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So, in my case I have to edit interface/carcass/slots/arba_base.ini as well?
It shows the slot correctly on the dock screen, but I can't equip a weapon there. I've edited the .imd file as well, references and slot types are matching. It's weird, because even when I buy a gk_gun from Goblin, they can't be equipped. I don't know whether it's a bug in the mod or in the vanilla... |
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Not really sure whats going wrong for you guys, editing works fine for me.
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My question would be - which changes show themselves only by starting a new game?
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Not really sure. Usually when I make substantial changes, I prefer to start a new game to ensure that everything loads properly.
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Hello Again I was wondering do you know how to change the Explosion Type of Missiles . Like Lets Say The T9 Supernova Torpedo , Can you change its explosion type to the explosion of (Space Station Destruction)
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@Neo Genesis
look in the rockets.xml File.
Search an Rocket that you want to modify/or create, and Change the Explosion Script with the station script like this: Code:
<explosion_script>rocket_explosion</explosion_script> Unfortunately there would be needed some changes I think to these Explosion Rings around the main Explosion, I don't know how to make the FULL Explosion appear, But I will post here when I get some Results. EDIT: The Bomb explosion has the Full effect. |
I Think I Have an Idea Instead of using Station Explosion how about using (BOMB) Explosion. but do you know where its located ?
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Then it would Be: Code:
<explosion_script>Bomb</explosion_script> Just tested it, Goddamn that looks awesome |
Nice another thing i want to know is do you know how to add for example youre NOVA Battleship to the GW's Mothership Mod (other designs)
& do you know which one is the missiles Explosion Damage Radius |
@Neo Genesis
To add my ship to the others Menu you have to do this:
Open the File "gw.script" in the Scripts\Include\ Folder -- I recommend Notepad++ to Mod Stuff like this! Go to the section marked with Code:
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function DialogR_buy_GW_NOVA_Battleship() And Change the Table to this: Code:
local tab_MS = { We are finished with this File, Save and Close it. Now open up the file "DialogGW" in the Scripts\Trade\ Folder Go to the DialogMessage "msg_MS_OTHER_list" And add an new DialogAnswer to it. Code:
<DialogAnswer name="ans_MS_OTHER_13"> Now were Moving on to the Last File named "DialogGW.loc" found in the LocData\English\ Folder Go to the string named "#L_DR5_ans_MS_OTHER_11" and add another under it Like that: #L_DR5_ans_MS_OTHER_13= NOVA Battleship - 1 credit This is basically the text that will show up on the Dialog where you can buy this From, change it however you Like. Thats it, Here are the End Result Files. Link: https://mega.co.nz/#!5kQj1bjT!LaRpXJ...fgQjy4WYfq02rY -- Explosion Distances are found in the "DistanceDetonator"'s You gotta find out which one is used Tho, Before changing the Code:
<explosion_distance>NUMBER</explosion_distance> |
:grin: AWESOME Thanks a Lot .:grin:
but for the explosion distance i don't think its that one bec. i have already tried changing it before and it only explodes farther away from my target. |
@Neo Genesis
What Rocket's Explosion Distance do you want to Modify?
If its an MIRV, you have to change the Explosion Distance in "MIRVDetonator" |
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Thats Weird, Im gonna try to also make an new Torpedo with oversized Explosion Radius, something like 9999.0 should do it... I Will edit this when Im done with this.
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@Neo Genesis
Did you manually install it or used the GW_Station_Option File from the Archive?, you should just use them.
But if you still followed my instructions, this should work, re-check maybe the Trade\DialogGW.xml File for any Errors. The Final File should look like this: Code:
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Thanks I was able to buy it but do you know what i did wrong
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@Neo Genesis
Oh, The SWA Thing shouldnt be there, its an Part of my Invasion Mod which is still WIP.
Just Delete this from the TradeGW.xml File Code:
<DialogAnswer name="ans_SWA"> Code:
<DialogMessage name="msg_SWA_list"> Ah and this Cube means an missing IMD File... um. Put this into the \Objects\ Folder of the Game: https://mega.co.nz/#!BkBXjDba!LjAJpR...WKhzmyY8ExGdMU |
Awesome works great now . but for some unknown reason whenever I put all the weapons & Equipment then Undock from Trade Station the Game Crashes ?
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@Neo Genesis
Valid Stuff from the Equipment Menu from the Motherships Mod?
What Game version are you using? Could you tell what Item actually causes the Crash? |
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2.) I'm using game version 1.11 3.)That I'm not sure . the first time it crashed was when i bought it and was gonna head to the trade station . then it crashed after bumping into a Arba Transport . The second time was when I avoided the Arba & docked at the station . after putting the equipment as the NOVA Battleship was leaving the station it crashed but if it stays still it doesn't crash 4.) just in case this is the problem my PC have i5 2.5 GHz processor , 4 GB RAM , Video Card 2 GB |
So... it only happens AFTER you Added the Nova? Or Made the Changes the Rockets?
