PDA

View Full Version : Virago and Moldy Crow?


ferni5
02-19-2006, 06:34 PM
They are both listed in the uniqueunits.xml, can they be added to the game?

Epytron_Omega
02-19-2006, 07:21 PM
with modifications, yes they can be added, just like the Venator and V-Wing. Just simply copy one of the Hero units, say Slave 1, and then modify it to reflect the ship you want, then add it to the Heroes of the race you want... I think that would get it to work.

EO

Admiral Sith
02-19-2006, 07:25 PM
Isnt the Moldy Crow already in?

arkodeon
02-19-2006, 08:35 PM
The Virago is in Empire at War? o_o

LenaMarieD
02-19-2006, 08:48 PM
That'd be cool if the moldy crow was in, but for some reason Kyle Katarn only shows up for me in ground skirmish, which sucks, so i cant tell if he has the ship already in space. On the flip side, anyone know if Mara Jade's Customized Z-95 Courier is in?

Epytron_Omega
02-19-2006, 09:21 PM
Well I just looked over the file, the Moldy Crow is in, completely. Both Model and Texture is in it, as for Mara Jade, I assume it is just a standard Z-95, atleast that would be my assumption. I will look into doing a small mod for the Crow, if I come up with something good, I will release it... tell me, what kind of weapons did she have?

EO

EDIT: Just went through the files, Mara Jade Seems to use a Lamba Shuttle... just do some simple edits and can make her have a Z95. Also, Kyle Katarn doesnt have the Moldy Crow, as it doesnt work in skirmish mode... so Im not sure what the point would be to put them in.

LenaMarieD
02-19-2006, 09:43 PM
Kyle needs to be modded into Campaign and GC mode with his ship :D

As for Mara Jade, her Z-95 Headhunter is fast and should probaly be as powerful as Lukes X-Wing, because it is Heavily Customized and she is a Dark Jedi (force increases piloting skills)

Edit: Found some Info on the Moldy Crow that might help

The Corellian Engineering Corporation has had much success with their YT series when they developed the Maccrow. The Maccrow was designed to be the single mans 'hip' ride. They made it a fast and strong ship. They attempted to make it appeal to the well to do man or the retired smuggler. They wanted something fast and manoeuvrable, so they gave it four large sectional engines compartments. On top of that they gave it a very thick hull and strong shields. But to make up for it, it cost them big in cargo. It can only haul 30 metric tons in not much space and only offers passenger space for two. But for the non smuggling guy who wants to get from point A to point B in a hurry or the man who wants to show up some hothead racer this is the ship for him. It also serves well as a fighter. Many planetary defences systems have adopted it for patrolling and interception. Many pirates are now turning to this ship because of it's ease in modifications. With a few modifications you can have a real heavy hitting, fast and strong attack ship for not that much.

- Manufacturer: Corellian Engineering Maccrow Freighter
- Length: 23,5 meter long
- Speed: S70MGLT and Class .45 modified SoroSuub Griffyn/YsTG hyperdrive
- Crew: 1 crew, 2 navigators as well as 30 metric tons of cargo
- Weapons: Fire Arc: Turret, Double Laser Cannon
- Shields/Armor: Titanium reinforced hull
- Special Features: Craft of Kyle Katarn

Foshjedi2004
02-20-2006, 05:12 AM
Mara Jade was never a Dark Jedi or a Sith. She was a force using Assassin and Courier for the Emperor.

arkodeon
02-20-2006, 08:15 AM
Mara Jade was never a Dark Jedi or a Sith. She was a force using Assassin and Courier for the Emperor.

She actually was an Emperor's Hand, so she could be considered as a trained 'Dark Jedi,' although never wielding a Lightsaber.

Master Faye, or whatever her name is, never wielded a lightsaber, and she was one of the greatest Jedi Masters ever known, as according to Obi-Wan.

NomadInvader
02-20-2006, 01:08 PM
If you can successfully get the Moldy Crow in the game, please release the mod to the public. :)

Epytron_Omega
02-20-2006, 01:58 PM
well I tried adding the Maccrow in as a standard Corvette, like it says it is in the UniqueUnits.xml, but to no avail... Im going to continue playing around with it, but for now it doesnt seem like I can get his ship ingame... dont quote me on that, cause it might be possible with a little work.

