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Rastix 04-03-2010 05:00 PM

Quote:

Originally Posted by Goblin Wizard (Post 153088)
I don't know why but FILETYPE MODDING doesn't work at all for me. It gives "unknown file type MODDING" in the log.

wait for 1.12

Goblin Wizard 04-03-2010 05:07 PM

Quote:

Originally Posted by Rastix (Post 153092)
wait for 1.12

Are you from dev team? Do you know something more about upcoming patch?

Nanaki 04-03-2010 07:42 PM

Just got done doing some playtesting... the convoys are very strong, and their loot fairly reasonable. My early-game group of Ternie, my main character, and the Mastiff can barely take down a Pirate convoy, and this is with my Mastiff equipped with Kali, Smog, and Tungsten as well as a single Helios turret and a Vindicator turret (Yay for Paymaster's loot!), my fighters were first generation excaliburs equipped with third generation equipment (Stronghold, Squall, and Avenger cannon). The Pirate convoy was very difficult to deal with none the less, and required a lot of luck and quite a few retries in order to finally take down.

Killed about 3 convoys, from the first convoy I got two Pirate Yaris, a bit dissapointing considering the difficulty... from the second convoy I got a Naginata and a Cleaner, also somewhat dissapointing but at least the Cleaner was an improvement on the Excaliburs I was using. From the third convoy I got a Black Stormcrow and a Gunslinger.

Other than the ships, I got nothing really noteworthy, a lot of vendor food (containers) and a LOT of S-32 Hellstorm rockets.

Overall, the difficulty and the loot seem very balanced, with even pirate convoys (being the weakest as they lack fifth generation fighters and generally are poorly equipped) being quite a challenge.

If any of you guys want, I can post the mod.

Goblin Wizard 04-03-2010 07:49 PM

What are you waiting for? Give us the link.:)

Nanaki 04-03-2010 08:07 PM

1 Attachment(s)
This should contain everything it needs to work, on top of adding convoys it also makes all stations in the universe indestructable (except those that have to be destroyed for plot/objective purposes). The reasoning for this is that, for one, theres not much reason to destroy stations anyway, and the second reason is that stations have a tendancy to accumulate damage, that cannot be repaired, due to AI colliding with them.

In addition, it also doubles the rate of spawning in the universe, and fixes some bugged spawns.

Rastix 04-03-2010 09:21 PM

Quote:

Originally Posted by Goblin Wizard (Post 153094)
Do you know something more about upcoming patch?

it's minor update
some mission bugfixed
modding option unlocked (filetype modding)

tsavo 04-04-2010 02:18 AM

Quote:

Originally Posted by Goblin Wizard (Post 153062)
the same as what?


you place "wav" file in the ..\Data\SOUND folder.
position is the source of the sound e.g.:

will make horning mothership at max volume :grin:. You have to place it in the right function or create own trigger to activate it.

if you want to add this to trade station dialog you can search dockstation.script for function: "__TradeStationDock_Ok". This function is executed when you click "V" when asked for docking. Function should look like this:


As example I've added horn3_2.wav that exists in the sound folder

for "X" there is function:
between these two lines you can add another sound.

busy dis week, will try later
thanks anyway:cool:

Goblin Wizard 04-04-2010 04:05 PM

Quote:

I don't know why but FILETYPE MODDING doesn't work at all for me. It gives "unknown file type MODDING" in the log.
Quote:

Originally Posted by Rastix (Post 153092)
wait for 1.12

Yeah! I've managed to avoid this problem. The solution is simple. You can place your "loc" files in the main ..\LocData\English folder. All files there have "FILETYPE STANDART" header so your new file won't mess up the whole folder. It works there even it's not right place (mine should be in the Trade folder). This folder holds core loc files so I think all files there are executed at the start of the game.
At last I've got clear log.:-)

Rastix 04-04-2010 05:05 PM

Quote:

Originally Posted by Goblin Wizard (Post 153192)
Yeah! I've managed to avoid this problem. The solution is simple. You can place your "loc" files in the main ..\LocData\English folder. All files there have "FILETYPE STANDART" header so your new file won't mess up the whole folder. It works there even it's not right place (mine should be in the Trade folder). This folder holds core loc files so I think all files there are executed at the start of the game.
At last I've got clear log.:-)

There are many ways to "avoid problem" :grin:

You can place all your loc-files in English folder
You can place all your text in ONE loc file
But all methods have their own issues


Quote:

Originally Posted by Goblin Wizard (Post 153062)
you place "wav" file in the ..\Data\SOUND folder.
position is the source of the sound e.g.:

will make horning mothership at max volume :grin:. You have to place it in the right function or create own trigger to activate it.

if you want to add this to trade station dialog you can search dockstation.script for function: "__TradeStationDock_Ok". This function is executed when you click "V" when asked for docking. Function should look like this:


As example I've added horn3_2.wav that exists in the sound folder

for "X" there is function:
between these two lines you can add another sound.

And you have tried this method?;)

Goblin Wizard 04-04-2010 05:31 PM

Quote:

Originally Posted by Rastix (Post 153205)
There are many ways to "avoid problem" :grin:
You can place all your loc-files in English folder
You can place all your text in ONE loc file
But all methods have their own issues

"ONE loc file". Which one? Any special?
Could you tell more about these issues? I've got clear log so I assumed that's all right.

Quote:

And you have tried this method?;)
Yes. I've tried. It works and gives clear log (I try to be serious when advising someone). I'm not so much interested in this so I haven't made more tests. I feel you have something to say about this, don't you? ;)


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