STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Making the "Home One" type of MC80 Cruiser Buildable
I would like to give the rebels the ability to build both types of Mon Cal Cruisers. I remeber somebody did this mod using the other cruisers icons. Anyone tried this mod give me a leg up?
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Showing 1-15 of 15 comments
CHE Mar 29, 2018 @ 11:41pm 
Originally posted by jedcraig53:
I would like to give the rebels the ability to build both types of Mon Cal Cruisers. I remeber somebody did this mod using the other cruisers icons. Anyone tried this mod give me a leg up?
When you get the Rebel hero "Admiral Akbar", he IS the Home One spaceship. :steamhappy:
Akbar is in a Home One type MC80, but the original poster wants to be able to mass produce them. There are several ways you can do this. Several mods allow this, and it isn't too hard to code it in yourself.
Col_Shedi_Potter Mar 31, 2018 @ 11:35am 
Originally posted by Grand Admiral Uehara:
Akbar is in a Home One type MC80, but the original poster wants to be able to mass produce them. There are several ways you can do this. Several mods allow this, and it isn't too hard to code it in yourself.
That is correct I am wanting to add the MC80a as a buildable cruiser.

And while I have gotten pretty good at basic modding of XML files I have yet to try my hand at coding a new unit. My first idea was to copy the standard Mon Cal cruiser that is already buildable and replce its model and relevant data to fit the the Home One type and then rename it to the MC80a_Cruiser. What I have zero experiance in is editing TXT files to add into the game files and I am sure there is a ton of details im missing trying to do it this way.
Last edited by Col_Shedi_Potter; Mar 31, 2018 @ 11:36am
You modify a .dat file to fit the text files to your new unit. You will need to download a .dat file editor to do this. In terms of the coding itself, I feel it would be easier to take the coding for Ackbar's Home One, copy it, and modify it.
Col_Shedi_Potter Apr 2, 2018 @ 1:12pm 
<SpaceUnit Name="MC80a_Cruiser">
<Text_ID>TEXT_UNIT_MC80A_CRUISER</Text_ID>
<Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_CAPITAL </Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against> Acclamator_Assault_Ship Tartan_Patrol_Cruiser Broadside_Class_Cruiser </Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To> TIE_Bomber </Encyclopedia_Vulnerable_To>
<Is_Named_Hero>No</Is_Named_Hero>
<Icon_Name>i_button_mon_calimari_cruiser.tga</Icon_Name>
<Space_Model_Name>RV_HOMEONE.ALO</Space_Model_Name>
<Mass>0.995</Mass>
<Scale_Factor>1</Scale_Factor>
<No_Colorization_Color> 255, 255, 255, 255 </No_Colorization_Color>

<Ranking_In_Category>3</Ranking_In_Category>
<Select_Box_Scale>860</Select_Box_Scale>
<Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust>
<GUI_Bracket_Width>500</GUI_Bracket_Width>
<GUI_Bracket_Height>500</GUI_Bracket_Height>
<GUI_Bracket_Size>2</GUI_Bracket_Size>

<MovementClass> Space </MovementClass>
<Space_Layer> Capital </Space_Layer>
<Max_Speed>1.5</Max_Speed>
<Max_Rate_Of_Turn>0.3</Max_Rate_Of_Turn>
<Max_Thrust>0.2</Max_Thrust>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>15</Bank_Turn_Angle>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.5</Hyperspace_Speed>
<Space_Full_Stop_Command>yes</Space_Full_Stop_Command>
<OverrideAcceleration> .1 </OverrideAcceleration>
<OverrideDeceleration> .1 </OverrideDeceleration>
<Layer_Z_Adjust> -290 </Layer_Z_Adjust>