EO

ferni5
02-20-2006, 02:38 PM
I wonder if the ships have art to them, like the venator or the v-wings

miles
02-20-2006, 03:27 PM
Strangely yes Virago is in empire at war I just don't know if Model and texture is in there but 1st you would have to write what hero you wanted it for. And IS venator in EAW full verison?

Epytron_Omega
02-20-2006, 05:01 PM
Yes the Venator and V-wing are both ingame, I have modded them into my Empire, not the Rebels as of yet though, and it launches V-Wings. I have also made a varient of the Vwing to have stronger hull and shields, not by much, as well as a rapid fire cannon like on slave one. The Virago is in with both model and texture, so its the same thing like with adding in the Moldy Crow. Ive got all the corresponding models and textures for the ships extracted, its just a matter of getting them to work ingame, and for the life of me I cant figure it out.

EO

Jmaster3265
02-20-2006, 05:36 PM
That'd be cool if the moldy crow was in, but for some reason Kyle Katarn only shows up for me in ground skirmish, which sucks, so i cant tell if he has the ship already in space. On the flip side, anyone know if Mara Jade's Customized Z-95 Courier is in?

Yeah, the ship that lands him is the modly crow correct? Yet also in skirmish that is the same ship that Obi-Wan comes out of? Huh?

miles
02-20-2006, 08:05 PM
Im trying to figure out how to get Kyle to use it I think it would just be the line:


<UniqueUnit Name= Moldy_Crow is used by Kyle Katarn (Rebel Major Hero) during space battles>
<Text_ID>TEXT_UNIT_MOLDY_CROW</Text_ID>
<Land_Model_Name></Land_Model_Name>
<Space_Model_Name>NV_MOLDYCROW.ALO</Space_Model_Name>
<Select_Box_Scale>150</Select_Box_Scale>
<Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust>
<Mass>0.98</Mass>
<Scale_Factor>0.7</Scale_Factor>

<MovementClass> Space </MovementClass>
<Space_Layer> Corvette </Space_Layer>
<Max_Speed>5.3</Max_Speed>
<Max_Rate_Of_Turn>1.0</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.8</Max_Rate_Of_Roll>
<Bank_Turn_Angle>30</Bank_Turn_Angle>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.5</Hyperspace_Speed>
<OverrideAcceleration> .2 </OverrideAcceleration>
<OverrideDeceleration> .2 </OverrideDeceleration>
<Layer_Z_Adjust> -20 </Layer_Z_Adjust>

<Armor_Type> Armor_Hero_Transport </Armor_Type>

<Affiliation>Rebel</Affiliation>
<Shield_Points>300</Shield_Points>
<Tactical_Health>300</Tactical_Health>
<Autoresolve_Health>300</Autoresolve_Health>
<Damage>15</Damage>
<Shield_Refresh_Rate>8</Shield_Refresh_Rate>
<Energy_Capacity>2500</Energy_Capacity>
<Energy_Refresh_Rate>200</Energy_Refresh_Rate>
<Ship_Class>Corvette</Ship_Class>
<Is_Escort>np</Is_Escort>
<Is_Bomber>no</Is_Bomber>
<Political_Control>0</Political_Control>
<Squadron_Capacity>0</Squadron_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<Size_Value>8</Size_Value>
<Behavior>TRANSPORT</Behavior>
<SpaceBehavior>SIMPLE_SPACE_LOCOMOTOR, SELECTABLE, TARGETING, WEAPON, POWERED, SHIELDED, REVEAL, HIDE_WHEN_FOGGED, AMBIENT_SFX </SpaceBehavior>

<Score_Cost_Credits> 12000 </Score_Cost_Credits>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Projectile_Types>Proj_Ship_Medium_Laser_Cannon_Red</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>0.4</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>2</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.4</Projectile_Fire_Pulse_Delay_Seconds>
<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
<Space_FOW_Reveal_Range>1000.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>800.0</Targeting_Max_Attack_Distance>
<Death_Explosions>Medium_Explosion_Space</Death_Explosions>
<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>

<Fire_Inaccuracy_Distance> Fighter, 1.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Bomber, 1.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Transport, 1.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Corvette, 15.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Frigate, 70.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Capital, 30.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Super, 30.0 </Fire_Inaccuracy_Distance>

