Star Wars: Empire At War

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Mota-Lev
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Re: Star Wars: Empire At War

Post by Mota-Lev » Fri Dec 04, 2009 1:58 pm

Amy wrote:Is there a specific way back in the old days you guys found a string of code that effects a certain part of the map?


like how did you guys find out what each code does? was it all in experimenting?

Mostly experimenting yes. But some of the writing down the side gave us hints.

Here is an example.

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Theres mod2, lens, Deca and itmc in there. And some obj vehi things. Never really touched those before.

Not sure if Modzy has some secret way to find stuff. But you learn the general area or have a list of saved codes for vehicles and scenery. The just use the find feature to locate you desired thing. But thats how I use to do it. Back when we had to demo hack. It use to be get the first 800 lines from a full map and paste them over the first 800 lines of a demo map. Remember try not to add any more bytes then those that are already there because it will cause a crash. And if there some you don't need just replace with 00.

Also if you want I could send some Hex codes if I still have them for halo demo. But I doubt new people use hex to mod.
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Re: Star Wars: Empire At War

Post by Amy » Fri Dec 04, 2009 4:57 pm

Hmm, sending me those codes would be nice, i would like to further know the way of the hex...
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Re: Star Wars: Empire At War

Post by Mota-Lev » Fri Dec 04, 2009 6:00 pm

I think in fonzies modding pack he has a hex thing of a heap combined if theres any missing and that i have I'll see but yeah thats a good start. It has weapons, scenery, vehicles, spawn points and doesn't afraid of anything.
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Re: Star Wars: Empire At War

Post by Smythe » Mon Mar 22, 2010 1:02 am

Everything in Empire at War is modable,
http://empireatwar.filefront.com/file/E ... iles;61877
Get these, place the XML folder in your DATA folder. simply open each file with textedit.
Simple Tut From ME!

1: Find SpaceUnitsCapital.xml and open it with TextEdit
You should see this:

Code: Select all

	<SpaceUnit Name="Calamari_Cruiser">
		<Text_ID>TEXT_UNIT_CALAMARI_CRUISER</Text_ID>
		<Encyclopedia_Good_Against> Victory_Destroyer Acclamator_Assault_Ship Tartan_Patrol_Cruiser </Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To> TIE_Bomber </Encyclopedia_Vulnerable_To>
		<GUI_Row> 1 </GUI_Row>
		<Space_Model_Name>RV_MONCALCRUISER.ALO</Space_Model_Name>
		<Select_Box_Scale>600</Select_Box_Scale>
		<Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust>
		<Mass>0.995</Mass>
		<Scale_Factor>1</Scale_Factor>
		<Damage>60</Damage>
		<Dense_FOW_Reveal_Range_Multiplier>0.24</Dense_FOW_Reveal_Range_Multiplier>
		<Visible_On_Radar_When_Fogged>true</Visible_On_Radar_When_Fogged>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Ranking_In_Category>5</Ranking_In_Category>
		<Max_Speed>1.5</Max_Speed>
		<Max_Rate_Of_Turn>0.4</Max_Rate_Of_Turn>
		<MovementClass> Space </MovementClass>
		<Space_Layer> Capital </Space_Layer>
		<Layer_Z_Adjust>-290.0</Layer_Z_Adjust>
		<OverrideAcceleration> .02 </OverrideAcceleration>
		<OverrideDeceleration> .02 </OverrideDeceleration>

		<Armor_Type> Armor_Calamari_Cruiser </Armor_Type>
		<Shield_Armor_Type>Shield_Capital</Shield_Armor_Type>
		<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>25</Bank_Turn_Angle>	
		<Max_Thrust>0.2</Max_Thrust>
		<Hyperspace>Yes</Hyperspace>
		<Hyperspace_Speed>1</Hyperspace_Speed>
		<Maintenance_Cost>0.3</Maintenance_Cost>

