spawned_Units_Tech_0>
under

<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Clone />
this?

darth_vadar_13
01-30-2006, 12:56 PM
well afta some gruelling work modding the venetor it finally has a hanger nd it own squadrons of v-wings thanks everyone! now being a bit more ambitious does anyone think u can make the venetor spawn other bigger ships like corellian covette or the tartan petrol ship?

darth_vadar_13
01-30-2006, 01:16 PM
also being even more ambitious is it possible to add the arc-180 fighter into the demo?

Hurby
01-30-2006, 01:25 PM
Spawning corellian corvette -> I don't know, try it :)
ARC-170 -> I think it is not possible, because we do not have acces to the 3D models in the demo, every mod has only ships that were there, we cannot add any more...

darth_vadar_13
01-30-2006, 01:48 PM
ook i thoughts so thanks anyway

Ali1392
01-30-2006, 02:51 PM
can u change the unit size and give it bigger more powerful wepons

Iamme
01-30-2006, 03:10 PM
can u change the unit size and give it bigger more powerful wepons
Yes. For the venator you can go into uniqueunits.xml (if you have a mod with extracted contents in your data folder) and look for the jedi_cruiser entry. Under that you should look for it's scale value (I suggest moving it to 1.5) to change its size and for it's damage value (Good value is whatever it is +10) to change how much damage it does.

Ali1392
01-30-2006, 03:29 PM
i did all that stuff but my venator comes up with no weapons or any hard points

Iamme
01-30-2006, 03:33 PM
... I'm not sure what to tell you, unless you accidently deleted the hardpoints part of the entry.
EDIT: Try mine http://rapidshare.de/files/12189558/Uniqueunits.xml.html

Andy819
01-30-2006, 04:57 PM
ok fighters STILL dont work in my ventor in the empire mod, heres what it looks like.....


<UniqueUnit Name="Jedi_Cruiser">
<Text_ID>TEXT_UNIT_JEDI_CRUISER</Text_ID>
<Encyclopedia_Good_Against> Tartan_Patrol_Cruiser Broadside_Class_Cruiser </Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To> Star_Destroyer Victory_Destroyer TIE_Bomber </Encyclopedia_Vulnerable_To>
<Space_Model_Name>NV_JEDICRUISER.ALO</Space_Model_Name>
<Mass>0.999</Mass>
<Scale_Factor>1.5</Scale_Factor>

<Damage>350</Damage>
<Autoresolve_Health>3200</Autoresolve_Health>
<Shield_Points>3000</Shield_Points>
<Tactical_Health>4500</Tactical_Health>
<Shield_Refresh_Rate>40</Shield_Refresh_Rate>
<Energy_Capacity>3000</Energy_Capacity>
<Energy_Refresh_Rate>500</Energy_Refresh_Rate>

<MovementClass> Space </MovementClass>
<Space_Layer> Capital </Space_Layer>
<Max_Speed>5.8</Max_Speed>
<Max_Rate_Of_Turn>0.7</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>5</Bank_Turn_Angle>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>2.0</Hyperspace_Speed>
<OverrideAcceleration> .1 </OverrideAcceleration>
<OverrideDeceleration> .1 </OverrideDeceleration>
<Layer_Z_Adjust> -90 </Layer_Z_Adjust>

<Armor_Type> Armor_Star_Destroyer </Armor_Type>

<Max_Thrust>1.6</Max_Thrust>
<Select_Box_Scale>400</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>
<Affiliation>Empire</Affiliation>
<Build_Initially_Locked>No</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>

<Build_Cost_Credits> 10 </Build_Cost_Credits>
<Build_Time_Seconds> 01 </Build_Time_Seconds>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>1</Required_Star_Base_Level>
<Required_Special_Structures />
<Tech_Level> 1 </Tech_Level>
<Population_Value> 1 </Population_Value>
<GUI_Row>1</GUI_Row>