<Armor_Type> Armor_Calamari_Cruiser </Armor_Type>

<Death_Clone>Damage_Normal, Home_One_Death_Clone</Death_Clone>

<Damage>80</Damage>
<Autoresolve_Health>3100</Autoresolve_Health>
<Shield_Points>2500</Shield_Points>
<Tactical_Health>8100</Tactical_Health>
<Shield_Refresh_Rate>80</Shield_Refresh_Rate>
<Energy_Capacity>10000</Energy_Capacity>
<Energy_Refresh_Rate>900</Energy_Refresh_Rate>

<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>4000</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, Sullust</Required_Planets>
<Ship_Class>capital</Ship_Class>
<Formation_Priority>5</Formation_Priority>
<Is_Bomber>no</Is_Bomber>
<Surface_Bombardment_Capable>yes</Surface_Bombardment_Capable>
<!--<Political_Control>1</Political_Control>-->
<Political_Faction>Rebel</Political_Faction>
<Squadron_Capacity>50</Squadron_Capacity>
<Transport_Capacity>30</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<AI_Combat_Power>6000</AI_Combat_Power>
<Size_Value>360</Size_Value>

<!-- Set to spawn all units once and then not continue - no reserves -->
<Starting_Spawned_Units_Tech_0>Rebel_X-Wing_Squadron, 6</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>Y-Wing_Squadron, 4</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>A_Wing_Squadron, 4</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>Rebel_X-Wing_Squadron, 2</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Y-Wing_Squadron, 2</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>A_Wing_Squadron, 2</Reserve_Spawned_Units_Tech_0>

<Behavior> SELECTABLE, DUMMY_STARSHIP </Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, POWERED, SHIELDED, HIDE_WHEN_FOGGED, REVEAL, TARGETING, UNIT_AI, ASTEROID_FIELD_DAMAGE, SPAWN_SQUADRON, ION_STUN_EFFECT, NEBULA </SpaceBehavior>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Space_FOW_Reveal_Range>1500.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>2000.0</Targeting_Max_Attack_Distance>
<HardPoints>
HP_HomeOne_Shield_Generator, HP_HomeOne_Engines, HP_HomeOne_TBL_BL, HP_HomeOne_TBL_BR, HP_HomeOne_TBL_FL, HP_HomeOne_TBL_FR, HP_HomeOne_IC_BL, HP_HomeOne_IC_BR, HP_HomeOne_IC_FL, HP_HomeOne_IC_FR, HP_HomeOne_Fighter_Bay
</HardPoints>
<Death_Explosions>Large_Explosion_Space</Death_Explosions>
<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
<Victory_Relevant>yes</Victory_Relevant>
<Score_Cost_Credits> 55000 </Score_Cost_Credits>

<Encyclopedia_Text> TEXT_TOOLTIP_MC80A_CRUISER </Encyclopedia_Text>

<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_Fire>Unit_Corvette_Fire</SFXEvent_Fire>
<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>

<Population_Value>4</Population_Value>

<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
<Tactical_Build_Cost_Multiplayer>5300</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>38</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites />
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
<Build_Limit_Current_Per_Player>-1</Build_Limit_Current_Per_Player>
<Build_Limit_Lifetime_For_All_Allies>-1</Build_Limit_Lifetime_For_All_Allies>
<!--<MULTIPLAYER SKIRMISH VALUES END>-->

<!-- 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>
<Is_Named_Hero>No</Is_Named_Hero>
<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>
<Visible_On_Radar_When_Fogged>true</Visible_On_Radar_When_Fogged>
<Multisample_FOW_Check>Yes</Multisample_FOW_Check>

<CategoryMask> Capital | AntiFrigate </CategoryMask>
<Targeting_Priority_Set>Capital</Targeting_Priority_Set>
<Has_Space_Evaluator>True</Has_Space_Evaluator>