Because you said it Happens Randomly, It can have many Reasons Like( Some Other Fleet in your current Sector uses an Bugged Rocket ) Or Something else like that. Im not really sure tho, But try Starting an new Game just to Test if it Works Better or not. |
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2.)Started a new game . same thing happened after buying NOVA & docking at station |
@Neo Genesis
Thats weird...Im just gonna try to find anything broken in that Signature link of mine. Then I think it would be best to just not use this for the moment until I fix this Crashing Thing ^^
If you want something modded, you could try out the Invasion Mod's Test Release for Now. EDIT Could you tell me if in Carcasses.xml, The Shields of the Nova are more than 0?, If Yes you need to set it back to Zero Shields don't work with this Ship. The game WILL crash when something activates the Shields of this Ship. btw: fixed the signature |
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2.) About the Invasion Mod can you tell me something about it ? |
Um, The Shield Generators probably cause this. Try to put them out.
The Invasion Mod is basically a mod that Adds in 16 Sectors where you just fight-off Every Available Faction in the Game. Like one sector is for the USS, and another for the UFT, and so on. |
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Now the only thing left is figuring out how to increase the damage area of Torpedoes I Also want to ask do you know in LocData/English/m_carcasses - What ship is the Lion MK 4 Don't Think I've Seen it Anywhere ? |
@Neo Genesis
Still testing with the Torpedos, im gonna edit THIS post now, when I have success.
The name of the Lion Mk4 in the m_carcasses.loc File is "#M_Name_Mothership_LionMk4" EDIT: I Got everything to blow up instantly, but in an rather "Small" Area... I Think an input of 9999999999 should blow up everything in the sector but it still only explodes in an very small radius... Still needs testing... |
Nice to see someone still mods this game. I'd like to help but I haven't been playing SW for a long time.
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Nice to still see you around Goblin.
I Know you didn't mod the game in a long Time but... Do you maybe know how to Increase the existing Shield size of an Ship? |
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Do you have an Link for the Plugin?, I Can't find it.
also tried to Search the EGT and Starrover Forum, But no finds... Tried to Translate both sites with the Built-in Translation feature in Google Chrome but... Hell... This is just Broken as it can Get. ~Lil off-topic~ Do you by any chance Know something about the vanishment of Tech?, or why did the German modder website got downed anyway?, just curious. |
I've just uploaded the plugin here.
The German modding site was abandoned/closed shortly after I started modding the game. No idea why. I still have some of theirs the most interesting mods but a lot of know-how was decisively lost. About StarRover - If you want to get access to some really good stuff about modding SW, you have to make an account there. |
Thanks!.
Are the Guys at StarRover still working or doing somthing Related to the Retrospection or Orion Mod? EDIT Umm, Is it normal that I get this? https://sites.google.com/site/nocalo...stionMarks.png |
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Also you know that if torpedoes are fired at once from a gunship and gets too close to each other before reaching their target they Explode , it there any way to make them not explode even if they get too close to each other |
@Neo Genesis
I Edited the same thing that I told you, but it seemingly has somekind of Limit...
-That I think is just collision detection, Sorry, I Don't really know how to avoid that... You could try to Delete the Torpedo's Mesh Collision spheres tho. |
@Goblin_Wizard
Sorry to bother you again but...
Do you maybe know how to Save global variables?, Because I'd like to save some Numbers and or Strings that I can Read/Load trough an Systems Activate.script File. I mean something Like this: if (VARIABLE=="2") then -- Do Stuff end; Is this somehow Possible to do? |
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But what i wonder is that the Alien Poison Torpedo . I can Edit The Infection area of that here .<poisoned_area_radius>50</poisoned_area_radius> When I change this to like 500000 every ship in the system gets infected ? <PoisonDetonator name="AlienPoisonDetonator"> <time_to_live>1250</time_to_live> <damage>150</damage> <explosion_distance>15</explosion_distance> <poisoned_area_radius>50</poisoned_area_radius> <poison_effect_duration>45000</poison_effect_duration> <rate_of_poisoning>40</rate_of_poisoning> </PoisonDetonator> |
Probably Yes, try it out.
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If you mean the same one with the alien torpedo . I Can't have already tried a long time ago . only the Alien Poison Torpedo have that file ? |
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setglobal("x", x); You can then call those globals from any script, so long as the script does not have a defined local with the same name. Note that Global variables should be a last resort thing, as they generally tend to eat more resources than local variables. |
Sweet!, Thanks Nanaki.
