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I'm inexperienced and stupid (compared to you guys anyway)


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Posted

Right, I recently downloaded a mod for the first time.

"WOW!" I thought, "This is great! I wonder how on earth they can be so clever?"

So I thought to myself how nice it would be to have a go, maybe try something and work to get better. But then it occured to me, I haven't got the faintest clue how to start! Do I need a special program? Or do I just need to rearange things?

All you great and powerful people who know what to do, please help this lowly worm who wishes to partake in something new!

Posted

You don't need any programs. The simplest way to do it is to find your original rules file and just alter the characteristics of the units in that file. What mod did you download?

Posted

yes, emperor's engine is pretty messed up at times. But it is not hard at all to mod. Check out the mod tutorials thread in the index of important topics. It will help you there. There is a partially complete compilation of all of that info at www.modding.usclargo.com and more tutorials at www.geocities.com/nemafakei

Posted

some guys asked it milion times over you and some other guys explaind that several times ::) so plz check other topics its not hard to find

Posted

Right, I thought I'd try something simple to start with, taking bits of other units and putting them together to make a new one. Yes? I planned to try the Ordos Blast Tank.

[ORBlastTank]

House = Ordos

APC = TRUE

NiabTank = TRUE

StormDamage=10

PrimaryBuilding = ORFactory //only built in ORFactory

SecondaryBuilding = ORStarport, HKStarport, ATStarport

UnitGroup = FromFactory

UpgradedPrimaryRequired = TRUE

Terrain = Rock, Sand, NBRock, Ramp, DustBowl

Cost = 2000

BuildTime = 500

Size = 2

Speed = 12.0 //game coord per update

TurnRate = 0.3  //radians per update

TurretAttach = GUNIABTankGun

Armour = Medium

Health = 2000

ShieldHealth = 1000

CanSelfRepair = 1  //per model tick

CanSelfRepairShield = 1 //per model tick

//SoundSelected = Selected

//SoundOrdered = Ordered

//SoundID = 5

ExplosionType = Explosion

ViewRange = 4,8,InfRock

Debris = DebrisMedium

AiTank = TRUE

TechLevel = 5

DamageEffect = MediumDamageFX

ChaosEffect = MediumChaosFX

HawkEffect = MediumHawkFX

TastyToWorms = True

WormAttraction = 7

CanMoveAnyDirection = TRUE

CrateGift = TRUE

HitSlowDownAmount = 75  // Percent (100 = complete stop)

HitSlowDownDuration = 100 // ticks

Crushes = FALSE

GetsHeightAdvantage = FALSE

TeleportSleepTime = 50  //delay before a teleported unit can be used

AIThreat = 100

// LEVEL 1 ----------------------------------

VeterancyLevel = 18  // Score required

ExtraDamage = 50 // 50% more damage - applied to all weapons

// LEVEL 2 ----------------------------------

VeterancyLevel = 20

ExtraArmour = 50 // Takes 50% less damage

// LEVEL 3 ----------------------------------

VeterancyLevel = 40

CanSelfRepair = 1  // Should have 0.5?

Viewrange is the scout's, I gave it the NIAB's turret...it isn't working. In fact Emperor has stopped working. I'm sure I haven't worked out all the bugs yet but If you spot something there that I've missed I'd be very grateful.

Posted

for a start the lightening u see from the NIAB is part of the units XBF and is currently nearly impossible to duplicate.

second u cant have both of those true/false statements : either 1 or the other.

and remember to declare everything and to edit the artini file as well

Posted

for a start the lightening u see from the NIAB is part of the units XBF and is currently nearly impossible to duplicate.

second u cant have both of those true/false statements : either 1 or the other.

and remember to declare everything and to edit the artini file as well

Right, I didn't know about the XBF. I'm pretty sure I declared everything and edited the artini file though. And if the APC has to go, it does.

And, does that mean that attaching the GUNIABTankGun is impossible? Or just getting the graphics to work? Anyhow, if it's that bad I'll switch to something easier...like another laser....

Posted

no, it has been tested, you can make a unit teleport by putting niab = true. But it may look messed up. The unit's xbf file must contain deployment data. In other words it has to be a unit that can deploy. For instance the Mortar Inf, Kindjal, and Kobra. But it will also erase their old deploy functions.

Posted

Right, I thought I'd try something a little less complicated. A Dust Scout with a laser, that's not so difficult...

[OREmeraldDustie]

Score = 2

DustScout = TRUE

House = Ordos

StormDamage=10 //only damages is never picked up

PrimaryBuilding = ORFactory //only built in ORFactory

UnitGroup = FromFactory

Terrain = Rock, Sand, NBRock, Ramp, DustBowl

Cost = 450

BuildTime = 150 //was 260

Size = 2

Speed = 17.0 //game coord per update

TurnRate = 0.3 //0.05  //radians per update

Armour = Light

Health = 2100 //was 900

TurretAttach = ORLaserTankBase

SpecialGround = DustBowl  //should be DustBowl

CanSelfRepair = 1  //per model tick

//SoundSelected = Selected

//SoundOrdered = Ordered

ExplosionType = SmExplosion

ViewRange = 4,8,InfRock

Debris = DebrisSmall

AiTank = TRUE

TechLevel = 2

Starportable = FALSE //order from starport (if ordos)

ReinforcementValue = 6

DamageEffect = MediumDamageFX

ChaosEffect = MediumChaosFX

HawkEffect = MediumHawkFX

TastyToWorms = True

WormAttraction = 4

CanMoveAnyDirection = TRUE

HitSlowDownAmount = 100  // Percent (100 = complete stop)

HitSlowDownDuration = 2 // ticks

GetsHeightAdvantage = FALSE

Roofheight = 10

AIThreat = 50

I gave it the Dust Scout's xaf and icon in the artini file and I declared it at the top. It isn't working. Any ideas? Please?

Posted

hmm, your problem is with your gun turret. I don't think that the laser tank base and the dust scout base are cross compatible. Look up mod tutorials, and look for my post on making new turret attaches. That is how you must do it.

Posted

hmm, your problem is with your gun turret. I don't think that the laser tank base and the dust scout base are cross compatible. Look up mod tutorials, and look for my post on making new turret attaches. That is how you must do it.

yes simply bcos the laser turret can move

the spider tank will likely try to get "on top" of its target and if u make it attack ground it will move over the patch and rotate franticly.

kinda like disco dancing ;D

Posted

hmm, your problem is with your gun turret. I don't think that the laser tank base and the dust scout base are cross compatible. Look up mod tutorials, and look for my post on making new turret attaches. That is how you must do it.

But you can give the WEAPON/TURRET of the Dust Scout a Laser Bullet. I think that should work

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