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-   -   How to create a new mods? (http://forum.fulqrumpublishing.com/showthread.php?t=40967)

ArtekXDPL 11-04-2013 06:05 PM

How to create a new mods?
 
Welcome. How to create a new mods? There are some tutorial? I have a few ideas for mods but do not know how to do it! Can you help me?

kolomans 11-05-2013 11:06 AM

mod
 
Write about what kind of mods it.

Goblin Wizard 11-08-2013 06:02 PM

Adding ships and stuff to normal shops or BM was always difficult. The main problem is testing cause you have to start a new game to see changes. The shops are far away so you have to waste a lot of time to play through the game or you have to mod starting system to contain such a shop. It was one of the reasons I've made my mod - to not waste time on such things.

Simbal 11-30-2013 04:39 PM

The file you would be looking for in SW3 is Scripts > Include > FloodTradeStations.script

I may be wrong, but i think this is the File

ArtekXDPL 12-02-2013 05:39 AM

1 Attachment(s)
Im create mini-mod to Star Wolves 1. Mod unlock 12 ships to buy in market (normal shop).
Ships:
"Wyvern_pl0", "Satan_0", ,"Satan_d_0",
"Berserk_leader", "Berserk_elite", "Cancer",
"Cavalier", "Butcher_pl0", "Butcher_pir0",
"Yacht_pl0","a_mine", "Mothership_heretic"

Im not editing "Carcasses.xml" You may edit parameters to change: armour, shield, speed, price etc.

Instalation:
1. Copy
2. Paste
3. Replace

ArtekXDPL 12-02-2013 04:47 PM

How add enemy group to map?

Does anyone still visit this forum?

ArtekXDPL 12-13-2013 09:02 AM

Please change name topic on: My Mods

Simbal 12-13-2013 10:13 AM

Quote:

Originally Posted by ArtekXDPL (Post 511765)
How add enemy group to map?

I've never added ships into Missions on SW1, but i think you need to edit this file right here

Scripts > Mission/Level > objects.script


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