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Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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I dunno if new items/ships only be available if you start a new game, but also had slightly difficulties adding some stuff into a running game
![]() My slightly tweaked Butcher Mk. II corvette ![]() edit your Carcasses.xml (i took the "Butcher_pl0" , these are usualy used only by player!) Bold stuff is very important ! otherwise it won't work (you can buy it but you can't use it) Other things are bit tweaked down...i think having a 5000 armor ship for the player 'd be too easy. slightly more speed and ~25 more maneuver / less shields & armor / sound from corvette added, should be in the file too (oh used different descriptions, so it won't work. it's only some example for whose who want to know^^) Quote:
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> Now that you have your corvette capable of using all turrets, you sure want to buy it ![]() "...\Star Wolves 3 - Civil War\Data\Scripts\include\FloodTradeStations.script " __All_ships ={......,"Trident_mk2_black_pl0","Butcher_pl0"}; the line is very important for the shop script where you can buy and so on! (in my case it would be at the end of line 5) "...\Star Wolves 3 - Civil War\Data\Scripts\InitTradeSystem.script" now add exactly at the position where your ship/module or whatever is another entry in _every_ local NShop* in my case local NShop_SI_sst = { .... 2,0,0,0,0,0,2}}; -- 5 level ships I only made them available @MSF blackmarket shops. In every other shop it looks like: 0,0,0,0,0,0,0}}; -- 5 level ships Hmm that's it. If you start a new (!) game you should be able to buy a Butcher Mk.II ![]() Basically you could add stuff from SW2 doing this way...most of the meshes and so on are still there. Last edited by valky; 03-15-2010 at 03:35 PM. |
#2
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hmm 2 quick questions:
1)would it be theoretically possible to add more than 4 rocket placements on any ship? i seem to remember bident has 4 rockets, 2 small guns & 2 systems...could it be possible to replace the 2 guns with missiles? 2)if so...i assume the same applies to big gun slots...imagine a butcher wielding those 1600 dmg cannons and a mothership with 2 missile slots(supernovas ofc) instead of 2 normal gun slots |
#3
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Last edited by Nanaki; 03-15-2010 at 05:08 PM. |
#4
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Ok here is the problems.
Made the cavalier to interceptor, manage to by it great. Put pilot in it, great. Put two systems in it, great. But no big guns no missiles. So basicly my pilots fly with no weapons what soever. Now i get it, i can't change the small guns to rockets but i also change the rockets to big guns so why can't i use them? Last edited by Raziel666; 03-15-2010 at 05:56 PM. |
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#6
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Yep. All done now i have corvet with 4 big guns, 2 rocket slots, and 2 system slots. But i keep wonder why the only place i can buy it is the station in Aurora? Because i placed it in every store.
Question: Is it possible to add more guns/missiles to existing ones? For example the wyvern_mk1 or dragon with 4 guns, 2 sys and 2 missiles. Last edited by Raziel666; 03-16-2010 at 01:51 AM. |
#7
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Valky, could you please post those modified files for those of us who are lazy to edit them ourselves?
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#8
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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. Last edited by Marisss15004; 03-19-2011 at 09:06 PM. |
#9
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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 |
#10
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Is the quasar giving the error for all system slots, or is there one in particular?
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