<Fire_Category_Restrictions> Infantry, Vehicle, Structure, Air, Transport </Fire_Category_Restrictions>

<Turret_Rotate_Extent_Degrees>20</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>40</Turret_Elevate_Extent_Degrees>

<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>200.0, 100.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

<SFXEvent_Select>Unit_Select_Katarn</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Katarn</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Katarn</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Katarn</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Katarn</SFXEvent_Guard>
<SFXEvent_Fire>Unit_Corvette_Fire</SFXEvent_Fire>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>

<SFXEvent_Ambient_Moving> Unit_Moldy_Crow_Fly_By </SFXEvent_Ambient_Moving>
<SFXEvent_Ambient_Moving_Min_Delay_Seconds> 5 </SFXEvent_Ambient_Moving_Min_Delay_Seconds>
<SFXEvent_Ambient_Moving_Max_Delay_Seconds> 10 </SFXEvent_Ambient_Moving_Max_Delay_Seconds>

<MovementClass> Space </MovementClass>
<CategoryMask> Corvette | AntiFighter </CategoryMask>
<Victory_Relevant>yes</Victory_Relevant>
<Hover_Offset>30.0</Hover_Offset>

<Tactical_Build_Cost_Multiplayer>15000</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>120</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites />
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
<Build_Limit_Current_For_All_Allies>1</Build_Limit_Current_For_All_Allies>
<Build_Limit_Lifetime_Per_Player>1</Build_Limit_Lifetime_Per_Player>
</UniqueUnit>





-->

But Can you teach me the way you made Venator work and Spew out V-wings?

JediBdm
02-20-2006, 09:22 PM
no. Its more complex then that...

http://img.photobucket.com/albums/v329/MichiganSpeed/crow.jpg
http://img.photobucket.com/albums/v329/MichiganSpeed/virago.jpg

I have them enabled for skirmish/multiplayer and GC/MultiplayerGC

The Viragos will also be added to the pirates, considering it IS the black sun fighter of choice, Also As I was looking through EaW I found this..."PRINCEXIZOR.ALO"

This is all gonna be in the General Mod Project

http://pff.swrebellion.com/index.php?topic=2625.0


From the Makers of Bryants Mod and Warlords Mod for the EaW Demo

miles
02-20-2006, 11:54 PM
well hello their now how has this happened exactly how do you do it (Even thought Virago was Xizors Personall ship why not have it for Mara Jade?) or built Tech LVL 0 or 3 (Can be Named Basilisk *EMPIRE ONLY*)

tsenre78
02-21-2006, 03:46 PM
Very nice JediBdm, care to share how you've managed to add both into the galactic conquest mode for single-player? Or at least post a quick set of .xmls? =)

Master Nikolaos
02-21-2006, 03:57 PM
Indeed, it would be most...useful(Emperor's creepy voice).

Adonnay
02-21-2006, 04:41 PM
Okay, perhaps I can share my insights.

In the HEROCOMPANIES.XML you have to edit the line:

<Company_Transport_Unit>Alliance_Shuttle</Company_Transport_Unit>

to

<Company_Transport_Unit>Moldy_Crow</Company_Transport_Unit>



In the file UNIQUEUNITS.XML you have to make a few more changes since the Moldy Crow has been commented out.

1. Scroll down to the end of the file and remove the quotes first. They start above the Virago with "<!--" and end at the end of the file with "-->".

2. Then cut the string "</UniqueUnits>" (also above the Virago), not to be mixed up with </UniqueUnit> and paste it to the end of the file.

This way you have reenabled the two ships. They are somewhat incomplete and should be tweaked to your liking... but now they should work.

I'll add a sample file shortly... just have to upload it somewhere.

edit: okay... here it goes. My uniqueunits.xml. It does not have the Virago enabled so don't get confused with my above instructions ;) I have also tweaked the Crow to be more fighter like (the unedited one can hardly shoot and moves like a corvette)... so feel free to edit.

uniqueunits.xml (http://www.adonnai.de/uniqueunits.xm_) - rightclick and save or open and browse.

(rename it to uniqueunits.xml - had to change ot or your browser would try to interpret it)

Chemmy
02-21-2006, 04:50 PM
Neat, looks like the pirates have a hero unit now!