@Neo Genesis: I Really am outquestioned about the Rockets Explosion Distance I Have no Idea in how to Increase that, I Need to do more Testing I Guess.. |
Hello Again How about you Nanaki , Do you Know how to increase the Area of Explosion of Torpedoes
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Rockets have multiple defined parts. In the Rockets.xml, you should scroll down to the detonators. Each detonator has three defined values, the last, 'explosion_distance', is what you are looking for.
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<DistanceDetonator name="T3_det"> <time_to_live>100</time_to_live> <damage>3000</damage> <explosion_distance>8.0</explosion_distance> </DistanceDetonator> |
Huh... I have no idea, then.
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Um So Does Anyone Know how to change the Area of Damage of Torpedoes :confused:
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What is up with the Plugin?
Is it common that the Plugin for 3ds max Break the Flares?, I just tried to Add an IMD and Export it without any changes at all, but it still seems to just Break the IMD's Flares for some Reason...
Any Ideas? And I would still like to know whats up with this Nice Dialogbox https://sites.google.com/site/nocalo...stionMarks.png Sorry to ask but Having an Selection of "????? ?????" and "?????? ????????" is not really informative lol... I Don't have an problem this being like that but I would like to know what these Checkboxes with these Questionmarks as text do. |
Does anyone know if this changes the Explosion Radius .I'm Not Sure Can someone help me verify this .(Data/PFX/Explosion) Or (Data/PFX/Explosion Script) :)
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The Stuff in the PFX Folder are usually only Graphical Particle FX. and not for something like Increasing the Radius of an rocket.
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@Goblin_Wizard
Thanks Goblin, with your Help I created probably the most OP ship in SW History...
https://sites.google.com/site/nocalo...=600&width=600 https://sites.google.com/site/nocalo...=600&width=600 Im actually trying to import EVE Ships into SW, and its working now to your Help :D, Thanks again!. |
Looks really nice. Are you importing ships only or it'll be a total conversion with new pilots, storyline, etc.?
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Thanks but, I Think thats far and far out of my capabilities ^^.
I Don't even know how to make actual Quests, like for example Fly from selected Station in System "A", to selected Station in System "B" Would love to hear or get some Advice if you have any :D. I Guess for now I only be Importing Ships, But holy... these collision spheres drive me Insane... so many... btw: Just recently valv_id from StarRover released an Massive Enhancement Upgrade/Patch & GUI Mod, whatever you want to call it, for SW3, Pretty Nice, Incase you didn't know about it. and another thing: They have allready Retrospection v6 out?, I Thought they would be still on v4... I missed alot, Wow... Are there any other Secret Mods or Stuffs going on there :D? |
IIRC Retrospection v5 was already in testing more than year ago so I'm not surprised that an actual version is 6. AFAIK The v4 was the last version released as simple downloadable archive. Now they work in Dropbox cloud. You have to synchronize your Dropbox folder with their and you always have the latest update (if you want to be a beta tester just ask about it on their StarRover forum and eventually they'll give you all the needed stuff). I've tried to do this and failed. They work on Russian version of the game which doesn't cooperate well with English version. But it was more than year ago and maybe it's easier now (or maybe you'll need Russian version). Retrospection has a lot of EVE ships so it may save you a lot of time ;)
About collision spheres - this remind me something. You've asked about lots of "?????" that imd plugin shows. IIRC some of those options are about importing/exporting collision spheres. You've probably already figured that out but.. I'm trying help as much as I can. I'd like to remember more. P.S. Don't forget to post more screenies of your ships :). Higher resolution would be nice too. |
Yeah I figured some of the Question Marks out.