<Ship_Class>Capital</Ship_Class>
<Formation_Priority>3</Formation_Priority>
<Is_Escort>yes</Is_Escort>
<Is_Bomber>no</Is_Bomber>
<Political_Control>10</Political_Control>
<Squadron_Capacity>80</Squadron_Capacity>
<Transport_Capacity>8</Transport_Capacity>
<Number_per_Squadron>20</Number_per_Squadron>
<AI_Combat_Power>1800</AI_Combat_Power>
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Size_Value>12</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, ION_STUN_EFFECT, NEBULA</SpaceBehavior>

<Space_FOW_Reveal_Range>1200.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.24</Dense_FOW_Reveal_Range_Multiplier>
<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>

<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Clone />

<!-- Set to spawn all units once and then not continue - no reserves -->
<Starting_Spawned_Units_Tech_0>VWing_Squadron_R, 2</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>TIE_Fighter_Squadron, 2</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 1</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>VWing_Fighter_Squadron_L, 4</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>TIE_Fighter_Squadron, 8</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 4</Reserve_Spawned_Units_Tech_0>

<HardPoints>
HP_Star_Destroyer_Fighter_Bay, HP_Jedi_Cruiser_Shield_Gen, HP_Jedi_Cruiser_Engines, HP_Jedi_Cruiser_FL, HP_Jedi_Cruiser_FR, HP_Jedi_Cruiser_ML, HP_Jedi_Cruiser_MR, HP_Jedi_Cruiser_BL, HP_Jedi_Cruiser_BR, HP_Jedi_Cruiser_FL, HP_Jedi_Cruiser_FR, HP_Jedi_Cruiser_ML, HP_Jedi_Cruiser_MR, HP_Jedi_Cruiser_BL, HP_Jedi_Cruiser_BR
</HardPoints>


<CategoryMask> Capital | AntiCorvette </CategoryMask>
<Icon_Name>i_button_jedi_cruiser.tga</Icon_Name>

<Victory_Relevant>yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>


<SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Ambient_Loop>Unit_Acclamator_Moving_Engine_Loop</SFXEvent_Ambient_Loop>

<SFXEvent_Select>Unit_Select_Jedi_Cruiser</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Jedi_Cruiser</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Jedi_Cruiser</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Jedi_Cruiser</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Jedi_Cruiser</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_Jedi_Cruiser</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_Jedi_Cruiser</SFXEvent_Barrage>
<SFXEvent_Move_Into_Asteroid_Field> Unit_Asteroids_Jedi_Cruiser </SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula> Unit_Nebula_Jedi_Cruiser </SFXEvent_Move_Into_Nebula>

<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Jedi_Cruiser </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Jedi_Cruiser </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Jedi_Cruiser </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Jedi_Cruiser </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Jedi_Cruiser </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Jedi_Cruiser </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Jedi_Cruiser </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Jedi_Cruiser </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_ENGINE, Unit_HP_ENGINES_Jedi_Cruiser </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Jedi_Cruiser </SFXEvent_Attack_Hardpoint>

<SFXEvent_Engine_Idle_Loop> Unit_Acclamator_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop> Unit_Acclamator_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Acclamator_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>

<Death_Clone>Damage_Normal, Jedi_Cruiser_Death_Clone</Death_Clone>

<Defend_Mode_Weapon_Delay_Multiplier>3.0</Defend_Mode_Weapon_Delay_Multiplier>
<Defend_Mode_Shield_Regen_Multiplier>5.0</Defend_Mode_Shield_Regen_Multiplier>
<Defend_Mode_Energy_Regen_Multiplier>5.0</Defend_Mode_Energy_Regen_Multiplier>
<Defend_Mode_Speed_Multiplier>0.5</Defend_Mode_Speed_Multiplier>

<Encyclopedia_Text> TEXT_TOOLTIP_VENETOR </Encyclopedia_Text>
<Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_FRIGATE </Encyclopedia_Unit_Class>
<Score_Cost_Credits> 12000 </Score_Cost_Credits>

