6/15/2023 0 Comments Star wars empire at war moddingThe fourth is probably opacity (transparency) value. The first one’s red value, the second it green and the third is blue value. Just put random numbers till you find the colour you want. First thing we can change here is the colour by changing these: NOTE: You’ll have to edit both and because „._Rebel” is for when you play as the Rebels and „._Empire” is for when you play as the Empire. Well, basicly we finished with Campaigns_Singleplayer.xml. Change the number in after „Rebel,” for the starting Tech Level, and the number in after „Rebel,” for the maximum Tech Level you want to reach. Find this in the Alderaan’s Demise Campaign:Ĭhange for how many credits you wish to have. Were were we? Ah yes changing Starting Credits. HINT2: You can enable the Death Star by putting „Death_Star” after „ Alderaan,” HINT1: You can change the Tech Level of the Star Base by changing the number after „Rebel_Star_Base_”. Copy any of these Space Starting Forces and replace the Text after „ Alderaan, ” with „Calamari_Cruiser” for Mon Calamari Cruiser, „Nebulon_B_Frigate” for you know what, and „Corellian_Corvette” for you know what, if you don’t, you’re stupid. Now let’s we’ll have to copy „ Rebel, Alderaan, Rebel_X-Wing_Squadron ” 2 times so we’ll have 4 of them, and „ Rebel, Alderaan, Y-Wing_Squadron ” so we’ll have 3 of them. There you should find:Ĭhange Shola for each line to Alderaan. Let’s say, we’ll start on Alderaan with 2 Mon Cal Cruisers, 4 X-Wing Squadrons, 3 Y-Wing Squadrons, 1 Nebulon B Fregate and 2 Correlian Corrvetes. Now let’s change the Starting Forces, Starting Credits and Starting Tech Level. NOTE: When we’re editing the Campaigns_Singleplayer.xml you’ll allways have to hit Ctrl+F, write “Alderaan’s Demise” and hit enter because we’ll be editing only the Alderaan’s Demise Cpn, but actually, it’s the first. Very good, now we have a new Galactic Map. Coruscant_Byss, Alderaan_Fresia, Carida_Fresia, We’ll edit it and it should look like this: Alderaan_Eriadu, Alderaan_Kashyyyk, Eriadu_VergessoAsteroids, NalHutta_Ryloth, MonCalimari_Shola Galaxy_Core_Art_Model, Coruscant, Alderaan, Fresia, Byss, Carida Now put beetween them: Galaxy_Core_Art_Model, Coruscant, Alderaan, Fresia, Byss, Carida. Good, this is the Alderaan’s Demise Campaign you’re usually playing. It should of scrolled down to something like this: Hit Ctrl+F and write Alderaan's, hit enter then. xml files in it.įirst we’ll edit the Campaigns_Singleplayer.xml (the one in My EaW Mod/Xml of course). Then create a folder called Xml in “My EaW Mod”. Copy the all the XML files (we won’t use all of them, but anyway) from EaW Extracted Data/Data/Xml to “My EaW Mod” folder. You should make another folder, like “My EaW Mod”. Good, because we’re going to work with Xml files only in this Tutorial and a little with DAT files for text editor. In the Xml folder there should be a lot of Xml files and 2 folders. In it, you should have a Data folder and inside it you’ll have 3 Folders: Resources, Scripts and Xml. Let’s say they’ve been extracted to a folder named EaW Extracted Data. Double click on g and select Tools> Extract all. You’ll need only the EaW Extractor by Dante of Renevo which can be found here and the DAT Editor by Dante of Renevo too wich can be found here. EMPIRE AT WAR MODDING THE FULL GAME TUTORIAL
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