JediBdm
02-21-2006, 04:57 PM
Okay, perhaps I can share my insights.

In the HEROCOMPANIES.XML you have to edit the line:

<Company_Transport_Unit>Alliance_Shuttle</Company_Transport_Unit>

to

<Company_Transport_Unit>Moldy_Crow</Company_Transport_Unit>



In the file UNIQUEUNITS.XML you have to make a few more changes since the Moldy Crow has been commented out.

1. Scroll down to the end of the file and remove the quotes first. They start above the Virago with "<!--" and end at the end of the file with "-->".

2. Then cut the string "</UniqueUnits>" (also above the Virago), not to be mixed up with </UniqueUnit> and paste it to the end of the file.

This way you have reenabled the two ships. They are somewhat incomplete and should be tweaked to your liking... but now they should work.

I'll add a sample file shortly... just have to upload it somewhere.

edit: okay... here it goes. My uniqueunits.xml. It does not have the Virago enabled so don't get confused with my above instructions ;) I have also tweaked the Crow to be more fighter like (the unedited one can hardly shoot and moves like a corvette)... so feel free to edit.

uniqueunits.xml (http://www.adonnai.de/uniqueunits.xm_) - rightclick and save or open and browse.

(rename it to uniqueunits.xml - had to change ot or your browser would try to interpret it)


you guys, its not that simple as that Guy makes it seem. I will write you all a tutorial ASAP, there are several more steps to complete

Adonnay
02-21-2006, 05:01 PM
"That guy" has it enabled on his own since no one seems to be able to share his knowledge and yes, it works perfectly in Galactic Conquest mode. And as I said there's still work left to do... It's not perfect, it's no mod or complete in any way. It's just a hint on how to get the actual model to work.

Master Nikolaos
02-21-2006, 05:12 PM
JediBdm, what is the deal with knowing how to do it but not saying it. What are your fears? If it isn't that simple, teach us. Or just hold it as your dark secret if you want, someone could find out how to do it earlier and you would have little credit all because you don't wanna tell.

tsenre78
02-21-2006, 07:19 PM
Many thanks Adonnay! It's working, needs some tweaking as you've said though but we're getting there.

JediBdm, looking forward to a tutorial soon.

Lanaus_Caspian
02-21-2006, 10:22 PM
I have the Virago where it is buildable but when it is done building it doesn't show up with my other units. Does anyone know what I havent done yet?

Master Nikolaos
02-23-2006, 10:35 AM
Hmm...I wonder, where's that tutorial?

phentropy
02-28-2006, 07:06 PM
Couldn't you, theoretically, just use the Han & Chewie code as a reference or even just copy-paste the relevant parts in the relevant files then just replace the instances of Han, & the Millennium Falcon, with Kyle and the Moldy Crow?

phentropy
02-28-2006, 07:47 PM
Edit: Whoops, didn't see Adonnay's post :D Same thing really, but I'd still love for that other guy to come "school" us since he seems to know so much.


Anyway, I haven't changed the crow at all so as a ship it really sucks right now and doesn't have an icon, description or any special abilities, but here's what you do:

(Just read Adonnay's post :) )

Voila, Moldy Crow in game.

It sucks as a ship, so experienced modders might wanna make it more on par with other ships. ;)

Edit: Oh to get Kyle in Galactic Conquest just add this:

<Starting_Forces>Rebel, MonCalimari, Katarn_Team</Starting_Forces>

To the bottom of the Rebel Starting Forces stuff in the Campaigns_Singleplayer.XML file. Find the conquest map you wanna do in the file, and slip him in there :D

(Mon Calamari can be substituted for any planet really)

Edit Again: Looks like there's an exception error if you pull him in as a reinforcement, when the Moldy Crow would come down the game just crashes. Working on it, so use the above with caution. You can still use him, just don't bring him in as a reinforcement. Working on this, as soon as I find a fix I'll post it.

Tapela
02-28-2006, 08:54 PM
She actually was an Emperor's Hand, so she could be considered as a trained 'Dark Jedi,' although never wielding a Lightsaber.

Master Faye, or whatever her name is, never wielded a lightsaber, and she was one of the greatest Jedi Masters ever known, as according to Obi-Wan.

