STAR WARS:  EMPIRE AT WAR
XML EDITING GUIDE

*Fixed Characters* - V1.01

This process allows you to edit the .xml game files of "Star Wars: Empire
at War".  Save backups just in case you screw up!

REMEMBER:  Read this entire guide down to the bottom before trying anything.
That way, you'll be able to get a good idea of what you want to do, and you'll
see the warnings and tips in there.

The example lines are from the named XML files in the "XML" folder in "Star Wars
Empire at War" The default address on the hard drive is:

C:\Program Files\Lucasarts\Star Wars Empire at War\GameData\Data\XML

Any xml file can be opened with internet explorer, you can click
on lines with a - or + by them to open or close sections.  To
actually edit them, you'll need to use a basic text editor like
windows notepad.

Any line beginning with <!-- is usually a note left for programmers and
editors, often with the purpose of explaining anything important about
a line; like this one:

<Space_Retreat_Off_Map_Dest_Pos>12000.0, 12000.0, 0.0
</Space_Retreat_Off_Map_Dest_Pos>
- <!--  WARNING: For some reason, non-0.0 Z can cause problems? -->

**Factions.xml**
<Skirmish_Land_Bomber>Y-Wing_Bombing_Run</Skirmish_Land_Bomber>
    -Determines what unit is used in a bombing run for the faction

<Space_Tactical_Unit_Cap>25</Space_Tactical_Unit_Cap>
    -Determines the maximum unit cap for the faction, too many will
       eventually kill the framerate and crash the game during major battles,
       50 or 75 is a good number, but you may not even feel like changing this
       number. You'll find out why later on.

<Space_Retreat_Countdown_Seconds>5.00</Space_Retreat_Countdown_Seconds>
    -Determines the countdown time when retreating

<Space_Retreat_Units_Damaged_Mod_Factor>4.0
</Space_Retreat_Units_Damaged_Mod_Factor>
    -The multiplier for how much damage space units take during the retreat
       countdown.  In this example, units take 4x more damage.  Change to 0 to
       make your units invincible while retreating, or if you always play as
       one faction, change the value for another's to be 10x or more to quickly
       annihilate what's left of them when they retreat

<Land_Retreat_Countdown_Seconds>5.00</Land_Retreat_Countdown_Seconds>
    -Same as for Space_Retreat... but applies to retreating from a land
       skirmish

<Land_Retreat_Units_Damaged_Mod_Factor>2.0
</Land_Retreat_Units_Damaged_Mod_Factor>
    -You guessed it - Same thing as before for Space_Retreat... but applies
       to land skirmish

<Garrison_Reinforcement_Delay_Seconds>20.0
</Garrison_Reinforcement_Delay_Seconds>
    -Sets how many seconds between buildings releasing their garrison
       (i.e., a barracks releasing rebel troopers every 20 seconds,
       in this example)




**Squadrons.xml**
<Encyclopedia_Good_Against>TIE_Fighter TIE_Bomber</Encyclopedia_Good_Against>
    -Sets what units the named unit deals extra damage against (max. of 3).
       Only tells the game what to display in your popup information window for
       "Good against" and "Vulnerable To".  To actually change what it's good
       against, you'd need to change the Armor_Type and Shield_Armor_Type to
       one that corresponds to that already (like give the Empire's SSD the
       same weakness to Corvettes by changing the values in these lines:

<Armor_Type>Armor_Star_Destroyer</Armor_Type>
<Shield_Armor_Type>Shield_Capital</Shield_Armor_Type>

       to the values in these lines:

<Armor_Type>Armor_Fighter</Armor_Type>
<Shield_Armor_Type>Shield_Fighter</Shield_Armor_Type>

<Encyclopedia_Vulnerable_To>Tartan_Patrol_Cruiser</Encyclopedia_Vulnerable_To>
    -Sets what units the named unit is dealt extra damage from

<Is_Escort>Yes</Is_Escort>
    -Sets whether or not a unit can guard other units (yes or no)

<Autoresolve_Health>200</Autoresolve_Health>
    -Sets how much health the unit has in an autoresolved battle.  You see,
       the way autoresolved battles work is the autoresolve health of both
       sides is added up.  The total health of one side has the total <Damage>
       value of the other side's units subtracted from it.  The same goes the
       other way around.  This is how, on the rare occasion, you'll win the
       battle, but both you and the other faction lost ALL of your units.  This
       would be because the total damage dealt by each faction was more than
       the total Autoresolve health of the other.  It's a bit more complicated
       than that, but that's as far as I'll go.

