Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.

xml assistance please

Page: 1 of 1
 jf3000
03-01-2006, 7:23 AM
#1
I have looked on this forum, and being a beginner, is there a tutorial on how to exactly edit a xml file? Using the extractor tool, I have extracted the files to a directory, now is it as simple as editting the appropiate xml file, then placing that xml file e.g. Uniqueunits.xml into a new directory in the GameData folder called Xml

Is this correct?

Thank you.

Jf3000
 Three60
03-01-2006, 7:26 AM
#2
http://www.lucasforums.com/showthread.php?t=161131)

It's actually the third sticky.
 jf3000
03-01-2006, 7:32 AM
#3
Thank you.
 jf3000
03-01-2006, 7:40 AM
#4
Question, if I open the file Groundcompaniesempire.xml and do a search for Population_Value and change the 1 to 50 what does that mean?
 Bob Lion54
03-01-2006, 7:45 AM
#5
Population value is how many units it counts as towards the population cap. Its why the capital ships count as more than one unit.

If you changed it to 50, you would only be able to have a few units before you ran out of space.
 jf3000
03-01-2006, 7:58 AM
#6
Hmmm im confused, please explain, I have editted this file Groundcompaniesempire.xml and replaced all the pop caps as : <Population_Value>10</Population_Value>

Have I done this correctly?

Load game and cant place any units at all, can you explain this please, or how I can place more than 8 units or however many 8 is referred too please? Thank you.


Is there a list if what each file does? e.g. does this file Groundcompaniesempire.xml let me increase the population limit for the empire?
 Bob Lion54
03-01-2006, 8:11 AM
#7
AH! I see. I never played with the file, but I think I was basically correct.

Sinse you can only have a max of 10 ground units at a time, this number tells the game how the unit counts against the pop cap for the battle. When you made it 10, you filled the cap with one unit. ( I believe, I haven't tried it out.)
 jf3000
03-01-2006, 8:13 AM
#8
So what is recommended to place the pop cap at, so I can have unlimited units on the ground for the empire? Also what about the build time of a at-st, how to reduce that so its built asap?
 PredatorFIN
03-01-2006, 8:25 AM
#9
I'm not sure about the pop cap, but you can change the build time of at-st's by changing the line <Build_Time_Seconds>40</Build_Time_Seconds> of "Imperial_Heavy_Scout_Squad" in GROUNDCOMPANIESEMPIRE.XML
 jf3000
03-01-2006, 8:46 AM
#10
Need to work this population cap out because im changing the value and I cant place any units down??
 HomoUniversalis
03-01-2006, 9:10 AM
#11
You'll want to change it to zero, if you want to be able to place infinite units in land, or space combat.
 Three60
03-01-2006, 9:47 AM
#12
It's either zero or it can't be done. Since it has to do with what command post you have on ground battles for how many units we can have in at once, and we can't edit maps. And if you set unlimited on Space, won't the game just slow down from too many units?
 Jan Gaarni
03-01-2006, 10:21 AM
#13
If it is possible to do, then setting the value to 0 would result in unlimited units on the ground.
Example: <Population_Value>0</Population_Value>
 HomoUniversalis
03-01-2006, 11:03 AM
#14
Yes, it is possible to do. I'm playing a game with one tenth of the infantry health, and infinite units on the ground. I'm thinking of making a balance mod that will have the 1/10 infantry health, 0 population cap for infantry and perhaps increased prices of tanks (et cetera). Personally, I like it this way. I can drop down several batallians of stormtroopers, with a bit of support by armorded vehicles. If I'm being plagued by, say, airspeeders, I drop down AT-AA.
 jf3000
03-01-2006, 12:18 PM
#15
Where is it that changes the build time, build amount for the at-st's, and at-at's?
Page: 1 of 1