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-   -   Modding SW3? (http://forum.fulqrumpublishing.com/showthread.php?t=13859)

Dumorimasoddaa 08-26-2010 09:54 PM

Quote:

Originally Posted by JaM (Post 177171)
btw guys, is SW1 modable or not?

Shoudl be just as its the same enf=gine in 1 2 and 3 more or less

JaM 08-30-2010 11:23 AM

need some help. I'm trying to mod weapons stats, but everytime i do a changes to modules.xml i have no weapons at game start... what i'm doing wrong? (its for SW1)

Goblin Wizard 08-30-2010 02:37 PM

If you only change the numbers, seems like a problem with editor. Which one do you use? I suggest notepad2 or notepad++.

JaM 08-30-2010 03:34 PM

i have used standard notepad, its strange as i edited with it ship stats and everything was ok...

DownJones 09-05-2010 05:08 AM

hello guys, I'm a rookie concerning modding, so I read through the whole topics but did not find some finished mods where I can just to add or replace the files..... so whats up with that? :)

However, I have also some other questions.... is it possible for the motherships to be purchasable at those stations? And if you change via mod your mothership at the beginning of the game, what happenes then when you get new motherships assigned while the game process, especially then when your engines getting hacked and you must abandon your ship?

Skyeraven 09-06-2010 01:01 AM

Quote:

Originally Posted by Demourge (Post 149741)
Well, I've been playing around with the data files a bit, I've succesfully edited a couple of items, but not been able to add any new ones using existing templates.

For example:

My Shield Prototype gives an additional 700 Shield + 6 SP/s

How?

Go to X:\Program Files\1C Company\Star Wolves 3 - Civil War\Data\Game (Or where you have your game installed)
Open up Modules.xml with notepad (or any text editor)
Now search for "ShAmp5"
Once found, search for the string called: <shield_energy>
You see it is set to 500 .. Simply changing this to 700 will give you 700 additional shield
Changing the string <shield_restore> will change whatever shield you want SP/s.

Now that you have edited the game info, you naturally want it to be displayed properly in the game aswell, otherwise it will still show up 500 SP and 4 SP/s in the description.

Alright, now lets go to: X:\Program Files\1C Company\Star Wolves 3 - Civil War\Data\LocData\English (Or any other language you have)

You will notice a file called: m_modules.loc
Open up that with notepad.
Now search for "ShAmp5"
You will see the description of the file, simply changing 500 to 700 and 4 to 6 is all that needs to be done.
Save and you're ready to go!

NOTICE: ALWAYS BACKUP FILES YOU EDIT .. (Even though this editing is quite harmless, it beats reinstalling when you break your game)

Now, as for my personal problem, adding new items.
With my previous method I showed how I edited the properties of the items .. So I figured, if I copy one part of the .xml file and edit it with new settings, it should add a new item while using an existing image, no? I wanted to make a Shield Prototype Mk 2, so I added this under "ShAmp5":

<ShieldModule name="ShAmp6">
<short_name>#M_Name_ShAmp6</short_name>
<hint>#M_Hint_ShAmp6</hint>
<short_desc>#M_SDesc_ShAmp6</short_desc>
<long_desc>#M_LDesc_ShAmp6</long_desc>
<mesh_name>systembox</mesh_name>
<flat_image>Phantom_Shield</flat_image>
<hit_points>10000</hit_points>
<mass>10</mass>
<disable_trade>false</disable_trade>
<cost>300000</cost>
<technology/>
<attach_type>ONLY_FIGHTER</attach_type>
<shield_energy>700</shield_energy>
<shield_restore>6</shield_restore>
</ShieldModule>

And added this to m_modules.loc:
#M_Name_ShAmp6 = Shield Prototype Mk 2
#M_Hint_ShAmp6 = Shield Prototype|Shield booster
#M_SDesc_ShAmp6 = A shield prototype.
#M_LDesc_ShAmp6 = A shield booster that increases shield energy by 700 SP and shield regeneration by 6 SP/s.|A shield booster prototype of the new generation. It's still early to speak about its commercialization.

Now I naturally figured that it won't just show up in tradestation and had to be "added" to the inventory, so I opened up InitTradeSystem.script and figured that this line: -- Sh,Eng,Man would stand for Shields, Engines, Maneuverability and the numbers displayed in their generation: Bastion, Citadel, Stronghold, Granite, Shield Prototype .. so I figured, if I had another number behind the number that stands for Shield Prototype, it would add my Shield Prototype Mk 2, right? Wrong.
It doesn't show up in the shops unfortunately. And as of yet I can't figure out why. So anyone more experienced with modding this game, can you tell me what I'm doing wrong? :P

As for your cheaters out there:

To enable console open Main.ini file located in the game folder.
Under section [GAME] is entry "DEBUGMODE = 0". Change value to "1" (without quotes). Save the file.

Now you can open console in-game by pressing [Shift]+[~] keys.

To enable cheats open the console and type in "g_cheats 1". Now you have enabled cheats.

Cheats:

I - God Mode (No damage to you your mothership or your fighters unless its part of a mission)
So now first close console then push Shift and i to get the BIG I :-)


I tried the god mode cheat i cant get the console up it keeps selecting the mother ship. i did every exactly as told what am i doing wrong?

Seige911 09-15-2010 01:23 AM

I am also new to modding, think from this thread I have figured out how to add ships and items but how do you add skills? Right now wanting to give hero a few more engineering skills (give premade ones not create them) and give Ternie the skill that allows you to use alien and precurser tech. Any examples would be nice.

Thanks.

Goblin Wizard 09-15-2010 06:01 AM

Path ..\Data\Scripts\Include\PilotProperties.script
example:
Code:

F_Weapon_HC =        {30,{"Gunnery_1"},{"F_Weapon_Laser","F_Weapon_AC"}},
F_Weapon_HC => perk name
30 => skill points cost
{"Gunnery_1"} => requirements
{"F_Weapon_Laser","F_Weapon_AC"} => alternative choice. If you choose F_Weapon_HC perk then F_Weapon_Laser and F_Weapon_AC will be unavailable.