<Damage>30</Damage>
    -Sets how much damage the unit does in an autoresolved battle.
       See above explanation.

<Build_Cost_Credits>200</Build_Cost_Credits>
    -Sets how many credits you have to spend to build the unit

<Build_Time_Seconds>10</Build_Time_Seconds>
    -Sets the build time for the unit in seconds

<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
    -Sets whether or not it's part of the queue for space units

<Build_Initially_Locked>Yes</Build_Initially_Locked>
    -Sets whether or not the unit must be researched/stolen when tech level
       is reached

<Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
    -Sets whether or not the unit can be unlocked by R2-D2 or Researched

<Slice_Cost_Credits>2000</Slice_Cost_Credits>
    -Sets what the slice cost is if the build is initially locked, and can
       be unlocked by slicer (R2 or Research).

<Tech_Level>0</Tech_Level>
    -Sets the tech level unit becomes available, for Rebels 0-3, for the
       Empire 1-4

<Required_Star_Base_Level>2</Required_Star_Base_Level>
    -Sets what space station level is required to build the unit, you can set
       it to 0 to never have to build a space station to build space units

<!-- <MULTIPLAYER SKIRMISH VALUES BEGIN> -->
 <Tactical_Build_Cost_Multiplayer>700</Tactical_Build_Cost_Multiplayer>
 <Tactical_Build_Time_Seconds>18</Tactical_Build_Time_Seconds>
 <Tactical_Build_Prerequisites />
 <Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
<!-- <MULTIPLAYER SKIRMISH VALUES END> -->
    -This block is (obviously) for Multiplayer Skirmish mode.  There's the
       build cost, build time, prerequisites, and production queue.

<Population_Value>1</Population_Value>
    -Sets how much of a population the unit takes up (fighters squadrons are
       always 1, which is what this is).  You can set it to 0 for an unlimited
       number of the unit in a battle.  Just don't put too many in any one
       fleet or you'll crash the game when you enter battle.




**SpaceUnitsFighters.xml**
<Scale_Factor>0.7</Scale_Factor>
    -Sets the scale factor of a unit from the model size to the actual
       in-game size.  You can put your own notes out there to say what it
       originally was before you changed it so you can experiment and get an
       idea of scale, like this, for example:
<Scale_Factor>1.2</Scale_Factor>  <!--originally 0.7-->

<Max_Rate_Of_Turn>2.5</Max_Rate_Of_Turn>
    -Sets how fast a unit can turn (not sure what the scale is, play around
       with it and get your own idea of what it means for a unit to have a
       value of whatever)

<Hyperspace_Speed>1.0</Hyperspace_Speed>
    -Sets how fast a unit goes from planet to planet in the Galactic View,
       groups of units only travel as fast as the slowest unit, a higher number
       mean faster speed

<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
    -If you've read down this far, you probably know what it is by reading
       its name.  If you're just not good at this yet, it means the required
       ground base level for producing/building the object.

<Shield_Points>25</Shield_Points>
    -Sets how many shield points the unit has (set to -1 for infinite)

<Tactical_Health>40</Tactical_Health>
    -Sets how much health the unit has in a battle (not autoresolve, set
       to –1 for unlimited health)

<Shield_Refresh_Rate>3</Shield_Refresh_Rate>
    -Sets how fast the shields regenerate (every 3—4 seconds)

<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
    -Sets whether or not a fighter can spin away & explode, or just blow up

<Spin_Away_On_Death_Chance>0.4</Spin_Away_On_Death_Chance>
    -Sets the chance of a fighter spinning away if the previous line is Yes.
       In this example, the fighter will spin away 40% of the time, or 0.4/1.
       Set to 1 to always spin away on death. This only applies if the fighter
       has <Spin_Away_On_Death> set to Yes.

<Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time>
    -Sets how long the fighter will spin away before exploding (who knows
       what the little "f" on the end is for.  This only applies if the fighter
       Has <Spin_Away_On_Death> set to Yes.




