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sidius 06-05-2010 07:25 PM

hmm last time Greyhair mentioned someone I've lost half hour traveling.. I was heading to Shula (or smthing like that) to "upgrade mothership engines" or wtf, and it crashed when I entered portal.. besides, that Greyhair's friend wants 700 grands for clearing ID in that Hapha system lol

I've read that to get to InoCo storyline, you need to refuse to work for Triada in the beginning (in Candela, it's too late to start working for them in that X-54 system), but it may be the same, dunno, gotta try everything.

I can at least try my new Smilodon with 2 rockets, 2 smallguns, 2 bigguns and 3 systems, and my new Rapid-fire major caliber laser turret for Liger (I've set dispersion so high that I will have to get weapon firmware mk3 to hit at least capital ships :grin:

sidius 06-05-2010 07:27 PM

if you want to continue InoCo->Alex line without getting stuck, use InoCo fix:

1-Fire up your favorite plain text editor (windows notepad will do fine)
2-In your SW3 install directory open the file 'Data\Scripts\Quests\mission_8e\InoCoSecret_XT45.s c ript' with the text editor. (don't forget to make a backup of this file).
3-Search for "ship_uel1:SetGodMode();" (without the quotes)
4-Modify this line so it reads "ship_uel1_1:SetGodMode();" (without the quotes) (modification marked in red)
5-Save the modified file
6-Load your savegame (must be from before you arrived at the station and the dialog with the 'strangers' started).


Seems I cannot make a custom weapon type:
(ERROR) ModuleManager::FindElementByName - object name is EMPTY
(22:12:48) (ERROR) ModuleManager::CreateGameObject('') - element with specified name not found in file 'DATA\GAME\modules.xml'
(22:12:48) (ERROR) ModuleManager::CreateObject('') - game object not created!
(22:12:48) (ERROR) ModuleManager::CreateModule('') - module not created
(22:12:48) (ERROR) Inventory::AddModuleWithName: cannot create module with name = ''

[EXCEPTION] 0x0057fe85 EXCEPTION_ACCESS_VIOLATION (The thread attempted to read from or write to a virtual address for which it does not have the appropriate access.)
[EXCEPTION]

although it has the same name in modules and floodtradestations.. also if there was a mistake in script, it would be written in ScriptErrors.log.. which is empty right now.

Goblin Wizard 06-05-2010 08:26 PM

Quote:

Originally Posted by sidius (Post 162844)
if you want to continue InoCo->Alex line without getting stuck, use InoCo fix:

1-Fire up your favorite plain text editor (windows notepad will do fine)
2-In your SW3 install directory open the file 'Data\Scripts\Quests\mission_8e\InoCoSecret_XT45.s c ript' with the text editor. (don't forget to make a backup of this file).
3-Search for "ship_uel1:SetGodMode();" (without the quotes)
4-Modify this line so it reads "ship_uel1_1:SetGodMode();" (without the quotes) (modification marked in red)
5-Save the modified file
6-Load your savegame (must be from before you arrived at the station and the dialog with the 'strangers' started).

Check here There is some more fixes for InoCo path.

Quote:

Originally Posted by sidius (Post 162844)
Seems I cannot make a custom weapon type:

although it has the same name in modules and floodtradestations.. also if there was a mistake in script, it would be written in ScriptErrors.log.. which is empty right now.

You can add new weapons but you can choose only from existing types (Modules.xsd)

Trucidation 06-06-2010 01:31 AM

Was attempting to mod some new music in. Apparently I had the volume on too low, I thought it wasn't working -___-" Plus the damn menu music waits several seconds before actually starting to play.

Anyway, all you need is dbpoweramp converter and its ogg vorbis plugin - once installed all you need to do is open explorer, rightclick any music file and select db convert (and pick ogg vorbis format).

I decided not to bother including new menu music - all of us have widely different preferences. Finishing up on my missiles now, I made a mistake with some entries and restored the wrong backup, had to restart from scratch.

Does anyone know which file (probably a .loc) contains the system descriptions? You know, when you open the galaxy map and click on a system, that flavour text describing it which appears? I found that last week but didn't take note which file it was >__>

Edit:
Meh, found it -- the text was buried in the middle of something I was already looking at. \Data\LocData\English\m_location_spec.loc.

StarShatter 06-06-2010 06:37 AM

5 Attachment(s)
Took a break from my studies. (reaaaaly long practical report >_>)
And finished my attempt at textures!

Still have to do some balance/Inventory UI stuff. Then just compare my texture/lights with that of the actual Templar. I've only done this as a rough go at it. It's probably all gonna come together quicker after this one.

I figure my ideas are too "inside the square", too normal, so next up: Templar Dragon with turrets!

Edit, will need clean install as well... lol...
Well if you want it. I still plan to do some detailing. :D Enjoy. Hoping to find something Templar-ish to replace those stars with. I like them and it would be kinda sad to see them go. It's a bit of a hack job though...

sidius 06-06-2010 07:23 AM

nice textures StarShatter
feel free to upload DDS file :grin:

btw I haven't made a new weapon type, it's still TurretGK, so idk what could be possibly wrong there..
this is it - the rapid-fire laser major caliber turret - Eliminator:

<TurretGK name="TLGK4">
<short_name>#M_Name_TLGK4</short_name>
<hint>#M_Hint_TLGK4</hint>
<short_desc>#M_SDesc_TLGK4</short_desc>
<long_desc>#M_LDesc_TLGK4</long_desc>
<mesh_name>Turret_GK1_T</mesh_name>
<flat_image>Med_Turret_M205</flat_image>
<hit_points>20</hit_points>
<mass>100</mass>
<disable_trade/>
<cost>220000</cost>
<technology/>
<attach_type>ALL_SHIPS</attach_type>
<recharge_time>2</recharge_time>
<viewing_angle>10</viewing_angle>
<dispersion>0.2</dispersion>
<min_distance>5</min_distance>
<max_distance>125</max_distance>
<rate_of_fire>2</rate_of_fire>
<burst_count>16</burst_count>
<azimuth_rotation_speed>60</azimuth_rotation_speed>
<rise_angle_rotation_speed>50</rise_angle_rotation_speed>
<BulletParams>
<damage>36</damage>
<bullet_length>1</bullet_length>
<speed>100</speed>
<damage_type>LASER</damage_type>
<graph_type>LASER</graph_type>
<sfx_index>7</sfx_index>
</BulletParams>
</TurretGK>

StarShatter 06-06-2010 08:30 AM

Upon modifying the the Data\TEXTURE\Interface\Carcass\Slots\.ini, the inventory icons for the ship itself dissipated.

So I made some that fit the look of the ship. Put them in:

Quote:

Data\TEXTURE\Interface\Carcass\32
Data\TEXTURE\Interface\Carcass\Slots\64
Data\TEXTURE\Interface\Carcass\Slots\128

Under different names and changed the Carcasses.xml around.

But I couldn't get them to appear in game. :(

What am I doing wrong?

sidius 06-06-2010 08:52 AM

you need to give them the same name in 32, 64 and 128, and write that name into <flat_imagge>.. - if you want that image for stations

try to rename all 3 to "Smilodon_T.dds"
and write it as
<flat_image>Smilodon_T</flat_image>
to carcasses.xml

it works with all old ones, howerver idk how it behave when you put new one there (maybe there is a list of those you can use from there somewhere in some other file)

I'd like to have patrol Liger instead of MSF Liger, unfortunately I'm really noob in textures.

btw StarShatter, post that INI file, let's see what's wrong with it. but you have probably just renamed it -> easy fix, just rename it in carcasses too, in <mapping_name>

StarShatter 06-06-2010 09:52 AM

2 Attachment(s)
Hahaha, this is so sad, I just wrote a pretty heft post about everything I had done relating to these textures. Modified files and such.

Figured after looking through and seeing nothing is wrong, I decided to try it in game before I looked like an idiot.

I feel like an idiot.

Some how giving up and leaving it for a while fixed it. ._.

It's all in the zip in the previous post if you want to use it.
IMO the shields are too powerful, but I like lots of shields in preference to armour. Even though its more like a disadvantage (since you cant repair it @ 20+ hp/s). Meh, it's meant to be more of a self-sufficient tank anyway, good @ long range combat, but in a dog fight it just takes damage and fires missiles when possible.

Textures

Trucidation 06-06-2010 10:44 AM

Looking good there. Heh, I picked a (hopefully) better name for those missiles this time around. "Wind God Hidden Among The Leaves" doesn't quite trip off the tongue...

Say, what do I need to edit (in FloodTradeStations.script?) to make everything buyable there? It's a pain in the ass to try find which stations are selling my new missiles. If I can't buy them I can't test them, lol -__-"

Edit: I meant, in Elio (Grid Station). Do I just add to the Location_Sidelist for Elio, or what? No, wait. I can see the other missiles being sold if I redock, but SRM1 ("SRM-6E Piranha") doesn't seem to show up.

Edit: Okay, belay that - I went one system down (Hephaestus) and it crashed when I docked. lol, looks like I screwed something up in the entry.

StarShatter 06-06-2010 11:43 AM

Well I'm probably not the best explainer of this, but I'll try.
In "FloodTradeStations.Script"

__All_rockets ={"DF","MM","SM3","SM4",
"SRM1","SRM2","SRM3","SRM4", "example1",
"LRM1","LRM2","LRM3","LRM4",
"T1","T2","T3","MIRV1","MIRV2","MIRV3","example2"};

add your missiles to the ends of these. Like the examples.
Then
In InitTradeSystem.Script

{0,0,0,0,0,0,0,0,0,0,0,0, -- SM,SRM,LRM rockets
0,0,0,0,0,0}, -- T,MIRV
You'll want to add entries as fallows.

{0,0,0,0,0,0,0,0,0,0,0,0,0, -- SM,SRM,LRM rockets
0,0,0,0,0,0,0}, -- T,MIRV

Then in every station, add those values (I THINK they have to be in that order) and change that number to the amount you want to appear in the shop. I added the values in the 9th spot, and the final spot, as this is where I put the missiles in "FloodTradeStations.Script". When i did this for Ships it was much easier (just threw them on at the end).
Example:
...local NShop_Triada =...

{10,7,3,0,12,6,2,0,4,6,3,0,0, -- SM,SRM,LRM rockets
3,1,0,2,0,0,1}, -- T,MIRV

4 and 1 are the maximum for showing up in the shop. And they will appear in the Triada shop. For the reference of what shops what, I think thats contained in the "FloodTradeStations.Script". Haven't had much time to look, been doing ship stuff. (also not 100% sure on this either)
Sorry if this is completely fail!

tiny note: just finished clean install, back-upping now, maybe tomorrow going to post the complete stuff on what ive done so far for the smilodon tl, and probably move on to dragon t

Trucidation 06-06-2010 11:55 AM

Thanks, that will help later.

