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Firstly, you'll need to locate the mods folders; they'll be wherever you installed steam to - which should be your C drive - from there you go into SteamApps, Workshop and then content. Empire at War is stored in 32470, presumably being the 32470th game added to steam, with Thrawn's revenge being 1125571106. A quick way to know what folder to look for is to visit the game or mods page on steam or your browser, the numbers will be present in the URL.
Now that we've found the mods files, we need to find where units are stored. Click Data (which should be the only folder), XML and then Units. We're looking for Imperial_Vehicle_Companies, which handles buildable ground vehicle companies for the Empire and the warlords.
It's at this point that I suggest you have either Notepad++ or Microsoft visual studio installed. Both are free and great for this sort of thing, but you can use normal Notepad if you don't feel like you're gonna make a ton of changes.
Opening up Imperial_Vehicle_Companies, we need to navigate down to the AT MP Company, you can use find (Control + F) or - if you have Notepad++ or Visual Studio - just go down to Line 259. This will show us the AT-MP Company that we're looking to change.
The first values you need to change is;
On Line 286 (Starting with <Required_Special_Structure>), add in E_Ground_Light_Vehicle_Factory. You need to separate it with a | so the games knows not to expect two structures.
It should read something like A_Ground_Light_Vehicle_Factory | E_Ground_Light_Vehicle_Factory | KDY_HQ | KDY_Branch - the exact order of structures doesn't matter.
The second value you need to change is:
On Line 298 (Starting with <Affiliation>), add a comma after Authority then type in Empire. This allows the game to add the ATMP to the build options for the Empire and - in conjunction with the above change - make it buildable at a Empire Light Vehicle Factory and the two KDY Corporation buildings.
It should read something like Eriadu_Authority, Empire - again, order doesn't matter here, you just need a comma separating the two.
If you want to prevent Eriadu from building them, just remove their name from affiliation and their factory from required special structures, although they'll probably get some via starting forces being generated.
If you would like any other help, I'm more than happy to provide further aid, but I don't know much beyond changing build options and adding in escorts/fighters.
Since you pointed me to the discussions-section...
I do know most of the above - but what does the 'political control'-field do??
( plus the squadron-capacity one, which you have always set to 40, as it seems... ? )
Btw, something that did confuse me _long_ ago - for people who might not know it yet... : The " | "-sign in your above statements actually reads as "or" (which is why the order doesn't matter) .
Squadron capacity also seems to do nothing going off my research, again probably a cut feature reminiscent of Rebellion. Those are both guesses however, I could be incredibly wrong.