**Hardpoints.xml**
This hardpoint is an ARC-170's hardpoint, from the "Conflicts in Space" mod
<Type>HARD_POINT_WEAPON_TORPEDO</Type>
    -Tells what type of weapon is fired from the hardpoint (in this case,
       a proton torpedo).  Available text for this variable is:

HARD_POINT_WEAPON_TORPEDO
HARD_POINT_WEAPON_MISSILE
HARD_POINT_TRACTOR_BEAM
HARD_POINT_FIGHTER_BAY
HARD_POINT_SHIELD_GENERATOR
HARD_POINT_ENGINE
HARD_POINT_WEAPON_LASER
HARD_POINT_WEAPON_ION_CANNON

<Projectile_Damage>30.0</Projectile_Damage>
    -Tells how much damage the hardpoint's shots do.  Change this to whatever
       you so desire!

<Fire_Min_Recharge_Seconds>4.0</Fire_Min_Recharge_Seconds>
    -Tells the minimum time in seconds that will pass before the hardpoint
       will fire again.  Setting this and the one below to 0 would cause the
       hardpoint to fire continuously, making for much more realistic gameplay.

<Fire_Max_Recharge_Seconds>5.0</Fire_Max_Recharge_Seconds>
    -Tells the maximum time in seconds that will pass before the hardpoint
       will fire another round

<Fire_Pulse_Count>7</Fire_Pulse_Count>
    -Tells how many times to fire in one round (between recharges)

<Fire_Pulse_Delay_Seconds>1.5</Fire_Pulse_Delay_Seconds>
    -Tells the time in seconds between shots in a round

<Fire_Range_Distance>2400.0</Fire_Range_Distance>
    -Tells how close a hostile unit must be before the hardpoint will fire,
       though it still has to be able to see the enemy to fire.  Set to -1
       (infinity) to be able to fire at any visible unit on the map.

<Attachment_Bone>RightSideHP15</Attachment_Bone>
<Collision_Mesh>RightSideHP15</Collision_Mesh>
<Damage_Decal>HP_F-L_Blast</Damage_Decal>
<Damage_Particles>HP_F-L_EmitDamage</Damage_Particles>
<Death_Breakoff_Prop>Hardpoint_Breakoff_Jedi_Cruiser_FL</Death_Breakoff_Prop>
    -Attachment_Bone, Collision_Mesh, Damage_Decal, Damage_Particles, and
       Death_Breakoff_Prop must correspond to the proper locations on a unit
       if you want to switch hardpoints between units.  Unless you somehow know
       the names to all the attachment bones and collision meshes, don't mess
       with these lines or the hardpoint will simply no longer be present on
       the unit.  And I know you don't want that...

<Is_Targetable>Yes</Is_Targetable>
    -Sets whether or not the hardpoint can be targeted and shows up on the
       ship as a hardpoint.

<Is_Destroyable>Yes</Is_Destroyable>
    -Sets whether or not the hardpoint can be fired upon to be destroyed, or
       remains on the unit until all the destroyable hardpoints have been
       destroyed and/or the unit's health is at zero.

<Fire_Cone_Width>170.0</Fire_Cone_Width>
<Fire_Cone_Height>150.0</Fire_Cone_Height>
    -These two values set the range of motion that the hardpoint can fire, I
       think you can set them to 360.0 to allow them to fire in any direction

<Space_Layer>Capital</Space_Layer>
    -Tells what layer the unit is in; I think some of the layers are Capital,
       Fighter, Frigate, Super, StaticObject, Land, and None.  I think there
       may be others, and some of the ones I've named may not exist, but play
       around with it and see what's what.  (That's how I learned all this,
       after all!)




**GroundInfantry.xml**
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
    -Sets whether or not the unit is visible on radar.  A variant for
       exceptionally large vehicles like the SSD & SD would be the next line

<Visible_On_Radar_When_Fogged>true</Visible_On_Radar_When_Fogged>
    -Tells if you can see a unit on the radar even if it's in an area of
       Fog Of War.  Again, if you always play against one specific faction,
       you can paste this line somewhere below either this line:
<Dense_FOW_Reveal_Range_Multiplier>0.24</Dense_FOW_Reveal_Range_Multiplier>
       or the line that tells damage, which is <Damage>60</Damage> for every
       single unit that belongs to the enemy. If the game crashes, just erase
       that line from the unit.  I've never tried it with land units, but it
       may work for them as well as it does for space units.

<Shield_Points>0</Shield_Points>
    -Tells how many shield points the unit has; again, -1 is infinite

<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
    -Tells the distance around the unit that the Fog Of War is revealed

<Targeting_Max_Attack_Distance>150.0</Targeting_Max_Attack_Distance>
    -Tells how close the unit must be to engage in hostilities

<Targeting_Fire_Inaccuracy>Infantry, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 10.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 70.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 15.0</Targeting_Fire_Inaccuracy>
    -The preceding block tells the unit's accuracy rating towards different
       units.  The lower the number, the more accurate the unit/hardpoint is
       towards that type of hostile unit.  In this example (from an Imperial
       Scout Bike), the rating for Air is 70.0, which means the unit will
       almost never hit an aerial unit (like a Snowspeeder), if it can even
       get close enough to fire.  However, it will almost never miss infantry.

