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Star Wolves 3D space RPG with deep strategy and tactical elements

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  #1  
Old 08-23-2010, 02:24 AM
Nanaki Nanaki is offline
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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.

Quote:
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.

Quote:
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.

Quote:
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.

Quote:
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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  #2  
Old 03-27-2011, 08:40 PM
Griefheart Griefheart is offline
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I don't suppose anyone knows how I can remove the Stormcrow MK3 from this mod, or at least from appearing ingame as part of convoys? I like the idea of this mod but I'd like to remove any ships from the game which werent included by default.
.
Also I thought these spawns were supposed to be around 10-20% chance of happening per system, are you sure this 10-20% isnt per system per gate? I seem to see a convoy spawn pretty much every other system/
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  #3  
Old 03-28-2011, 01:15 AM
Nanaki Nanaki is offline
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I intended to remove the MK3 in a 1.1 patch... I was planning on doing it, but with the expansion just around the corner I decided to wait for the expansion, and code the compatability patch and any fixes.

Quote:
Also I thought these spawns were supposed to be around 10-20% chance of happening per system, are you sure this 10-20% isnt per system per gate? I seem to see a convoy spawn pretty much every other system/
It depends on the number of fleet/convoy spawns, each fleet/convoy spawn has a 10-20% chance and if you have a lot of fleet/convoy spawns it can really add up. Still, a convoy/fleet every other system is about exactly how I wanted it.
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  #4  
Old 09-03-2011, 11:01 PM
Sing_In_Silence Sing_In_Silence is offline
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Very very nice mod.

Adds, well, life to the universe.
Makes the 'Civil War' more real.
Add the occasional challenge early on, and a good source of exp/income (and the occasional inconvenient ambush :p) later on.


Eventually I'll post a recent savegame for others to enjoy.
This is the scenario:

Engineer hero. Hard mode.
In the Achilles system.
Just got Ternie, bought Ace, got the mastiff.
Broke, as I hadn't realised that Hard reduces item sale-value.
A Gen4 Pirate convoy had arrived. (1 Walrus, 6 4-5 sized wings.)

Tried taking it on a few times, got slaughtered.
Head for portal, have a Gen2 Trader convoy warp in.
Hmm. I wonder.
As I'm about to try 'recruiting' their help against the pirates, a gen2/3(?) 4wing NESF patrol warps in.
...
Let's do this!

Took ~40 minutes in total (with reloading), but was great fun.

Last edited by Sing_In_Silence; 09-04-2011 at 10:42 AM.
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  #5  
Old 10-04-2011, 05:21 PM
Sing_In_Silence Sing_In_Silence is offline
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Quote:
Originally Posted by Sing_In_Silence View Post
Eventually I'll post a recent savegame for others to enjoy.
This is the scenario:
<snip>
Belated double-post for the 'promised' savegame.
Requires Trucidation's missile mod, but get the modpack, just incase.
Also, it's worth it
Edit:
Actually, that's dumb.
Ace requires the Mothership mod, the missiles require the Missile mod, and for all I know, the convoys require the Convoy mod.
That settles it. Get the modpack

Zipped by neccessity, just dropping it into your profile's savefolder should work.
Attached Files
File Type: zip Ohshi-!.zip (552.6 KB, 51 views)

Last edited by Sing_In_Silence; 10-06-2011 at 06:29 PM.
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  #6  
Old 03-07-2014, 10:55 PM
Nanaki Nanaki is offline
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Well, I was waiting for Ashes of Victory hoping I could make v0.2 of my Fleet Mod for it, but it looks like we wont ever be seeing it, so, here it is. No huge changes.

- Azure Stormcrow has been removed
- Added minor Randomcontacts tweak from SW3 patch
Attached Files
File Type: zip FleetModBetav0.2.zip (790.1 KB, 182 views)
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  #7  
Old 07-13-2014, 06:46 AM
wildbill1552 wildbill1552 is offline
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Tried to download files and the link keeps directing me to a login screen. Is this thread dead or is some sort of special permission needed?
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