Actually, my main problem is that Rockets.xml is a freaking mess. Missiles, definitions, and detonations are sometimes shared. So when I rename something it might break something else. Ugh. Untangling this mess is going to take a while.

Edit: By the way, my problem was that SRM1_M was missing in Rockets.xml. <-- No, it's in there. There's something else wrong.

Quote:

(20:21:40) (ERROR) ModuleManager::CreateGameObject('srm1'): FAILED to load properties from XML (XML reports: 'No error')
(20:21:40) (ERROR) ModuleManager::CreateObject('srm1') - game object not created!
(20:21:40) (ERROR) ModuleManager::CreateModule('srm1') - module not created
(20:21:40) (ERROR) Inventory::AddModuleWithName: cannot create module with name = 'srm1'
Edit:
LOL, there was a typo... I wrote rocket_slot instead of rocket_slots. That fixed it. Okay folks, nothing to see here, move along :)

Update:
Okay, the missile mod's up. Feel free to dismantle it and take a look around. I'll try to answer as best I can if you have any questions about modding missiles.

StarShatter 06-07-2010 07:51 AM

1 Attachment(s)
Here's the Smilodon TL as is. Still some minor modifications I'd like to do, but they can wait. It's just up-close texture stuff anyway. It's too dark and shiny to be a Templar?

Uploading it as a sort of DIY. Nothing official. Cause it's just a minor addition, you can just put follow the steps to add it to your game with whatever mods you're playing with.

Tried and ready for use. :)

Trucidation 06-07-2010 08:32 AM

Mmm, a graphics package and instructions how to edit the scripts included. Thanks, I learned something - because, as you know, I've been poking around different scripts and have no clue about ships or trade (still haven't gotten around to that, heh).

StarShatter 06-07-2010 09:16 AM

Err ok, I have to fix up some files in it, it's gone back to missing the inventory textures! lol.
I'll get it fixed asap.

EDIT:
In Carcasses.xml
<flat_image>smilodonTS</flat_image>
Needs to become
<flat_image>smilodon_templar</flat_image>

Changed the Zip.

Edit again:
"I've been poking around different scripts"
Yeah I'm still mostly working from that Valky post and the help I've managed to get here. Haha.
What sucks is that I'm going to add in a new Dragon T now, so I might have to do this rush again. :(

skrzacik 06-07-2010 09:39 AM

hi

maybe someone can make a extra theard with downloadable content????

then we can find everything what u guys make for us simple people without lua knowledge :P

StarShatter 06-07-2010 09:53 AM

Haha. It's not to hard to learn :D
But at the moment, many of the mods overwrite the same files.
So you'd only be able to simply use one mod at a time.

Perhaps notepad++ or notepad2 can auto text stuff into the files?

I'm mostly just adding semi-balanced (Since they're endgame ships, they're by nature very powerful, and expensive) Templar styled ships atm. So if anyone likes they can incorporate it to their mods.

Trucidation 06-07-2010 10:27 AM

I don't have much LUA knowledge either (and that lolgoogletranslation of the Russian SW2 guide is hard to understand), I'm doing it like these guys are: editing the stuff which we think should do what it says it does, and then testing. And testing.

Missile stuff hardly overlaps anything so you should be able to throw my mod together with any other mod; the most likely collisions would be in Modules.xml if the other mod changes ship items (guns, systems, anything actually). m_modules.loc too but as those are descriptions it's no big deal (maybe confusion due to incorrect text). I'm still looking around PFX, there's some interesting stuff in those folders. Like if you want different coloured bullets, rail gun effects.

Goblin Wizard 06-07-2010 10:46 AM

You don't have to change any original "loc" file. Just create your own loc file and put it in ../LocData/English folder. Engine checks all these files when searching for linked text.
The same goes for script files but you have to place path to your own script file inside ../Data/Scripts/system.lst file.

StarShatter 06-07-2010 10:51 AM

I tried playing with Create_flight_2 and ShipDescriptions to add in my ship to Templar fleets didn't work to well. Think I'll drop that idea for a while...

The ships just vanished from the groups haha, might have had to start a new game to get it to effect. Alternatively might have been because I was in easy mode. :D

Dragon texture is scary, it's brown and it's scary! :neutral:

What do you think about making the blue lines and or silvery metal on the ships shinier? Or maybe just the cockpit screen?

Trucidation 06-07-2010 10:52 AM

@Goblin Wizard:
That does explain why the game was choking on the backups if I left them in the same folder as the originals. Don't we need to edit any include scripts though? I'll try this when i get back, gotta go eat.

@StarShatter:
You mean changing the colours on the existing textures so they stand out better? Up to you, but I don't really have a problem with the existing ones.

Goblin Wizard 06-07-2010 11:12 AM

Quote:

Originally Posted by Trucidation (Post 163116)
@Goblin Wizard:
That does explain why the game was choking on the backups if I left them in the same folder as the originals. Don't we need to edit any include scripts though? I'll try this when i get back, gotta go eat.

It depends what you want to do. In most cases you put name of the function, you want to execute, in the original script file. The function itself is inside your own script file. Check my mod. There is "gw.script" where I keep all my functions. It easier because if something goes wrong you have to check only one file.

Trucidation 06-07-2010 12:02 PM

Quote:

Originally Posted by Goblin Wizard (Post 162586)
Hmm... I constantly have feeling that all ships have too low hp comparing to most types of weapons (especially high-end versions). They simply die too fast.

This is still bugging me.

It's true; a few good shots and a ship is pretty much toast. That doesn't quite feel right. I still stand by my earlier statement that lasers need to be toned down.

Shield refresh rate; is it helping? From what I can tell it barely does. Sure, you get that extra boost from a shield system, but the refresh rate usually means jack. I think the refresh rate needs to be boosted. After all, you're sacrificing a system slot to put it in.

Does anyone here use any of the one-time-use systems regularly? I've always felt that they were a waste of system slots, but that's just my impression. I guess it's useful for the AI since we don't really expect the enemy to live if we fight them so an emergency repair system will basically let them live just that bit longer to harass us. But since players expect to live forever (die = click load and try again...), I've never really seen the usefulness of these things. Comments?

Here's a crazy idea:
It would be awesome if damage had a %chance of destroying an item in a slot (guns, missiles, system). I'd totally apply that to missiles. Right now ships with even 1hp left can still fly and attack at full strength. It would be more interesting and dangerous if a huge chunk of damage could break something. I know it's not gonna be a popular idea but I'm tired of easy games :-P We could also flag certain items to not be affected if you don't want everything to be destructible.

StarShatter 06-07-2010 12:09 PM

Quote:

Originally Posted by Trucidation
You mean changing the colours on the existing textures so they stand out better? Up to you, but I don't really have a problem with the existing ones.

Nah I mean SHINY, reflect more light, I've already tried to make the blues and white stand out more. And be a bit cleaner.

Also I keep may back ups in .rars... I have a 2.83gb back up of all the files now...

Quote:

Originally Posted by Goblin Wizard
You don't have to change any original "loc" file. Just create your own loc file and put it in ../LocData/English folder. Engine checks all these files when searching for linked text.

Definitely trying this when I get my save up to be able to test right. Would take a bit of pressure off modding original files.



Edit: In reference to all things about ships having low HP,

Yeah they kinda do. Shield Regen on a Dragon is only 3, even when boosted by perks it isn't much (I like those perks). For my Dragon T I dropped the shields to ~300 (just testing), but ramped up the regen to 10! Cant take much damage all @ once, but in a dog fight its a hell of an advantage, It's huge armour helps. Same for my Smilodon, lots of shields. Best way to increase HP is to have a healer on your team, it has a massive effect. Shields in this game work more to protect from initial damage before a dog fight, when there is a heavy damage exchange/missiles, when in the fight, their regen will protect you a little bit more on the next pass and such, but definitely not much. That's my just opinion though.

I think a big part of survivability in this game is to not get hit, speed and pilot skill modifiers on mobility being the key factors. Obviously with all the missiles you're playing with its like squatting flies. Homing makes it kinda makes pilot skill redundant (I like missiles).

For the Excalibur T I'm planning, I was going to make it just much more agile/quick in combat, have that what makes it superior (that and 2 extra light cannons, trying to play on the Templar myths, shoots twice as fast/makes unbelievable maneuvers, and based solely on superior equips).

Lasers are not as big as a problem as particle accelerators, you cant resist them for 80% :D. Imo lasers SHOULD be weaker than particle accelerators and plasma weapons by default :\.

Ship re-balance community patch? lol

Another Edit: Weapons increase in power faster than ships increase in HP? The battle with the Greys and all their Shinnings caught me so off guard. I usually just put missile defense and shields in system slots :\. Maybe Prototype X/Diamond if there is a spare one.

Trucidation 06-07-2010 01:54 PM

Wait, I thought someone mentioned somewhere that particle accelerators were considered to inflict laser damage and thus affected by the %laser resist? No? Crap, in that case they need to be toned down as well. My main problem with those is that they basically hit/miss upon firing; there's no projectile travel time. I'm fine with plasmas, you can see them miss (even expert gunner pilots miss fairly often). Kinetics are just about right, but I think their gimped range also helps. I agree, weapon power overall just increases too much compared to shields/armor.

Homing on missiles is a factor but I made sure most of my modded missiles have low antijam rating, you can see enemies use AMS against them with great effect. Right now I'm not too worried about them. And, same, i also prioritise antimissile defense & shields.

I'd prefer shields to prevent recurring damage more rather than just absorb the bulk of the initial attack. Sure, it'll make enemies more annoying, but look at it from their point of view: our handful of pilots basically shoot down hundreds of them by the end of the game.

Plus you can always harvest exp on those weak pirates (I pity them...), go cache hunting, or shoot up warehouses, lol.

Goblin Wizard 06-07-2010 03:20 PM

Quote:

Originally Posted by Trucidation (Post 163153)
Wait, I thought someone mentioned somewhere that particle accelerators were considered to inflict laser damage and thus affected by the %laser resist? No? Crap, in that case they need to be toned down as well.

Particle accelerators deliver LASER damage.

Trucidation 06-07-2010 04:08 PM

So it's true.

That said, more ships need to be equipped with antilasers. Even on hard mode my test fighter with Rage lasers is shredding everything apart, ugh.