Faye is the most ridiculous comic starwars character I've seen and there are ALOT of ridiculous starwars comic characters. She is only the result of the artist coming back from watching or reading LOTR. Just so stupid, thank god it will never be canon.

phentropy
02-28-2006, 09:04 PM
EU has it's good points, but the comics certainly aren't one of them. I tend to ignore that they even "happened." The whole Emperor Clone saga just murdered any credibility they might have had.

phentropy
02-28-2006, 09:27 PM
So anyway, I did some poking around, and that guy is right, it looks simple at first, but turns out it really isn't. But it's nowhere near impossible either.

The main problem in getting major functionality for the Moldy Crow (not sure about Virago) is that it lacks certain key animations and models. For instance, there is no landing model for the Crow, or death models. You can however, give him another ship that does have the models, and such, like the Millennium Falcon (Yeah doesn't make sense, I know, just an example ;) ) or Slave I.

So, it is pretty complex, but not rewrite the entire engine hard. We have the Moldy Crow model, and that's really all we need, the rest is all resizing, reskinning and borrowing animations it seems.

Master Nikolaos
02-28-2006, 11:38 PM
Edit: Whoops, didn't see Adonnay's post :D Same thing really, but I'd still love for that other guy to come "school" us since he seems to know so much.


Anyway, I haven't changed the crow at all so as a ship it really sucks right now and doesn't have an icon, description or any special abilities, but here's what you do:

(Just read Adonnay's post :) )

Voila, Moldy Crow in game.

It sucks as a ship, so experienced modders might wanna make it more on par with other ships. ;)

Edit: Oh to get Kyle in Galactic Conquest just add this:

<Starting_Forces>Rebel, MonCalimari, Katarn_Team</Starting_Forces>

To the bottom of the Rebel Starting Forces stuff in the Campaigns_Singleplayer.XML file. Find the conquest map you wanna do in the file, and slip him in there :D

(Mon Calamari can be substituted for any planet really)

Edit Again: Looks like there's an exception error if you pull him in as a reinforcement, when the Moldy Crow would come down the game just crashes. Working on it, so use the above with caution. You can still use him, just don't bring him in as a reinforcement. Working on this, as soon as I find a fix I'll post it.

You know, Darth vader practically has two unit sets; himself, and his squadron one. If you take a look at hero companies xml, you'll see the transport ship for Vader is not the same as his Tie Prototype, so in theory, there has to be a way to join the space and land aspects of a hero even while having them fly a different ship on space.

Also, while doing some digging of my own, I was able to add both Mara Jade and Kyle Katarn to the AI in the Empire at War Conquest Map. When i tried it with the sandbox version(the one you use to play yourself), Kyle Katarn was ignored by the file and did not appear and Mara Jade gave me CTD. I can't figure out whats wrong yet; the good thing is at least I know how heroes are spawned after a tech advance (Kyle is level 3 or 4 " I can't remember", Mara level 5).

EDIT: I got Kyle to work for the campaign without adding him to the Campaigns file(turns out I had the wrong name :D Kyle_Katarn instead of just Katarn). I had to give up his Crow until i can figure out how to join Kyle or Mara to a space battleship and have them land on a regular Alliance/ Empire transport. Now I have to get Mara to work for the campaign.

EDIT#2: O.K, got Mara to work without having to put her in the campaigns xml file as well. Once again, I removed the space ship I gave her(modified Z-95 with escort ties) and she got the old empire shuttle. I could probably enable a unique hero version of Mara as a space unit only, but that would kill the purpose of finding out how to give them both space and ground attributes. I'm too tired right now to do any more figuring, so 'till tomorrow (which is actually today). Chao

phentropy
03-01-2006, 02:10 PM
Any idea how to get them to spawn? I mean, I can get them in GC, but when they die, they're dead. I can't seem to find how to get them to "respawn" like the other heroes do.

Master Nikolaos
03-01-2006, 03:10 PM
In GC, do you add them to the Campaigns XML directly? Because I haven't tried them dead, but if its because you added them to the XML, I think I know what you did wrong. Answer to recieve the appropiate response (if any).

phentropy
03-01-2006, 05:24 PM
Yeah I just added them directly to Campaign Singleplayer one and since I'm using a mod that makes use of Campaigns Standard, I added there too.