		<Death_Clone>Damage_Normal, Calamari_Cruiser_Death_Clone</Death_Clone>

		<Affiliation>Rebel</Affiliation>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
		<Slice_Cost_Credits>2000</Slice_Cost_Credits>
		<Tech_Level>3</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>4</Required_Star_Base_Level>
		<Required_Special_Structures />
		<Required_Planets>MonCalimari, Kuat, Fondor, Sullust</Required_Planets>
		<Autoresolve_Health>2500</Autoresolve_Health>
		<Tactical_Health>8500</Tactical_Health>
		<Shield_Points>2000</Shield_Points>
		<Shield_Refresh_Rate>50</Shield_Refresh_Rate>
		<Energy_Capacity>8000</Energy_Capacity>
		<Energy_Refresh_Rate>800</Energy_Refresh_Rate>
		<Ship_Class>capital</Ship_Class>
		<Formation_Priority>5</Formation_Priority>
		<Political_Faction>Rebel</Political_Faction>
		<Squadron_Capacity>40</Squadron_Capacity>
		<Build_Cost_Credits>4000</Build_Cost_Credits>
		<AI_Combat_Power>4250</AI_Combat_Power>
		<Build_Time_Seconds>90</Build_Time_Seconds>
		<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
		<Size_Value>360</Size_Value>
		<Behavior> SELECTABLE, DUMMY_STARSHIP </Behavior>
		<SpaceBehavior>ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, POWERED, SHIELDED, TARGETING, HIDE_WHEN_FOGGED, REVEAL, UNIT_AI, ASTEROID_FIELD_DAMAGE, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA </SpaceBehavior>

		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Death_Explosions>Large_Explosion_Space</Death_Explosions>
		<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
		<No_Colorization_Color> 255, 255, 255, 255 </No_Colorization_Color>

		<Space_FOW_Reveal_Range>1200.0</Space_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>2000.0</Targeting_Max_Attack_Distance>
		<Death_Clone />
		<CategoryMask> Capital | AntiFrigate </CategoryMask>

		<HardPoints> 
			HP_Calamari_Cruiser_Weapon_FL, HP_Calamari_Cruiser_Weapon_FR, HP_Calamari_Cruiser_Weapon_BL, HP_Calamari_Cruiser_Weapon_BR, HP_Calamari_Cruiser_Weapon_ML, HP_Calamari_Cruiser_Weapon_MR, HP_Calamari_Cruiser_Engines
		</HardPoints>

		<Icon_Name>i_button_mon_calimari_cruiser.tga</Icon_Name>
		<GUI_Model_Name>RV_moncalcruiser.ALO</GUI_Model_Name>
		<GUI_Distance>1650</GUI_Distance>
		<GUI_Offset>0 0 0</GUI_Offset>
		<GUI_Velocity>45</GUI_Velocity>
		<Victory_Relevant>yes</Victory_Relevant>
		<Has_Space_Evaluator>True</Has_Space_Evaluator>

		<SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Complete_Calamari</SFXEvent_Build_Complete>
		<SFXEvent_Ambient_Loop>Unit_Calamari_Moving_Engine_Loop</SFXEvent_Ambient_Loop>

		<SFXEvent_Select>Unit_Select_Calamari</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Calamari</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Calamari</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Calamari</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Calamari</SFXEvent_Guard>
		<SFXEvent_Stop>Unit_Stop_Calamari</SFXEvent_Stop>
		<SFXEvent_Barrage>Unit_Barrage_Calamari</SFXEvent_Barrage>
		<SFXEvent_Move_Into_Asteroid_Field> Unit_Asteroids_Calamari </SFXEvent_Move_Into_Asteroid_Field>
		<SFXEvent_Move_Into_Nebula> Unit_Nebula_Calamari </SFXEvent_Move_Into_Nebula>
		<SFXEvent_Damaged_By_Asteroid> SFX_Asteroid_Detonation </SFXEvent_Damaged_By_Asteroid>

