IxianMace Posted November 16, 2002 Share Posted November 16, 2002 Ok I've tested the unit again and guess what? It works fine. No problems at all. I'll post the stats that I tested right now. These stats work fine, so if they do not work, then you must have done something wrong.Unit information:[iXMace]Score = 10House = IxStormDamage=0Projectable = FALSEPrimaryBuilding = IXResCentreUpgradedPrimaryRequired = TRUESecondaryBuilding = ATPalace, HKPalace, ORPalaceUnitGroup = FromIXResCentre Terrain = Rock, Sand, NBRock, RampCost = 2600BuildTime = 1500Size = 3Speed = 14.0 //game coord per updateTurnRate = 0.2 //radians per updateArmour = HeavyHealth = 2500TurretAttach = IXRFGunCanSelfRepair = 1//SoundSelected = Selected//SoundOrdered = Ordered//SoundID = 43ExplosionType = ExplosionViewRange = 12Debris = DebrisSmallAiSpecial = TRUETechLevel = 5DamageEffect = MediumDamageFXChaosEffect = MediumChaosFXHawkEffect = MediumHawkFXTastyToWorms = FalseWormAttraction = 0CanMoveAnyDirection = TRUECrateGift = FALSEAIThreat = 95CantBeLeeched = TRUECanBeDeviated = FALSEUnstealthRange = 10ExplosionType = ORLightningDevastator = TRUEResource = DeathHandBomb// LEVEL 1 ----------------------------------VeterancyLevel = 15 // Score requiredExtraDamage = 25 // 25% more damage - applied to all weapons// LEVEL 2 ----------------------------------VeterancyLevel = 30ExtraArmour = 25 // Takes 25% less damage// LEVEL 3 ----------------------------------VeterancyLevel = 60CanSelfRepair = 2Health = 2800// LEVEL 4 ----------------------------------VeterancyLevel = 90Speed = 16Health = 3000Score = 15// LEVEL 5 ----------------------------------VeterancyLevel = 120ExtraRange = 50 // 50% more rangeScore = 20// LEVEL 6 ----------------------------------VeterancyLevel = 200ExtraDamage = 75 // 75% more damage - applied to all weaponsExtraArmour = 75 // Takes 75% less damageExtraRange = 75 // 75% more rangeSpeed = 20Stealthed = TRUEHealth = 3500Crushes = TRUEScore = 30AIThreat = 100Bullet information:[RF_B]MaxRange = 12Homing = TRUEAntiAircraft = trueSpeed = 32TurnRate = 0.3Debris = DebrisSmallBurnt = TRUEExplosionType = ShellHitDamage = 800Warhead = DevPlasma_WMissileTrail=2MissileTrailSize=2MissileTrailWiggleFreq = 80MissileTrailWiggleScale=10MissileTrailLength = 14MissileTrailDelta = 0.5Turret information:[iXRFGun]TurretMuzzleFlash = DevMuzzleBullet = RF_BReloadCount = 1Add this to the 'Bullets' section near the bottom of the ArtIni.txt file[RF_B]Xaf = "Gplasbolt.xaf"ArtIni information for the unit:[iXMace] Icon = "iconsIX_Radar.tga" IconGrey = "iconsgrey_IX_Radar.tga" Xaf = "IX_Radar"SideBarType = "Units"ClipSphere = 60 Link to comment Share on other sites More sharing options...
guusr5644 Posted November 16, 2002 Author Share Posted November 16, 2002 still dosent work :( any ideas? i even tryed ixianmace to use hte model of progector and it didnt work to :( Link to comment Share on other sites More sharing options...
IxianMace Posted November 16, 2002 Share Posted November 16, 2002 Send the Rules and ArtIni to me. I'll see if I can fix it. Link to comment Share on other sites More sharing options...
guusr5644 Posted November 16, 2002 Author Share Posted November 16, 2002 lol then youll know all the secrets :) but ill send it to ya anyway... Link to comment Share on other sites More sharing options...
guusr5644 Posted November 16, 2002 Author Share Posted November 16, 2002 guys GOOD NEWS!! ixian problem solved!!! and new unit added! :) ixian pointed on something i shud have knowed long time ago and i thank him for that coz it helps to solve alot of problems now i shell work on another unit that is "lc92" you guys dont know him but he is a friend of mine who wanted to be in the mod to so till next messged! :) Link to comment Share on other sites More sharing options...
Apollyon Posted November 16, 2002 Share Posted November 16, 2002 well thats good anyway.This mod seems to be moving just slightly slowly lol =) Link to comment Share on other sites More sharing options...