About the Screenies: { Image = 1 } { Image = 2 } { Image = 3 } { Image = 4 } { Image = 5 } { Image = 6 } { Image = 7 } { Image = 8 } { Image = 9 } { Image = 10 } If anybody wants to have the Finished Ships here they are: https://mega.co.nz/#!s1JwhLpJ!8lTW8H...utbKu9G3yB0lvo IMD's + Textures. Currently there are only 2 finished Ships: Hurricane and Abaddon. Carcasses.xml Content: Abaddon Code:
<BigShip name="EVE_Abaddon"> Code:
<BigShip name="EVE_Hurricane"> *Note: No GUI Slots because: How do I fit more than 100 turrets in one small part of the Screen?, Just double click Turrets and they will fit. you need to think of an way to remove the turrets afterwards tho >.> -- Are there currently any other Projects running other than Retrospection?, I've allready found valv's "Engine Patch" & GUI Patch, But are there other things, of which maybe I have no clue of :o ? -- I Would like to Help them out by Beta Testing, but I fear there would be some communication Problems <.< BTW: I just asked about Retrospection v6 because I saw this Comment in some Script File of the "Engine-Update" from valv "--/* library function: math, table, string, os, debig, ... --************************************************** ******* --* version: 2014-10-19 --* author: StarRover Team, valv [valv@valv.od.ua] --************************************************** ******* --*/ StarWolves2."Retrospection" v6.0" Amazing stuff what they are Doing, whole Script Libraries and everything... I Hope they keep the good work up. ... I Wonder if they finish Retrospection, will they Make another Mod for SW2, or Jump to SW3?, hmm. Oh dear, I'd like to not write such long-text blocks but... thats me heh. - One More thing I want to ask you: Do you maybe know how add Perks that executes a Function?, I Tried using SummonKFNI, and tried to get both of these to Work: File: Game\specials.xml Code:
<!-- Save Location --> |
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EDIT Thanks for screenies.:grin: Good work! |
I think the best option for this is to make an Dialog Appear just like the one of the Maintance Station. But it needs to be an New Dialog, Like an nerfed version of the Maintance Station dialog. Do you maybe know what Code I need to make an Dialog appear which works mostly like the one the Maintance Station uses?
Would be really nice to know, Because Im working on Better followers... well atleast Better Mercs, Which I can tell to Escort the MS, Patrol 4 points at the last Position of the Mothership, and to Move to the MS Position. It works, but I only need an Idea to make the Player select these Options anytime in somekind of Dialog, which of course would be Activated by the Perk... -- The Problem is with the simple use more SummonPerks: They get overwritten with the Originals. I Don't want the player to loose their Perks because of that. And Thanks :D, I will keep working on them. |
Please give all models + textures to download.
I try add this to my Star Wolves 1. |
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I Have many things the player needs to execute fastly. I guess like 4 perks wouldn't work this way... I Stick with the Dialog Idea, Anybody got the Code I needed to Make an Dialog appear?.
I Tried it with StartDialog("DialogCS"), But of course this wouldn't work, Because it Wont find the File = CTD, The logfile doesnt help me at all. I Don't even know where the Game is searching the File if its executed trough an perk function ... -- Basically I just need to make an Dialog appear when the Player clicks on an Perk, I allready did sacrifice one Perk (The Berserker) one to execute an Function, But now I need the Code that actually Creates the Dialog. Still kinda New to LUA, But I really want to get it working... Hopefully someone can Help me out ^^. |
The problem is that you need a small delay between selecting the ability and opening the dialogue window, otherwise it instantly CTDs. Here is a snippet of code from one of my pet projects.
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function CommandConsole_1(x, y, z, ship, duration) |
@Nanaki
Yes!, Great Success.
With this Problem solved, Theres now much more Things an Player can do without being at an Station or somewhere specific in an Sector. Awesome. Thank you Nanaki. |
Hey, its me again with an little Off-Topic question:
How do I register at StarRover's website?, im Stuck at the question: "Напишите слово "пароль" на английской раскладке.:" which just translates to with the help of the translate tool from google: "Write the word "password" on the English keyboard layout .:" Well, I Tried to do that but failed. Any advice? |
I had some problems too so I've just wrote to krink and he activated my account.
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Hi All, just wanted to thank you for keeping the mod scene alive for this game. All 3 games were recently added to a 1c space sale on steam and more new players are tuning in.
@nocalora29 I've searched this thread and the mod list thread for details regarding the links you added to your sig. I attempted to try [SW3]SW3.Expansion Mod v0.2 but when I ran the exe nothing was changed to my game so I manually moved all the folders to the game's Data folder, merging/overwriting. The start screen has a splash of Russian on the bottom, a new colored perk screen and the tug was replaced by a transparent model mothership that included a starter fighter. I put my pilot in the fighter, launched it but it would not dock, only ram the fighter into the mothership's shields and destroy itself. Clearly I am doing something wrong, help? Thanks! Me |
@Lotrek
SW3.Expansion Mod is still WIP, the Russian is probably just remaining suff from Valv_id's Gui Update Mod/Patch, Im still trying to change everything to English and make it more normal ^^
I replaced the tug to the "eve_hurricane" ship to make it more easy to explore the Mod's content and Stuff. Normally it should look like this: Screenshot But if you mean the Nova_Battleship, then well... its broken for now, 3ds max doesnt like exporting models with working Flares/Blinking Lights. But still would like to see an Screenshot of your current situation ^^. --And yeah, The Mods listed on my Signature will stay on my signature until they are Working properly. But v0.2 is also just pretty old, I will change it to v0.3 when I get the new script stuff of mine to Work. It may Seem messy and all, I Know, But its still in heavy development. [EDIT]: Updated it just now, But still: Nova is still bugged, do not use this as mothership. And do not fully trust the Batch file, Its common that it Bugs out, Its better to just Copy&Paste the files from the Archive. Well, I think I can post here some of they Key things that I want to do with this Mod: -More selectable New Missions ( Escort Missions and "Attack this Pirate base with some Allies" Missions allready work, theres still plenty that I want to accomplish with this ) -All SW2 Systems implemented into the universe of SW3, including overwriting ones, you can Imagine it like theres One special system connecting the 2 universes ;) [Allready in the workings] -Hyperjump System [Allready completely Working] -Corporation Contracts [Allready working] They follow you around like mercenaries. -Drones [Allready working] They follow you around like mercenaries. -More Ships [From EVE and other Games] -More Modules [Not really worked on allready, But still on my ToDo list] -Controllable Systems, you can Buy them and Customize them in alot of Ways, [SysM_Kobra is the first system that Partly Works as of Now] -Some other stuff, that I probably forgot heh. |
Great thank you. Yea that would be the ship I was referring. It had an outline that matches that pic. Since I started a new game, I just "traded" it in for the story trader ship. I do like the addition of having loot show up as a red dot on the map, I assume its a loot marker since the text is in Russian. I haven't gotten very far with it but since you updated I'll restart with .3.