Do you know how dispersion works? In the scripts (well at least in Rockets.xml) i see the values are normally quite low (0.5 - 1 average). I tried using wildly large values (10, 30) but didn't really notice any difference. The homing properties of the missiles may be throwing me off though.

Goblin Wizard 06-07-2010 04:58 PM

I don't know the exact dispersion formula but afaik:1 - maximum dispersion, 0 - no dispersion. Probably all more than 1 is considered 1. E.g. function called by "Cannon Adjustment" perk.

Code:

function ModifyGunDispersion(pilot, gunDispersion)
        local modifiedGunDispersion = gunDispersion;

        local amplifier = 1;

        if pilot:HavePerk("Gun_Dispersion")
        then
                amplifier = amplifier - .99;
        end;

        modifiedGunDispersion = modifiedGunDispersion * amplifier;

        return modifiedGunDispersion;
end;

This perk simply reduces dispersion by 99%. It doesn't improve accuracy when the target has significant angular velocity but bullets are not sprayed all over the sky.
Imo this perk has no sense to me. Pilot can improve his accuracy - ok. Pilot magically controlling gun parameters - no. It should be a system which does this or one time (for each gun) buyable improvement (gunsmith or something).

sidius 06-07-2010 06:20 PM

with all these opinions, you just want a bunch of rookie pirates in hammerheads to kick your ass..

everything that has dispersion higher than 0 CAN miss, depends on pilot. how do you want to miss with all those perks? 30% accuracy+10% damage from weapon specialization, up to 95% more accuracy from Gunner skill, + Ternie has even cannon adjustment, count critical hits to it and your pilot is deadly even with crappiest weapon in the end of the game.

LASER damage is so heavy and so accurate because you can mitigate up to 80% of it (which is very nice considering at least 2 of enemies you HAVE TO fight uses lasers - berserkers and aliens).
and, depending on storyline you choose, you can eventually end up ALONE agains all SAM's berserker hordes and several Chimeras, and that is hell of a massacre..

increasing HP/shield regen of fighters would be nice, but who would possibly want to do that? I mean there is some 150 of them (at least)

Goblin Wizard 06-07-2010 08:01 PM

Quote:

Originally Posted by sidius (Post 163204)
everything that has dispersion higher than 0 CAN miss, depends on pilot. how do you want to miss with all those perks?

Dispersion and accuracy are two different parameters. Even 0 dispersion and 100% accuracy bonus is not guaranteed hit. There are some modifiers like:
- speed of the target
- maneuverability of the target
- number of the enemies - if your team has less pilots that enemy your pilot's chance to hit is reduced and enemy chance to hit is increased. Perks like Tactician and Wingman work with this parameter. They virtually increase number of your pilots when the perk is active. High level enemy leaders posses these perks too.

sidius 06-07-2010 08:37 PM

I'd rather say that more dispersion + large amount of grouped enemies = massacre. Try it with rapid-fire cannon on some berserker fleet :grin:

even though it doesn't have to be caused by that.. maybe it's just targeting new targets within 1 shooting sequence (16 bullets with rapid fire cannons) so you actually kill the drone with 4 bullets, another 4 bullets find another drone and so on.. dunno how it's made.

btw I don't know how (haven't done anything), but ingame music is no longer playing..

error: attempt to call global `InitMusic' (a nil value)
<string "DATA\Scripts\Locations\aurora\location.scri.. .": line 116>

gotta love those self-destruct scipts..
(it's just "InitMusic();" written in that line, like in the end of every location script..)

Trucidation 06-07-2010 11:34 PM

Hmm, I do see the kinetic guns doing decent damage in crowded fights. It's just that they're balanced enough (?) to not do that all the time, unlike lasers.

Have you tried manual targeting + activate "pause when target is destroyed", using lasers? Works especially well against berserks. At the last pause it look like your ship's lasers are firing at all 5 berserks in the pack simultaneously. I think I posted a screenshot a while ago. Haven't tried it with other weapons, not sure if they fire fast enough.

The AI doesn't fire like that; usually after destroying a target it seems to pick a new target that requires it to waste time flying past and turning around.

Quote:

Originally Posted by sidius (Post 163204)
LASER damage is so heavy and so accurate because you can mitigate up to 80% of it (which is very nice considering at least 2 of enemies you HAVE TO fight uses lasers - berserkers and aliens).
and, depending on storyline you choose, you can eventually end up ALONE agains all SAM's berserker hordes and several Chimeras, and that is hell of a massacre..

increasing HP/shield regen of fighters would be nice, but who would possibly want to do that? I mean there is some 150 of them (at least)

By the way, I remember those endgame battles. Freaking brutal.

Like I said, lasers are too strong, and even on hard mode not enough enemies are carrying laser defence. Wait, do you mean every single ship in the game has manual values for things like hp regen? They don't share a base value?

Edit: Wait, Aliens use lasers? I thought they used those funky blaster thingies? Their capships do appear to use lasers though but you don't really need to fight those. Well, except maybe that one time.


Quote:

Originally Posted by Goblin Wizard (Post 163176)
I don't know the exact dispersion formula but afaik:1 - maximum dispersion, 0 - no dispersion. Probably all more than 1 is considered 1. E.g. function called by "Cannon Adjustment" perk.

[ . . . ]

This perk simply reduces dispersion by 99%. It doesn't improve accuracy when the target has significant angular velocity but bullets are not sprayed all over the sky.
Imo this perk has no sense to me. Pilot can improve his accuracy - ok. Pilot magically controlling gun parameters - no. It should be a system which does this or one time (for each gun) buyable improvement (gunsmith or something).

Hmm, basically what that does is:
- Does pilot have perk? Return dispersion * 0.01 (i.e. reduced 99%)
- Else return dispersion * 1 (i.e. unchanged)

You're right, this logically shouldn't be a perk (we can think of better things for perks).

Do you have any idea if non-gun (i.e. missiles) dispersion also goes through this function? I'm not sure how I can test this.

Edit:
Looking through perkDispatcher.script shows the effect of the passive perks. Hmm. I suppose missiles simply ignore the dispersion value :/

Edit:
ObjectInfo.script has something more on weapons. Apparently for gun dispersion, <.5 is "high accuracy", >0.5 to <1 is medium, and >1 is low. There's a similar section on missile jamming but that's more straightforward. The very first function in that script, CalculateRateOfFire, i don't exactly understand.

Code:

function CalculateRateOfFire(recharge_time, rate_of_fire, burst_count)
        local ck = (burst_count * 60) / (recharge_time + rate_of_fire);
        return ck;
end;


Goblin Wizard 06-08-2010 06:28 AM

Quote:

Originally Posted by Trucidation (Post 163269)
ObjectInfo.script has something more on weapons. Apparently for gun dispersion, <.5 is "high accuracy", >0.5 to <1 is medium, and >1 is low. There's a similar section on missile jamming but that's more straightforward.

Function CalculateGunAccuracy simply changes displayed text for accuracy (Low, Medium, High). Nothing else. The same for missile jamming.

Quote:

Originally Posted by Trucidation (Post 163269)
The very first function in that script, CalculateRateOfFire, i don't exactly understand.

This function calculates rate of fire showed in the gun info window. What you don't understand?

Trucidation 06-08-2010 06:44 AM

That burst count value, I don't think I've seen it mentioned. There is already rate of fire, right? I thought that already shows the firing speed. Hmm... is burst count a limit on the number of attacks?
Edit:
Ahhh it's in the guns' definition, sorry x_x Something like how many shots fired per attack, like that? The thing is... there is already a rate_of_fire value, so that's why I don't understand why need a function to calculate it again.

I'll try the calculation with the alien blaster gun ("ASG") and see what I get.
ck = (burst_count * 60) / (recharge_time + rate_of_fire)
= ( 6 * 60 ) / ( 1 + 1 )
= 360 / 2
= 180
Hmm. I guess that number is the one displayed on the trade screen when we view a weapon. I see... I wrongly assumed we don't need the other values; in that case we'd get a steady stream of bullets every X seconds, and doesn't account for weapon bursts.

@sidius:
Ah, I see what you're referring to, the energy_restore tags in Carcasses.xml. Actually, that's not so large a problem - i can simply write a PHP script to recalculate all the values. We're assuming the default ones are all balanced though :) Personally, I'd like slightly less shields, higher shield regen, and higher armor hp.

Whether this is a good thing or not is up for debate though, I'm just making guesses from my experience in the game.

sidius 06-08-2010 07:26 AM

lol I've checked it now, Alien blasters are kinetic (Impact, Small)... they have just longer bullet of different color (think it's made by <bullet_length> and <sfx_index>)

hmm nevermind that, I've removed Alien tech requirement long ago from Alien weapons since noone could use them outside mission in Precursor system, which suxx. So since now I'm giving these blasters to those with Light weapons specialization, not lasers specialization.

one would think that if Alien Turrets are Lasers, blasters will be too..

Trucidation 06-08-2010 07:36 AM

Isn't the damage type simply impact? I'm not sure between graph_type and sfx_index; there are other weapons also using sfx_index=2, not just the alien gun.

Edit:
Also noticed how modules extend each other in \Data\XMLSchema\AllModules.xsd. You know how some modules e.g. mothership engines have 2 functions (top speed, maneuverability) while other mothership engines have only 1? It may be possible to make other combos, like speed + maneuverability for fighters, or radar + cloaking.

I'm not really sure how cloaking works, does it lowering enemies' radar range? But if they have radar, then how?

StarShatter 06-08-2010 08:23 AM

The dispersion perk itself is an ok concept. Doesn't need to be changed to upgrading @ a gunsmith. Technically the perk turns Ternie INTO a gunsmith. Most self respecting gunners and snipers should know enough about guns to keep them in top working conditions. You access it through the technician/system tree so it kinda makes sense?

Maybe just change it from 99% to 80% or 60%?

Would be cool if end game weapons had some differences as well.
Like plasma doing additional damage to shields. (Fearsome heavy weapon)
Lasers being weaker than both plasma and particle accelerators but more accurate. (Ease of use/noobs choice)
And particle accelerators being treated more like a sort of rail gun, powerful, kinetic style impact, but still with fast and accurate projectiles. (Sniper's tool)

No idea if the plasma bit is possible though. Aside from the heavy cannon perk there is no reason to actually use plasma as is :\

sidius 06-08-2010 08:27 AM

imagine enemy has default 135 clicks sensor range, and you have 70% cloaking.
so enemy should see you from 40.5 clicks I guess (and that's shorter than weapon range, so you can start massacring them - that will alert them of you presence, but it's often too late).

too bad mothership is so slow. you know, pirate patrols will attack you just when they see you, and chasing them is out of question since they are 2x faster.

btw anyone knows what <sensor_resolution> should mean? most ships (playable) have 0.38, but for example Alien Dreadnought has just 0.2
is it some anti-cloaking detector?

could be (sensor range - % cloaking) + % sensor resolution?
that would go to 55.6 clicks not 40.5.. I think that's it, but it may mean something else.

