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Yeah, it does make sense to just check when creating a flight. If the ships' difficulty was hardcoded (e.g. ship X = easy difficulty) then they would have to duplicate that ship for the other difficulties as well.
I'm not a fan of sniping (too impatient to wait), but I think torpedoes are ok. They're expensive and hard to collect many so it's no problem if they have long range. I'll still be replacing LRMs though, I'm not sure if many people use them. I think I can write a better explanation on making missiles instead of just changing existing entries and I've started modding the explosions as well. Mainly the colour - it feels more fun with different coloured explosions from different missiles :) Edit: ...and heeere we go! I finished editing the missiles, did everything in one shot, haha. Should be no problems, it was mostly a copypasta job with only a bit of editing. I modded all the LRMs into short range cluster missiles (range 150). Screenie #1, AI is using the new missiles just fine. Screenie #2, love the devs, changing the explosion flare colours is a simple matter of editing RGB values in a script. Gimme a while to put together all the files I modded. |
Hello, I'm kinda new to this, but I've managed to remake couple of things (I'm familiar with Carcasses, ShipDescriptions, Modules etc.), I've added Liger (thx very much for that) - replaced 2 system modules with TurretGK ones, made new destriptions for them but when I try to add them to the stations, my game crashes every time I dock with station. so I'm doing something wrong.
__All_guns ={"HC1","HC2","HC3","HC4", "VC1","VC2","VC3","VC4", "LC1","LC2","LC3","LC4", "PLC1","PLC2","PLC3", "PC1","PC2","PC3", "RG1","RG2","RG3", "THC1","THC2","THC3","THC4","THGK1", "TVC1","TVC2","TVC3","TVC4", "TLC1","TLC2","TLC3","TLC4","TLGK1", "TPLC1","TPLC2","TPLC3", "TPC1","TPC2","TPC3","TPGK1", "TRG1","TRG2","TRG3","TRGK1", "CG1","CG2","CG3","CG4", etc etc etc.. Question1: Should I add them to one of those ShopModules ={....}; too? I've added some numbers to the same lines in InitTradeSystem.script: 0,0,0,0,0,0,0,0, -- THC,TVC to 0,0,0,0,0,0,0,0,0, -- THC,TVC 0,0,0,0,0,0,0, -- TLC,TPLC to 0,0,0,0,0,0,0,0, -- TLC,TPLC 0,0,0,0,0,0, -- TPC,TRG to 0,0,0,0,0,0,0,0, -- TPC,TRG those are lines from local NShop_fish - but I've added them to all other shops too I don't know if I'm doing it right, adding them to the same existing weapon type (plasma to plasma turrets etc), but I don't know what would actually completely new line do.. Btw those turrets are working when I add them to InitTeamScript, but it's no fun to add things this way. Question2: Is it possible to add Tractor Beam to fighters? I've added one to my custom Stormcrow (otherwise it has just 1 more system slot and better stats - I gave it to Patrol teams too, instead of their Stormcrow_mk2_pat0) but it doesn't work, maybe I just need to add some [X,Y,Z] outside of the fighter, not 0,0,0 as I used :). It may be restricted by the game.. dunno I really like patrol colors and emblem, too bad they don't have any Lion cruiser, I would steal that texture for Liger :cool:. I am really lame in graphic editors, so I can't make new one and thanks for all info about modifying, btw it would be nice to post here IMD, INI, texture and carcass files of those great newest fighters of SW2, I'd like to fly that cool shark-like fighter, but now I don't even remember it's name (I got SW2 borrowed from a friend some 3 years ago) |
Can't really help you here as I'm digging around a completely different set of scripts, but when the game crashes you might find some useful info in LOGfile.txt. There's also a ScriptErrors.log but I've never actually seen it contain anything.
Didn't buy or get to play SW2 but iirc Goblin Wizard added 4 ships from there into this mod. They're okay but kinda skimpy on the system side :) Good luck! |
error: attempt to index local `_market' (a string value)
<string "DATA/Scripts/include/FloodTradeStations.scr...": line 294> hmm but that line contains just: function AddModules_Chance(_market, _good, Chance, maxn, _sell, _bye) and I really don't know what's wrong in it, i haven't even changed it.. btw now I can't even enter any market :(. that confirmation of docking doesn't appear.. but last time I was able to dock, one of those major caliber turrets was buyable, but when I undocked and docked again at the same station, BAM! crash.. |
for new modders:
don't add too much maneuvrability to ships, coz it's bugging them (they are spinning like crazy even when flying straight - and while they are spinning they can't move, so... I would say max 450 for fighters and 100 for capital ships) I now use these stats for mothership: mass 120 000 maneurability 3 steering_power 13 500 I have a theory that fighter with 700+ maneurability (shown one, not that one in carcasses) is an excellent target for enemy fire, since it doesn't move at all in combat, it just turn in 1 place and fire, if there is enemy within weapon range. |
Pilots with high piloting skill + maneuverability system modules can reach a pretty high number; I'm quite sure I've seen 400+ rating towards the endgame (most skills maxed, high end ships), and I don't normally use maneuverability modules either.
