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The German Modding Handbuch is quite useful with regards to creating the alien and precursor flights you want but not much else (the icon change section is self-explanatory, doesn't need a manual). There's plenty of berserks in the Border systems imho, but you can add them to your custom systems if you wish. It's not just flights, don't forget the portals connecting it with other systems :)
For ship stuff look at Carcasses.xml and ShipDescriptions.xml. Adding stuff to trade is likely in IniTradeSystem.xml. Edit: On an unrelated note, was just digging through the perkDispatcher script since there were a few things bugging me. Turns out I was right, the values and descriptions don't match. Meh. Missile skills damage: - Base, Missiles_Rockets, Missiles_2, Missiles_3, Missiles_4, Missiles_5, Elite, Lone Wolf (huh wtf): base = 0.95 Missiles_Rockets += 0.05 = 100% (i.e. the stated damage) Missiles_2 += 0.05 = 105% Missiles_3 += 0.1 = 115% Missiles_4 += 0.15 = 130% Missiles_5 += 0.15 = 145% Elite += 0.2 = +20% Lone Wolf += 0.1 = +10% However, descriptions (from m_perks.loc) tell a different story: Missiles_2 = 5% (correct) Missiles_3 = 25% (incorrect, script shows it is 15%) Missiles_4 = 50% (incorrect, script shows it is 30%) Missiles_5 = 45% (ironically correct, presumably bonus is lower to compensate for anti-jamming bonus - except script proves this is false) Elite = 25% (incorrect, script shows it is +20%). Lone Wolf = 0% (incorrect, script gives 10% bonus even though description says no bonus) Not a huge deal since missile damage is quite overpowered already (hello massive blast damage) but I'd just like to point out that the values are described wrong. Another gotcha: if you design a new skill tree and skip the lower skills and jump straight to the higher skills, e.g. base then straight to Missiles_4, and not giving Missiles_2 and Missiles_3, you get different values:
How to fix this is simple, edit the script to give a straight assignment to the modifier value (amplifier = xx) instead of an increment bonus (amplifier += xx). Do this for the "chained" skills, i.e. Missiles_2 to Missiles_5. Elite is fine as an incremental bonus - it makes sense, a missile-specialist Elite pilot will still be better with missiles compared to a piloting-specialist Elite pilot. Note that you should do checks that give assignment modifiers first before checks for increments, e.g. check for Missiles_3 first before checking for Elite. Otherwise the increment from Elite would be overridden by the assignment from Missiles_3. Haven't exactly decided how I should fix this but I'm in favour of a more linear percentage increase, e.g. Missiles_2 to Missiles_5 each granting an additional +15% increase. So I'd simply hardcode them as 115%, 130%, 145%, 160%. Yeah, it means pilots with Missiles_5 for example will have no use of Missiles_2 since the higher value overrides it (assignment instead of increment) but that's how the skill tree works anyway: a pilot can't get Missiles_5 without Missiles_2. And if you rearrange the trees to give some pilots the higher skills while skipping the lower skills, a straight-up assignment works better anyway as the calculation I showed above shows - i.e. any pilot who has Missiles_4 will be guaranteed to get a 30% bonus instead of losing 15% due to skipping Missiles_2 and Missiles_3. That way you don't need to clutter the skill trees with the previous skills. - I think the anti-ECM bonuses are similarly screwed up, and I need to take a look at the unguided missiles ("rockets") as well. |
Can someone tell me how i can add turrets and docking bay to stone arrow or something else?
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Hello dear fellows, after some decent tries playing SW3 I opted to do a small modification to the Tug, the Mastiff and the Astarta like improving hitpoints, shields, speed, sensors and cargo space.
That was easily done and accepted ingame, but as I tried to implement additional slots for turrets and systems I got some problems. In the database of the Astarta by right-clicking on the Image there were the additional slots shown, but not in the usual GUi interface picture. So I need some decent help and advice. So can me anybody explain with simple and clear instructions how I should change the related file data entries to make any changes appearing during the game. I need that if possible for the Astarta only. I want to give the Astarta 8 system slots, 8 turret slots,2 gk slots, 1 or 2 gk turret slots. If this is to much for the GUI I would reduce it to 6 system and 6 turret slots. I would be very happy if someone has the time and fun to help me with his good advice. But he should explain it in simple English because I am not a native English speaker I am a German,sry for any inconveniance. Thx Hohenlohe |
To edit the GUI part you need to go into texture/interface/carcass/slots. However, in order to add additional turrets, guns, and missiles you need to edit the IMD file found in the object folder. There is an IMD editor out there, unfortunately the original download link went down and I am not sure if there are any others.
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Hello again! Sorry I haven't shown up all the time, but my hard drive was destroyed, so I've lost totally everything, including my SW3 and all modded files in it. I was so angry that I took few months break, focusing on university and such, and now I can't remember how I've made things..