</SpaceUnit>

<SpaceUnit Name="MC80a_Cruiser_Death_Clone">
<Text_ID> TEXT_UNIT_HOME_ONE </Text_ID>
<Space_Model_Name> RV_HOMEONE_D.ALO </Space_Model_Name>
<Death_SFXEvent_Start_Die> Unit_Calamari_Death_SFX </Death_SFXEvent_Start_Die>
<Scale_Factor> 1 </Scale_Factor>
<Layer_Z_Adjust> -290.0 </Layer_Z_Adjust>
<Max_Speed> 0.25 </Max_Speed>
<Max_Rate_Of_Turn> 0.3 </Max_Rate_Of_Turn>
<Max_Thrust> 0.05 </Max_Thrust>
<Max_Rate_Of_Roll> 0.02 </Max_Rate_Of_Roll>
<Bank_Turn_Angle> 5 </Bank_Turn_Angle>
<Affiliation> Rebel </Affiliation>
<Ship_Class> capital_ship </Ship_Class>
<Glory_Cinematics> CAM_HomeOne_Die.tec </Glory_Cinematics>
<Remove_Upon_Death>true</Remove_Upon_Death>

</SpaceUnit>

Anyone up to proof reading this? I have been staring at it too long. Im pretty sure I have crossed all my I and dotted all my Ts
Galyana Apr 2, 2018 @ 2:30pm 
I did a quick look through and made a small list for ya.

1) Is_Named_Hero - if it's "no" just delete that tag (It shows up twice)
2) Ranking_In_Category - 3 is hero specific, set to 5 to match other capital ships (this tag is for SFX priority and maybe a few other things)
3) Death_Clone - I saw you made a specific one for the unit but it's not referenced (still home_one_death_clone instead of MC80a_Cruiser_Death_Clone)
4) Jumping to the death clone itself, Text_ID doesn't match the unit (is Home_One instead of TEXT_UNIT_MC80A_CRUISER)
5) You're missing 3 very important build tags for GC:
*These values pulled from the Mon Calamari Cruiser*
a) <Build_Cost_Credits>4000</Build_Cost_Credits>
b) <Build_Time_Seconds>90</Build_Time_Seconds>
c) <Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
6) If you want to make the unit sound like the Mon Calamari Cruiser, you can copy the entire SFX block from its xml and replace yours (you're missing a few tags like the build sfx and hardpoint specific sfx)
7) If you want the ship to show up later in the GC, you may want to set the tech_level to 4 (same tech level as MC30) (Also as a note, rebel tech levels range from 0 to 4, not 1 to 5)

Some things are a bit nit-picky, but this should cover everything to get your unit working.
Galyana found most of what I noticed. Delete the <Is_Named_Hero> tags, change the <Ranking_In_Category>, add <Build_Cost_Credits>, add <Build_Time_Seconds>,
add <Build_Tab_Space_Units>, copy over the SFX data from the Mon Calamari cruiser, and maybe change the tech level.

You can delete the death clone entirely and simply use the Home One death clone. The difference in text files won't matter since it is a death clone and isn't selectable. Another minor detail to note is that you may want to find .TGA file to use for the icon.
Col_Shedi_Potter Apr 3, 2018 @ 6:45pm 
Still having issues with the build. I addressed all of the concerns and added the Text to the .dat file but it still is not availible when I test in skirmish. here is my current XML code.

<SpaceUnit Name="MC80a_Cruiser">
<Text_ID>TEXT_UNIT_MC80A_CRUISER</Text_ID>
<Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_CAPITAL </Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against> Acclamator_Assault_Ship Tartan_Patrol_Cruiser Broadside_Class_Cruiser </Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To> TIE_Bomber </Encyclopedia_Vulnerable_To>
<Space_Model_Name>RV_HOMEONE.ALO</Space_Model_Name>
<Mass>0.995</Mass>
<Scale_Factor>1</Scale_Factor>
<No_Colorization_Color> 255, 255, 255, 255 </No_Colorization_Color>

<Ranking_In_Category>5</Ranking_In_Category>
<Select_Box_Scale>860</Select_Box_Scale>
<Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust>
<GUI_Bracket_Width>500</GUI_Bracket_Width>
<GUI_Bracket_Height>500</GUI_Bracket_Height>
<GUI_Bracket_Size>2</GUI_Bracket_Size>