Trucidation 06-08-2010 09:37 AM

Chasing hostiles which have already seen you isn't a problem - the AI never runs away. Perhaps you mean trying to evade an upcoming encounter?

Ya default motherships suck eggs, I always fly Goblin Wizard's modded Silver Arrow - can't tolerate travelling at less than 2k speed now lol.

No idea on the sensor resolution thing, will have to take another look.

Goblin Wizard 06-08-2010 09:48 AM

There is another parameter called EPR. It stands for english RCS (radar cross section). I really would like to know how all these parameters influence each other.
A little about sensor resolution here.

Trucidation 06-08-2010 12:46 PM

Maybe the guys on the StarRover forum can help? I registered there during the weekend but the confirmation email has not arrived. Wanted to comment in the english-speakers thread. From what I understood they're supposed to have been working on a rather large mod which implemented quests, time-sensitive quests at that. Interesting.

Edit:
Hmm. You guys know there are these mothership modules which (1) increase max speed, (2) increase maneuverability, and (3) increase both?

m_bs_modules.loc
Code:

- #M_Name_BS_EngAmp1        = Buffalo (max speed +20%)
  BS_EngAmp1; MovingForceModule

- #M_Name_BS_ManAmp        = Buffalo Mk 2 (maneuverabilty +50%)
  BS_ManAmp; ImproveManeuverabilityModule

- #M_Name_BS_EngManAmp1        = Elephant (max speed +15%, maneuverability +25%)
  BS_EngManAmp1; SpeedAndSteeringPowerModule

I thought #3 is simply #1 and #2 mashed together. Unfortunately that is not the case :(

AllModules.xsd
Code:

<xs:complexType name="MovingForceModule">
  <xs:complexContent>
      <xs:extension base="SystemModule">
        <xs:sequence>
            <xs:element name="moving_force_ratio" type="TFloat">
              <xs:annotation>
                  <xs:documentation>коэффициент увеличения скорости</xs:documentation>
              </xs:annotation>
            </xs:element>
        </xs:sequence>
      </xs:extension>
  </xs:complexContent>
</xs:complexType>
-
<xs:complexType name="ImproveManeuverabilityModule">
  <xs:complexContent>
      <xs:extension base="SystemModule">
        <xs:sequence>
            <xs:element name="rateOfManeuverability" type="TFloat"/>
        </xs:sequence>
      </xs:extension>
  </xs:complexContent>
</xs:complexType>
-
<xs:complexType name="SpeedAndSteeringPowerModule">
  <xs:complexContent>
      <xs:extension base="SystemModule">
        <xs:sequence>
            <xs:element name="moving_force_ratio" type="TFloat">
              <xs:annotation>
                  <xs:documentation>коэффициент увеличения скорости</xs:documentation>
              </xs:annotation>
            </xs:element>
            <xs:element name="rateOfSteeringPower" type="TFloat"/>
        </xs:sequence>
      </xs:extension>
  </xs:complexContent>
</xs:complexType>

As you can see, even though both refer to maneuverability, <ImproveManeuverabilityModule> calls it <rateOfManeuverability>, while <SpeedAndSteeringPowerModule> calls it <rateOfSteeringPower>.

On the other hand, <moving_force_ratio> is the same, and the fighter items also use <moving_force_ratio>.

StarShatter 06-08-2010 01:09 PM

Just Wondering:

If you put a gun on a ship, facing backwards (rotated in the IMD)... Would it fire backwards? and would it fire independently of the front facing guns?

Or has anyone tried this? Because if no one has, I think I might give it a go. :D

Err also, bit of help required. How do I add a ship to appear in certain shops, very rarely, like in a black market on a low %? Making two versions of the Dragon T, and I don't want the second one to appear in a "fixed" sort of way.

This: local Market=GetBlackMarket("nk");?
But with "harron" not "nk"?

And
"Market:ShipGoodsState("Gunslinger_grey0", RAND(5)+1, 1, 0.7);" would become "Market:ShipGoodsState("Dragon_te1", RAND(A)+1, B, C);"
A = number to stock? What about B and C?

Trucidation 06-08-2010 01:26 PM

I thought all guns fire independently? E.g. when I tell my mothership to fire at an asteroid on it's left, the left gun swings around to fire at it, but the right gun won't because it's out of the firing arc. Do the weapon definitions have this firing arc parameter?

Edit:
What I mean to say is, the guns seem to fire if target enters range, and doesn't seem to care if other guns can fire at the target or not. This is most noticeable on the slow, large mothership but I imagine it applies to fighters as well.

Okay, I tried combining mothership radar and mothership engine (mainly because the results should be easily seen in max speed + radar range increases).

1. Created definition in AllModules.xsd:
Code:

  <xs:complexType name="ComboBSOne">
    <xs:complexContent>
      <xs:extension base="SystemModule">
        <xs:sequence>
          <xs:element name="moving_force_ratio" type="TFloat"/>
          <xs:element name="resolution" type="TFloat"/>
          <xs:element name="max_distance" type="TFloat"/>
        </xs:sequence>
      </xs:extension>
    </xs:complexContent>
  </xs:complexType>

I merely compared the separate definitions for RadarModule and MovingForceModule. Both start with the same extension to SystemModule, so I just added all three elements.

2. Added it to Modules.xsd:
Code:

              <xs:element name="ComboBSOne" type="ComboBSOne" minOccurs="0"/>
This file contains the elements list, so I added my new one in.

3. Finally, edited an entry in Modules.xml so that it would point to the new item.
Code:

        <ComboBSOne name="BS_EngAmp1">
                <short_name>#M_Name_BS_EngAmp1</short_name>
                <hint>#M_Hint_BS_EngAmp1</hint>
                <short_desc>#M_SDesc_BS_EngAmp1</short_desc>
                <long_desc>#M_LDesc_BS_EngAmp1</long_desc>
                <mesh_name>systembox</mesh_name>
                <flat_image>Mothership Engines 02</flat_image>
                <hit_points>10000</hit_points>
                <mass>10</mass>
                <disable_trade>false</disable_trade>
                <cost>140000</cost>
                <technology/>
                <attach_type>ONLY_BIGSHIP</attach_type>
                <moving_force_ratio>1.2</moving_force_ratio>!!
                <resolution>0.2</resolution>
                <max_distance>400</max_distance>
        </ComboBSOne>

I chose to edit BS_EngAmp1, the "Buffalo", which was originally a MovingForceModule entry. As you can see, I followed the definition and you can see the three element entries at the bottom: moving_force_ratio, resolution, and max_distance.

Game started fine, loaded an early save at Elio. Docked at a trade station... CTD. Here's what LOGfile.txt had to say at the end:
Code:

(22:12:26) (ERROR) ModuleManager::CreateGameObject('bs_engamp1') - element with specified name is not Is_A(CLSID_GameObject): className = 'ComboBSOne'
(22:12:26) (ERROR) ModuleManager::CreateObject('bs_engamp1') - game object not created!
(22:12:26) (ERROR) ModuleManager::CreateModule('bs_engamp1') - module not created

It's complaining about CLSID_GameObject... which I'm guessing is referring to a hardcoded parameter (?). So it looks like we can't make combination items.
:-x

Update:
This time I tried merely editing an existing definition. ImproveManeuverabilityModule looks like a good candidate, there are only 3 items associated with it. I opened AllModules.xsd and added a new element, "moving_force_ratio". Again, I chose this because if it works then the results should be visible on the trade screen.

Had to edit the three entries in Modules.xml to add the new moving_force_ratio value. These were ManAmp1, ManAmp2, and BS_ManAmp respectively. Started game, loaded Elio, docked at the trade station... and nothing happened. When I bought one of the modified items (BS_ManAmp, the "Buffalo Mk 2" 50% maneuverability boost) and installed it on the ship, the maneuverability increased, but not the top speed... even though I already added a moving_force_ratio element. The game didn't crash or complain, the modification was simply ignored.

So if the definitions are hardcoded, then why bother with the entire XMLSchema folder? Hmm, come to think of it, I've yet to see any mod actually change anything in here.

Rastix 06-08-2010 07:33 PM

For now only speed and maneuverability can be combine

Trucidation 06-08-2010 10:20 PM

Yes Rastix, but if the XML schema files weren't hardcoded this needn't be the case. I might be wrong on that last bit though, iirc Nanaki mentioned something about needing to edit them for custom perks.

Edit:
I'm doing a hella lot of editing on this forum, lol. But I dislike multiposting, it just looks messy.

Anyway... just some figures on missile jamming and effective antijamming values. Here's a quick recap of the formula in \Data\Scripts\AI\JamRocket.script:
Code:

function JamRocket(jamPower, antiJammer)
        local pomeha = jamPower + 10 - RAND(30);
        return pomeha > antiJammer;
end;

Basically we're given a 1 in 30 chance against the difference between an ECM/ACS's jamming value versus a missile's antijamming. That function takes in the jamming and anti values, and simply returns true or false.
Code:

(jam 10)
at anti 10 --> 20-X>10 for (0-9 out of 30) i.e. 33%
jam 10 fails for all anti 20+

(jam 20)
at anti 10 --> 30-X>10 for (0-19 out of 30) i.e. 66%
at anti 20 --> 30-X>20 for (0-9 out of 30) i.e. 33%
jam 20 fails for all anti 30+

(jam 30)
at anti 10 --> 40-X>10 for (0-30) i.e. 100%
at anti 20 --> 40-X>20 for (0-19 out of 30) i.e. 66%
at anti 30 --> 40-X>30 for (0-9 out of 30) i.e. 33%
jam 30 fails for all anti 40+

(jam 40)
at anti 20 --> 50-X>20 for (0-30) i.e. 100%
at anti 30 --> 50-X>30 for (0-19 out of 30) i.e. 66%
at anti 40 --> 50-X>40 for (0-9 out of 30) i.e. 33%
jam 40 fails for all anti 50+

Missile antijamming and a jammer of the same level equates to a 1-in-3 chance, and each point of jamming roughly adds 3.3% effectiveness.

We have 5 levels of antijamming on missiles, starting from 0 (no antijamming), 10, 20, 30, and 40. The alien missiles and torpedoes are rated 50 btw so technically they're supposed to be unstoppable. As you can see, anything rated 2 levels below (ECM/ACS=40 versus missile antijamming=20) is always countered, and anything 1 level above (ECM/ACS=20 versus missile antijamming=30) always passes.

