Players command either the Imperial or Rebel forces and engage the enemy in space and on land, while boosting their own economies and building units and support buildings. What I can tell you is that you can ask for help on the Petrolution subforum at Revora. Set loosely between Revenge of the Sith and A New Hope, Star Wars: Empire at War is a strategy game spread over the Galactic Empire. Have I misunderstood how to use the editor? What's going on? Sorry, but I haven't modded Empire at War in any capacity so far, I only keep a large personal archive of the official releases for many games (including the XMLs I linked to you) and I was aware of the tool used because it's primarily used for the Command & Conquer games that I have a lot more experience in. That text definitely hadn't been there when I checked the file again just before saving and launching the game, and this keeps happening. When I tried to launch the game it crashed, I went back to the editor to look at the file, and for some reason a whole bunch of text from the GAME_CONSTANTS.xml had been copied onto the start of it. I used the editor to unpack the HARDPOINTS_UNDERWORLD.xml, I then converted it to notepad to edit it, changed the lasers on the Interceptor Frigate to Mass Drivers, re-converted it back to xml, copied it into the editor, deleted the original file, and saved. The price will rack up depending on the units in your fleet, the size of your fleet, and how many Corrupted planets you're trying to bribe past.Wethewax: I'm really sorry to keep bothering you, but something weird is happening that I just can't explain. Finally, if the Consortium is trying to travel from one planet to another, and needs to get past an enemy Corrupted planet to do it, instead of fighting their way through, they can bribe their way to their destination. Corrupted planets show more of the Galactic Map, allowing for expansion of Consortium space. In addition, Corruption shows the enemy's ground and space units, as well as their space stations, satellites, structures and tactical land layout. All Corruption options allow Defilers to sabotage space satellites and ground structures, destroying them for a price, and the Defiler's consumption. Enslaved units are produced by the Consortium on any planet with a Consortium Palace.Ĭorruption gives not just the above mentioned bonuses. This option only requires a Defiler and credits to open. This stolen technology greatly expands the firepower of Consortium units that apply. Also, if the enemy removes Corruption, the enemy is removed from the planet and all enemy facilites are destroyed.īlack Market operations require a Defiler and Credits, but also a Consortium Hero to purchase technology. This operation allows indigenous populations fight for the Consortium. The result is no enemy garrisonned units from a station, enemy ships, or ground facilities are spawned.Ĭorrupt Militia only requires the Defilier and credits. A Racketeering operation results in additional daily income.īribery only requires the Defiler and enough credits to commit. I wonder if you can help me a little more though, because there are several things I don't understand. Racketerring requires only the Defiler to corrupt and several mercenary assault squads. PlokiteWolf: If you need FoC XML files, they are here, updated for patch 1.1: Thank you. A succuessful battle results in a large credit bonus. Kidnapping requires a land tactical battle and a Consortium Hero. A successful battle results in a daily credit bonus and usually an enemy ship, such as an Aclamator or a Marauder Missile Cruiser. Piracy requires a space tactical battle and a Consortium Hero. A successful corruption results in the permanent loss of that planet's special ability. Intimidation requires a land tactical battle and a Consortium Hero. Here is a brief overview of corruption types: Corruption Types are Intimidation, Piracy, Kidnapping, Racketeering, Bribery, Corrupt Militia, Black market, and Slavery operations.
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