Inoculator9 Posted November 16, 2002 Share Posted November 16, 2002 It sounds to me like it's worth it though. Link to comment Share on other sites More sharing options...
guusr5644 Posted November 16, 2002 Author Share Posted November 16, 2002 yep but im kinda working on it so it will be good and not kinda lazy :) Link to comment Share on other sites More sharing options...
guusr5644 Posted November 16, 2002 Author Share Posted November 16, 2002 guys do you have any ideas about what my mod shud add exept from the heroes? shud i add something else? Link to comment Share on other sites More sharing options...
Dunenewt Posted November 16, 2002 Share Posted November 16, 2002 Will we leave in all the original units/sides if so i think we should add some general units.Quad-for all housesMissile Infantry-AtreidesAPC-Ix (I've already made)Gas Tank-OrdosPlasma Tank-HarkonnenLas-Troopers-All houses Link to comment Share on other sites More sharing options...
Inoculator9 Posted November 16, 2002 Share Posted November 16, 2002 I agree, but eagle only recently decided to do that. Link to comment Share on other sites More sharing options...
Apollyon Posted November 16, 2002 Share Posted November 16, 2002 I think the addition of heroes is more than enough if you add enough. Link to comment Share on other sites More sharing options...
guusr5644 Posted November 16, 2002 Author Share Posted November 16, 2002 i think apollyon is right so we need more heroes plz IM some ppl to join so ill have some work to do :) Link to comment Share on other sites More sharing options...
Inoculator9 Posted November 16, 2002 Share Posted November 16, 2002 Will do. Link to comment Share on other sites More sharing options...
guusr5644 Posted November 16, 2002 Author Share Posted November 16, 2002 ok since a lack of heroes i will also post it in E:BFD forum as there no choice :( ppl never go to DE coz they never saw it on the list andi do ask my self why dont they look down? any ways ppl plz IM other ppl so they join us! Link to comment Share on other sites More sharing options...
VigilVirus Posted November 16, 2002 Share Posted November 16, 2002 I'll join. Can I be a Harkonnen dev only a lot faster? Somewhere around the speed of 6-7. Link to comment Share on other sites More sharing options...
guusr5644 Posted November 16, 2002 Author Share Posted November 16, 2002 i need status ;D oh and im not the 1 who decide but alpha already using the devostator xbf do ya want some other unit? btw guys vigvirus isnt know so well the basics of the moding stuff so can some one help him make a status? Link to comment Share on other sites More sharing options...
Andrew Posted November 16, 2002 Share Posted November 16, 2002 i will be in if you wish to use me. is it possible to be a worm? if so i would like to be that.and i dont know anything about modding other than it changes stuff in the game. Link to comment Share on other sites More sharing options...
guusr5644 Posted November 16, 2002 Author Share Posted November 16, 2002 ok we have a worm now 8) if you dont know how to make your own status ask for someone to help ya.. Link to comment Share on other sites More sharing options...
Andrew Posted November 16, 2002 Share Posted November 16, 2002 ok will someone help me? i dont know who to ask.is this mod for emperor game? or dune 2000? Link to comment Share on other sites More sharing options...
guusr5644 Posted November 16, 2002 Author Share Posted November 16, 2002 this mod is for emperor and btw you can ask ppl like inoculator9 or alphabeta or apollyon edric o and i can really give ya a list so ask 1 of them (not me) Link to comment Share on other sites More sharing options...
alphabeta4000 Posted November 16, 2002 Share Posted November 16, 2002 the super powerful devastator is mine!!!!!!!!!!! Link to comment Share on other sites More sharing options...
Andrew Posted November 17, 2002 Share Posted November 17, 2002 this is what mine should be. if something is to high, tell me or change it. you should make the units strong in one area and weake in another, so they are equal and one unit does not dominate. [surfaceWorm]Worm = TRUEProjectable = FALSEHouse = IncidentalTerrain = SandSize = 5Speed = 10 //5 //game coord per updateTurnRate = 1 //radians per updateAiUncontrolled = TRUEViewRange=12 Â // Note: determines target pickedTurretAttach = WormRiderGun //SurfaceWormGun - using rider to make workResource = WormSign0, WormSign1, WormSign2 //CanDie = FALSECantBeLeeched = trueCanMoveAnyDirection = TRUEHitScore = 2Health = 10000i am not sure what some of them mean. Link to comment Share on other sites More sharing options...
IxianMace Posted November 17, 2002 Share Posted November 17, 2002 It looks like you've just taken the stats straight from the Rules.txt. Did you change those stats in any way? These stats won't enable your unit to be controlled or built in any way. What you could do is have a unit deploy to become your 'worm' unit. You could take a Fedaykin and somehow cause it to deploy to become your special 'worm' unit instead of the normal wormrider. :- Link to comment Share on other sites More sharing options...
guusr5644 Posted November 17, 2002 Author Share Posted November 17, 2002 mm how can ya make a worm who come up even when LW off? it works with fadaykin.. Link to comment Share on other sites More sharing options...
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