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First, you will need to locate the install location of Empire at War. This can be done for a Steam install by right-clicking on the entry for the game in your Steam library, selecting the Local Files tab, and selecting Browse Local Files. This will open Windows Explorer in the Empire at War folder of your game. From there, enter the corruption folder. In corruption, create a new folder called Mods. Enter the Mods folder and then create another folder named GCJediCruiser. The Mods folder is usually where you will place downloaded mods, with each folder corresponding to a different mod. Enter the GCJediCruiser folder and make a new folder called Data. Enter the new Data folder and create a new folder called XML. The basic folder setup of the mod is complete. More advanced mods will have other folders in the Data folder, but the mod in this walkthrough will only need an XML folder.
Now, you need to obtain a copy of the XML files for the game. For beginners, I recommend downloading the files from https://www.gamefront.com/games/star-wars-empire-at-war-forces-of-corruption/file/foc-xmls
Downloading the files will give you a foc_xml.zip that will be placed in your Downloads folder. Use 7-zip or another file archiver to extract the contents of the zip file. Enter the extracted XML folder and search for a file called UNIQUEUNITS.XML in the list of files. Copy this file and place it in the XML folder in the GCJediCruiser folder. Open this file with Notepad and search for the term Jedi_Cruiser. This will likely take you to the following line:
<SpaceUnit Name="Jedi_Cruiser">
This line marks the beginning of the entry for the Jedi Cruiser. There is a lot of information that may seem overwhelming. For now, look for entries below <SpaceUnit Name="Jedi_Cruiser"> that look like the following:
<Affiliation>Empire,Rebel,Pirates</Affiliation>
and
<Build_Initially_Locked>Yes</Build_Initially_Locked>
and
<Build_Tab_Space_Units>No</Build_Tab_Space_Units>
Notice that Affiliation for the Jedi Cruiser is set to Empire, Rebel, and Pirates. This means that were the unit buildable, the Empire, Rebel, and Pirate factions could build it. Allowing a unit to be built by multiple factions is as simple as adding the code name of the factions you want to be able to build the unit to Affiliation, separating each faction with a comma. When Build_Initially_Locked is set to yes, a unit will be unbuildable in Galactic Conquest until another condition allows it to be built. Build_Tab_Space_Units control whether or not a unit that is buildable will appear in the space units tab. To make the Jedi Cruiser buildable in GC, first, change Build_Initially_Locked to no and Build_Tab_Space_Units to yes. Next, add the following line below <Affiliation>Empire,Rebel,Pirates</Affiliation>:
<Tech_Level>0</Tech_Level>
<Required_Star_Base_Level>2</Required_Star_Base_Level>
Tech_Level designates the tech level that must be reached in order to build a unit. Setting Tech_Level to 0 allows a unit to be built from the start of a GC regardless of the starting or maximum tech level. Required_Star_Base_Level designates the minimum starbase level required to build the unit. Add the following line below <AI_Combat_Power>1800</AI_Combat_Power>:
<Build_Time_Seconds>30</Build_Time_Seconds>
Build_Time_Seconds obvious designates the build time of the unit. Add the following lines above <AI_Combat_Power>1800</AI_Combat_Power>:
<Build_Cost_Credits>2500</Build_Cost_Credits>
<Piracy_Value_Credits>50</Piracy_Value_Credits>
Build_Cost_Credits designates the cost of the unit in GC while Piracy_Value_Credits is the value given to the Consortium when the unit is destroyed on a corrupted planet. You should end up with a section of code that appears as follows:
<Build_Cost_Credits>2500</Build_Cost_Credits>
<Piracy_Value_Credits>50</Piracy_Value_Credits>
<AI_Combat_Power>2500</AI_Combat_Power>
<Build_Time_Seconds>30</Build_Time_Seconds>
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
The above changes will allow for the Jedi Cruiser to be built in GC by the Empire, Rebel, and Pirate factions over any of their planets with at least a level 2 space station. The unit will cost 2500 credits and take 30 seconds to build. Save the XML file once the changes have been made. You now have a mod that allows for the Jedi Cruiser to be built in GC. To actually play your mod, you will need to create a file that launches your mod. This can be done by creating a batch file.
Open a new Notepad file and enter the following:
swfoc MODPATH=Mods\GCJediCruiser
Save this file as GCJediCruiser.bat in the corruption folder of your EAW install (the corruption folder contains the .exe files for starting the base game). Now, execute the batch file, and your mod should start. Enter GC and enjoy the new Jedi Cruisers at your disposal.
This walkthrough covers a rather simplistic implementation. There are many more options for implementing the Jedi Cruiser that I can discuss if there is interest. If you see any errors in the walkthrough, let me know and I'll correct them. I hope this answers your questions and helps you on your journey into modding EAW. Let me know if you have any questions.
I manage to get everything working fine to the point where I deliberately only made them able to be build by the Pirate faction as this made sense to me however I would like to know how to edit/add different squadrons that can spawn from the 'Jedi Cruiser'
I would like it so 4 squadrons of Z-95 Headhunters and 3 squadrons of Y-wing bombers spawn from the ship as the ship is mediocre head to head with other capitals and would like to really role play its Carrier role to the fullest!