Any changes to this file take effect only before you get this pilot. If you want to change your hero you need to start a new game.

If you want to change during a game you have to put line like below into proper quest script.
Code:

pilot_Hero:SetPerk("F_Weapon_HC");

Seige911 09-19-2010 01:41 AM

Thanks Goblin,

It works but does not work. I am able to modify *most* of the skills cost (Moding the gunner tree), a few seem resistant (expert tactician, and hard to kill). Additionally, it appears that I am unable to add any further skills to the tree.

Essentially I copied the two additional system skills from the systems path and appended them after the System_2 skill. When I start a new game they do not show. Figure I will use Hero as a test case before I start trying to add Skills to Lastochka.. I mean Terni.

Few other unrelated questions:

If I want to create my own system and populate it with beserkers, aliens or precursor ships and frigates (to make getting their stuff easier) how would I go about this?

If I want to remove items from the black market (so that only top tier items are available how do I do this? How would I add a completely new item? What about adding precurser turrets and guns?

If I want to create a new ship (using the mesh of another), how what script files do I need to modify? How would I switch the missile slots to heavy cannons and add additional system slots?

If I want to remove all the go here and die conditions how would I do that? (that way after I get the final mothership I still can fly around and do stuff without going through the wrong portal and going boom!)

Thanks

Goblin Wizard 09-19-2010 07:35 AM

Ufff, a lot of questions here.

Quote:

Originally Posted by Seige911 (Post 182610)
Thanks Goblin,

It works but does not work. I am able to modify *most* of the skills cost (Moding the gunner tree), a few seem resistant (expert tactician, and hard to kill). Additionally, it appears that I am unable to add any further skills to the tree.

Essentially I copied the two additional system skills from the systems path and appended them after the System_2 skill. When I start a new game they do not show. Figure I will use Hero as a test case before I start trying to add Skills to Lastochka.. I mean Terni.

Skills don't show automatically. You have to add them to GUI.
..\Data\Game\Pilots.xml - check mapping_name then
..\Data\TEXTURE\Interface\Pilot\PerkTree - two files here. Eg. Lastochka_perk.dds - background image, Lastochka_perk.ini - coordinates for perks on the image.

Quote:

Originally Posted by Seige911 (Post 182610)
If I want to create my own system and populate it with beserkers, aliens or precursor ships and frigates (to make getting their stuff easier) how would I go about this?

Probably the easiest way is to add them in the location script. Check how it's done in ..\Data\Scripts\Locations. You have to analyze functions like Flight, NewFlight, NewBerserkFlight and similar (generally with a word "flight").

Quote:

Originally Posted by Seige911 (Post 182610)
If I want to remove all the go here and die conditions how would I do that? (that way after I get the final mothership I still can fly around and do stuff without going through the wrong portal and going boom!)

These conditions are done by many different triggers. Just check the quest scripts for the word "trigger".

Your other questions was already explained in this forum so use search. If you want detailed information read two manuals below. The second is in german but is rather self-explaining. If not, google translate is there for you ;)

StarWolves-LUA_Manual_v1 English.zip

StarWolves2ModdingHandbuch.zip

Trucidation 09-19-2010 09:24 AM

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:
  • Missile_4 gives 30% damage bonus due to: base (0.95) + (Missiles_Rockets, 0.05) + (Missiles_2, 0.05) + (Missiles_3, 0.1) + (Missiles_4, 0.15)
    = 0.95 + 0.05 + 0.05 + 0.1 + 0.15
    = 130% modifier (aka 100% @ full base damage + 30% bonus)
  • But skipping the low level skills only gives you: base (0.95) + (Missiles_Rockets, 0.05) + (Missiles_4, 0.15)
    = 0.95 + 0.05 + 0.15
    = 115% modifier (aka 100% @ full base damage + 15% bonus)

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.

Szpaku 10-14-2010 03:13 PM

Can someone tell me how i can add turrets and docking bay to stone arrow or something else?

Hohenlohe 10-14-2010 10:10 PM

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

Nanaki 10-17-2010 02:21 PM

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.

sidius 03-17-2011 10:36 AM

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.

sidius 03-17-2011 10:03 PM

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:)

sidius 03-18-2011 08:26 AM

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 :)

Marisss15004 03-19-2011 01:57 PM

Quote:

Originally Posted by sidius (Post 235185)

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.

Have you found a way around this problem?

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.

sidius 03-19-2011 04:38 PM

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.

Marisss15004 03-19-2011 09:03 PM

Quote:

Originally Posted by valky (Post 149992)
Next step would be to define, that your fine ship also can use turrets *yay* !! (seems like they only made it possible to add a few, but nevermind thereafter you can use them all *eg*)

Modules.xml -> either manually or with a serious editor, as you don't WANT to replace all of the lines 'cause it will mess with all modules.
edit:

<TurretModule...>
<attach_type>ONLY_BIGSHIP</attach_type> <- change in <attach_type>ALL_SHIPS</attach_type>
</TurretModule>

Here you go, aparently this is what you need to do.

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.

sidius 03-20-2011 05:59 AM

yea, I did not modify quasar sensor anyhow, not even changed it's range. Strange that it ain't working. Other systems I was equipping were ok (mammoth engines and the best shield modules)

thank's for advice with Butcher

Marisss15004 03-20-2011 06:16 AM

Is the quasar giving the error for all system slots, or is there one in particular?

sidius 03-20-2011 05:24 PM

all, even doubleclick placed it into invisible slot. Just like GK turrets. That item doesn't belong into that slot, and doubleclick equips them into invisible slots.

oldfatboy 04-23-2011 03:08 PM

5 Attachment(s)
I found this mod for Star Wolves 2 in russian.Star_Wolves_2_Operation_Orion
And I did some things.For now all working.

oldfatboy 04-23-2011 03:10 PM

5 Attachment(s)
and more

oldfatboy 04-23-2011 03:12 PM

5 Attachment(s)
and more....

oldfatboy 04-23-2011 03:14 PM

5 Attachment(s)
just...

oldfatboy 04-23-2011 03:17 PM

5 Attachment(s)
+++

oldfatboy 04-23-2011 03:20 PM

5 Attachment(s)
++...

mk_sky 04-24-2011 08:41 PM

Seems for me some cheaters had nothing to do and now please stop spamming ...

hwfanatic 07-31-2011 03:27 PM

Quote:

Originally Posted by Trucidation (Post 163464)
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.