		<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Calamari </SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Calamari </SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Calamari </SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Calamari </SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint> HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Calamari </SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint> HARD_POINT_ENGINE, Unit_HP_ENGINES_Calamari </SFXEvent_Attack_Hardpoint>

		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Calamari </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_MISSILE,  </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_TORPEDO,  </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_ION_CANNON, Unit_Lost_Ion_Calamari </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Calamari </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_ENGINE, Unit_Lost_Engines_Calamari </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_GRAVITY_WELL,  </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_FIGHTER_BAY, </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_TRACTOR_BEAM, </SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed> HARD_POINT_ENABLE_SPECIAL_ABILITY, </SFXEvent_Hardpoint_Destroyed>

		<SFXEvent_Engine_Idle_Loop> Unit_Calamari_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop> Unit_Calamari_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop>
		<SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Calamari_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop>

		<Death_SFXEvent_Start_Die>Unit_Calamari_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>
		<Radar_Icon_Name>i_radar_capital_ship.tga</Radar_Icon_Name>
		
		<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>Capital</Targeting_Priority_Set>

		<!-- Non-Hero unit abilities description -->
		<Unit_Abilities_Data SubObjectList="Yes">
			<!-- Primary ability -->
			<Unit_Ability>
				<Type>DEFEND</Type>
				<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>
				<Recharge_Seconds>40</Recharge_Seconds>
				<Expiration_Seconds>15</Expiration_Seconds>
				
				<SFXEvent_GUI_Unit_Ability_Activated>Unit_Defend_Calamari</SFXEvent_GUI_Unit_Ability_Activated>
			</Unit_Ability>
			
		</Unit_Abilities_Data>
       
		<Encyclopedia_Text> TEXT_TOOLTIP_MON_CALAMARI_CRUISER TEXT_TOOLTIP_REQUIRED_PLANETS_CAPITAL_SHIPS</Encyclopedia_Text>
		<Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_CAPITAL </Encyclopedia_Unit_Class>
		<Score_Cost_Credits> 42500 </Score_Cost_Credits>

		<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
		<Tactical_Build_Cost_Multiplayer>4500</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>30</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites />
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
		<!--<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>-->
		<Population_Value>4</Population_Value>
	</SpaceUnit>

But we'll concentrate on this bit:
<Affiliation>Rebel</Affiliation>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
<Slice_Cost_Credits>2000</Slice_Cost_Credits>
<Tech_Level>3</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>4</Required_Star_Base_Level>
<Required_Special_Structures />
<Required_Planets>MonCalimari, Kuat, Fondor, Sullust</Required_Planets>
<Autoresolve_Health>2500</Autoresolve_Health>
<Tactical_Health>8500</Tactical_Health>
<Shield_Points>2000</Shield_Points>
<Shield_Refresh_Rate>50</Shield_Refresh_Rate>
<Energy_Capacity>8000</Energy_Capacity>
<Energy_Refresh_Rate>800</Energy_Refresh_Rate>
<Ship_Class>capital</Ship_Class>
<Formation_Priority>5</Formation_Priority>
<Political_Faction>Rebel</Political_Faction>
<Squadron_Capacity>40</Squadron_Capacity>
<Build_Cost_Credits>4000</Build_Cost_Credits>
<AI_Combat_Power>4250</AI_Combat_Power>
<Build_Time_Seconds>90</Build_Time_Seconds>
Very Simple. Change
This
<Build_Cost_Credits>4000</Build_Cost_Credits>
To
<Build_Cost_Credits>1</Build_Cost_Credits>
-----------------------------------------------------------------------------------------------------------------------------------
This
<Squadron_Capacity>40</Squadron_Capacity>
To
<Squadron_Capacity>1</Squadron_Capacity>
-----------------------------------------------------------------------------------------------------------------------------------
This
<Required_Star_Base_Level>4</Required_Star_Base_Level>
To
<Required_Star_Base_Level>1</Required_Star_Base_Level>
-----------------------------------------------------------------------------------------------------------------------------------
This
<Required_Planets>MonCalimari, Kuat, Fondor, Sullust</Required_Planets>
To
<Required_Planets></Required_Planets>
-----------------------------------------------------------------------------------------------------------------------------------