So I slip 'em somewhere else? or...?

Master Nikolaos
03-01-2006, 07:30 PM
Oh god... six hours of modding yesterday gave me the answer to adding heroes for the campaign. I'm planning to release a mod, but in the mean time, I will tell you how to do it(as best as I can) and be credited for the finding(since many people are doing it, I might as well band wagon along).

Alright, every campaign in the campaigns singleplayer xml has 2 lines like this (or similar):

<Rebel_Story_Name>Story_Plots_Sandbox_35_Rebel.xml</Rebel_Story_Name>

<Empire_Story_Name>Story_Plots_Empire_AI_Heroes.xml</Empire_Story_Name>

Those lines tell you where the starting heroes for that campaign are(the file Story,etc). Do a search through your xmls to find the appropiate file; depending on who you want to play as, or if you just want to add both, then you'll have to edit both of those files.

Take a look at this:

<!-- Spawn Time Era 4 Heroes -->

<Event Name="Empire_AI_Heroes_09">
<Event_Type>STORY_TECH_LEVEL</Event_Type>
<Event_Param1>4</Event_Param1>
</Event>

<Event Name="Empire_AI_Heroes_10">
<Event_Type>STORY_TRIGGER</Event_Type>
<Reward_Type>SPAWN_HERO</Reward_Type>
<Reward_Param1>Darth_Team</Reward_Param1>
<Reward_Param2>Naboo</Reward_Param2>
<Prereq>Empire_AI_Heroes_09</Prereq>
</Event>

<Event Name="Empire_AI_Heroes_11">
<Event_Type>STORY_TRIGGER</Event_Type>
<Reward_Type>SPAWN_HERO</Reward_Type>
<Reward_Param1>Mara_Jade_Team</Reward_Param1>
<Reward_Param2>Naboo</Reward_Param2>
<Prereq>Empire_AI_Heroes_09</Prereq>
</Event>

This code is part of one of the campaign hero story starts. I added the tag at the end after setting mara jade's ranking in Herocompanies to:

<Ranking_In_Category> 3 </Ranking_In_Category>(was five, which gave CTD)

Once you get to actually adding the heroes to the story files, make sure they go under the right timeline.

Thats pretty much it. If if doesn't work, I'll try to post a mod (there are a lot of other things which cause CTD if after you enable the heroes for battle use). You have permission(as if anyone cares anyway) to use the info above in your own mods, but I would appreciate some recognition in those readme's :D (Time is precious, and me wasting it for you guys and myself because I have nothing better to do right now deserves some credit, right?)

phentropy
03-01-2006, 08:31 PM
Awesome :) Thank you very much :D As much as Kyle and Mara tend to get murdered it'd be nice for them to be in there as more than a "starting force" that, once dead, stays that way.

Thanks again :D

Master Nikolaos
03-01-2006, 09:02 PM
They do respawn. Before I can release my mod though, I need some help with figuring the Moldy Crow's specs, because I don't know wether I should make it a fighter or a corvette(as it comes originally). I really suck at making units stats work right...

phentropy
03-01-2006, 09:17 PM
Err I phrased that weird, I know they respawn now and was meaning to comment on how nice it is to have them respawn :D

About the stats, I'd say it should probably act pretty similar to the Millennium Falcon in terms of maneuverability and such (Fighter class), since I don't recall it acting very corvette-like in any of the games it's appeared.

Master Nikolaos
03-01-2006, 09:34 PM
Oh, I got you with the spawning thing :D. I'll take your advice for the Crow and look some info up about it online(Databank).

phentropy
03-02-2006, 10:33 AM
I was also wondering, should it be scaled down at all? I remember the Crow being quite small, barely enough room for Jan and Kyle that is.

Master Nikolaos
03-02-2006, 11:21 AM
Yes, it needs to be scaled down, becuase otherwise it acts like corvette(looks way to big and kinnda weird with the roll ability turned all the way up). I haven't looked at how it is now that I made it scale factor .6(because I'm not at home), but once I get the balance for it right, perhaps later today, you will see my Space Wookie Mod(not anything to do with Wookies, but I got a lot of the ship spec info from Wookiepedia :D).