I realize it is a somewhat old discussion, but i have a few points to add to it. The above calculations are valid only if jamPower/antiJammer=1 which means both attacker and defender have the same skill. Figures go wild when you account different skill ratios. For example:

1) Equal skill (chance of deflection):
Code:

1        0        1        2        3        4        5        6        7        8        9        10        11        12        13        14        15        16        17        18        19        20        21        22        23        24        25        26        27        28        29        30       
10        1        1        1        1        1        1        1        1        1        1        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        32.26
20        1        1        1        1        1        1        1        1        1        1        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        32.26
30        1        1        1        1        1        1        1        1        1        1        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        32.26
40        1        1        1        1        1        1        1        1        1        1        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        32.26

2) Defender better at ECM than attacker at missiles by factor of 1.25 (chance of deflection):
Code:

1.25        0        1        2        3        4        5        6        7        8        9        10        11        12        13        14        15        16        17        18        19        20        21        22        23        24        25        26        27        28        29        30       
10        1        1        1        1        1        1        1        1        1        1        1        1        1        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        41.94
20        1        1        1        1        1        1        1        1        1        1        1        1        1        1        1        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        48.39
30        1        1        1        1        1        1        1        1        1        1        1        1        1        1        1        1        1        1        0        0        0        0        0        0        0        0        0        0        0        0        0        58.06
40        1        1        1        1        1        1        1        1        1        1        1        1        1        1        1        1        1        1        1        1        0        0        0        0        0        0        0        0        0        0        0        64.52

3) Attacker better at missiles than defender at ECM by factor of 1.25 (chance of deflection):
Code:

0.8        0        1        2        3        4        5        6        7        8        9        10        11        12        13        14        15        16        17        18        19        20        21        22        23        24        25        26        27        28        29        30       
10        1        1        1        1        1        1        1        1        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        25.81
20        1        1        1        1        1        1        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        19.35
30        1        1        1        1        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        12.90
40        1        1        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        0        6.45

Figures show that if you're more skilled than your opponent you will benefit more from later generation of modules you're using. Remember, both the attacker and defender are using the same generation of modules. So the resulting chances should be the same across generations IMHO. In conclusion I think the formula should be adjusted to compensate. Also it explains why later in the game most enemy missiles get deflected and most of my missiles hit. Any suggestions?

tchan5158 08-04-2011 11:09 AM

Modding Raptor speed
 
Hi yall :D

I've went through SW1 and 2's carcasses file to change Raptor_pl0's speed, armor, energy, maneuverability, and steering power, but encountered a problem when attempting to plug in the same numbers in SW3.

When the ship engages in combat, it gets close to the enemy, attempts to attack, but then speeds off at max speed (7000) until it disappeared from my local camera view. =( It returns later on to resume the attack but it barely shot off more than a few rounds until it speeds off again.

Raptor's stats:
<max_speed>70</max_speed>
<maneurability>50</maneurability>
<steering_power>5000</steering_power>

I don't think the other stats that I've changed would affect this weird speeding off behavior. I tried putting the speed to only 25, but even at that, it speeds off while attacking, but doesn't go as far as 70 :P

I also tried increasing the mass to 80000, but it still did that speeding behavior. I was hoping the mass would weigh it down, since I use the same numbers for speed on my Mothership_arba, and she handles like a dream. :)

Thanks for any replies :D

Goblin Wizard 08-05-2011 06:08 AM

All parameters are much too high for any ship. Check the other ships. None of the fighters in SW3 has more than 15 speed or maneuverability. AI can't handle speeds like 70 or 50 maneuverability.

Sing_In_Silence 10-04-2011 05:10 PM

1 Attachment(s)
Edit:
This part is now irrelevant. See below.

So, as part of my effort to rebalance combat in SW3 (since I have no idea how to go about rebuilding it), I've come to meddle with the weapons, and I need to get a common measurement of damage over time.

I'd been fairly pleased with how I got it atm (zipped .xls included; contains original and modified carcass and module infos, for any who care.
Note: I haven't gotten around to tinkering with corvettes, MSes or MS-gear), but I haven't done comprehensive testing yet, and then I discovered that how I thought weapons work, isn't.
Oh. Ow.


The terms of relevance, tmk, are Recharge Rate, Rate of Fire Burst and (under 'Bullet') Damage.

Damage is obvious.

Burst as well. Each time the criteria for firing are met, it fires # projectiles in a burst, where #=Burst value. Duh? Alright, onwards.

Recharge Rate is a cooldown. If firing criteria are met in less time than the RR, it won't fire. That simple.

Where I'm stuck is what exactly Rate ot Fire is.
(And if you know how RoF is calculated, that'd be a plus :p)

~ Irrelevance ends here ~

I messed with it shortly this morning, and all I can figure thus far is that it's not part of the displayed RoF in the weapon info.
I thought it might be the spacing between shots in a burst, but I can't substantiate that.


Edit: so, update.
In the above-
A) every single instance of RoF should be RR aside from the calculation question.
B) both are used in the RoF formula.
I can only plead industrial fatigue.

For any interested, RoF (in the weapon tooltip) is: 60*Burst/(RR+RoF).


I'm glad to say that the weapon rebalance is now taking on a shape.
A rock-paper-scissors sort of shape, but that's okay too.

Lasers and plasmas are high single hit damage, miniguns are low single damage but high DoT, and p.lasers and Cannons are somewhere inbetween.


I've been considering standardizing base fighter speed (to, say, 1), and create a set of moving_force_ratio-modifying 'engine's to actually determine your ship's speed.