I am looking forward to using the new version, thanks for the update and info. |
Glad you like it, The Markers aren't my work, they are from StarRover Team(Valv_ID), its part of the so called Engine Update from them :)
These markers are also just Markers for Escape pods, so you don't need to search long for your Pilots or other Pilots again, need to Translate that Russian still tho heh Yeah, theres not much that I can do about the Story stealing your ship <.<, I Could disable the storyline, but that would kinda ruin it for everybody that would like to play the game with the Mod... I Add it in as an Buyable MS in the next Update tho. I have no idea how much it will Cost in the final version, but I leave it at 1 credit for now. About the Bumping into the Mothership: yeah its kinda an pretty annoying problem, It will be fixed in the next version. EDIT: Forgot to mention it: I worked alot to Fix the extreme grinding Issue in SW3, you now get much much More XP when you are outside of missions or just owning Pirates. And also: I would love some Suggestions <3. |
I did a fresh install with steam and installed your Voiceover, Merged and expansion mods and started a new game on Hard. Still had the gibberish on the main screen but no big deal on that. I took the Hurricane to a pirate invasion and talk about OP. My pilot had 400 points in 3 minutes lol.
I left that sector and followed the story. Please don't remove the swap out - that ship is way too powerful for the story. The only problem I see per-se is that when the swap occurs, you receive all those rage turrets and cannons in your inventory. That's a ton of credits and firepower to start the game with. I am sure some people would want that but for me part of the enjoyment is building up a ship and team and striving with middling equipment. I stopped by a maintenance station to check out what was available. I could not find the canteen option that GW's original mod had. Another problem was there was no exit option. My screen only showed 11 options, if there is a 12th that is exit, it did not get rendered. I was able to exit by attempting to buy a mothership that was out of my price range and got booted from the station for lack for credits. So far I am enjoying the Engine Update from StarRover, thank you for bringing that over to this forum. As I go further into my play through I'll keep an eye out for any bugs or suggestions. |
Oh, I guess I just increased that levelup-integer a bit too much lol.
These over the top OP Ships only will be there for free Owning use until v1.0 comes out, Which will get an thread here on the Forum and will (hopefully) be balanced. ATM These kinds of stuffs are there for Testing and just Playing around with the Content of the Mod. Oh damn, not having more than 12 options sucks, I just uploaded a fix: DialogGW.xml Just drag it over to Data/Scripts/Trade/ Now there are multiple Pages. (This fix IS Compatible with older Saves aswell) I Would also like to get other stuff from the StarRover to here, but the good stuff seems now to be Off-Limits without an Account there, Still trying to Register... And another small tip: Be careful with the Hyperjump feature, there are alot of systems you aren't supposed to be, heh. maybe just another hint: When you attack Stations, the owners of these Stations will send out Bounty Hunters (Mercs) or if they are Corporates, they will send their own Flights to kill you until they get their Money. EDIT: Gibberish russian at the Splash screen?, hmmm. could you maybe somehow make an screenshot?. |
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When I reinstalled the game it defaulted to the lowest resolution. Once I changed it to 900 x 1400, all the options came on the screen including canteen and exit :) Sorry about that.
I bought a Ramadanta from the station, love that ship. Unfortunately, the ship's layout template is missing. I can still click on the systems and turrets from the inventory and they appear to install. This was not a problem with GW's original. Attached is a Jpeg of the gibberish. |
Two new observations about your version of GW's mothership mod.