What's the current base highest maneuverability value for non-modded SW3 ships, 245? I think you can safely push it to 300+, but 450 sounds very high. Capital ships shouldn't be too agile but that's just my opinion :) Good luck. |
yea, my butcher (made of Viper's) has 300 maneuvrability and it flies like a giant hornet :D
btw I've found my mistake, I shouldn't have modified InitTradeSystem at all, just add new stuff to __All_<module type> and to ShopModules. This time it's working and I can buy major caliber turrets in every FTU market, though I will have to find out how to give just laser turrets to InoCo, plasma to USS, kinetic to MSF and particle to NESF.. (I have to find out if it hasn't overwrote classic major caliber guns, though. but anyway, I won't use 1st generation major caliber guns, so I don't really care in this case) then I'll modify all heavy cannons (I mean kinetic, both for fighters and turrets), because they are simply horrible compared to any other weapon type. Maybe faster bullets or less dispersion will do. hehe, it's fun fighting Corsair - I've accidentaly gave him Liger :grin: |
"maneuverability" is only an additional modifier. Maneuverability showed in the ship info screen are based only on "mass" and "steering_power".
It's worth to know that perks which modify maneuverability work only with "steering_power" parameter (the same for modules). Look into perkDispatcher.script: Code:
function ModifyShipSteeringPower(pilot, steeringPower) |
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I'll leave the ship modding to you guys :)
@Goblin Wizard: I read that Aleksty at StarRover forum mentioned MultiRocket so I'd like to help tackle that. However, inside \Data\XMLSchema\ folder, Rockets.xsd does not include MultiRocket in the xs:choice list. There is a definition for it in AllModules.xsd though, on line 246. I wonder if we can simply add an xs:element line for it into Rockets.xsd. As always, \Data\Game\Modules.xml contains one entry on line 4862: MultiRocket name="MRT". (I love this file, I'm glad the devs didn't clean it up :-P ). It's pretty much the same as other rocket entries except for the addition of a rocket_slots tag. Most likely this determines how many rockets defined in the RocketParams section are produced per launch. Actually this is what I was aiming for, instead of the workaround using MIRVs (separate launch from start, unlike MIRVs which launch single then separate later). This may produce more individual missile behaviour because the MIRV warheads mostly cluster together (as you can see from my "fireworks" screenshot). - As to Aleksty's suggestion, if adding it to the schema works then I have a strong feeling that simply assigning a MIRV type to rocket_name in the rocket_params section should make this a multiple-MIRV launcher, each of which in turn will spread into multiple warheads. I'll test this out as soon as I can, it's nearly 1:30am here lol. Edit: Haha, I found a lovely picture for a pilot. It was inevitable, really - ever since I played the original Star Wolves I just knew the scouter-wearing Nappa would have to make an appearance. Enjoy xD |
I was using
http://img231.imageshack.us/img231/9929/homers.jpg but your pilot is cool too :grin: btw I've tried to convert big guns to missiles and missiles to big guns, and it's really easy in that IMD editor, just ChangeWeaponType and play, you don't even have to modify hard point coords, and it looks quite nice. (tried on my Butcher - both right side weapons turned into rocket lauchers) I wonder if missile launcher turned backward would shoot missile at the fighter chasing you or stuck till your main target is behind you.. gotta try it somewhen. I've finished 3 storylines (MSF, NESF, Alex), gotta try Triada next time, but I don't know what to do to get to InoCo storyline (coz SAM shoot down Dickens and I end up with Alex..) or USS (dunno if it exist). My fingers ache right now (lot of Ctrl+C/Ctrl+V while making descritions for all 12 major caliber turrets, replaced most _pl0 with _pat0 coz I simply love those textures, such a pity it's not made for all models), so I will probably just play for a while and I'll start modding when I finish next storyline Maybe I'll start with Ramadanta and replace it's turrets with major caliber turrets, and I will have to make a brand new INI file because she doesn't have any now + gotta try to fix hangar bay (game crashes when you release some fighter). -seem I can't conver turret into major caliber turret, or even add new major caliber turret in that IMD editor. There is no such option :( |
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