Custom Galactic Conquest [Tutorial] (FAQ) (2024)

Well, I was talking to my friend Mr. Jedi, and he said he had a problem. He had to go sort out some problem on Manaan and fix relations with the Selkath and the Jedi, but he noticed that both he and Manaan were not loaded into the Galaxy map in Galactic Conquest. So he asked me if I could load, here he is,

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him and Manaan into the galaxy. And being the good sport I am, I agreed. So, let's get started.

1. The first thing I had to do was make a world. Let's call it CGC (Custom Galactic Conquest). So I opened up the visual munge and created it.

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2. Simple huh? The next thing I did was go to my addme, since the map needs to be loaded into the game.

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Now, I didn't want the map to show up in the instant action list, because Mr. Jedi has no need of that. So I'll delete most of the addme and just keep the part at the bottom. Like so.

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3. Now save that and exit back to your data folder, since the addme needs no more work. Now I followed Zerted's instructions from his 1.3 patch docs. So I made a new folder called shell in the data folder and put all of the necessary files from Zerted's docs into it.

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4. Next, I went into the shell folder. One of the files in there that was from Zerted was a shell.req. So I opened it and changed the names to what I wanted to use.

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And of course, you save and close.

5. Then I went into the folder called scripts. Both me and Mr. Jedi didn't want 1 as our custom GC, so we decided to change it to 7. And since the file name was 7, we had to do the same every time it was mentioned in the text document. So I used the replace function (crtl + h) in notepad to do so.

Then I continued on to change the topmost items to what I wanted. (Note: I did forget to take comment out dashed from the ReadDataFile, you need to delete those two dashes if you want the game to recognize the localize string.

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6. Once that is saved and closed, you open the start script (ifs_freeform_start_new.lua). Since Mr. Jedi is part of the Republic, I needed to change all the ALL to REP and all the IMP to CIS. Then I changed the planets at the bottom (since there is no endor clone wars, hot clone wars, etc.) to something more appropriate. And of course, I added Manaan to the list.

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7. Now came the difficult part. So difficult, that Mr. Jedi (even with the power of the force) was severely confused. So, open the init script (ifs_freeform_init_new.lua). At the very top, you again need to change the planet names and add the necessary planets to be in accordance with the start script. And since some of the planets we'll be using are currently deleted, we need to comment out or delete those lines so they can be loaded. I also had to comment out Kamino and star12 for the creation and appearance of Manaan.

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8. Scroll down a bit until you find the connection section. Once again, change the name of all the planets already there to the appropriate planets. And don't forget to add Manaan. It has to have planets connected to it as well as being connected to those planets. Scroll down a bit more, and here you find that you can change the localize string of the fleets, bases, as well as how much money you get from conquering the planet.

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9. Scroll down even more, and you can find the texture names associated with each fleet. We'll change those later. What I wanted to change was the base planet as well as the starting planets. I do know from testing, you must start out with your base planet. Trust me on it. Then I changed those accordingly.

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10. Well, I was done. But wait, Mr. Jedi wanted to travel to Manaan. And I had linked to to planets, but I hadn't actually created it yet. So I scrolled up a bit to the space above the connections part and below the deleting part. Here I used God-like power to create a planet.

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(Or simply typed a few lines). The last 2 lines talking about fleets are commented out, which is just my personal preference. If you put those lines back in, it will create two cruisers orbiting the planet, but nothing bad will happen if you don't.

11. Well, now the planet exists. But what about Mr. Jedi? Don't worry, I haven't forgotten about him. So, now onto the unit creation. First I want to specify the unit types. These can be changed but must be kept consistent with setup_teams.lua if you want it to run correctly. Here you can also change the unlock points of each class, as well as the cost of each successive fleet. At the bottom of the picture is a custom animation set. (I used Gogie's Revan animations) You follow the one there as an example and make sure they are all loaded in the side's shell (which is mentioned later on).

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12. I was now onto making Mr. Jedi himself. So right under the animation set lines, I put the unit information.

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You must always have information for both sides, and all the fields must be filled out. I decided to leave Mr. Jedi some friends, a soldier and pilot.

13. Now that you've finished making Mr. Jedi, you're probably wondering how to change his ship image and overall icon. Head back out to the shell.req and add these lines to it.

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14. Save and exit. Then I made a folder right next to the scripts folder called textures. In it I put two textures I had found that I wanted to use.

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One is to be his ship, and the other his icon. The icon needs to be all white with no background and I think 16x16.

15. But now that I had the textures, I need to load them. The seal_rep.tga will replace the stock one automatically, so no problems there. But as for the other one, I went back into the init script, scrolled to the bottom, and changed it accordingly.

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16. Now, go make a side called cgc. Make a cgc.req and a cgcshell.req. In the cgcshell.req, I need to load all the models and animations I referenced in my init.lua. So I made it look like this.

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Of course all those models and animations were in their correct folders.

17. Find the mission.req in the Common folder. Scroll to the bottom of it and change the mission scripts referenced.

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18. Make a req for the mission in the mission folder.

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19. Make a script for it in the script folder.

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20. Then I began to localize, because I like things having names.

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Use the reference strings from the init.lua to find the placement of each of these localizations.

21. Munge

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22. Above the munge is a folder called shell. Open it and run the munge inside of that (_Build\Shell). Once that is finished, go to the _LVL_PC folder and find the shell.lvl. Rename it approriately.

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23. Copy the custom_gc_7.lvl to SWBF2's data\_lvl_pc folder like so.

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24. Join Mr. Jedi in a fun Game of Galactic Conquest!

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For those of you needing reference, I have uploaded the data folder.
MediaFire

And don't forget to credit Custom Galactic Conquest [Tutorial] (FAQ) (1)
Credits:
Firefang - for spending a lot of time figuring this all out and writing this extremely long tutorial
Frayed Wires Mod Team - Support and helpful guessing

Custom Galactic Conquest [Tutorial] (FAQ) (2024)
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