So with the best antijamming equipment (rating 40), you'll always stop at least 3 classes of missiles (no jam, 10, and 20), 1 in 3 chances of getting hit by a missile rated 30, and 2 in 3 chances of getting hit with a missile rated 40.

Hmm, the figures aren't bad. Not too strong, and not useless.

Rastix 06-09-2010 09:00 AM

Don't forget about tech perk and their modifiers

Trucidation 06-09-2010 09:27 AM

1 Attachment(s)
Yeah, this is just the function for the base values so that players have some idea how well the perk-less enemies they fight against fare.

Edit:
Just found another amusing picture, perhaps someone might want to use it for a pilot portrait...

Kothyxaan 06-09-2010 08:32 PM

quick question, if you change the equipment slots on a fighter, is it changed for the enemy as well?

i changed trident so that instead of
3 small guns
1 rocket slot
4 systems

it has
3 small guns
5 systems

will other ships ie npc's/enemy have the 3 small guns, 5 system layout as well?

Goblin Wizard 06-09-2010 08:44 PM

It depends. If you changed only player version, no problem.
Which files did you modify?

Trucidation 06-09-2010 09:59 PM

I haven't bothered modding ships yet, but like Goblin Wizard mentions, ships come in many different variations.

When we say "Bident" we think "oh, missile ship", but when you run a search though the definitions in Carcasses.xml there's actually 8 versions of those. Then from those 8 definitions, ShipDescriptions.xml expands it into 23 actual loadouts -- I'm guessing the player one is the one with the "_pl" tag (the others are like "_pat" for patrol and "_tri" for Triada). I'm not quite sure why they have a number behind them, though (_pl0, _pl1), but it's likely just multiple variations of the same ship for that faction.

This is why I haven't bothered with ships yet. Too many variations to keep track of. I might be using my script to tweak the hp and shield restore values though.

Quote:

Originally Posted by Goblin Wizard (Post 163323)
There is another parameter called EPR. It stands for english RCS (radar cross section). I really would like to know how all these parameters influence each other.
A little about sensor resolution here.

Not just ships but missiles have this EPR value as well. In Rockets.xml, all rocket definitions are using the same EPR value (0.05). I'm not sure how it relates to radar, because in Modules.xml rocket entries don't have a radar range - they simply have min/max firing range. Additionally, detonators for MIRV-type rockets have a <radius_search_target> value. I suppose this is "radar" for the secondary warheads it splits into.

In Modules.xml radars modules have 2 values, resolution and max_distance. In Carcasses.xml ship definitions only have EPR value (just like missiles? hmmm).

-
Edit:
One more thing, I was comparing the so-called rapid fire heavy guns and kinetic heavy guns because one of the gunnery perks says it improves skill on both "small guns and rapid fire guns". But looking at the Modules.xml entry for the M-106 Bardiche ("HC1", heavy kinetic gun) and the M-200E Vulcan ("VC1", heavy rapid fire gun), how does the game tell one is a rapid fire weapon while the other is not? They are both using IMPACT damage_type. Actually even plasma guns do IMPACT damage (huh wtf??). So I took a closer look at the guns, and all of them either deal IMPACT or LASER damage. Only two types of damage?

There is a graph_type, and this one does show more variety (BIG, SMALL, PLASMA, LASER) but I thought this was referring to the projectile graphics. By the way it seems like the sfx_index are referring to entries in \Data\PFX\Projectiles.sfx (e.g. the Alien gun "ASG" is type SMALL and sfx index 2, and if you look into Projectiles.sfx under the small guns' entries ("TracerSFX_"), the third entry (0, 1, 2) has a COLOR RGB index of 14,144,215... exactly the light blue colour of the alien gun's bullets.

I need to find the perks so I can see how gunnery is being calculated.

Kothyxaan 06-10-2010 05:20 AM

Quote:

Originally Posted by Goblin Wizard (Post 163664)
It depends. If you changed only player version, no problem.
Which files did you modify?


ah ok, so all the _pl's are ok to edit, the npc ships go by the carcass and any changes to the ships texture/interface/carcass folder are only used by the play?

Trucidation 06-10-2010 07:12 AM

Damn, adding sound effects to Rockets.xml is bugged. Notice how all entries have blank <work_sound> tags? (They are just declared as "<work_sound/>".)

If I attempt to add a sound, e.g. <work_sound>horn3_2.wav</work_sound>, the sound works (but it's repeated as long as the missile is flying, so it's kind of odd), but the game CTDs when the missile hits the target. Unfortunately LOGfile.txt does not say what caused it, it just complains about memory access violation. Damn.

Also, I cannot find where the missile firing sound is called. I know the file, it is "s_rocket_launch.wav", but I cannot find references to it. The game just plays it as if it were hardcoded :(

This is unfortunate because sounds are defined and used in Carcasses.xml and they seems fine there.

Edit:
Here's the error. I tested on the T3 Supernova Torpedo since I didn't mod that one previously. Without sound = ok. With sound = CTD upon explosion.
Quote:

Originally Posted by LOGfile.txt
(15:31:44) (INFO) LoadFromStream_GameInterface: result: Ok!
(15:31:44) (INFO) LoadFromStream_MusicPlayList: result: Ok!
(15:31:44) (INFO) LoadFromStream_LocationManager: result: Ok!
(15:31:44) (INFO) LoadFromStream_TradeSystem: result: Ok!
(15:31:45) (INFO) LoadFromStream_QuestManager2: result: Ok!
(15:31:45) (INFO) LoadFromStream_PortalManager: result: Ok!
(15:31:45) (INFO) LoadFromStream_RecruitManager: result: Ok!
(15:31:45) (INFO) ExecuteScriptFile - DATA\Scripts\Locations\elio\functions.script
(15:31:45) (INFO) ExecuteScriptFile - DATA\Scripts\Quests\MISSION_4_5\AEROGRAPHY_ELIO.sc ript

[EXCEPTION] 0x0060df71 EXCEPTION_ACCESS_VIOLATION (The thread attempted to read from or write to a virtual address for which it does not have the appropriate access.)
[EXCEPTION] [INFO] Memory Usage = 230.816406 Mb
[EXCEPTION] [INFO] heapchk return = -2 HEAP Ok

As you can see, nothing is wrong prior to that. I fire the torpedo and watch as it flies to the target (and the sound file plays while it flies). As soon as the missile hits target and explodes... CTD.

Goblin Wizard 06-10-2010 07:23 AM

Yes. You can change the sound but file name "s_rocket_launch.wav" is hardcoded.
"work_sound" is like a sound of working engine. That's why it's repeated. I don't think it's odd. But it's interesting experiment. I'll have to check it.

StarShatter 06-11-2010 11:25 AM

2 Attachment(s)
I was playing around with the 'amount of tractor beams' on the mastiff (I hope I was changing the Mastiff LOL). And all it really seemed to do was add points for the beginning of the tractor beam. There was still only 1 beam active at a time.

Long weekend now, should be able to get back to doing ships.
Right now I'm just playing... Just made a little money. :D

I sold everything I had, just to see how much money I could get. No photo manipulation, I was gonna highlight the money in paint, but that would suggest trickery lol. Right after finishing mission were you protect the two traders for the USS, on hard mode it took a faaaaair few resets, $500K seems like pocket change now. I was .2 EXP off getting Deadly Missiles 1 right before meeting that ambush. :( Didn't take too long either, I was just doing it while watching TV and eating dinner.

Oh and anyone know how EXP gain from handing in pods works? I'm saving up for when Greyhair joins.

Goblin Wizard 06-11-2010 12:15 PM

It works exactly like any other exp gain. It's shared among your pilots. If you want more details check CostOfPirates.script

Trucidation 06-11-2010 01:18 PM

1 Attachment(s)
Hmm. Stations treat all captured pilots the same? Other than the message thanking you if you have pilots of their faction, I haven't found any indication in scripts that they give different rewards. Not sure whether station exp rewards also go through the perkDispatcher.script (exp mods from perks).

I don't know whether it recognises which pilots are more "valuable" either - yeah pods do have names (pilot, officer, etc) but are the threat levels saved as well? I don't see that. Afaik I only saw threat rating in Carcasses.xml for ships. Looks to me that you only get modded exp when you blow up ships whereas pilots all give same exp when turned in. Hmm. Not sure if this is right.

Picked up Viper when she turned against me (screenshot). Didn't check whether named pods are sellable though.

StarShatter 06-11-2010 01:42 PM

Hmm according to the script (thanks btw, i thought this was just the pirate bribes, so they dont attack you, which i never pay anyway) shed probably be handled by line 47 to 65?
"Kfni_Pilots,pilot_name"
Just like how a pirate captain is a pirate. I think Viper would be a MSF. Unless her pod is special in the mission-like way.

It's kinda unfair to have Ternie in a Tiger with two Rage, and 2-3 Prototype X at this stage of the game...
And nearly unlimited missiles for my hero. After I get Greyhair it's Hephaetus (cache) and Charon, then up to Simeiz and I can go back to testing!

Trucidation 06-11-2010 02:15 PM

I think I've seen Cleric's pod as a quest item when I stumbled across those yesterday, but you're probably right, it does seem logical that Viper would be handled as a faction pilot since I obtained it by asploding her ship.

StarShatter 06-11-2010 05:39 PM

Heyy uuughhh, If I have nothing but turrets on a fighter. Will it still move around and pursue foes? What kind of behavior will it have? Just wondering if anyone's done it. If not, no worries. Cause I don't want my Dragon T-SB to be a sitting duck like the mother ship.

Second, more on thread topic question. Like Missiles and Heavy Weapon slots are interchangeable in the IMDeditor. Can you simply ChangeWeaponType Heavy->Turret?

Also all that money was gained legit! No trainer. Just 2 T4 Erasers = 9 dead transports. Templar ships are costly... Just finishing descriptions... Tired... Need to sleep... Only been awake for 11 hours... lol...

Goblin Wizard 06-11-2010 06:05 PM

Quote:

Originally Posted by StarShatter (Post 164048)
Heyy uuughhh, If I have nothing but turrets on a fighter. Will it still move around and pursue foes?

Yes. It will be do this even without any weapon.

Quote:

Originally Posted by StarShatter (Post 164048)
Second, more on thread topic question. Like Missiles and Heavy Weapon slots are interchangeable in the IMDeditor. Can you simply ChangeWeaponType Heavy->Turret?