Three problems.
* I can't limit this, so there's nothing stopping you from putting the best one in every ship.
Maybe I'll put some thought into disincentives, i.e. built-in maluses.
* will almost neccesitate adding another system slot to every ship, and I haven't gotten a sufficient hang of modding the gui yet.
* will ABSOLUTELY require that I manually mod every single ship in shipdescriptions.xml, and lord knows where else.
I'm not up to that right now.


Oh, and I added a Smilodon mk2 (lower maxspeed, higher manuverability, 1 extra system).
Can't get it to sell, for some reason, so I patched it into GW's maintenance station script.
That'll do for now.

epicfatman 05-07-2012 02:15 PM

hello all :)

havin a little trouble with InitTradeSystem:

basically, i edit the values with notepad then save to desktop then replace old with new via drag and drop. i did open FloodTradeStations, but just for references, the actual code made the glaze on my eyes glaze over. :P

now, i only changed the ships for the SI shop ( to see what value is what ship ), but yet randomization has stopped and any missiles present on the station reaches ludicrous levels and beyond (IE: 1st trade with station, all is fine. 2nd its something like 123000000, 3rd its 2460000000 etc.), my missiles have been modded for a higher count ( basically added a 0 to the ammo count (so a dumbfire is now 160 instead of 16) :P )

where does the problem lie?

EDIT: woops, ignore this folks :P jumped the gun. apparently placid station gets abit wonky if you try to trade with it more than once before you leave the system. all is good.

DracoDruid 06-05-2012 10:02 AM

Hello everyone (anyone?),
I just recently realized, that SW3 actually existed and had to get my hands on it.
I already modded SW1 (which I really enjoyed modding and playing) and am eager to do the same with SW3.
I just stumbled upon an annoying problem and I hope some of you can help me out:

Okay I admit I was lazy and did not read through all 34 pages, but I'll ask anyway:


Did anyone found out how to add additional Hero-Specializations to the selection?


I could never figure that out, so I simply replaces the standard hero pilot with my custom pilot/skill tree in the "InitTeamScript.script".

But oddly, the hero pilot isn't added in there anymore, and I couldn't yet figure out where it is done.



Thanks to all of you, one way or another.

Neo Genesis 04-10-2014 06:22 AM

Can I Ask In The Mothership Mod 0.27 for Star Wolves 3 is it hard to make the other mothership designs launch & Dock Fighters ? if not how ?

Simbal 04-10-2014 10:42 AM

Quote:

Originally Posted by Neo Genesis (Post 653878)
Can I Ask In The Mothership Mod 0.27 for Star Wolves 3 is it hard to make the other mothership designs launch & Dock Fighters ? if not how ?

You would have to edit the IMD files of the ships with the IMD Editor, then add one "HangarIn" and another "HangarOut" Reference.

Neo Genesis 04-14-2014 03:37 PM

Quote:

Originally Posted by Simbal (Post 653881)
You would have to edit the IMD files of the ships with the IMD Editor, then add one "HangarIn" and another "HangarOut" Reference.

Thanks for the Advice 1 more thing in Editing Weapons Rate of fire,Damage & Other Things What's the Difference with TPLC1 & TbPLC1

<TurretModule name="TPLC1">
<short_name>#M_Name_TPLC1</short_name>
<hint>#M_Hint_TPLC1</hint>
<short_desc>#M_SDesc_TPLC1</short_desc>
<long_desc>#M_LDesc_TPLC1</long_desc>
<mesh_name>En_Turret_BG10</mesh_name>
<flat_image>En_Turret_BG10</flat_image>
<hit_points>20</hit_points>
<mass>100</mass>
<disable_trade/>
<cost>51000</cost>
<technology/>
<attach_type>ALL_SHIPS</attach_type>
<recharge_time>0.5</recharge_time>
<viewing_angle>10</viewing_angle>
<dispersion>0.01</dispersion>
<min_distance>10</min_distance>
<max_distance>85</max_distance>
<rate_of_fire>1</rate_of_fire>
<burst_count>1</burst_count>
<azimuth_rotation_speed>60</azimuth_rotation_speed>
<rise_angle_rotation_speed>30</rise_angle_rotation_speed>
<BulletParams>
<damage>40</damage>
<bullet_length>1</bullet_length>
<speed>100</speed>
<damage_type>LASER</damage_type>
<graph_type>LASER</graph_type>
<sfx_index>3</sfx_index>
</BulletParams>
</TurretModule>



&



<TurretModule name="TbPLC1">
<short_name>#M_Name_TPLC1</short_name>
<hint>#M_Hint_TPLC1</hint>
<short_desc>#M_SDesc_TPLC1</short_desc>
<long_desc>#M_LDesc_TPLC1</long_desc>
<mesh_name>En_Turret_BG10</mesh_name>
<flat_image>En_Turret_BG10</flat_image>
<hit_points>20</hit_points>
<mass>100</mass>
<disable_trade/>
<cost>51000</cost>
<technology/>
<attach_type>ALL_SHIPS</attach_type>
<recharge_time>3</recharge_time>
<viewing_angle>10</viewing_angle>
<dispersion>0.01</dispersion>
<min_distance>10</min_distance>
<max_distance>85</max_distance>
<rate_of_fire>1</rate_of_fire>
<burst_count>3</burst_count>
<azimuth_rotation_speed>60</azimuth_rotation_speed>
<rise_angle_rotation_speed>30</rise_angle_rotation_speed>
<BulletParams>
<damage>40</damage>
<bullet_length>1</bullet_length>
<speed>100</speed>
<damage_type>LASER</damage_type>
<graph_type>LASER</graph_type>
<sfx_index>3</sfx_index>
</BulletParams>
</TurretModule>

Simbal 04-15-2014 12:27 AM

For editing Fire-Rate and Damage:
Code:


*Note: Both are important for the firerate: recharge_time and rate_of_fire
RED = Firerate Stuff
GREEN = Damage Stuff
        <TurretModule name="TLC3">
                <short_name>#M_Name_TLC3</short_name>
                <hint>#M_Hint_TLC3</hint>
                <short_desc>#M_SDesc_TLC3</short_desc>
                <long_desc>#M_LDesc_TLC3</long_desc>
                <mesh_name>En_Turret_M82_Daga_T</mesh_name>
                <flat_image>En_Turret_M82</flat_image>
                <hit_points>20</hit_points>
                <mass>100</mass>
                <disable_trade/>
                <cost>84000</cost>
                <technology/>
                <attach_type>ALL_SHIPS</attach_type>
                <recharge_time>2</recharge_time>
                <viewing_angle>10</viewing_angle>
                <dispersion>0.01</dispersion>
                <min_distance>10</min_distance>
                <max_distance>95</max_distance>
                <rate_of_fire>1</rate_of_fire>
                <burst_count>1</burst_count>
                <azimuth_rotation_speed>60</azimuth_rotation_speed>
                <rise_angle_rotation_speed>30</rise_angle_rotation_speed>
                <BulletParams>
                        <damage>130</damage>
                        <bullet_length>1</bullet_length>
                        <speed>100</speed>
                        <damage_type>LASER</damage_type>
                        <graph_type>LASER</graph_type>
                        <sfx_index>0</sfx_index>
                </BulletParams>
        </TurretModule>

As for the Diffence, the TBPLC one has an larger Recharge time, but i don't know for what the TB Actually stands for...

Nanaki 04-15-2014 01:18 AM

I believe the b variant is a special weapon variant for some NPC ships so they have higher rate of fire.

Neo Genesis 04-15-2014 04:20 AM

Quote:

Originally Posted by Nanaki (Post 659340)
I believe the b variant is a special weapon variant for some NPC ships so they have higher rate of fire.

So If I Make it The Same to the non P Variable All Ships With that weapon Will Have The Same Rate of Fire ?

Nanaki 04-15-2014 10:20 AM

Yes, although im not sure why yours are different to begin with. I just took a gander at my files and the b variants are exactly the same.

Neo Genesis 04-16-2014 02:15 AM

Quote:

Originally Posted by Nanaki (Post 659347)
Yes, although im not sure why yours are different to begin with. I just took a gander at my files and the b variants are exactly the same.

Thanks For you're Help . So if I May Ask of you're assistance in the Mothership Mod V.0.27 Is it hard to add more options to the list to the Goblins Wizard Shipyard or change one of them bec the Lion Mk 2 there is the Prototype One

Nanaki 04-16-2014 04:17 PM

Go to scripts/include/gw.script, search for Mothership_Lion, Replace the two quoted instances with either Mothership_Lion_mk2a_vks if you want the Old Empire decals, or Mothership_Lion_mk2a_grey if you want the Grey decals. Unfortunately there is no Player/New Empire decal available.

Anyhow, I decided I am likely going to get back into scripting Star Wolves. I am currently practicing with my LUA and I might attempt to improve both my old scripts as well as write new ones. So far my current project is an attempt to rebalance the game so that the metagame is a bit more interesting.

Neo Genesis 04-17-2014 10:00 AM

Quote:

Originally Posted by Nanaki (Post 659371)
Go to scripts/include/gw.script, search for Mothership_Lion, Replace the two quoted instances with either Mothership_Lion_mk2a_vks if you want the Old Empire decals, or Mothership_Lion_mk2a_grey if you want the Grey decals. Unfortunately there is no Player/New Empire decal available.

Anyhow, I decided I am likely going to get back into scripting Star Wolves. I am currently practicing with my LUA and I might attempt to improve both my old scripts as well as write new ones. So far my current project is an attempt to rebalance the game so that the metagame is a bit more interesting.

Thanks but can you check what i'm Doing wrong I Replaced it With this But when i Click on it in the game Nothing Happens


function DialogR_buy_GW_Mothership_Lion_mk2a_grey()
_buy_ms_GW("Mothership_Lion_mk2a_grey");
end;

Nanaki 04-17-2014 11:00 AM

Change DialogR_buy_GW_Mothership_Lion_mk2a_grey() back to DialogR_buy_GW_Mothership_Lion(), when I was referring to changing Mothership_Lion, I was specifically referring to the ones in quotes.

Neo Genesis 04-17-2014 01:00 PM

[QUOTE=Nanaki;659381]Change DialogR_buy_GW_Mothership_Lion_mk2a_grey() back to DialogR_buy_GW_Mothership_Lion(), when I was referring to changing Mothership_Lion, I was specifically referring to the ones in quotes.[/QUOT


Still Nothing Happened Can you Pls. Tell Me What I Got Wrong

function DialogR_buy_GW_Mothership_Lion()
_buy_ms_GW("Mothership_Lion_mk2a_grey");
end;

mikazuchi00 04-17-2014 01:24 PM

hello I'm new here ! is there possible to make Missile Turret with MIRV missile but the damage is 5 each missile? i'm bad at programming

Nanaki 04-17-2014 06:37 PM

Theres also a _buy_ms_GW(nameMS) with a list of entries including "Mothership_Lion" that you will have to change too.

Quote:

Originally Posted by mikazuchi00 (Post 659384)
hello I'm new here ! is there possible to make Missile Turret with MIRV missile but the damage is 5 each missile? i'm bad at programming

I am not sure. I never seen anyone make missile turrets so I am not certain on how possible it is.

Neo Genesis 04-18-2014 02:36 AM

Quote:

Originally Posted by Nanaki (Post 659386)
Theres also a _buy_ms_GW(nameMS) with a list of entries including "Mothership_Lion" that you will have to change too.



I am not sure. I never seen anyone make missile turrets so I am not certain on how possible it is.

Thanks a Lot It Worked :)

Neo Genesis 04-19-2014 04:46 PM

Just Asking . In Star Wolves 2 Is there a Patch Which Fixes the Pause Button Glitch ?

Nanaki 04-19-2014 11:19 PM

Not sure. I generally avoid Star Wolves 2 due to how buggy it is.

mikazuchi00 04-20-2014 02:48 AM

anyone has fix for skolm from Goblin Wizard Mod? it has 2 light gun slot , when i eqp with light gun , it does't have texture and won't fire ...

Neo Genesis 04-20-2014 07:23 AM

Can I Get Some Help onThe Mothership Mod 0.27 I Added a Hang In And Hang out Reference to the Alien Dreadnought.It Can Now Launch Fighters But the Fighters Can't Dock. They Just keep hitting the ship.