<Fire_Category_Restrictions>Air</Fire_Category_Restrictions>
    -Taken from the same unit (speeder bike), this indicates that the unit
       cannot fire at aerial units.  To eliminate this restriction (and all
       restrictions) change the line like so:
<Fire_Category_Restrictions/>
    -This tells the game that there are no restrictions, and the unit can
       fire on any hostile unit, provided it's in range.  You can also add
       unit types to an enemy's stats, or make them very inaccurate towards the
       unit type that they're most effective against (heck, all other units!)

<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>
    -Indicates that the unit will be fired upon by anti-infantry turrets

<Is_Squashable>Yes</Is_Squashable>
    -Tells if the unit can be run over by a vehicle with legs or treads; a
       TIE Mauler can run over and instantly kill/destroy any unit that has Yes
       for this value.  Turning this to No would mean the unit can't be run
       over by any unit with the line <Is_Supercrusher>True</Is_Supercrusher>

<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>
    -Tells how close an attacking enemy has to be for the attacked unit to
       automatically move to attack the enemy;  i.e., an artillery unit fires
       at tanks from 900 units away.  The tanks, however, are set to only
       attack attacking enemies who are 500 units or less away, so they just
       sit there, unresponsive, until they blow up.

<Weather_Category>Infantry</Weather_Category>
    -Tells what category the unit falls under, i.e., what weather affects
       the unit's abilities.  The weather categories that are used are:
       Infantry, LargeWalker, Walker, Speeder, Flying, Tracked, and Hover.
       There may be more, though I haven't found any...
<Influences_Capture_Point>False</Influences_Capture_Point>
    -Tells whether unit can capture reinforcement points, set to True to
       enable the unit to do so

<Is_Supercrusher>Yes</Is_Supercrusher>
    -Determines whether or not the unit can run over enemy troops

<Max_Speed>0.25</Max_Speed>
    -The absolute fastest speed the unit can achieve

<Max_Rate_Of_Turn>0.02</Max_Rate_Of_Turn>
    -The absolute fastest that the unit can turn (this was for an AT-AT)

<Has_Land_Evaluator>True</Has_Land_Evaluator>
    -Determines if the unit looks for and is affected and bound by terrain
       (cliffs and rivers on land, asteroid fields and space stations in space)




**Planets.xml**
<Planet_Credit_Value>70</Planet_Credit_Value>
    -Tells how many credits the planet gives you per galactic day

<Planet_Destroyed_Credit_Value>6</Planet_Destroyed_Credit_Value>
    -Tells how many credits the planet gives you per day after the Death Star
       has destroyed it.

<Special_Structures_Land>3</Special_Structures_Land>
    -Tells how many land structures can be built, it can't go higher than 9

<Max_Space_Base>4</Max_Space_Base>
    -Tells the highest Space Station level that can be built above the planet

<Planet_Surface_Accessible>Yes</Planet_Surface_Accessible>
    -Tells whether or not the planet has anything on the ground (Bespin and
       asteroid fields have this set to No)

<Planet_Capture_Bonus_Reward>1500</Planet_Capture_Bonus_Reward>
    -Tells how many credits are awarded to the capturing faction when the
       planet is taken

<Additional_Population_Capacity>5</Additional_Population_Capacity>
    -tells how many additional units the planet adds to the population cap




**More on editing hardpoints**

First of all, to change or add hardpoints in any way, you need to modify both
the Hardpoints.xml file's entry and the XML file that contains the ship with the
hardpoint itself.  The main areas of interest (I'll use the Mon Calamari
Cruiser for my examples) in these two programs would be:

-The entry list of hardpoints on the Mon Calamari Cruiser:

<HardPoints>HP_Calamari_Cruiser_Weapon_FL, HP_Calamari_Cruiser_Weapon_FR,
HP_Calamari_Cruiser_Weapon_BL, HP_Calamari_Cruiser_Weapon_BR,
HP_Calamari_Cruiser_Weapon_ML, HP_Calamari_Cruiser_Weapon_MR,
HP_Calamari_Cruiser_Engines</HardPoints>