<Unit_Abilities_Data SubObjectList="Yes">
<!-- Primary ability -->
<Unit_Ability>
<Type>DEFEND</Type>
<Expiration_Seconds>25</Expiration_Seconds>
<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>

<SFXEvent_GUI_Unit_Ability_Activated>Unit_Defend_Assault_Frigate</SFXEvent_GUI_Unit_Ability_Activated>
</Unit_Ability>

</Unit_Abilities_Data>

<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
<Tactical_Build_Cost_Multiplayer>2000</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>30</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites />
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
<Population_Value>3</Population_Value>
<!--<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>-->
</UniqueUnit>

<UniqueUnit Name="Jedi_Cruiser_Death_Clone">
<Text_ID>TEXT_UNIT_JEDI_CRUISER</Text_ID>
<Space_Model_Name>NV_JediCruiser_D.alo</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Scale_Factor>1.2</Scale_Factor>
<Layer_Z_Adjust>-330.0</Layer_Z_Adjust>
<Max_Speed>0.25</Max_Speed>
<Max_Rate_Of_Turn>0.02</Max_Rate_Of_Turn>
<Max_Thrust>0.05</Max_Thrust>
<Max_Rate_Of_Roll>0.02</Max_Rate_Of_Roll>
<Bank_Turn_Angle>5</Bank_Turn_Angle>
<Remove_Upon_Death>true</Remove_Upon_Death>

</UniqueUnit>


<!--
<UniqueUnit Name="Jedi_Cruiser_E">
<Variant_Of_Existing_Type>Jedi_Cruiser</Variant_Of_Existing_Type>
<Affiliation>Empire</Affiliation>
<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
</UniqueUnit>


<UniqueUnit Name="Jedi_Cruiser_R">
<Variant_Of_Existing_Type>Jedi_Cruiser</Variant_Of_Existing_Type>
<Affiliation>Rebel</Affiliation>
<SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>
</UniqueUnit>


<UniqueUnit Name="Jedi_Cruiser_P">
<Variant_Of_Existing_Type>Jedi_Cruiser</Variant_Of_Existing_Type>
<Affiliation>Pirates</Affiliation>
<SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>
</UniqueUnit>
-->

Ali1392
01-30-2006, 05:06 PM
heres what my file looks like at the momment
<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Clone />
<!--Set to spawn all units once and then not continue - no reserves -->
<Starting_Spawned_Units_Tech_0>VWing_Squadron_R, 2</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
<!--Currently no reserves -->
<Reserve_Spawned_Units_Tech_0>VWing_Squadron_R, 3</Reserve_Spawned_Units_Tech_0>
<HardPoints>
<Starting_Spawned_Units_Tech_0>VWing_Squadron_R, 2</Starting_Spawned_Units_Tech_0>
<Spawned_Units_Tech_0>VWing_Squadron_R, 3</Reserve_Spawned_Units_Tech_0>
HP_Jedi_Cruiser_Shield_Gen, HP_Jedi_Cruiser_Engines,HP_Acclamator_Fighter_Bay, HP_Jedi_Cruiser_FL, HP_Jedi_Cruiser_FR, HP_Jedi_Cruiser_ML, HP_Jedi_Cruiser_MR, HP_Jedi_Cruiser_BL, HP_Jedi_Cruiser_BR
</HardPoints>

Iamme
01-30-2006, 05:21 PM
Andy: Maybe it's because you've upped EVERY value that you found interesting?
Ali: So still no hardpoints... Does it spawn fighters? And that's only a PART of the entry, right? There's something similar to what Andy posted?

EDIT: Andy, add this to your hardpoints, HP_Acclamator_Fighter_Bay

Andy819
01-30-2006, 05:22 PM
What do u recomend i do, plz show :)

Andy819
01-30-2006, 05:22 PM
What do u recomend i do, plz show :)

sherlockemery
01-30-2006, 06:56 PM
Sooo,

If I wanted to spawn z-95's instead of v-wings (since the newer versions of Bryant's & Grey_Ghost's Mod don't seem to have them in it), I would add the same lines. The only thing I'd do differently is substitute z-95 for v-wing, right?