Nanaki 04-20-2014 06:09 PM

The hanger in reference needs to be placed outside the hitbox of the alien dreadnought, IIRC.

Neo Genesis 04-21-2014 06:57 AM

1 Attachment(s)
Quote:

Originally Posted by Nanaki (Post 659432)
The hanger in reference needs to be placed outside the hitbox of the alien dreadnought, IIRC.

Can you Help Me.I'm Not sure where I went Wrong

mikazuchi00 04-21-2014 08:42 AM

is that modding tools?

Neo Genesis 04-21-2014 09:46 AM

Quote:

Originally Posted by mikazuchi00 (Post 659436)
is that modding tools?

Its The IMD Editor (http://forum.1cpublishing.eu/showthread.php?t=15059) It Allows you to Change A lot of Things. I'm Still only a Beginner at Modding so I Don't Know all of its Features yet .

Nanaki 04-21-2014 12:00 PM

Quote:

Originally Posted by Neo Genesis (Post 659435)
Can you Help Me.I'm Not sure where I went Wrong

The position needs to be placed further out. Unfortunately I cannot help you from there as I really have not modded the hangerin/hangerout references all that much, the little I have done with IMDEditor has generally involved defining hardpoints for turrets and guns.

Neo Genesis 04-21-2014 02:08 PM

Quote:

Originally Posted by Nanaki (Post 659440)
The position needs to be placed further out. Unfortunately I cannot help you from there as I really have not modded the hangerin/hangerout references all that much, the little I have done with IMDEditor has generally involved defining hardpoints for turrets and guns.

Oh OK How about the GK Turrets & GK Guns Where can I Find them. Don't see it in the Add Reference ?

& 1 more thing I'm Weirded About is that in Star Wolves 1 use (http://www.gamefront.com/files/17246...od_for_SW1.rar) Mod and it has the Alien Drednought .and When I Checked the Dreadnought with the IMD Editor I Copied Exactly What was in the Hang In & Hang Out . In The SW1 Mod The Dreadnought can easily launch and Dock Fighters But When Applied to the Dradnought in Goblin Wizards Mothership Mod . When Fighters Launch They Hit the Dreadnought & Take Damage & When they try to Dock they Just Keep Hitting the Dreadnought

Nanaki 04-21-2014 04:40 PM

You wont find them. IMDEditor was made for Star Wolves/Star Wolves 2 which never had GK weapons. You will have to edit the IMD file manually in order to add those. I am pretty sure the IMD file is not encrypted so you should be able to using notepad or notepad++.

As for your alien dreadnought problems, as I said, I have absolutly zero knowlege on how docking works. I prefer to stick to modding ships whom already have functional dock/launch systems.

Simbal 04-21-2014 08:59 PM

Quote:

Originally Posted by Neo Genesis (Post 659442)
Oh OK How about the GK Turrets & GK Guns Where can I Find them. Don't see it in the Add Reference ?


Like nanaki said, IMD Editor 3 was made before star wolves 3 came out,

But you can Import the References Via the "Import" tab under "Import *.REF and Add", you can get the GKGun.REF & TurretGK.REF reference Files here: https://mega.co.nz/#!E9RRzZQY!-j8GrB...aKr28FsIejKY7I

Theres an Alternative: Export the .REF's ourself from other Ships which use the GKGun and or the GKTurret.

Neo Genesis 04-22-2014 05:51 AM

Nice Thanks Nanaki & Simbal :)

Neo Genesis 04-22-2014 05:59 AM

Quote:

Originally Posted by Simbal (Post 659448)
Like nanaki said, IMD Editor 3 was made before star wolves 3 came out,

But you can Import the References Via the "Import" tab under "Import *.REF and Add", you can get the GKGun.REF & TurretGK.REF reference Files here: https://mega.co.nz/#!E9RRzZQY!-j8GrB...aKr28FsIejKY7I

Theres and Alternative: Export the .REF's ourself from other Ships which use the GKGun and or the GKTurret.

I Forgot to ask In Previous Posts You said that I Needed to add Hang In & Hang Out Reference to Launck & Dock Fighters But can you help me. Bec When The Dreadnought Launch Ships ,the fighters & Dreadnought take some shield Damage & When they try to Dock The Fighters Just Keep On Hitting the Dreadnought . I Followed the Positions Exactly as The Star Wolves 1 Mod (http://www.gamefront.com/files/17246...od_for_SW1.rar) Which the Dreadnought There Can Easily Launch & Dock Perfectly . Do you Know What I'm Doing Wrong ?

Simbal 04-22-2014 11:36 AM

Hmm, its happening to me right now too, I Will try to search a way for fixing this...

So i can't help but say If i get to know whats wrong, I will Tell ya.

Neo Genesis 04-22-2014 04:26 PM

1. In The Goblins Mothership Mod Does Anyone Know How To add another List Of Fighter Choises Bec. There should have been Angorian Fighters But since the list is Full it Won't Show :)

2. In That Same Mothership Mod Does Anyone Know how to add the Gun Slots for the ( Other Mothership Designs ) so that you can easily add/Remove/ Or Replace turrets/Systems/Gk Guns. :)

3. I want to Edit the Angorian Frigate using the IMD Editor. But I Don't Know Which one is the Angorian Frigate can someone help me find it :)

Sorry For the Numerous Questions I'm Just New at Modding . & I Just want to make the game as Awesome as Ever :)

Nanaki 04-22-2014 05:57 PM

1. will be found in the XML files in scripts/trade. Those are quite tricky to edit, however.

2. and 3. are both IMD editor. You will find the Angorian frigate if you look at Goblin's mothership mod download. As for adding stuff, when you do add valid entries, you will then have to add it to the carcass (in game folder) xml file and the user interface in textures/interface/carcass/slots

Neo Genesis 04-23-2014 08:40 AM

Quote:

Originally Posted by Nanaki (Post 659469)
1. will be found in the XML files in scripts/trade. Those are quite tricky to edit, however.

