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Darth_Torpid-PG

Latest Posts

Page: 5 of 5
Posted in: Official Trailer - view or download it
 Darth_Torpid-PG
05-10-2006, 12:39 PM
#8
Oh, and I should mention that the trailer doesn't nearly show everything (insert patented Delphi evil grin here...)...  [Read More]
Posted in: Official Trailer - view or download it
 Darth_Torpid-PG
05-10-2006, 12:38 PM
#7
Some quick answers: - I didn't see a Moldy Crow, but the IG-2000 was there. - The lady with the whip is a new hero character, Silri the Nightsister - There are both Dark Troopers (all three phases) and Destroyer Droids in the trailer - The skinny...  [Read More]
Posted in: Units and planets seen in the trailer
 Darth_Torpid-PG
05-10-2006, 3:34 PM
#18
The presense of all those Viragos is disturbing. I hope to high heaven that they have them as they are supposed to be, aka MandalMotors StarViper, and not what Kotor2 did, aka calling them "Basilisks."...So any devs reading this, please mak...  [Read More]
Posted in: Units and planets seen in the trailer
 Darth_Torpid-PG
05-10-2006, 2:36 PM
#14
Though i still persist on saying that they should replace Honoghr's location with Maw's Whoops! My bad....(dives into the XML)......  [Read More]
Posted in: Adding Hardpoints???
 Darth_Torpid-PG
03-17-2006, 8:34 PM
#11
You can change the existing hard points on any unit that already has them. You can't add new hard points to a model that doesn't have them because it does not have the attachment bones (as Adonnay said above). The Death Star is not really a "uni...  [Read More]
Posted in: Help editing XML's, what do some lines mean?
 Darth_Torpid-PG
03-01-2006, 4:14 PM
#16
That's interesting. So, only Autoresolve and Damage values contribute to the Autoresolve function? For the most part, though the autoresolve system also takes basic rock/paper/scissors into account (bombers<corvettes<frigates<capital ships&...  [Read More]
Posted in: Help editing XML's, what do some lines mean?
 Darth_Torpid-PG
03-01-2006, 12:03 PM
#11
<Tactical_Health>400</Tactical_Health> This is the actual hit points for the unit. <Damage>60</Damage> This number is an abstract representation of how much damage the unit can put out. It is used for the AI (as a variable...  [Read More]
Posted in: A Question for Modders...
 Darth_Torpid-PG
02-27-2006, 8:04 PM
#2
Hard points are attached to points on the model called "bones". Each connection bone is listed in the data for the specific hard point. If you replaced a Nebulon hard point with a hanger, you just need to make sure that the bone name your h...  [Read More]
Posted in: Sensors and sight ranges
 Darth_Torpid-PG
02-28-2006, 11:39 AM
#5
Well that's weird - I posted that in a different thread. Don't know how it ended up here :D...  [Read More]
Posted in: Sensors and sight ranges
 Darth_Torpid-PG
02-27-2006, 8:17 PM
#3
Here's a sample hard point for a fighter bay: <HardPoint Name="HP_FIGHTER_BAY_00"> <Type> HARD_POINT_FIGHTER_BAY </Type> <Is_Targetable>Yes</Is_Targetable> <Is_Destroyable>Yes</Is_Destroyable> <...  [Read More]
Posted in: Sensors and sight ranges
 Darth_Torpid-PG
02-27-2006, 7:58 PM
#2
Try the object Abstract_Sensor_Array in GroundStructures.XML - the UC versions are "under construction" that is, the object that shows the scaffolding while it is building - they don't have any real stats associated with them....  [Read More]
Actually scale_factor affects the model scale (i.e. size). Land_FOW_Reveal_Range is the one you want....  [Read More]
It is semi-possible to add a third playable side, but to be completely playable would require code; you will likely also run into interface issues since it wasn't designed for it (such as the drop-down faction selection menus). The game engine curren...  [Read More]
Posted in: Rebellion Ships - Launching fighters?
 Darth_Torpid-PG
02-24-2006, 6:11 PM
#30
Aww... guess not its official that the rebel ships were never fitted with spawning locations :/ Thanks for the info though... I suppose the attachment bones are hardcoded? Or are they available somewhere? The attachment bones are all listed in the...  [Read More]
Posted in: Rebellion Ships - Launching fighters?
 Darth_Torpid-PG
02-23-2006, 7:56 PM
#21
You are missing the spawn bone for the fighters - all empire ships have a SPAWN_00 bone that is used as a spawn location. If you replace an existing hard point with a fighter bay, you will also need to make sure you change the spawn bone name to one...  [Read More]
Posted in: adding pirates?
 Darth_Torpid-PG
02-23-2006, 8:22 PM
#2
All you need to do is add tags for each object you want to create on the planet. You should see samples of this in other campaigns, but here's a sample: <Starting_Forces> Pirates, Hoth, Pirate_Frigate </Starting_Forces> In this case, th...  [Read More]
Posted in: New Planets
 Darth_Torpid-PG
02-23-2006, 8:15 PM
#4
Once you create the planet in PLANETS.XML you also have to add it to the <Locations> tag within a campaign file for it to show up on the map....  [Read More]
Posted in: Campaigns & Planets
 Darth_Torpid-PG
02-23-2006, 8:13 PM
#5
The tag you are looking for is <Locations> The first thing in this tag will be Galaxy_Core_Art_Model followed by the planets you wish to appear in the campaign. Following this tag will be all the trade routes (defined in TradeRoutes.XML). If...  [Read More]
Posted in: [GC]Start with only one planet
 Darth_Torpid-PG
02-23-2006, 9:07 PM
#32
A tip for tech levels: Rebel tech level is measured 0-4 in the XML, while Empire tech level measures 1-5. Same number of levels, different numbering. Think it as the Rebels tracking tech lists rather than the tech level. So if you set the Empire tec...  [Read More]
Posted in: Bombing Runs
 Darth_Torpid-PG
01-19-2006, 4:34 PM
#2
You only get one squadron of bombers at a time, but AA units/turrets can destroy incoming bombers. Since your number of bombers in space is finite (for the most part), once they are all gone, no more bombing runs....  [Read More]
Posted in: To the Devs: a question about multiplayer
 Darth_Torpid-PG
01-19-2006, 1:19 PM
#6
The demo doesn't explain this, so here goes: Will multiplayer be 1 on 1, or will it be team v team? 1 on 1 I bet is in, but is team v team? That would be just awesome. Say 4v4 this lets commanders talk and communicate and coordinate attacks etc. w...  [Read More]
Posted in: Feedback Welcome
 Darth_Torpid-PG
02-03-2006, 1:02 PM
#77
Now that the game has gone gold, are you Petroglyph guys still interested in feedback from the demo and/or the early days of the full game, possibly to incorporate into major or minor patches, expansions, et cetera? I liked the demo a great deal and...  [Read More]
Posted in: Feedback Welcome
 Darth_Torpid-PG
01-18-2006, 7:00 PM
#17
I should point out a few things, since it seems they are coming up a lot: 1) The Demo is actually from early last month's build, so a lot has been fixed/added/balanced since that time. 2) The build times and galactic fleet movement speeds have been...  [Read More]
Posted in: Feedback Welcome
 Darth_Torpid-PG
01-17-2006, 6:44 PM
#1
Hey guys! We here at Petroglyph are very interested in hearing your feedback and suggestions after playing the demo. Remember that the demo is only a very small slice of Empire at War - there is much more in the final product that we didn't have roo...  [Read More]
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