No. IMDeditor v3 was made for SW2. There is no heavy weapons in IMDeditor.

StarShatter 06-11-2010 06:29 PM

Quote:

No. IMDeditor v3 was made for SW2. There is no heavy weapons in IMDeditor.
Sorry, I just mean like Heavy Gun (eg. HBC-8 Armageddon, M-204 Avenger, M-801 Polaris). I haven't played SW2, so I don't know about it's weapon types. In other words "Biggun".

For weapon proficiency perks (eg. Machine Gun Proficiency, Heavy Gun Proficiency), is the weapon type decided on the damage dealt.
Quote:

<damage_type>IMPACT</damage_type>
<graph_type>BIG</graph_type>
Meaning turrets will also be boosted by the perks?

I'm just not quite at the stage where I can easily test these things out, sorry if its a pain. Trying to get some modding done when I can't be bothered playing, and I play when I cant be bothered modding.

Edit: The Charon cache gave me 1 Berserk Laser, I took a detour to the out systems before to pick up 12 Mk2 Berserk Lasers. >_>
Edit2: Weird, preliminary balance testing (mucking around) shows that having a Phoenix (10 hp/sec repair) on a Dragon T (300sp/10r shields, 2000hp) is better than a Granite (+350sp/3r). That or Greyhair is lucky. Having an Overbank DID NOT go well for Ternie... Actually, upon reading it... It doesn't seem so weird, it makes sense.

Nanaki 06-11-2010 07:05 PM

Okay, heres how things work.

Heavygun and Missile are interchangable, as they both operate the same, with either a very large gun or a missile pod sticking out of the hull of the ship. Smallgun is NOT interchangable with anything, as smallguns do not have an external model, the point on the hull is just where the muzzleflash comes out. Turret is also not interchangable with anything, as its a turret as opposed to a large gun or a missile pod sticking out of the hull. You can still technically change biggun type to turret type, but it would not look good at all without modifying the X, Y, and Z values. Actually, you can add as many heavyguns, smallguns, missiles, and turrets as you want, but you would have to define the X, Y, Z, and orientation values by hand, which is not difficult, just timeconsuming.

Also, It is difficult to put lots of turrets on a fighter, simply because of how large turrets are (Especially the Yataghan, for some reason the double-cannon turrets are larger than the average turret).

Goblin Wizard 06-11-2010 07:15 PM

Quote:

Originally Posted by StarShatter (Post 164053)
Meaning turrets will also be boosted by the perks?

Yes

Quote:

Originally Posted by StarShatter (Post 164053)
Weird, preliminary balance testing (mucking around) shows that having a Phoenix (10 hp/sec repair) on a Dragon T (300sp/10r shields, 2000hp) is better than a Granite (+350sp/3r). That or Greyhair is lucky. Having an Overbank DID NOT go well for Ternie... Actually, upon reading it... It doesn't seem so weird, it makes sense.

Hmm.. I never use any shield boosters (armor rep very rarely). IMO better to get more speed and maneuverability. Enemy pilots will have less chance to hit you and your pilot will attack more often. Of course, it depends on your tactics.

Goblin Wizard 06-11-2010 07:33 PM

Quote:

Originally Posted by Nanaki (Post 164056)
Also, It is difficult to put lots of turrets on a fighter, simply because of how large turrets are (Especially the Yataghan, for some reason the double-cannon turrets are larger than the average turret).

Actually it's easy as... whatever;). In the IMDEditor you have section named "Parameters": p1,p2,p3. These are X,Y,Z refpoint's dimensions multipliers (make all weapons models fully scaleable). Check these screenshots. Big Guns are @3 times greater than turrets.
btw adding multiple weapon refpoints is much less time consuming when you use 3DSMax.

Nanaki 06-11-2010 08:40 PM

Hmm, does not cause any issues with obnoxiously large muzzle flashes or anything like that?

Trucidation 06-12-2010 01:56 AM

2 Attachment(s)
Registration on the StarRover forum seems broken, tried both English and Russian settings. Oh well.

Anyway, that Aleksty guy posted something interesting about radar.
Quote:

Originally Posted by lolgoogletranslate
Nafigator wrote (a):
EPR - is equivalent to the area radiootrazheniya. How well ship
will be visible on the radar. For example, fighters have Reptora minimum
0.9 seems to have Stylet 1.0, at Trident 1.3. Perhaps this koefitsient
multiplied by the standard detection range ...


To be precise, EPR - a relative concept. With respect to the radar -
rate a direct reflection of the signal necessary for identification purposes.
That is - the higher the level of direct reflection - the closer the goal and so it
more. Technology stelss on that and billeting - minimum area
echo - an area smaller than smooth surfaces (note
attention to the "Comanche" or "F-117" ...

In the game this option is relative and is prescribed as ships and
radars.
For example, take the radar "HAWK" and "Reptor" installed "shadow" (40%
suppression of reflection) and "Reptor" with 2 "Shadows" (40% +40%):
Resolution of the radar - 0.34
The level of reflection Reptora with "shadow" - 0.54 (0.9 * 0.6) * - reptor will
Discovered

Resolution of radar - 0.34
The level of reflection Reptora with "shadow" - 0.18 (0.9 * 0.2) * - reptor will NOT
Discovered

* If extinguished 40%, the coefficient = 0.6 (1-40%), and if extinguished 40% +40%, the
coefficient = 0.2 (1-40% -40%). In theory, if installed modules "Shadow"
and "Shadow-2" - the ship do not see any ... Unfortunately, I did not understand
- If handled correctly EPR - nepisi, somehow, do not speak, visible
me or not

That was him quoting someone named Nafigator. He added,
Quote:

Originally Posted by Aleksty
Parameters of the radar -
resolution - (than less so much the better)
max_distance - (than more so much the better)

2. Create new, for instance module PlasmaDessipator, and add in XML files that he worked it is impossible!
Try open files XML in program for work with them, for instance XMLSpy!
And find information on XML type - "Presentation metagiven by means of XML"
XML - only given about data and all!
Without access to engine of the play nothing will not leave

Hmm. Let's see what we have.

1. Radars (see Modules.xml) have 2 values, resolution and max_distance. The latter is easy to understand, it just means how far the radar scans.
2. Ships have an EPR value (see Carcasses.xml).
3. Stealth modules (see Modules.xml) have a cloaking_ratio value.

Ok here's my guess. Resolution is how "fine grained" the radar is - a calculation is applied using the radar's resolution and compared to the ship's EPR value, which determines whether it can be detected or not.

Cloaking ratios are less than 1 (in-game text says "%") so I'm guessing they are a multiplier for the EPR value. Example: EPR = 10 and cloaking ratio = .6, the result will be 10 x .6 = 6. So cloaking ratios make EPR values smaller.

This means the radar resolution should not detect EPR values if they are lower than some value. Of course, it cannot be a flat calculation - surely if the ship is in front of your face, it doesn't matter whether your radar can detect it or not, right? However, game does not have a "visual range". So this must somehow tie back into the radar.

I think the radar calculation must also include distance. This is the only way a ship has any chance of detecting anything. Otherwise if you stack multiple cloaking devices and attack something it will not fight back because it cannot see you (e.g. long range missile sniping tactic). This is fine for missiles (ship is truly out of range) but for radar it doesn't make sense to be undetectable if you are right in front of his face.

All ships have an innate base radar (see Carcasses.xml) built in - we know radar modules extend the range, but I'm not sure if the resolution is also replaced. E.g. ship has short-range radar with good resolution, but player adds radar module with long-range radar with bad resolution. Ha, what happens?

-
I'm going to try stacking 4 stealth modules on a fighter and see if targets respond to me. The Ghost module gives 80% cloaking, so 4 of them should give me 0.2 x 0.2 x 0.2 x 0.2 = 0.0016 to apply to base EPR. If distance is not factored into radar calculation then I should be invisible and not be attacked by hostile targets no matter how close I get.

I'll remove the fighter's guns so he doesn't start firing as soon as he is in range, and switch missiles to off. That way I won't "hit first".

Update:
Well, 4x Ghosts renders me close to undetectable. Crap. You can see in the screenshot, I'm practically escorting those pirates (Hero's ship has higher speed).

Hmm, game crashed - LOGfile.txt is complaining can't load textures. Could be mod trouble, I loaded an earlier save which didn't have Fleet mod installed. Wait, I thought I downloaded the mothership mod-compatible carcasses.xml. Nanaki you wanna take a look and see if it means anything?

Damn, can't do more testing now, gotta take young cousins out to amusement park lol.

Update:
Huh, guess what - the targets still don't react even if you start breaking out with the missiles and ramming it up their rear ends at point blank. They just keep on flying even though they're getting blasted to bits by my stealthed ship - which was flying so close to them it was practically escorting them.

I'm gonna see if they react if my stealthed ship has guns and starts shooting them up.

Update:
Wow, totally unexpected. They don't even freaking react to guns. My fighter just sat there behind them blowing them out of the sky one by one at leisure.

One strange thing though, surely some enterprising player has attempted full stealth before. I mean, all you have to do is park the mothership somewhere safe, like several clicks above the system plane, and then send one full stealth fighter out to kill everyone. It's not like it's particularly complicated.

StarShatter 06-13-2010 08:02 AM

Quote:

Originally Posted by Trucidation
One strange thing though, surely some enterprising player has attempted full stealth before. I mean, all you have to do is park the mothership somewhere safe, like several clicks above the system plane, and then send one full stealth fighter out to kill everyone. It's not like it's particularly complicated.

Haha, I did this in a Cheetah, I was calling it the Super Rambo. Taking everyone out and not being spotted. Normal Rambo is what I do with my Hero when there too many ships to win in a dog fight, I send him out solo with a big radar, stealth and some rockets. I haven't tried 4 Blackholes giving the entire team high stealth though. You'd essentially have twice the likelihood of being discovered though (compared to x4 ghost).

Also to Trucidation you said something in another topic about adding the alien fighter. I could throw that together if no one else has yet.

As far as modding is going, the turrets work wonders, thanks guys. The big dual dual kinetic cannons look and sound so cool firing from Dragons, shame about the dispersion. And the makeshift texture isn't to bad.

But with the tractor beam... All the mother ships that have some seem to have this "lit.orig_03 - Default" material, which is blue like the beam (seeing as the texture is greyscale). Speaking of texture, the tractor beam texture isn't the texture for the material either. I've tried to mirror the beams used on other ships, but the materials bit is the only one I cant replicate. I was looking for the thread where someone says they were enjoying their tractor beam equipped interceptor (something like that) but I couldn't find it with a tractor beam search. What's the trick to adding tractor beams on interceptors?