-and the entry itself for a hardpoint - the front left in this case (which,
 when viewed from above, is the left forward ion cannon on the cruiser),
 represented by the "FL" on the end of the Hardpoint Name

- <HardPoint Name="HP_Calamari_Cruiser_Weapon_FL">
 <Type>HARD_POINT_WEAPON_ION_CANNON</Type>
 <Is_Targetable>Yes</Is_Targetable>
 <Is_Destroyable>Yes</Is_Destroyable>
 <Tooltip_Text>TEXT_WEAPON_IONCANNON</Tooltip_Text>
 <Health>420.0</Health>
 <Death_Explosion_Particles>Large_Explosion_Space</Death_Explosion_Particles>
 <Death_Explosion_SFXEvent>Unit_Hardpoint_Ion_Death</Death_Explosion_SFXEvent>
 <Model_To_Attach>RV_MonCalCruiser_HP00_F-L.alo</Model_To_Attach>
 <Attachment_Bone>HP_F-L_BONE</Attachment_Bone>
 <Collision_Mesh>HP_F-L_COLL</Collision_Mesh>
 <Damage_Decal>HP_F-L_blast</Damage_Decal>
 <Damage_Particles>HP_F-L_EmitDamage</Damage_Particles>
 <Death_Breakoff_Prop>Hardpoint_Breakoff_MonCal_Weapon_FL</Death_Breakoff_Prop>
 <Projectile_Damage>40.0</Projectile_Damage>
 <Fire_Bone_A>FP_F-L_00</Fire_Bone_A>
 <Fire_Bone_B>FP_F-L_01</Fire_Bone_B>
 <Fire_Cone_Width>170.0</Fire_Cone_Width>
 <Fire_Cone_Height>130.0</Fire_Cone_Height>
 <Fire_Projectile_Type>Proj_Ship_Ion_Cannon_Large</Fire_Projectile_Type>
 <Fire_Min_Recharge_Seconds>3.0</Fire_Min_Recharge_Seconds>
 <Fire_Max_Recharge_Seconds>4.0</Fire_Max_Recharge_Seconds>
 <Fire_Pulse_Count>6</Fire_Pulse_Count>
 <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds>
 <Fire_Range_Distance>2000.0</Fire_Range_Distance>
 <Fire_SFXEvent>Unit_Ion_Fire</Fire_SFXEvent>
 <Fire_Inaccuracy_Distance>Fighter, 70.0</Fire_Inaccuracy_Distance>
 <Fire_Inaccuracy_Distance>Bomber, 70.0</Fire_Inaccuracy_Distance>
 <Fire_Inaccuracy_Distance>Transport, 70.0</Fire_Inaccuracy_Distance>
 <Fire_Inaccuracy_Distance>Corvette, 30.0</Fire_Inaccuracy_Distance>
 <Fire_Inaccuracy_Distance>Frigate, 1.0</Fire_Inaccuracy_Distance>
 <Fire_Inaccuracy_Distance>Capital, 15.0</Fire_Inaccuracy_Distance>
 <Fire_Inaccuracy_Distance>Super, 1.0</Fire_Inaccuracy_Distance>
 </HardPoint>

When just editing a hardpoint, first you need to figure out what you want to be
changing.  let's just make this current hardpoint very strong, and very accurate
towards frigates, capital ships, and super weapons (like the SSD).

The first step that you want to do: change the power.  To make the individual
shots more powerful, just change the <Projectile_Damage> value to 300, about 7.5
times more powerful than originally.  Don't forget to note what the original
damage was.  The line should now look like this:

 <Projectile_Damage>300.0</Projectile_Damage>  <!-- originally 40 -->

Okay, now for making it fire faster and longer.  You can change the value for
both <Fire_Min_Recharge_Seconds> and <Fire_Max_Recharge_Seconds> to 0, so it'll
never stop firing.  Another way to do the same thing would be to change the line
<Fire_Pulse_Count> to negative one so that, again, it would never stop firing.

You can make it fire anywhere on the map at any visible target by setting
<Fire_Range_Distance> also to -1, meaning unlimited range.

Now for accuracy.  To almost always hit the target, you can change the values
for every <Fire_Inaccuracy_Distance> number to 1.0 or 0.1, even.

As far as ADDING hardpoints goes, it's a lot more difficult.  All you can do is
copy an existing hardpoint, give it a different name, like the original's with a
_Secondary on the end of its name.  Here I go now with the example.