1) As I stated earlier I was having problems with my screen size and could not find the canteen option so I upgraded my firmware. Once I was able to use the canteen I tried to hire Bryna & KT but they would not join. I always go for them and not firmware in previous plays so that may be part of GW's original code, not sure. 2) I Hired Ace from the canteen. It looks like his perk profile was taken from SW1. With this template he cannot use fighters above generation 1. GW had a different template that had 4 options on the bottom of the screen that allowed him to train in tiers of fighters. |
This gibberish is sure something weird...
Hm, I seem to have failed to completely make the Archive have every working file as my installation does, I will upload an Updated version and Edit this Post shorty, sorry for the troubles. Its hard to update the archive everytime you make an small change ^^ EDIT: Updated Signature with the new version. Its still v0.3 but it has the needed Fixes in it: -Pilot Skill Table : Fixed -Ramadanta GUI : Fixed -Bryna & KT : Fixed There are probably some remaining errors or bugs, Because Merging huge mods into one and then Expanding it will sure mess some stuff up <.<. Thank you for the Testing :D. |
No problem. I feel like I'm being negative, but I do like the changes. Feels like a better experience. My fighters seem to engage better, was there an AI upgrade included?
I noted another thing about the Ramadanta. It is called Star Wolf, which it shouldn't and refuses to dock anywhere. I bought the Star wolf and Rhino and both of them also refuse to dock. I get a pop up message - "docking with station prohibited" I am currently Flying the Astarte so I decided to see what the Astarte upgrade option under option 10 Star Grade(R). When I selected the upgrade I got a message stating: Not found string: #L_DR5_MSG_Stargrade_Astarte_List Hope this helps |
Yes, the Engine Update from StarRover also had alot of AI Enhancement Stuff.
I see about the Naming issue, The most problems seemingly are caused here by the Localization files, maybe you could look that up?, Every string Regarding my Mod should actually be in the sw3_expansion.loc File, you could search for the string "HL_DR5_Stargrade_Astarte_List" in there. If it doesn't exist, then there wold be something wrong with my current Release Archive... Quicky Hint: Pls try to not just use the Astarte Upgrade option, It not finished at all. I still need to Make this Ship somewhat more efficient in Combat and for Player Experience, I mean really... this ship is pretty Dull, extremely bad Engines, 3 Turrets... I Plan these changes tho for this Option in the Future: -Remodel the Ship & Make 3 Upgrade Levels. each of them will have an Unique looking Model. -Try to Buff the Engines a little starting at Level 1. -More Turrets, not making it OP but atleast having like 5 - 8 maybe. Suggestions are Welcome Regarding changes to the Astarte |
More turrets is a good option early game since most fights are vs fighters and the heavy guns don't really get used. That's why I used the Ramadanta in the past for it's extra turrets. The trade off was it had no slots for heavy guns. I see the Astarte as more or a tank ship so more armor and poor maneuverability seems right as a trade off. I would add a 4th system slot so it seems like an upgrade from the previous ship. If you plan to keep the Heavy guns then no more than 4-5 turrets otherwise it would seem like a downgrade when you are forced to get the next mothership.
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Alright, Will keep that in mind
That signature link of mine here is still broken. will Edit this Post when it Works again <.< |
#L_DR5_ans_STARGRADE=Star-Grade(R)
#L_DR5_ans_STARGRADE_astarte=View the available "Astarte" Upgrades #L_DR5_ans_STARGRADE_ShipGrid= : SHIP NAME : UPGRADE : PRICE (CR) : HEALTH : SHIELDS : SPEED : MANEURABILITY : TURRETS : GK. GUNS : #L_DR5_ans_STARGRADE_astarte_level1=: "Astarte" : Upgrade #1 : 150.000 : 5000 : 1000 : 5 : 3.5 : 5 : 2 : This is the Astarte code I found in that file. I can find no reference to #L_DR5_MSG_Stargrade_Astarte_List |
You could try to put that above this Code that you posted
"#L_DR5_MSG_Stargrade_Astarte_List= Welcome!, here you can select your wished Astarte Upgrades!" EDIT: I think I finally fixed it, the Bryna & KT Firmware works again. & Signature link Updated. |
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Of course, I attempted to rectify this somewhat with the Fleet Mod. |
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@Nanaki
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@nocalora29 I tested the changes and can verify that Bryna & KT work correctly now. Ace's template is the correct one. The Ramadanta has a fixed template. However I still cannot dock with it. I did run into a problem when I was unpacking the Expansion Mod (See Attachment) |
Are you sure you didn't move the archive while it was unpacking?.
The docking issue happened to me also a few times, Theres an Simple solution for that: Go into another system and go back. |
I've unpacked it from the download and from a saved version and both are missing that file.