Goblin Wizard 06-13-2010 09:04 AM

Additional info about EPR (suggested by Aleksty).
AI.ini (auto translated)

Code:

[EPR]
, Minimum speed
vMin = 0.5
, How many times the EPR increases in a state of motion (V> VMin) / / ("Ambush")
nEPR = 1.5
, How many times the EPR is reduced by finding within a cloud low visibility
nCloud = 2.5
; In the "ambush" a distance threshold of aggression
distanceAmbush = 40
; Ship goes to the opacity, when ERP <eprMin
eprMin = 0.1
; Range CloackingModule
radiusCloak = 60


Trucidation 06-13-2010 09:42 AM

Hmm, radar is affected by speed? I thought distance would play a role.

@StarShatter:
Thanks, that would be nice. The alien ships have many system slots but by default most of them are empty! Such a shame.

What's wrong with the kinetic cannons' dispersion? It's just one value in the Modules.xml file, if I'm not mistaken. Just tweak that and they'll be as pinpoint sharp as lasers (but be careful, at the rate those things pump out bullets, they'll be killer weapons if they're too accurate) ;)

I need to learn how to add ships myself but for now I'm busy with other scripts. I'm also translating into english the german modding handbook for Star Wolves 2 - it's not going to be very good because I don't know any willing German translators and have to rely on machine translations... Still, it should finished in 2 days (Tuesday) hopefully.

Edit:
By the way, if someone out there really wants some ships to edit, try looking up some mods for the space sim Freelancer. There's a mod for it called the Rebalance mod - it should have dozens of ship grafted to it, god knows I spent years playing that game lol. (That game has some really great ideas, the only problem is, like most space sims, the player is basically limited to 1 ship. Star Wolves really is the only game series of this type which has a "mothership" + team concept. In my limited knowledge... there may be other games like these, but I haven't discovered them.)

Goblin Wizard 06-13-2010 10:15 AM

If you use my mod, you can easily change ship you want to buy.

Example: gw.script file. Only two changes are needed.

1.
Code:

function DialogR_buy_Gunslinger_mk2_black0()
  buy_fig("Gunslinger_mk2_black0");
end;

This function is activated when you choose to buy a Gunslinger T in the maintenance station menu. If you want to buy alien fighter change the "Gunslinger_mk2_black0" to "A_Fighter_0"
Below you will find the table:

2.
Code:

local tab_FIG = {
        {"Gunslinger_mk2_black0",280000},
        --//--
        {"AngorFrigate_f",100}
        };

Do the same as before, change the "Gunslinger_mk2_black0" to "A_Fighter_0".

If you want your fighter as additional menu entry you have to add new dialog answer in the DialogGW.xml, make additional function like in 1. and add new line in the fighters table 2.

Trucidation 06-13-2010 02:04 PM

Whoa, I didn't know you could attach the tractor beam to non-motherships. Then again, the function which puts the tractored items into inventory doesn't really care about the source, probably, so it does seem reasonable you could splice the tractor beam function elsewhere. It's just that all items will end up in the mothership inventory regardless of who tractored it. Hmm, sneaky - fast way to clean up a system eh? Send everyone out in different directions while slow mothership lumbers to the portal. Nice.

@StarShatter:
Try looking in the PFX folder, that's the most likely candidate for stuff like that. I'm trying to mod rocket exhaust colours btw that's why I'm rooting around in there lol (although I have a sneaking suspicion they just hardcoded it -_-)...

StarShatter 06-13-2010 02:05 PM

1 Attachment(s)
Kinda just threw together another DIY, to avoid conflictions and still be usable I used differnt entities of the interceptors, and decreased the attack fighter's threat a bit.

I had a random thought that your mod tool could be used to change files around without player input. Still need to DL that non-lite. Long week end, spent mostly sleeping :\. Best thing about living in a country founded by the British, free public holiday courtesy of the Queen.


Now I haven't tried these in my game, and the way I've incorporated them into shops I haven't tried properly (from a new game). So you're the proud tester :D. Pretty sure glancing around a while ago I saw someone use this method. I don't recall getting any responses about this method so I avoided it as much as I could, haha. They may only appear in the FTU*. Only way I could add them solely to the outer-systems. I looked for shops that stocked Black Stormcrows, none**... GOOD LUCK! *isn't too confident*

I took the names from Supreme Commander: Forged Alliance's Seraphim faction's Fighter/Bomber and Air Superiority Fighters.

*That or appear based on storyline timing, when I went to the outer system to pick up a stormcrow MK2, there was none (no FTU access).
**There was one, but it stocked almost everything. So wasn't too sure, feel free to add it to that shop.

Edit:
Quote:

Whoa, I didn't know you could attach the tractor beam to non-motherships.
Mmm well I'm having a wee bit of trouble doing it. :( I can add the references but no beam comes out. Might try from a fresh game, doubt it would help though. I don't think the IMDeditor is equipped to add/remove materials.

Trucidation 06-15-2010 12:20 AM

I better finish my testing before I try adding your ship, I don't remember which files are modded and which aren't now lol.

Does google translate (Russian -> English) help you with \Data\AI\AI.ini? I'm trying to decipher that but the goddamn comments are in extended ASCII which don't seem to want to convert. Tried pasting in Word and then switching to a Cyrillic font, but google translate displays the same gibberish anyway. Ugh.

Update:
Game will only play mono sounds - if you have anything in stereo it will not play. I was changing the MIRV explosion sounds (because it's not really exploding, it's just splitting into the separate warheads). Strange why it didn't want to play the sound I gave it... until I realised it was in stereo. Changed it to mono and now it works :)

StarShatter 06-16-2010 08:36 AM

*facepalm* Though I added the alien ship to the X### shop, I've discovered a fighter in Argon. Meh. At least its accessible!

Been a bit busy (dynamics final :() and now a bit sick, so haven't made much progress, but I got a loooong lazy holidays coming up! EVERYONE DOWNLOAD THAT NEW MECHWARRIOR 4 THING! :D

I'm ill but ecstatic.

BAAAH! I wish these shops refreshed when you re-entered the system, or re-opened the game. Looking for things is much harder the way it is.

Goblin Wizard 06-16-2010 01:54 PM

a little offtop: What is NEW MECHWARRIOR 4 THING? New mod or full addon?

Trucidation 06-16-2010 04:48 PM

1 Attachment(s)
OT: I enjoy mech games too but kinda wished there were more of the strategy kind. I dunno about the "new" MW4 thing but maybe you could look it up on the MekTek website.

@StarShatter:
If you re-enter a system the shops' inventory scripts would be rebuilt I think. Try redocking a couple times and see if your fighter appears.

Edit:
Our friend Aleksty on the StarRover forum was kind enough to post a copy of Star Wolves 2's AI.ini. I'm pasting it here, together with a google translation appended to it. First glance shows mostly the same stuff as SW3's AI.ini but maybe it'll be useful for comparison purposes.

Update:
While on my doomed translation project for the SW2 German modding handbook I came across mention of an XML editor called "Peter's XML Editor". It's apparently discontinued since the author moved on to other things (his replacement recommendation is a 30-day trial thing -_-'), but I suppose the basic editor he has will suffice for casual use. You can find his tool here.

Kothyxaan 06-19-2010 08:26 AM

how do you change rocket slots to guns
 
ive tried changing the rocket slots on the Hrimturs to small guns and to big guns but neither work,
i edited the Hrimturs in the carcass.xml in /data/game folder and the Hrimturs in the /texture/interface/slots/carcass
i tried changing one of the rocket slots to a big gun then a small gun, neither works
when the ship is bought the appropriate slots are there but they dont wont accept guns

any apologies if this question has been asked before

Goblin Wizard 06-19-2010 09:02 AM

The way you modified the ship you can only add system slots. All other slot types need to be added to the appropriate ship "IMD" model file (../Data/OBJECT). Check which file is used (mesh_name in Carcasses.xml) and modify via IMDEditor.

Kothyxaan 06-19-2010 10:48 AM

Quote:

Originally Posted by Goblin Wizard (Post 165341)
The way you modified the ship you can only add system slots. All other slot types need to be added to the appropriate ship "IMD" model file (../Data/OBJECT). Check which file is used (mesh_name in Carcasses.xml) and modify via IMDEditor.

ah ok that works, sadly now i have to change the meshes back to the player ones, ive been using inoco or pirates meshes for my ships because i think they look better :S

thanks for your help

StarShatter 06-19-2010 12:12 PM

Yeah, I mean the MekTek, its not that new. MW4 was given a free license start of last month being the more new thing. So you can use the MekTek pack without owning the game. I've only got MechWarrior 2: 31st Century Combat out of the series, pretty insane game when it came out, even though I didn't fully understand it at the time. Mostly only played RTS on PC and everything else on console back then (console is pretty fail nowadays, cept for some games).

On topic: Textures take a while >_> Same with making specific bits shinier.
The Charon shop seems to always have a certain set of ships once its loaded.
Still can't get the Cheetah+Tbeam to work, probably wont.

raresdan2001 07-01-2010 10:08 AM

Nice psts here:D great ideas, keep it up;)

raresdan2001 07-02-2010 08:16 AM

Seems that i found the biggest problem...i opened the Liger_Dreadnought.imd with the imd editor....and i dont know which parameters to put in the Liger_Dreadnought.ini

The GKTurrets dont have set parameters in the editor and i really dont know how to make the link between the IMD editor and .ini document....
Please help me out...:(

Im done here, thanks to Nanaki :D

raresdan2001 07-02-2010 03:38 PM

I got to the mothership change part and i get the MS and it says NOT FOUND STRING_LIGER....I think I messed up some folders.

- can't find the good coordonates so I can't place any GKTurret.

Please, I know u guys are busy but help the poor me :( ...I would really appreciate if someone would post the already modded liger files...I really can't figure out what I did wrong...also a tutorial would be perfect.

I did it now.

Nanaki 07-04-2010 03:57 PM

Sorry about the delay, I was without a computer for awile because my power supply went up in smoke and flames.

Okay, for starters, on the zip file you should have a Liger_Dreadnought.ini and a Liger_Dreadnought.imd. The Imd file goes inside the Object folder, the INI file goes inside the TEXTURE\Interface\Carcass\Slots folder.

Then you need to add or modify a carcass entry in the Carcasses.xml file.