I want to add an invisible laser cannon to the front left ion cannon.  I can't
just put it anywhere I want, because there are attachment meshes and bones that
govern where hardpoints go and what direction they point (so the angle settings
can govern where it can fire).  You can only put hardpoints where there is
already an attachment bone and mesh in the model.  Seemingly, you can only put
two on the same point at a time, at least, that's what I've found.

Alright, step one, copy the hardpoint that you want to add a second one on. I'll
use <HardPoint Name="HP_Calamari_Cruiser_Weapon_FL">.  I'll change the name in
quotes to "HP_Calamari_Cruiser_Weapon_FL_Secondary".  Here are the lines in
order that need changing, I've already changed their variables.

 <Type>HARD_POINT_WEAPON_LASER</Type>
 <Is_Targetable>No</Is_Targetable>
 <Is_Destroyable>No</Is_Destroyable>
 <Fire_Projectile_Type>Proj_Ship_Turbolaser_Red</Fire_Projectile_Type>
 <Fire_SFXEvent>Unit_Turbo_Fire</Fire_SFXEvent>

Note that if you don't make sure that it's not targetable or destroyable, it
will glitch and become an invincible hardpoint that will never die.  Just also
make sure that the attachment bones and meshes match to the proper hardpoint
that you want it to be on.  When you do this, then congratulations!  You've just
added a hardpoint to your Mon-Calamarian Cruiser!  If it doesn't work, then try
another hardpoint, and make sure that the <Type> value coincides with the
<Fire_Projectile_Type> and <Fire_SFXEvent> so you can tell what it's doing.

The line <Damage_Type>Damage_Calamari_Cruiser</Damage_Type> tells what units are
weak to its firepower, so you can change this around to the damage type of, say,
a Y-Wing, making a super-effective anti-capital (ship) Mon-Cal Cruiser.

If you don't know the proper values for changing the type, just look around in
the Hardpoints.xml file for whatever fire type you're looking for, like
torpedoes, missiles, or even a hangar.  The hangars are different though, I'll
cover more on those in my next update to this Guide.  It's interesting, just
when you think you've covered it all, taking 5 hours to write a guide, you think
of something else you still didn't cover in it!  Wait until 2007, and if I
haven't updated this thing, I probably lost the whole computer in a catastrophic
hard drive failure and haven't gotten another one.  They happen a lot to me,
don't know why...





Tips for Editing:

-The computer I'm using is Windows 2000 with Service Pack 4, so I don't know if
this applies to everyone, but whenever I try to have a windows explorer window
running *and* an internet explorer window showing the XML file, the Windows
process called "explorer.exe" blows up after about 5 seconds of the two being
running at the same time.  To fix this, I just dragged the "My Computer" icon
into my start menu, so I can look through folders and select files from the
Windows start menu.  Handy feature.

-Remember to comment the variable's original value or status out to the side, so
that you can quickly find it and make changes.
Example line:
<Targeting_Max_Attack_Distance>550.0</Targeting_Max_Attack_Distance>
<!--originally 150.0-->
In that case, you would simply press Control-F (bringing up the Find window),
then search for "Originally" until you found the one referencing the line
<Targeting_Max_Attack_Distance>550.0</Targeting_Max_Attack_Distance>

-The reason -1 is infinite for health in this case is mainly because the health
of a unit would only drop down to 0 ordinarily.  When it hits 0, the game
destroys the hardpoint (or unit).  Since the health is already below zero, it
never hits the point where it's supposed to blow up.

-Remember to always save a copy of the original .xml file
BEFORE you make any changes.  When all else is lost, you can just restore the
original version.  I know you don't want to have to reinstall the game!

-When in doubt...take a wild guess!  (But note it or save a backup first)

-Any unit that has _E3 on the end of its name was only used for the demo of the
game (at E3, go figure) and isn't the unit used for the final game.

-Lastly, don't be afraid to be as devious as you want with this. After all, I
made all my fighters, bombers, snowspeeders, and troopers invincible, doubled
the hardpoints on most of my fleet craft, made all my units super-accurate and
super-powerful, quadrupled the FOW reveal and attack range of most of my units,
raised my unit cap to 75, changed fighter-sized units and land units to 0
population count, and gave my artillery units unlimited range!  That, coupled
with having made all my units 0 credits to build makes this game way more fun
than the designers ever thought possible!

After all, that's what cheating's all about - having more fun!

Hope the guide helped you out.  Have fun modding EAW!