Thanks for the rest of your help
- Add SPAWN_SQUADRON to <Space_Behavior>
- Add this anywhere: <Starting_Spawned_Units_Tech_0>Z95_Headhunter_Squadron,4</Starting_Spawned_Units_Tech_0>
- Add HP_JC_Hangar to <HardPoints>
That's all that I can think of for that, so now we need to actually add a HP_JC_Hangar to the files. Add in HARDPOINTS to your custom mod file, and open it. In it, add the following anywhere:<Starting_Spawned_Units_Tech_0>Y-Wing_Squadron, 3</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds><Reserve_Spawned_Units_Tech_0>Z95_Headhunter_Squadron,0</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Y-Wing_Squadron, 0</Reserve_Spawned_Units_Tech_0>
<HardPoint Name="HP_JC_Hangar">
<Type> HARD_POINT_SHIELD_GENERATOR </Type>
<Is_Targetable>No</Is_Targetable>
<Is_Destroyable>No</Is_Destroyable>
<Tooltip_Text>TEXT_FIGHTER_BAY_HARDPOINT</Tooltip_Text>
<Health>400.0</Health>
<Model_To_Attach>NV_Jedicruiser_HP_B-M.alo</Model_To_Attach>
<Attachment_Bone>HP_B-M_Bone</Attachment_Bone>
<Collision_Mesh>HP_B-M_COLL</Collision_Mesh>
<Damage_Decal>HP_B-M_BLAST</Damage_Decal>
<Damage_Particles>HP_B-M_EMITDAMAGE</Damage_Particles>
<Attachment_Bone>SPAWN_00</Attachment_Bone>
<Collision_Mesh>SPAWN_00</Collision_Mesh>
</HardPoint>
I'm not 100% sure if that will work, but it's worth a shot.
<HardPoint Name="HP_JC_Hangar">
<Type> HARD_POINT_SHIELD_GENERATOR </Type>
<Is_Targetable>No</Is_Targetable>
<Is_Destroyable>No</Is_Destroyable>
<Tooltip_Text>TEXT_FIGHTER_BAY_HARDPOINT</Tooltip_Text>
<Health>400.0</Health>
<Model_To_Attach>NV_Jedicruiser_HP_B-M.alo</Model_To_Attach>
<Attachment_Bone>HP_B-M_Bone</Attachment_Bone>
<Collision_Mesh>HP_B-M_COLL</Collision_Mesh>
<Damage_Decal>HP_B-M_BLAST</Damage_Decal>
<Damage_Particles>HP_B-M_EMITDAMAGE</Damage_Particles>
<Attachment_Bone>SPAWN_00</Attachment_Bone>
<Collision_Mesh>SPAWN_00</Collision_Mesh>
</HardPoint>
I'm not 100% sure if that will work, but it's worth a shot. [/quote]
Where do I place that new file and what type is it? XML or text? do I place it just next to the other XML?
<?xml version="1.0"?>
<HardPoints>
<HardPoint Name="HP_JC_Hangar">
<Type> HARD_POINT_SHIELD_GENERATOR </Type>
<Is_Targetable>No</Is_Targetable>
<Is_Destroyable>No</Is_Destroyable>
<Tooltip_Text>TEXT_FIGHTER_BAY_HARDPOINT</Tooltip_Text>
<Health>400.0</Health>
<Model_To_Attach>NV_Jedicruiser_HP_B-M.alo</Model_To_Attach>
<Attachment_Bone>HP_B-M_Bone</Attachment_Bone>
<Collision_Mesh>HP_B-M_COLL</Collision_Mesh>
<Damage_Decal>HP_B-M_BLAST</Damage_Decal>
<Damage_Particles>HP_B-M_EMITDAMAGE</Damage_Particles>
So, I followed your instructions here, as well as Syionic's hangar additions, and it seems that the game refuses to launch because the UNIQUEUNITS file has syntax errors or something. Anything you can tell me?
File syntax errors are caused by there being a typo or something similar in the code. I can't find anything wrong with the code itself, but I did find some of the instructions I typed confusing.
Did you add/move the lines
<?xml version="1.0"?>
<HardPoints>
in UNIQUEUNITS.XML? If not, do not.
What I meant was when you open the UNIQUEUNITS.XML with a notepad, the first lines you see should be
<?xml version="1.0"?>
<HardPoints>
<HardPoint Name="HP_JC_Hangar">
<Type> HARD_POINT_SHIELD_GENERATOR </Type>
<Is_Targetable>No</Is_Targetable>
<Is_Destroyable>No</Is_Destroyable>
<Tooltip_Text>TEXT_FIGHTER_BAY_HARDPOINT</Tooltip_Text>
<Health>400.0</Health>
<Model_To_Attach>NV_Jedicruiser_HP_B-M.alo</Model_To_Attach>
<Attachment_Bone>HP_B-M_Bone</Attachment_Bone>
<Collision_Mesh>HP_B-M_COLL</Collision_Mesh>
<Damage_Decal>HP_B-M_BLAST</Damage_Decal>
<Damage_Particles>HP_B-M_EMITDAMAGE</Damage_Particles>
<Attachment_Bone>SPAWN_00</Attachment_Bone>
<Collision_Mesh>SPAWN_00</Collision_Mesh>
</HardPoint>
If that did not fix it, I'll try to find out what is causing the issue when I have time.
The game has all the XML files compressed into config.meg (iirc it also two or three patch .meg files that were used for the Steam-exclusive updates?), so you would either need to download them or extract the .meg file with a .meg file editor.