<MovementClass> Space </MovementClass>
<Space_Layer> Capital </Space_Layer>
<Max_Speed>1.5</Max_Speed>
<Max_Rate_Of_Turn>0.3</Max_Rate_Of_Turn>
<Max_Thrust>0.2</Max_Thrust>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>15</Bank_Turn_Angle>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.5</Hyperspace_Speed>
<Space_Full_Stop_Command>yes</Space_Full_Stop_Command>
<OverrideAcceleration> .1 </OverrideAcceleration>
<OverrideDeceleration> .1 </OverrideDeceleration>
<Layer_Z_Adjust> -290 </Layer_Z_Adjust>

<Armor_Type> Armor_Calamari_Cruiser </Armor_Type>

<Death_Clone>Damage_Normal, MC80a_Cruiser_Death_Clone</Death_Clone>

<Damage>80</Damage>
<Autoresolve_Health>3100</Autoresolve_Health>
<Shield_Points>2500</Shield_Points>
<Tactical_Health>8100</Tactical_Health>
<Shield_Refresh_Rate>80</Shield_Refresh_Rate>
<Energy_Capacity>10000</Energy_Capacity>
<Energy_Refresh_Rate>900</Energy_Refresh_Rate>

<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>4000</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, Sullust</Required_Planets>
<Ship_Class>capital</Ship_Class>
<Formation_Priority>5</Formation_Priority>
<Is_Bomber>no</Is_Bomber>
<Surface_Bombardment_Capable>yes</Surface_Bombardment_Capable>
<Political_Faction>Rebel</Political_Faction>
<Squadron_Capacity>50</Squadron_Capacity>
<Build_Cost_Credits>4250</Build_Cost_Credits>
<Transport_Capacity>30</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<AI_Combat_Power>6000</AI_Combat_Power>
<Build_Time_Seconds>100</Build_Time_Seconds>
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Size_Value>360</Size_Value>

<!-- Set to spawn all units once and then not continue - no reserves -->
<Starting_Spawned_Units_Tech_0>Rebel_X-Wing_Squadron, 6</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>Y-Wing_Squadron, 4</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>A_Wing_Squadron, 4</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>Rebel_X-Wing_Squadron, 2</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Y-Wing_Squadron, 2</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>A_Wing_Squadron, 2</Reserve_Spawned_Units_Tech_0>

<Behavior> SELECTABLE, DUMMY_STARSHIP </Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, POWERED, SHIELDED, HIDE_WHEN_FOGGED, REVEAL, TARGETING, UNIT_AI, ASTEROID_FIELD_DAMAGE, SPAWN_SQUADRON, ION_STUN_EFFECT, NEBULA </SpaceBehavior>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Space_FOW_Reveal_Range>1500.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>2000.0</Targeting_Max_Attack_Distance>
<HardPoints>
HP_HomeOne_Shield_Generator, HP_HomeOne_Engines, HP_HomeOne_TBL_BL, HP_HomeOne_TBL_BR, HP_HomeOne_TBL_FL, HP_HomeOne_TBL_FR, HP_HomeOne_IC_BL, HP_HomeOne_IC_BR, HP_HomeOne_IC_FL, HP_HomeOne_IC_FR, HP_HomeOne_Fighter_Bay
</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>


<Death_Explosions>Large_Explosion_Space</Death_Explosions>
<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
<Victory_Relevant>yes</Victory_Relevant>
<Score_Cost_Credits> 55000 </Score_Cost_Credits>

<Encyclopedia_Text> TEXT_TOOLTIP_MC80A_CRUISER TEXT_TOOLTIP_REQUIRED_PLANETS_CAPITAL_SHIPS </Encyclopedia_Text>

