Thread: Random Contacts
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  #129  
Old 08-23-2010, 02:24 AM
Nanaki Nanaki is offline
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Join Date: Mar 2010
Posts: 338
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I may end up releasing a new version of this mod mainly removing the Azure Stormcrow, which would substantially improve compatability with other mods and would mean a lot less stuff to fit in a zip. The next release will probably be the final version, since I have no other ideas on how to improve this mod, and it seems to be as bug-free as I can get it. Although I do not know about any release dates, between inlaws and my computer breaking down, I have not done much with it yet.

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is it possible to make a script to make the corvette buyable? (that big ship that apears when you fly and get ambushed by triad ships)
You have to convert it to interceptor form first in carcasses, then you have to make it buyable in the shops, or run a script to spawn one in your inventory.

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Is there any chance you can edit your OP with the latest version(s) of this mod? From what I can tell v0.1 BETA on Page 9 and a second missing file are the latest published versions. Is this correct? Am I missing something?
The second version will be posted on the front page.

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Though the spawn rate may be only 10% for fleets or convoys per check it's more like a 60% chance of encountering one or more in any given system.
It runs the spawn check very often, and there are so many random contacts listed that the chances of one spawning are very good. That is why you will see lots of random flights, and even convoys/fleets are not that uncommon. I tried to make sure starsystems were populated just right, not feeling crowded or empty, and I think I succeeded at that.

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Hi, nice mod here, will there be modified mercenary proficiency? Like changing low level fighters in recruit.xml with new things added and defined in ship_description.xml (or something, not sure the name). I managed to fiddle around and got me a squadron of mercenaries-riding butchers for 200k hiring fee.
The only personal changes I did to my own version of Star Wolves was make mercenaries dirt-cheap, and increase the maximum number of mercs per hiring to 12. But overall, the mercenaries script file is very simple, so I never bothered to release it to the public, figuring that people could change things themselves.

Last edited by Nanaki; 08-23-2010 at 02:27 AM.
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