Leaving the system fixed the docking problem, thank you. Also, in this version I no longer get that gibberish on the main screen so kudos there! |
Wonderful, love it when my fixing work actually does Work and doesn't break additional stuff ^^.
You could try to manually copy the folder from the Archive "Scripts\include\starrover_mk1\Ist\" to your Game's "Data\Scripts\include\starrover_mk1\Ist\". But afterall this shouldn't be an problem if the "Ist" Folder allready exists there. |
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I looked into the zip and found a folder "Scripts\include\starrover_mk1\Ist\Sound". My game files also have that folder.
Judging from the error message I attached earlier, I think there was supposed to be a file in that folder but on both the zip and my HD, the "sound" folder is empty. As a test I bought all the fighters that are in GW's list at the maintenance station. I did come across an error regarding the Cavalier and the Butcher. When I attempted to place either one in a hanger slot I received the following pop-up in Russian. |
Darn it, Its hard to keep out searching for these Russian texts, I Will edit this post with an Fix when I get it done tho.
That is correct, the sound folder is also Empty in the original Engine Patch & GUI Mod from StarRover Team / Valv_id. So its Ok I suppose, just Ignore the message in future Versions of the Mod. EDIT @Lotrek: Still working on Russian stuffs. |
nocalora29 I feel kinda bad coming back with more but you asked for it! :)
I did a full test of GW's Mothership mod and found the following: All Pilots have the correct templates! The Bastard fighter has a slot for missiles but when I tried to equip it I got "This device cannot be installed in this socket" The following "Other" Motherships have no interior template - the good ole "Scanning Process Aborted: Unknown Source" : Stone Arrow, Portal Transport, Alien Dreadnaught, Alien Frigate, Chimera, Super Chimera, Phoenix, Angor Frigate. I was unable to buy major caliber turrets - Option 13 Mothership Equipment. When I attempt to buy them I just get "[Wizzy] Make your selection..." No credit deduction, no inventory item. Subsequently, I was unable to test the Silver Arrow's 2 slots. Hope this helps and thank you for the work you are doing to keep the game alive! |
Alright, I will look into it, Thanks.
Could you post also the Log files somewhere or Upload them when things like these occur?, Especially when Dialog options aren't working, Since they just call functions from the lua files from the Game. would help me alot :P These 2 files are important LOGfile.txt And ScriptErrors.log The Others motherships never Were supposed to have GUI Slots, but I can also make some for them, could be pretty hard on the Dreadnaught tho, but I will try. |
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Here ya go.
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In Editing the Other Motherships. Maybe you can get the files from the SW1 Mothership Mod . All the Motherships there have GUI Slots including Battleship & Dreadnaught (http://forum.1cpublishing.eu/showthread.php?t=16158) |
Really good Idea!, I've added the gui slots Right away.
Thanks. EDIT @Lotrek: I Think I have fixed now all the problems that you Told me... need m0ar. BTW: I Also would like some Testing on the System Management script That I worked on, Try it out. You can configure the SysM_Kobra System from the Maintance Station Dialog. should there somwhere, then visit corrino and Fly to the Kobra system. Im wondering what the results will be with your Awesome testing Skills :D |
I've gone through GW's original script and the GW script you have in your version and I can see no difference with the GK turrets. I know in the previous version I was able to buy them.
Here is the snippet from Data\Scripts\include\GW that I am referring to: -------------------------------------------------------------------------------- ---- Buy MS EQUIPMENT section -------------------------------------------------- -------------------------------------------------------------------------------- function buy_THGK3() buy_ms_eq("THGK3"); end; function buy_TLGK3() buy_ms_eq("TLGK3"); end; function buy_TPGK3() buy_ms_eq("TPGK3"); end; function buy_TRGK3() buy_ms_eq("TRGK3"); end; function buy_ms_eq(eq_name) local tab_ms_eq = { {"THGK3",350000}, {"TLGK3",350000}, {"TPGK3",350000}, {"TRGK3",350000} }; local cost = 0; for k, x in tab_ms_eq do if (x[1] == eq_name) then cost = x[2]; end; end; if (cost == 0) then return FALSE; end; local cash = GetPlayerCredits(); if (cash >= cost) then mothership:AddModuleToInventory(eq_name, 1); SubPlayerCredits(cost); OutputToScreenLog("#UI_item_buy_ok",7); else OutputToScreenLog("#UI_buy_fail",7); end; end; I checked Data/Game/Modules and THGK3, TLGK3, TPGK3, TRGK3 are all there with complete parameters. All the referenced items are located in Data\TEXTURE\Interface\Module\32. As far as I can tell, the above script should work. I looked at the script in your mod used to buy the MD-5 black hole Particle Accelerator under option 9 Star Equipment: -- //////////////////////////// -- -- // Star Equipment Section // -- --//////////////////////////// -- function buy_RG4() buy_ms_eq("RG4"); end; function buy_ms_eq(eq_name) local tab_ms_eq = { {"RG4",75000}, }; local cost = 0; for k, x in tab_ms_eq do if (x[1] == eq_name) then cost = x[2]; end; end; if (cost == 0) then return FALSE; end; local cash = GetPlayerCredits(); if (cash >= cost) then mothership:AddModuleToInventory(eq_name, 1); SubPlayerCredits(cost); OutputToScreenLog("#UI_item_buy_ok",7); else OutputToScreenLog("#UI_buy_fail",7); end; end; Comparing the two scripts they seem identical with the exception of the item they are to buy. The black hole script works, the GK turret one does not. I am at a loss as to why at this point since they seem to be the same code. |
Yes, I Used it as an Template, but it is fixed in v0.3.1: See Signature.
