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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)
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If you only change the numbers, seems like a problem with editor. Which one do you use? I suggest notepad2 or notepad++.
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i have used standard notepad, its strange as i edited with it ship stats and everything was ok...
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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? |
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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? |
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. |
Path ..\Data\Scripts\Include\PilotProperties.script
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F_Weapon_HC = {30,{"Gunnery_1"},{"F_Weapon_Laser","F_Weapon_AC"}}, 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"); |
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 |
Ufff, a lot of questions here.
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..\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:
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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 |
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. |
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 |
Is the quasar giving the error for all system slots, or is there one in particular?
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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.
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I found this mod for Star Wolves 2 in russian.Star_Wolves_2_Operation_Orion
And I did some things.For now all working. |
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and more
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just...
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Seems for me some cheaters had nothing to do and now please stop spamming ...
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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 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 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 |
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 |
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.
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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. |
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. |
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. |
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 ?
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<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> |
For editing Fire-Rate and Damage:
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I believe the b variant is a special weapon variant for some NPC ships so they have higher rate of fire.
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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.
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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. |
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function DialogR_buy_GW_Mothership_Lion_mk2a_grey() _buy_ms_GW("Mothership_Lion_mk2a_grey"); end; |
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.
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[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; |
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
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Theres also a _buy_ms_GW(nameMS) with a list of entries including "Mothership_Lion" that you will have to change too.
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Just Asking . In Star Wolves 2 Is there a Patch Which Fixes the Pause Button Glitch ?
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Not sure. I generally avoid Star Wolves 2 due to how buggy it is.
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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 ...
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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.
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The hanger in reference needs to be placed outside the hitbox of the alien dreadnought, IIRC.
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is that modding tools?
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& 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 |
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. |
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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. |
Nice Thanks Nanaki & Simbal :)
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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. |
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 :) |
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 |
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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 :) |
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. |
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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: |
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.
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No. Thats in Locdata/English. The one you are looking for is in Scripts/Trade.
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Well, it is not my script so I really cannot tell you whats going on there.
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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:
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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 :) |
Ah Sorry^^
Well, I Don't know how to Change that... |
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2.Lion_Cruiser_MK2_grey.IMD |
I Guess it would be the Lion_Cruiser_MK2_grey.IMD one, but I am not 100% sure.
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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. |
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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> |
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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.
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Unfortunately that will only work with motherships since only motherships can interact at repair stations...
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I forgot to ask do you know what name in the carcasses is the (Manticore) I Can't find it :smile: |
Mothership_uel
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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 |
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.
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Are you sure your editing the right carcass?
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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. |
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What exactly are you trying to change?
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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?). |
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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