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Old 03-07-2006, 01:15 PM   #1
Ryebread
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Removing Units?

Is there a quick way to remove a specific unit from the game so it is no longer buildable by either the player or computer in both skirmish and the campaigns/GC?

I'd like to remove the Marauder and Broadside because they don't fit with Star Wars and are just frustrating to fight with and against. If you could at least direct me to the right XML file I may be able to go from there. Thanks.
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Old 03-07-2006, 01:24 PM   #2
Rhedd-5
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For galactic conquest, this is VERY easily done. I did that exact thing on the very first day playing the game, myself. Yeah, Star Wars really needed anti-fighter missile ships... ^_^

Look in SPACEUNITSCORVETTES.XML for <SpaceUnit Name="Broadside_Class_Cruiser"> and <SpaceUnit Name="Marauder_Missile_Cruiser">.

For each, find the <Tech_Level> line, and change the number to anything over 5. (10, 99, whatever). This tells the game that you have to have a tech level higher than is possible to build the thing. It's a method actually used by Petroglyph to lock out some of the units.

Voila! No more fighter-slaughtering missile barrages!

As a side-rant, Petroglyph did a pretty nice job of keeping the feel of the moves, but why DO people do this sort of thing when making games? You don't add one-man fighters to Star Trek, and you don't add long-range, missile-launching, anti-fighter capital ships to Star Wars. (Even if they are in the expanded universe, which is just as wrong.) It breaks the whole FEEL. I could've told you that when I was seven. ^_^

Oh, most conquest maps start with a few broadsides (and marauders, maybe), so you might still see some in the early parts of games, unless you edit the campaign file and take them all out.

As for skirmish, I didn't know, so I had to look. (I don't play skirmish.) I haven't TESTED this, but in STARBASES.XML, there are sections called <Tactical_Buildable_Objects_Multiplayer> which list all things buildable by that level of space station. Find the lines for "Marauder_Missile_Cruiser" and "Broadside_Class_Cruiser" and take them out.

That should do it!

Last edited by Rhedd-5; 03-07-2006 at 01:47 PM.
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Old 03-07-2006, 01:47 PM   #3
Ryebread
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Thank you for the quick response. It is fine if some GCs start with some already, I just don't want any new ones to be built.

Yeah I'm not sure why Petro included them either. They must have thought an artillery type unit was needed for space. But capital ships and bombers can destroy a space station just as well and already exist in the Star Wars Universe.

Perhaps if the Marauder and Broadside instead fired high-speed (wouldn't penetrate shields) but non-maneuvering missiles with little splash damage. The damage they cause is from the force of impact. They would work well against space stations because they are immobile. They could work well against against capital ships because they are slow moving. But they would be largely ineffective against corvettes and fighters because they are fast and maneuverable. It bases a hit on impact, not a specific range, so even if it misses one ship it will continue on until it hits another or leaves the map.
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Old 03-07-2006, 01:57 PM   #4
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Still, long-range missile shooting is visually BORING. Most of the time you don't even see the ship that's killing you. That's the #1 reason you won't see it in the movies. BORING.

Books, where visuals aren't important... maybe, but not a movie.

But, I digress. ^_^ You're welcome.
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Old 03-07-2006, 02:15 PM   #5
CIAop
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I always thought those two ships looked really out of place too. Especially the broad-side. It looks way to big for the type of model it is.
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Old 03-07-2006, 03:02 PM   #6
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I think the broadside look like a Sith Fighter from KOTOR. Also don't know why Petro (or anybody for that matter) would add space artillery to SW. Just annoying little units. Marauder is a good solid SW ship, but it should have lasers and not be artillery. Though I must admit that the Marauder is my favorite corvette sized ship.
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Old 03-07-2006, 03:50 PM   #7
arkodeon
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If you want to remove the ship completely, add <!-- before the <spaceunit name=???> and add --> after the last line of the ship. For example...

Quote:
Originally Posted by Mon Calamari Cruiser
<!-- <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>75</Damage>
<Autoresolve_Health>4000</Autoresolve_Health>
<Shield_Points>3000</Shield_Points>
<Tactical_Health>4000</Tactical_Health>
<Shield_Refresh_Rate>80</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>1.2</Max_Speed>
<Max_Rate_Of_Turn>0.4</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>10</Bank_Turn_Angle>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.0</Hyperspace_Speed>
<OverrideAcceleration> .1 </OverrideAcceleration>
<OverrideDeceleration> .1 </OverrideDeceleration>
<Layer_Z_Adjust> -290 </Layer_Z_Adjust>