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OK I d/l both Nanaki's Fleet Mod & GW's Mothership Mod and SW3.Expansion Mod v0.3.1.
I was able to buy the GK turrets but alas another error has occurred. When I hover over them in my inventory or right click them I get: Not found String: #String_LDESC_GK1 The same goes for GK2, GK3, and GK4. I'll do more testing later, gotta run some errands. |
Pls note that Nanaki's Fleetmod and Motherships Mod from Goblin_Wizard are both in the Mod itself. No need to Download it through the Merged Version, its only for people that just want to play with these two Mods.
It also would Break some additional Stuff when you Install it with the SW3.Expansion Mod. -About the Problem: Oh, seems to be only an Invalid string the Modules.xml File, I get right to it. Will post Quick fix when its done. EDIT: Fix Modules.xml Also: Be sure to read that readme.txt |
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Ok I did a fresh install of the game, installed the Voiceover mod and the expansion mod, overwrote Modules with the file you attached to your last message.
Cavalier/Butcher still cannot place in a hanger, same error popup. The problem with GK turrets persists even with the new Modules file. Bastard has 2 missile and 1 smallgun slots in it's GUI but you cannot place anything in them. If you double click a missile or a small gun from your inventory they install but do not show on the GUI, just disappear from your inventory. I launched the bastard and put it in combat. There were 2 misslies installed and I saw a small gun machine gun animation so they did get installed from the double click but you cannot see them in the template. I checked all the new motherships and all but the portal transport have templates. Also, the portal transport does not move in any direction. I tested the Swarm Shipyard function. In all options it stated a 6 ship fleet should appear. In all options I had (2) 6 ship fleets appear. I tested the Corporation Services function. I found no problems. All functions worked as listed. I tested the Escort Contracts with FTU section of the mod. A fleet appeared, a mission was added to my log. When I scrapped the mission from the menu, the fleet disappeared and the mission was erased from my log. Seems ok. I tested the Attack Contracts with FTU section of the mod. A fleet appeared, a mission is added to my log but I get a message in the chat window: "[Nocalora] Not found string: #L_DR5_MSG_Contracts_FTU_Attack_List". When I tried to scrap it I got a messge that it was removed, the fleet disappeared but the Mission was still in my log. I am doing my testing in Endoria 1. I attempted to fly to Torr but the Torr gate in Endoria 1 does not work. I flew the back way to Kyoto to get to Torr and it worked. Also the Torr>Endoria 1 portal does work. Attached is a Logfile of my continuing a game, docking with a maintenance station and attempting to obtain a FTU attack contract and scrapping it. |
Thanks for Reporting that.
I think I have fixed these Problems now, But about the Bastard: The Fighters GUI now Completely works for me. I just didn't add it in. I Will upload v0.3.2 in the Signature soon, which will include the following Fixes: The Missing string also got Fixed, Including the Remove Quests Function. Bastard GUI -- About the Corvettes: Im also dealing with this Issue now strangely... I see no reason at all Why these Ships are now Inaccessible. But I will definitely try to Fix it. About the Endoria-1 Portal Issue: I Never thought something in my Mod would break an Portal, Maybe because some Script messed up or Something... But I will Look Into it, expect v0.3.2 in no Time ;) |
Great, happy to help. I look forward to 3.2 and continued testing.
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Updated Sig. But I think the Corvette Issue still remains, its on My "Fix-This-Without-Making-More-Errors" List tho, atleast its now in English. Pretty weird tho, I Think I need to think of an more clever way to "Bypass" this.
Well, I Didn't come around to test out the Endoria-1 Torr portal, still needs to be Done. In this Quick version update I just focused on the bug fixes and An new Mission Type. Have Fun |
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