Andy819
01-30-2006, 10:04 PM
Can someone help me plz......

sherlockemery
01-30-2006, 10:25 PM
I'm working on what to do with X-wings. I'll let you know if I figure it out, or if someone tells me how to do it...

Epytron_Omega
01-31-2006, 12:42 AM
this line here:

<SpaceBehavior> ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, ASTEROID_FIELD_DAMAGE, ION_STUN_EFFECT, NEBULA</SpaceBehavior>

should look like this:

<SpaceBehavior> ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, ASTEROID_FIELD_DAMAGE, ION_STUN_EFFECT, NEBULA, SPAWN_SQUADRON</SpaceBehavior>

I forgot to mention that little addition before when I posted the rest of the code used.

EO

sherlockemery
01-31-2006, 01:41 AM
Well, I've got working v-wings now, but no x or y wings...

Iamme
01-31-2006, 01:49 AM
Well, I've got working v-wings now, but no x or y wings...
Make sure you've got their reference names right ;)

Epytron_Omega
01-31-2006, 01:50 AM
for my squadrons of X-Wings, I simply used the REBEL_X_WING_SQUADRON line, to add them... and look at my code from my Rebel Venator... that is a working like for the Y-Wings.

EO

sherlockemery
01-31-2006, 10:04 AM
OK, This is what my line looks like:

<!-- Set to spawn all units once and then not continue - no reserves -->
<Starting_Spawned_Units_Tech_0>REBEL_X_WING_SQUADRON, 4</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>Y-Wing_Squadron, 3</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>REBEL_X_WING_SQUADRON, 4</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Y-Wing_Squadron, 3</Reserve_Spawned_Units_Tech_0>


And that give Y-wings but no X-wings. I have the hardpoint for the hangar bay, but again, no x-wings. I also can't get z-95 Headhunters. I'm getting so annoyed that I didn't pay more attention in my computer programming class in High School.....

Stupid Idiot....

(that being me....)

Hurby
01-31-2006, 12:53 PM
It should be
Rebel_X-Wing_Squadron
and not
Rebel_X_Wing_Squadron

Epytron_Omega
01-31-2006, 04:09 PM
Hurby is correct, I dont know why I thought it was what I posted... oh well, that should help you out.

EO

Andy819
01-31-2006, 05:52 PM
It works and......my.......Ventor..........Is...........Spa wning...........Tiny............................Im perial................................Star Destroyers aka Victory_Destroyer :)

Iamme
01-31-2006, 07:56 PM
Well thanks guys, Imma go create a god ship from the a variant of the SSD, cheers!

sherlockemery
01-31-2006, 10:17 PM
I've got Xwings now!!!!!


I'm very happy, but I do have another question. How do I disable pirates from getting those ships with Xwings, as the space battles against them are hellacious now...

Iamme
01-31-2006, 10:43 PM
I not going to guide you through it, but look through your unique units file and add the squads the the jedi_cruiser_R while removing them from the base version.

Grey_Ghost
01-31-2006, 11:32 PM
If I wanted to spawn z-95's instead of v-wings (since the newer versions of Bryant's & Grey_Ghost's Mod don't seem to have them in it)Still there, just not buildable. I already planned adding a couple V-wings to all the Venetors if I ever release again, but I still wouldn't have them buildable.

sherlockemery
02-01-2006, 12:44 AM
Ok, thanks Grey_Ghost.

Hurby
02-01-2006, 02:21 AM
I've got Xwings now!!!!!


I'm very happy, but I do have another question. How do I disable pirates from getting those ships with Xwings, as the space battles against them are hellacious now...
Not so sure what u mean but if you don't want the pirates to have Venators at all, just open Campaingsingleplayer.xml (not sure it is the correct name but I'm not at home now), find "Pirate space forces" (again not sure it is 100% correct) and delete the lines with "Jedi_Cruiser"

Ra2er
02-01-2006, 09:13 AM
I've got V-Wings working, a max of 4 at a time from a Venator. With a few venators the space battles are intense. Especially against pirates, but it's only fair that they get the same adaptations to the Venator. Remember to keep some balance in the game people! If you improve things remember to lower other aspects. Increasing the scale factor or mass should bring things like the speed or turning speed down. Firepower should lower shield strength. etc etc...