2. and 3. are both IMD editor. You will find the Angorian frigate if you look at Goblin's mothership mod download. As for adding stuff, when you do add valid entries, you will then have to add it to the carcass (in game folder) xml file and the user interface in textures/interface/carcass/slots

1. If its Tricky to edit another list . then How can I Replace some of the Fighters there with the Angorian Fighters so that there is enough space. or is it possible to make the words smaller so that all of them can fit :)

2. I Saw the Angorian Frigate in the Carcasses but Can't Find it in (Objects):)

3. In Adding slots for the other ships .does it mean I Have to Make my own Script .And if so what's the name i need so that it works like for example the Dreadnought,Stone arrow,Phoenix,Mega Chimera,Chimera :)

Nanaki 04-23-2014 09:38 AM

1. You can try changing the order of entries.

2. The fighter goes by the name lindworm. Not sure where the frigate is myself.

3. Yes. And you make your own name.

Neo Genesis 04-23-2014 12:39 PM

Quote:

Originally Posted by Nanaki (Post 659479)
1. You can try changing the order of entries.

2. The fighter goes by the name lindworm. Not sure where the frigate is myself.

3. Yes. And you make your own name.


1.In Order of Entries do you mean in the Dialogue or in the Scripts.
Bec. for some reason in the Dialogue The Butcher & Cavalier Aren't There But are in the list when in Game . & In the Dialogue List The Angorian Fighters come first before the Stilleto Mk 2 But The Stilletto is shown while the Angorian Fighters Aren't :confused:

Nanaki 04-23-2014 03:07 PM

You must be looking at the wrong file. Your looking for the msg_FIG_list entry in DialogGW.xml. There it starts with Butcher, Cavalier, etc, etc, etc, and goes down to the Angor craft and the Stilletto mk2.

Neo Genesis 04-23-2014 04:49 PM

1 Attachment(s)
Quote:

Originally Posted by Nanaki (Post 659488)
You must be looking at the wrong file. Your looking for the msg_FIG_list entry in DialogGW.xml. There it starts with Butcher, Cavalier, etc, etc, etc, and goes down to the Angor craft and the Stilletto mk2.

Isn't this the one ?

Nanaki 04-24-2014 12:48 AM

No. Thats in Locdata/English. The one you are looking for is in Scripts/Trade.

Neo Genesis 04-24-2014 02:28 AM

Quote:

Originally Posted by Nanaki (Post 659504)
No. Thats in Locdata/English. The one you are looking for is in Scripts/Trade.

Thanks Found it But in that list the Angorian Fighter Still Comes First Before the Stilleto Mk 2 :confused:

Nanaki 04-24-2014 05:40 PM

Well, it is not my script so I really cannot tell you whats going on there.

Neo Genesis 04-25-2014 03:56 PM

Quote:

Originally Posted by Nanaki (Post 659517)
Well, it is not my script so I really cannot tell you whats going on there.

Oh OK Thanks Nanaki :). Curious to Know do you know how to edit the Selling Prices Of Ships,Equipment,Etc. :)

Simbal 04-25-2014 06:06 PM

The selling Prices are in Scripts>Include>gw.script

For the Mothership Prices -> search for the Function "function _buy_msGW(nameMS)"

For the Fighters Prices -> search for the Function "function buy_fig(nameFIG)"

For the Equipment -> search for the Function "function buy_ms_eq(eq_name)"

The Price is the number behind the Ship/Equipment name

Code:


--Motherships function
function _buy_ms_GW(nameMS)
  local tab_MS = {
        {"Alien_Dreadnought_0",1500000},

--Fighter function
function buy_fig(nameFIG)
  local tab_FIG = {
        {"Gunslinger_mk2_black0",280000},

--Equipment Function
function buy_ms_eq(eq_name)
  local tab_ms_eq = {
        {"THGK3",350000},


Neo Genesis 04-26-2014 08:49 AM

Quote:

Originally Posted by Simbal (Post 659538)
The selling Prices are in Scripts>Include>gw.script

For the Mothership Prices -> search for the Function "function _buy_msGW(nameMS)"

For the Fighters Prices -> search for the Function "function buy_fig(nameFIG)"

For the Equipment -> search for the Function "function buy_ms_eq(eq_name)"

The Price is the number behind the Ship/Equipment name

Code:


--Motherships function
function _buy_ms_GW(nameMS)
  local tab_MS = {
        {"Alien_Dreadnought_0",1500000},

--Fighter function
function buy_fig(nameFIG)
  local tab_FIG = {
        {"Gunslinger_mk2_black0",280000},

--Equipment Function
function buy_ms_eq(eq_name)
  local tab_ms_eq = {
        {"THGK3",350000},




Well Thanks but I Already Knew That . What I Meant By Selling Prices is When you buy a fighter for lets say 50000 credits . but you can only sell it for 25000 credits. how do i change the price when I want to sell Fighters/Missiles/guns/Equipment :)

Simbal 04-26-2014 10:45 AM

Ah Sorry^^

Well, I Don't know how to Change that...

Neo Genesis 04-27-2014 08:44 AM

Quote:

Originally Posted by Simbal (Post 659553)
Ah Sorry^^

Well, I Don't know how to Change that...

Oh OK how about in using the IMD Editor in the Lion Cruiser MK2 . Which one is the one you Pilot 1.Lion_Cruiser_MK2_A_grey.IMD
2.Lion_Cruiser_MK2_grey.IMD

Simbal 04-27-2014 01:28 PM

I Guess it would be the Lion_Cruiser_MK2_grey.IMD one, but I am not 100% sure.