For example, I used to have fully manageable Liger, with GK turrets available at markets (each faction had one type of weapon - InoCO had laser, etc), etc. Now I've downloaded IMDeditor, Liger, and started working on it again. I've changed refpoints of TurretGK(s) in the imd from 1 and 2 to Right_Side and Left_Side, modified ini - changed two system slots to TurretGK: [slot2] type=TurretGK refpoint=Left_Side image_coord=11 174 text_coord=10 174 text_aligment=LEFT [slot3] type=TurretGK refpoint=Right_Side image_coord=11 259 text_coord=11 259 text_aligment=LEFT But when I try to put them into a slot, it shows error message it doesn't belong into that slot. I don't know what am I doing wrong now, I really can't remember how I did it before, it was too long ago. <BigShip name="Ironfist"> <short_name>#M_Name_Ironfist</short_name> <hint>#M_Hint_Ironfist</hint> <short_desc>#M_SDesc_Ironfist</short_desc> <long_desc>#M_LDesc_Ironfist</long_desc> <mesh_name>Liger_Dreadnought</mesh_name> <flat_image>Liger_Dreadnought</flat_image> <hit_points>5000</hit_points> <mass>200000</mass> <disable_trade>true</disable_trade> <cost>1000000</cost> <technology/> <EPR>50</EPR> <explosion_script>Big Ship</explosion_script> <work_sound/> <silence/> <max_energy>1000</max_energy> <energy_restore>2</energy_restore> <max_speed>10</max_speed> <maneurability>5</maneurability> <steering_power>27000</steering_power> <sensor_resolution>0.38</sensor_resolution> <sensor_length>250</sensor_length> <threat>10</threat> <mapping_name>Liger_Dreadnought</mapping_name> <HolderProperties> <big_guns>0</big_guns> <small_guns>0</small_guns> <rockets>0</rockets> <systems>6</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> Also, have anyone tried to make Stargate's X-304 model? It would be a great challenge, dunno if it's possible to have 2 hangar bays as it should have (that may be possible, but I think fighters won't use both at the same time, they will all use left one or all use right one). It's railguns are easy to make, I'd make them rapid fire plasma with less damage, high dispersion and longer bullet. That's no problem. Another problem would be missiles, as X-304 uses them, but motherships can't control them. Well, that should be OK anyway. X-302 would be wonderful fighter to make as well. I'd give it 4 rocket and 2 light cannons. |
Well, anyway, even without X-304 I've made myself some railguns, using Vindicator rapid-fire cannon model and image..
as I've been asked earlier by mail to upload etc my work: into Modules.xml <TurretModule name="RAIL"> <short_name>#M_Name_RAIL</short_name> <hint>#M_Hint_RAIL</hint> <short_desc>#M_SDesc_RAIL</short_desc> <long_desc>#M_LDesc_RAIL</long_desc> <mesh_name>Med_Turret_M205_T</mesh_name> <flat_image>Med_Turret_M205</flat_image> <hit_points>20</hit_points> <mass>100</mass> <disable_trade/> <cost>7000</cost> <technology/> <attach_type>ONLY_BIGSHIP</attach_type> <recharge_time>8</recharge_time> <viewing_angle>10</viewing_angle> <dispersion>1</dispersion> <min_distance>10</min_distance> <max_distance>75</max_distance> <rate_of_fire>2</rate_of_fire> <burst_count>18</burst_count> <azimuth_rotation_speed>60</azimuth_rotation_speed> <rise_angle_rotation_speed>30</rise_angle_rotation_speed> <BulletParams> <damage>25</damage> <bullet_length>3</bullet_length> <speed>50</speed> <damage_type>IMPACT</damage_type> <graph_type>PLASMA</graph_type> <sfx_index>4</sfx_index> </BulletParams> </TurretModule> into m_bs_modules.loc #M_Name_RAIL = R-18 #M_Hint_RAIL = Experimental railgun #M_SDesc_RAIL = A turret with a rapid-fire experimental railgun. #M_LDesc_RAIL = This experimental weapon was created by best scientists of MSF to combine raw power of plasma cannons with astounding effectivity of rapid-fire kinetic cannons. This early prototype is still too unaccurate and hard to cool, so the time between bursts is quite long. But with the right person behind the controls, not many spaceships survive even first burst. into InitTeamScript.script under the line MothershipFlight:AddShip(mothership); mothership:AddModuleToInventory("RAIL", X); X = number of turrets you will use on mothership. I use Liger - 8. It could also be added to market, but there is very high chance it will screw something important and you'll end up using backups. Believe me, I was failing a lot last time when I was adding TurretGKs to markets. And since then my HDD was destroyed. Too bad I haven't uploaded it back then. I suggest lowering bullet damage if you haven't ovehauled other modules and HPs of fighters, or you end up too powerful. I have found few very nice X-304 models, but they can't be downloaded for free. Honestly, if I was their creator, I wouldn't give away those masterpieces for free too.. Also, I've noticed that on the original X-304, there are too many railguns (I think about 36 on the roof and 16 on the belly - which is too much for both GUI and game difficulty - or in this case - no difficulty at all - but with recharge time of 60 instead of 8 and damage of 1 instead of 25 it COULD work. on a good computer :rolleyes:) |
oke, I've found a nice X-302 model in .skp, converted it into .obj and tried to import it to IMDeditor, this is the error I'm getting.
# of maximal objects (100) exceeded WTF is that? is the model too complicated or something? anyway here is rapidshare link for .skp, .obj, .mtl, and 2x .jpg textures. Dunno if anything of that is anyhow usable for IMDeditor. 2 rocket slots under each wing and 2 smallguns in the very front of cockpit. Provided someone still occasionally check this threat and I'm not just writing for myself :) |
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I am experiencing the same problem but with a modified Dragon. Tried to replace 2 Heavy guns with 2 missile slots. Edited the .ini and the carcasses.xml, showes up nice in the GUI but when I try to put a missile a missile slot it says that i doesn't belong in that slot. EDIT:Found out why it didn't work. Aparently you have to edit the IMD reference in the objects folder as well. |
I did modify IMD.
I've modified Stormcrow MK2 to have 1 additional system and changed 1 rocket to another Biggun, and it works correctly. this error message message shows also when I want to equip turret to Butcher and Quasar sensor unit to mothership (other systems are equipping correctly). doubleclick works with mothership sensor system, but not with butcher turret. |
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As for the sensor unit i have no idea. It is designed for motherships so tehnicaly if you left it alone it shouldn't have any problems. |
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