Ali1392
02-01-2006, 11:35 AM
how do u change the size wepons

KhaosNite
02-01-2006, 11:41 AM
Is it possible to add a hanger/fight bay to any capital ship/frigate fighter? because in ROTJ, Home One had a few hangers and so do the Mon Calimari cruisers

Ryebread
02-01-2006, 02:07 PM
Yes you can add hangars to any capital ships. Just add the appropriate hardpoints and decide how many will spawn at once and in total.

darth_vadar_13
02-03-2006, 12:31 PM
ok sry about this everyone again but i made my venetor massive, its has lds of squadrons nd all. but its only missing one thing. FIREPOWER!

darth_vadar_13
02-03-2006, 12:32 PM
ok sry about this everyone again but i made my venetor massive, its has lds of squadrons nd all. but its only missing one thing. FIREPOWER! i copied nd pasted all the hardpoints but nothing happens! can someone tell me how to jazz this ship up plz! thanks

Ali1392
02-03-2006, 01:25 PM
is it the higer the scale the bigger the unit like 1.0 is bigger than 0.5 or is it the other way round

arkodeon
02-03-2006, 11:39 PM
1.0 is a larger scale than 0.5.

Hope that helps.

darth_vadar_13
02-04-2006, 04:18 AM
i know tht. i want to improve its firepower does anyone know how to do this?

sherlockemery
02-04-2006, 11:20 AM
You may need to add the hardpoint attack graphic that looks like this:

<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Jedi_Cruiser </SFXEvent_Attack_Hardpoint>

just to show an example. You could look at a ship with a turbolaser, and add a few of those to the venator.


I not going to guide you through it, but look through your unique units file and add the squads the the jedi_cruiser_R while removing them from the base version.


There is no Jedi_Cruiser_R in the unique units file. Would it be in the factions or the Campaign file?

Iamme
02-04-2006, 01:40 PM
@Better venator: Just increase the damage value!
@Sherlock: Darnit. Give the original to the pirates/whoever and create a varient of existing unit entry called jedi_cruiser_r and add lines for the allegiance to be rebel, the hanger have whatever you tell it, and it SHOULD work.

Look through the code in unique units for veers or admiral piett for how to set up a variant, if you don't know.

Ali1392
02-05-2006, 02:52 PM
i have got this spawning sds now so how do i stop the ai using them

sherlockemery
02-05-2006, 10:18 PM
As Lamme stated, just create a new variant by copying the unit description out of the uniquie unit file, and changing it's name (like the Jedi_Cruiser_R Lamme mentions) and make it's affiliation only rebel, and copying it back into the unique unit file. Remember to remove the rebel affiliation on the generic venator. Also you can change what type of unit get's spawned, but you knew that...

I've done the above, but now I get a (missing) header on the unit description. I corrected the unit description to match the rebel affiliation, but how do I get the unit name to pull up?

Ali1392
02-06-2006, 11:25 AM
k thanks

Darth_Extas
02-08-2006, 10:20 PM
What is the Hardpoint add for the Hangar?

Andy819
02-08-2006, 10:50 PM
HP_Acclamator_Fighter_Bay

Iamme
02-08-2006, 10:54 PM
As Lamme stated, just create a new variant by copying the unit description out of the uniquie unit file, and changing it's name (like the Jedi_Cruiser_R Lamme mentions) and make it's affiliation only rebel, and copying it back into the unique unit file. Remember to remove the rebel affiliation on the generic venator. Also you can change what type of unit get's spawned, but you knew that...

I've done the above, but now I get a (missing) header on the unit description. I corrected the unit description to match the rebel affiliation, but how do I get the unit name to pull up?
My username starts with an "I", like in Italics.