Nanaki 04-30-2014 10:51 AM

Quote:

Originally Posted by Neo Genesis (Post 659546)
Well Thanks but I Already Knew That . What I Meant By Selling Prices is When you buy a fighter for lets say 50000 credits . but you can only sell it for 25000 credits. how do i change the price when I want to sell Fighters/Missiles/guns/Equipment :)

You can find those in the scripts/include/floodtradestations.script and scripts/inittradesystem.script

Quote:

Originally Posted by Neo Genesis (Post 659577)
Oh OK how about in using the IMD Editor in the Lion Cruiser MK2 . Which one is the one you Pilot 1.Lion_Cruiser_MK2_A_grey.IMD
2.Lion_Cruiser_MK2_grey.IMD


The Lion cruisers have three configurations... MK1, MK2, and MK3. MK1 is armed with 5 turrets and has no GK weapons, MK2 has 4 turrets, 2 GK weapons, and MK3 is similar to MK2 except it looks different (its the prototype Lion that Viper gives you), and each of those configurations have two sub-variants, the base variant and the A variant, the only difference is the presence of a docking bay in the rear, the non-A variant does not have this docking bay so you want the A variant.

Neo Genesis 05-05-2014 10:16 AM

Quote:

Originally Posted by Nanaki (Post 659662)
You can find those in the scripts/include/floodtradestations.script and scripts/inittradesystem.script




The Lion cruisers have three configurations... MK1, MK2, and MK3. MK1 is armed with 5 turrets and has no GK weapons, MK2 has 4 turrets, 2 GK weapons, and MK3 is similar to MK2 except it looks different (its the prototype Lion that Viper gives you), and each of those configurations have two sub-variants, the base variant and the A variant, the only difference is the presence of a docking bay in the rear, the non-A variant does not have this docking bay so you want the A variant.


Thanks for the help Nanaki :smile:
Just a Curiosity why does the non A variant have higher HP & Shields
<BigShip name="Mothership_Lion_mk2_grey">
<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>Lion_Cruiser_MK2_grey</mesh_name>
<flat_image>Lion_Cruiser_MK2_grey</flat_image>
<hit_points>14000</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>5000</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>SBlock</mapping_name>
<HolderProperties>
<big_guns>0</big_guns>
<small_guns>0</small_guns>
<rockets>0</rockets>
<systems>4</systems>
<turrets>4</turrets>
<gk_guns>2</gk_guns>
<gk_turrets>0</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>
<BigShip name="Mothership_Lion_mk2a_grey">
<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>Lion_Cruiser_MK2_A_grey</mesh_name>
<flat_image>Lion_Cruiser_MK2_A_grey</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>Lion_Cruiser_MK2_A</mapping_name>
<HolderProperties>
<big_guns>0</big_guns>
<small_guns>0</small_guns>
<rockets>0</rockets>
<systems>4</systems>
<turrets>4</turrets>
<gk_guns>2</gk_guns>
<gk_turrets>0</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>

Nanaki 05-05-2014 10:17 AM

Quote:

Originally Posted by Neo Genesis (Post 659814)
Thanks for the help Nanaki :smile:
Just a Curiosity why does the non A variant have higher HP & Shields

Typically A variants are used by the player, while non-A variants are used by NPCs.

Hal2003 05-06-2014 08:19 AM

Is there some way via scripts to repaint figher to another colors ? Maybe remove ship and add ship at repair station ? Like i got two 2 pirate Panthers and i want to repaint them to another colors.

Nanaki 05-06-2014 11:08 AM

Unfortunately that will only work with motherships since only motherships can interact at repair stations...

Neo Genesis 05-06-2014 02:40 PM

Quote:

Originally Posted by Nanaki (Post 659815)
Typically A variants are used by the player, while non-A variants are used by NPCs.

Nice thanks a lot:smile:

I forgot to ask do you know what name in the carcasses is the (Manticore)
I Can't find it :smile:

Nanaki 05-06-2014 03:13 PM

Mothership_uel

Neo Genesis 05-08-2014 03:34 AM

Quote:

Originally Posted by Nanaki (Post 659843)
Mothership_uel

Thanks a lot :)

I have another small problem . where do you change a ships Maneuverability. When I Change it in Carcasses it doesn't change in the game

Nanaki 05-08-2014 10:05 AM

You may need to start a new game, or at bare minimum load portal into another system before you will see your changes take place.

Neo Genesis 05-08-2014 11:05 AM

Quote:

Originally Posted by Nanaki (Post 659903)
You may need to start a new game, or at bare minimum load portal into another system before you will see your changes take place.

I Have Tried Loading into another portal & I Have tried buying another one from Goblins Shipyard . Still no changes

Nanaki 05-09-2014 01:47 AM

Are you sure your editing the right carcass?

Neo Genesis 05-09-2014 11:27 AM

Quote:

Originally Posted by Nanaki (Post 659920)
Are you sure your editing the right carcass?

I'm Editing the one in GAME Folder

Hal2003 05-09-2014 12:31 PM

Is somewhere in game list of stuff included in caches ? As i am interesting to get some Panthers or Pumas instead of Gunslingers.

edit: got it, its in FloodTradeStations in NychRareShipsList, easy to add there both.

Nanaki 05-13-2014 01:31 AM

Quote:

Originally Posted by Neo Genesis (Post 659930)
I'm Editing the one in GAME Folder

I mean the carcass itself... there are two mothership_uels for example, one is used by SAM I think.

Neo Genesis 05-13-2014 05:43 PM

Quote:

Originally Posted by Nanaki (Post 660025)
I mean the carcass itself... there are two mothership_uels for example, one is used by SAM I think.

Yeah I Also have tried Changing the values in both of them but still no changes :confused:

Nanaki 05-15-2014 03:06 PM

What exactly are you trying to change?

Ivik_sk 05-15-2014 04:28 PM

I'm trying now to make torpedo launchers available for motherships by editing carcasses.xml and the model, but it seems to me like the game didn't accept any change. Do I have to start a new game?

I had the game running with the non-pirate Mastiff ("Mothership_arba", arba_base_player.imd if I'm correct?).

Nanaki 05-15-2014 04:32 PM

Editing weapons loadout is a lot more difficult because not only will you need to edit the carcass, but you will need to add physical hardpoints on the IMD file and add UI support in the Texture/interface/carcass folder.

PS. However, missiles generally do not work well on motherships because you will have to dock to a station every time you wanted to replenish missile loadout, and there is no way to toggle missiles on/off for a mothership... although I am curious if a missile turret is doable with unlimited ammo but weak missiles.


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