<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>


<Population_Value>4</Population_Value>

<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
<Tactical_Build_Cost_Multiplayer>5000</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>35</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites />
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
<Build_Limit_Current_Per_Player>8</Build_Limit_Current_Per_Player>
<Build_Limit_Lifetime_For_All_Allies>0</Build_Limit_Lifetime_For_All_Allies>
<!--<MULTIPLAYER SKIRMISH VALUES END>-->

<!-- 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>
<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>
<Visible_On_Radar_When_Fogged>true</Visible_On_Radar_When_Fogged>
<Multisample_FOW_Check>Yes</Multisample_FOW_Check>

<CategoryMask> Capital | AntiFrigate </CategoryMask>
<Targeting_Priority_Set>Capital</Targeting_Priority_Set>
</SpaceUnit>

<SpaceUnit Name="MC80a_Cruiser_Death_Clone">
<Text_ID> TEXT_UNIT_MC80A_CRUISER </Text_ID>
<Space_Model_Name> RV_HOMEONE_D.ALO </Space_Model_Name>
<Death_SFXEvent_Start_Die> Unit_Calamari_Death_SFX </Death_SFXEvent_Start_Die>
<Scale_Factor> 1 </Scale_Factor>
<Layer_Z_Adjust> -290.0 </Layer_Z_Adjust>
<Max_Speed> 0.25 </Max_Speed>
<Max_Rate_Of_Turn> 0.3 </Max_Rate_Of_Turn>
<Max_Thrust> 0.05 </Max_Thrust>
<Max_Rate_Of_Roll> 0.02 </Max_Rate_Of_Roll>
<Bank_Turn_Angle> 5 </Bank_Turn_Angle>
<Affiliation> Rebel </Affiliation>
<Ship_Class> capital_ship </Ship_Class>
<Glory_Cinematics> CAM_HomeOne_Die.tec </Glory_Cinematics>
<Remove_Upon_Death>true</Remove_Upon_Death>
</SpaceUnit>

Col_Shedi_Potter Apr 3, 2018 @ 7:12pm 
as post script it is functional in CG
If you want it buildable in Skirmish, you will need to modify the Starbases file. For example, if you want it to be buildable from a level 5 Rebel starbase, you would go to the entry called Rebel_Star_Base_5 in Starbases.xml. In the data for that station, you will find <Tactical_Buildable_Objects_Multiplayer> and will add MC80a_Cruiser to the list. That will make the unit buildable from that level of space station in Skirmish.
Col_Shedi_Potter Apr 4, 2018 @ 7:12am 
Originally posted by Grand Admiral Uehara:
If you want it buildable in Skirmish, you will need to modify the Starbases file. For example, if you want it to be buildable from a level 5 Rebel starbase, you would go to the entry called Rebel_Star_Base_5 in Starbases.xml. In the data for that station, you will find <Tactical_Buildable_Objects_Multiplayer> and will add MC80a_Cruiser to the list. That will make the unit buildable from that level of space station in Skirmish.

Ahhh Skirmish starbases come at the end of the Starbase file. Thanks for the info.
Col_Shedi_Potter Apr 4, 2018 @ 4:09pm 
Kind of went on a tear now that I have this down. Just added an Imperial II and Victory II to offset the MC80a
CousinCoffee Sep 24, 2018 @ 2:04pm 
As far as i can tell there is no current hardpoint code for the fighter bay, anyone know it?
CousinCoffee Sep 24, 2018 @ 2:19pm 
Also cant get it to appear in skirmish?! Ive added other units but cannot work out why this isnt appearing.
Col_Shedi_Potter Nov 20, 2018 @ 6:06pm 
Originally posted by Lord Blaquaman:
As far as i can tell there is no current hardpoint code for the fighter bay, anyone know it?
You have to add it yourself. Use the Star Destroyer fighter bay as your basic model and change what is needed to tie it to your created ship file for the MC80 mod. Use the ROOT hardpoint as its location.
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Date Posted: Mar 29, 2018 @ 6:26pm
Posts: 15