<BigShip name="Mothership_Lion_mk2a_vks">
<short_name>#M_Name_Mothership_LionMk2</short_name>
<hint>#M_Hint_Mothership_LionMk2</hint>
<short_desc>#M_SDesc_Mothership_LionMk2</short_desc>
<long_desc>#M_LDesc_Mothership_LionMk2</long_desc>
<mesh_name>Liger_Dreadnought</mesh_name>
<flat_image>Lion_Cruiser_MK2_A</flat_image>
<hit_points>12000</hit_points>
<mass>150000</mass>
<disable_trade>true</disable_trade>
<cost>1500000</cost>
<technology/>
<EPR>40</EPR>
<explosion_script>Big Ship</explosion_script>
<work_sound/>
<silence/>
<max_energy>4500</max_energy>
<energy_restore>3</energy_restore>
<max_speed>5.5</max_speed>
<maneurability>2</maneurability>
<steering_power>25500</steering_power>
<sensor_resolution>0.38</sensor_resolution>
<sensor_length>180</sensor_length>
<threat>20</threat>
<mapping_name>Liger_Dreadnought</mapping_name>
<HolderProperties>
<big_guns>0</big_guns>
<small_guns>0</small_guns>
<rockets>0</rockets>
<systems>8</systems>
<turrets>8</turrets>
<gk_guns>4</gk_guns>
<gk_turrets>2</gk_turrets>

</HolderProperties>
<engine_sound>Engine-Bigship.wav</engine_sound>
<engine_start_sound/>
<destroyed_mesh_name>Lion_Cruiser_MK1_MK2_destroye d</destroyed_mesh_name>
<cargoCapacity>4500</cargoCapacity>
<BigShipHangar>
<hangar_count>6</hangar_count>
<max_hangar_count>6</max_hangar_count>
</BigShipHangar>
</BigShip>

After that, you will need to add an entry in Shipdescriptions.xml, you can change the TRGK3s to any GK Turret you like, just as long as you have a valid GK Turret you should be fine.

<ShipDescription name="Mothership_Liger">
<carcass>Mothership_Lion_mk2a_vks</carcass>
<module>TRGK3</module>
<module>TRGK3</module>
</ShipDescription>


Afterwards, you will have to go to the quest file that you want the ship, and replace the mothership in that quest file with Mothership_Liger. You may have to go through the quest file a bit just in case, as sometimes quests may run a ship check on your mothership.

raresdan2001 07-05-2010 04:58 AM

Thank you very much, but , that i already did , well it was hard i had to merge the parameters in the imd editor to know the coordonates for the GK turrets.

Now i dont know how to make the module slots smaller so i can fit more slots :)

Oh and more thing .... what do i have to mod so i can continue the game after finishing the MSF path ?

Ocellaris 07-06-2010 04:34 AM

2 Attachment(s)
Quote:

Originally Posted by raresdan2001 (Post 168459)
Thank you very much, but , that i already did , well it was hard i had to merge the parameters in the imd editor to know the coordonates for the GK turrets.

Now i dont know how to make the module slots smaller so i can fit more slots :)

-cut-

Well, I don't know how to make it smaller,
but I did try compacting the slots, so far I can squeeze a maximum of 24
4 rows and 6 columns.

Use it on my customized Lion mk2

raresdan2001 07-06-2010 07:10 AM

Yay i did it :D

http://img697.imageshack.us/img697/6...gelwing.th.jpg

Ocellaris 07-09-2010 05:04 PM

1 Attachment(s)
Yay!

My Lion Mk3 now has custom decal!

stivoknis 07-16-2010 08:52 PM

I kind of new at this whole modding thing (actually I started only a few days ago), but I encountered a problem when I was trying to add a Walrus as a buyable ship. I don't know how I did this, but I somehow disabled docking with stations and using portals. Does anyone has any ideas on how I caused this problem and how to fix it?

stivoknis 07-18-2010 01:25 AM

Silly me:rolleyes:
Apparently I forgot to add a comma in one spot.
Who knew one missing character would cause so much trouble.:mad:

SuperiorX 07-18-2010 10:32 AM

Quote:

Originally Posted by Trucidation (Post 164106)
Registration on the StarRover forum seems broken, tried both English and Russian settings. Oh well.

Anyway, that Aleksty guy posted something interesting about radar.

That was him quoting someone named Nafigator. He added,

Hmm. Let's see what we have.

1. Radars (see Modules.xml) have 2 values, resolution and max_distance. The latter is easy to understand, it just means how far the radar scans.
2. Ships have an EPR value (see Carcasses.xml).
3. Stealth modules (see Modules.xml) have a cloaking_ratio value.

Ok here's my guess. Resolution is how "fine grained" the radar is - a calculation is applied using the radar's resolution and compared to the ship's EPR value, which determines whether it can be detected or not.

Cloaking ratios are less than 1 (in-game text says "%") so I'm guessing they are a multiplier for the EPR value. Example: EPR = 10 and cloaking ratio = .6, the result will be 10 x .6 = 6. So cloaking ratios make EPR values smaller.

This means the radar resolution should not detect EPR values if they are lower than some value. Of course, it cannot be a flat calculation - surely if the ship is in front of your face, it doesn't matter whether your radar can detect it or not, right? However, game does not have a "visual range". So this must somehow tie back into the radar.

I think the radar calculation must also include distance. This is the only way a ship has any chance of detecting anything. Otherwise if you stack multiple cloaking devices and attack something it will not fight back because it cannot see you (e.g. long range missile sniping tactic). This is fine for missiles (ship is truly out of range) but for radar it doesn't make sense to be undetectable if you are right in front of his face.

All ships have an innate base radar (see Carcasses.xml) built in - we know radar modules extend the range, but I'm not sure if the resolution is also replaced. E.g. ship has short-range radar with good resolution, but player adds radar module with long-range radar with bad resolution. Ha, what happens?

-
I'm going to try stacking 4 stealth modules on a fighter and see if targets respond to me. The Ghost module gives 80% cloaking, so 4 of them should give me 0.2 x 0.2 x 0.2 x 0.2 = 0.0016 to apply to base EPR. If distance is not factored into radar calculation then I should be invisible and not be attacked by hostile targets no matter how close I get.

I'll remove the fighter's guns so he doesn't start firing as soon as he is in range, and switch missiles to off. That way I won't "hit first".

Update:
Well, 4x Ghosts renders me close to undetectable. Crap. You can see in the screenshot, I'm practically escorting those pirates (Hero's ship has higher speed).

Hmm, game crashed - LOGfile.txt is complaining can't load textures. Could be mod trouble, I loaded an earlier save which didn't have Fleet mod installed. Wait, I thought I downloaded the mothership mod-compatible carcasses.xml. Nanaki you wanna take a look and see if it means anything?

Damn, can't do more testing now, gotta take young cousins out to amusement park lol.

Update:
Huh, guess what - the targets still don't react even if you start breaking out with the missiles and ramming it up their rear ends at point blank. They just keep on flying even though they're getting blasted to bits by my stealthed ship - which was flying so close to them it was practically escorting them.

I'm gonna see if they react if my stealthed ship has guns and starts shooting them up.

Update:
Wow, totally unexpected. They don't even freaking react to guns. My fighter just sat there behind them blowing them out of the sky one by one at leisure.

One strange thing though, surely some enterprising player has attempted full stealth before. I mean, all you have to do is park the mothership somewhere safe, like several clicks above the system plane, and then send one full stealth fighter out to kill everyone. It's not like it's particularly complicated.

im wandering what would happend if had 2 tm members each set on stealth with 4 black holes a piece, on paper it should be even better then ghost * 4 as it allows u to fully gear out 4 other tmates with beneficial stuff.

stivoknis 07-20-2010 09:40 PM

I was looking through the Carcasses file, and I noticed that all of the ships in the game have a threat level and this level increases in value with bigger and more deadlier ships.

If this threat level has anything to deal with the AI then that would explain why a character in a 5th generation ship, while everyone else is in a 3nd gen ship, would die within the first 30 seconds of a fight because it gets caught in like five different crossfires. But when I put that same character in a 1st gen, the enemies seem to ignore him unless he is the only character within firing range.

This threat level appears to deal with which fighter the enemies feel is the bigger threat and consequencely is the first fighter which they attack. If this is correct then a fighter with a higher threat level then the mothership should draw all of the enemy fire away from the other ships.:grin:

Goblin Wizard 07-21-2010 06:33 AM

I've noticed the same thing but thread level is mainly for calculating experience you get.

stivoknis 07-28-2010 02:05 AM

I was just wondering how someone can add a GKturret as a reference with the IMD editor? Under the AddReferences tab there is an option titled "TurretGuns" but when I looked at the IMD data for ships with GKturrets the reference is titled "GKturret" instead of "TurretGuns".:confused:

Trucidation 07-28-2010 03:16 AM

Quote:

Originally Posted by Goblin Wizard (Post 170983)
I've noticed the same thing but thread level is mainly for calculating experience you get.

Yeah, one of the scripts has a function for exp calculation, which uses threat value in that calculation. Haven't seen it elsewhere, so I'm pretty certain threat is only used as an exp modifier. I'm not sure whether threat is used by the AI to select which ships to target first: after all, the mothership has a larger threat level compared to your fighters, but enemies fight your fighters as well, they don't only focus on the mothership.

Goblin Wizard 07-28-2010 07:09 AM

Not only thread level counts for AI. I'm sure ship type (mothership/bigship/corvette/interceptor) is taken into consideration too. Fighters attack fighters in 90% situations, probably until mission script tells them otherwise.

Quote:

Originally Posted by stivoknis (Post 172266)
I was just wondering how someone can add a GKturret as a reference with the IMD editor? Under the AddReferences tab there is an option titled "TurretGuns" but when I looked at the IMD data for ships with GKturrets the reference is titled "GKturret" instead of "TurretGuns".:confused:

You have to export GKturret reference slot from other model (e.g. stationary gun pod) and import it to your model.

Szpaku 08-20-2010 11:33 AM

Back to butcher
 
can someone help me what should i do to have the butcher in normal store :confused: i just want the butcher at start :grin:

Goblin Wizard 08-20-2010 01:51 PM

I've given you an answer in the Random Contacts thread so what's the problem? something unclear?

PS. Napisz do mnie na PM jeśli czegoś nie łapiesz.

raresdan2001 08-21-2010 07:12 AM

How did u got those Satan ships???I want some too :D
 
Quote:

Originally Posted by Ocellaris (Post 168631)
Well, I don't know how to make it smaller,
but I did try compacting the slots, so far I can squeeze a maximum of 24
4 rows and 6 columns.

Use it on my customized Lion mk2


Could you please tell me how you got the Satan ships? I know you modded something in the .xml files ;)

JaM 08-26-2010 07:22 PM

btw guys, is SW1 modable or not?


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