This
<Build_Time_Seconds>90</Build_Time_Seconds>
To
<Build_Time_Seconds>1</Build_Time_Seconds>

This simple mod makes Calamari Cruisers Cheap, Quick to make, Available Everywhere, when you only have a level 1 starbase and so you can build as many as you want.....
Lags like a bitch on fire though, so don't make too many. you can apply this method to almost any ship.

just a fun mod. request if you want more.
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Re: Star Wars: Empire At War

Post by Mota-Lev » Mon Mar 22, 2010 2:47 am

I might just get the game.
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Smythe
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Re: Star Wars: Empire At War

Post by Smythe » Mon Mar 22, 2010 4:23 am

And i suggest you do!
Fantastic gameplay (Land battles are a bit boring sometimes) and almost infinite modding capacity (Windows is needed to make maps and new models though)
i love it but haven't been playing it for other things have been more important.
*Shameless Self Plug*
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Re: Star Wars: Empire At War

Post by Amy » Mon Mar 22, 2010 4:29 pm

Olly, you are now added to my love list.
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Re: Star Wars: Empire At War

Post by Smythe » Mon Mar 22, 2010 10:05 pm

Amy wrote:Olly, you are now added to my love list.
:D i now have 3 girls who have me on that list.... If you want any help feel free to PM me or post a message here k?
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Re: Star Wars: Empire At War

Post by [Vk]Pulse! » Tue Mar 23, 2010 10:14 am

Does this help?

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^thanks monk

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Re: Star Wars: Empire At War

Post by Smythe » Tue Mar 23, 2010 12:30 pm

That had nothing to do with anything. just random gameplay.
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Re: Star Wars: Empire At War

Post by Mota-Lev » Tue Mar 23, 2010 1:21 pm

He would have just looked up "How to install mods" and gave the first link he got.
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Re: Star Wars: Empire At War

Post by Smythe » Wed Mar 24, 2010 12:18 am

probably.....
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Re: Star Wars: Empire At War

Post by [Vk]Pulse! » Wed Mar 24, 2010 7:38 am

olly12345 wrote:That had nothing to do with anything. just random gameplay.
Read the description.

It says: "This video is just to show people that you can use mods in mac.
The mode used in the video is AEM.
Instructions on how to install mods on mac:
Be aware that you can only play one mod at a time. Don't try mixing mods .

Instructions on how to install a mod on a mac:

1. First go into you STEW folder in applications or wherever you have it
2. Make a copy of the DATA folder just in case the mod doesn't work
3. Now you will open the folder where you have the mod you have downloaded.
4. Open it and you will see some folders named xml, Audio, Art, etc
5. You Will copy all those folders and the other stuff inside your mod folder to the Data Folder. Note: You must make a copy of the DATA folder before copying the mod data
6. Once its done copying all the data, click on the STEW icon and play

The mod should work, remember that you can only have one mod at a time so this is why is good to have a copy of the original data folder in case you want to install another mod or go back to the original game.

EDIT January 20th 2010
One Tip , i used this . Make copies of the original data folder and then use those copies to put different mods so for example id make 2 copies of the DATA folder and in one i would put one mod say AEM and in the other one ill put another mod, this way i can just copy the data folder i want so i can change back and forth between mods. "
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^thanks monk

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Re: Star Wars: Empire At War

Post by Amy » Sat Mar 27, 2010 9:57 am

Go away pulse.

Olllyyyy

Does it only work on galactic conquest or the campaign!
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Re: Star Wars: Empire At War

Post by Smythe » Sun Mar 28, 2010 2:20 am

both.
Very nasty in campaign but make sure you don't edit all the Rebel ships to be awesome and then start an Empire campaign :O
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