<Armor_Type> Armor_Acclamator </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,Rebel,Pirates </Affiliation>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Ship_Class>capital</Ship_Class>
<Formation_Priority>3</Formation_Priority>
<Is_Escort>no</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>
<AI_Combat_Power>3000</AI_Combat_Power>
<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, SPAWN_SQUADRON, 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_Spac e</Asteroid_Damage_Hit_Particles>
<Death_Clone />

<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_Fighter_Bay
</HardPoints>

<Fire_When_In_Rocket_Attack_Mode>Yes</Fire_When_In_Rocket_Attack_Mode>
<Fire_When_In_Normal_Attack_Mode>Yes</Fire_When_In_Normal_Attack_Mode>

<CategoryMask> Frigate | 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_Engi ne_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_Cruise r</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_Hardpoint_Destroyed> HARD_POINT_FIGHTER_BAY, Unit_Lost_Bay_Star_Destroyer </SFXEvent_Hardpoint_Destroyed>

<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_CAPITAL </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_A ssault_Frigate</SFXEvent_GUI_Unit_Ability_Activated>
</Unit_Ability>

</Unit_Abilities_Data>

<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
<Tactical_Build_Cost_Multiplayer>5</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>1</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites />
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
<Population_Value>1</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> -->



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Old 03-07-2006, 03:59 PM   #8
Rhedd-5
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Um... Just so you know, that'll totally bork your program. ^_^

Your theory is sound, but if you ever put comment marks around something that has a comment in it (nested comments), EaW will probably crash upon starting.

If you think about it, the program will see:
<!--
-->
--> BOOM!

I've learned that lesson the hard way. ^_^

Also, wouldn't that cause problems when other files went looking for the ship, and didn't find it?
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Old 03-07-2006, 04:55 PM   #9
arkodeon
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Quote:
Originally Posted by Rhedd-5
Um... Just so you know, that'll totally bork your program. ^_^

Your theory is sound, but if you ever put comment marks around something that has a comment in it (nested comments), EaW will probably crash upon starting.

If you think about it, the program will see:
<!--
-->
--> BOOM!

I've learned that lesson the hard way. ^_^

Also, wouldn't that cause problems when other files went looking for the ship, and didn't find it?
You're right, I forgot to include the step about taking out the comments.

I don't really think it would cause any problems, since nothing voluntarily goes LOOKING for a ship, nothing is dependant on it.



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Old 03-07-2006, 04:59 PM   #10
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If you forget to take it out of any build list (starbases.xml) you might get a crash.
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Old 03-07-2006, 08:21 PM   #11
CIAop
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Why don't I have a SPACEUNITSCORVETTES.XML file in my XML folder?

On a totally unrelated note...where can you find saved game files?

Last edited by CIAop; 03-07-2006 at 08:46 PM.
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Old 03-08-2006, 01:46 AM   #12
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Mmm... because you haven't put it there? ^_^

Files aren't in the XML folder unless you've personally extracted them from the Config.meg file and put them there, or have gotten them by downloading someone else's mod.
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Old 03-08-2006, 03:58 AM   #13
Slocket
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**As for skirmish, I didn't know, so I had to look. (I don't play skirmish.) I haven't TESTED this, but in STARBASES.XML, there are sections called <Tactical_Buildable_Objects_Multiplayer> which list all things buildable by that level of space station. Find the lines for "Marauder_Missile_Cruiser" and "Broadside_Class_Cruiser" and take them out.***

That will take it out of Skirmish. Do it for all spacebase_x (Starbase.xml)

Also the Tech=99 works for GC mode. (SPACEUNITSCORVETTES.XML )

The above two thing will remove it from GC and Skirmish SP and MP.
-----
As was said, I would not try to just comment it out.
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Old 03-08-2006, 08:32 AM   #14
CIAop
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Quote:
Originally Posted by Rhedd-5
Mmm... because you haven't put it there? ^_^

Files aren't in the XML folder unless you've personally extracted them from the Config.meg file and put them there, or have gotten them by downloading someone else's mod.
Thanks for the help Rhedd-5. I'm not so computer savvy.
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Old 03-08-2006, 09:44 AM   #15
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Another stupid question...To extract and edit the XML files can I use the DAT extractor program or do I need something different?
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Old 03-08-2006, 10:29 AM   #16
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.DAT is .DAT, this is .MEG. You will need a .MEG extractor. This is the one I use: http://www.technical-difficulties.com/hacks/eaw/ (it says it is for the demo, but 1.1 works for the full game), but you can use the EAW Editor (being talked about here) to extract them as well.


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Old 03-10-2006, 06:32 PM   #17
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I'm trying to run the meg extractor. I type 'Config' into the command prompt and nothing happens. Any ideas?
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Old 03-10-2006, 07:27 PM   #18
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Um... make sure it's in the same folder and make sure you spell it right. That's all I can think of.


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