Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > Star Wolves

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

Reply
 
Thread Tools Display Modes
  #1  
Old 04-24-2014, 05:40 PM
Nanaki Nanaki is offline
Approved Member
 
Join Date: Mar 2010
Posts: 338
Default

Well, it is not my script so I really cannot tell you whats going on there.
Reply With Quote
  #2  
Old 04-25-2014, 03:56 PM
Neo Genesis Neo Genesis is offline
Approved Member
 
Join Date: Apr 2014
Posts: 74
Smile

Quote:
Originally Posted by Nanaki View Post
Well, it is not my script so I really cannot tell you whats going on there.
Oh OK Thanks Nanaki . Curious to Know do you know how to edit the Selling Prices Of Ships,Equipment,Etc.
Reply With Quote
  #3  
Old 04-25-2014, 06:06 PM
Simbal Simbal is offline
Approved Member
 
Join Date: Jul 2013
Posts: 59
Post

The selling Prices are in Scripts>Include>gw.script

For the Mothership Prices -> search for the Function "function _buy_msGW(nameMS)"

For the Fighters Prices -> search for the Function "function buy_fig(nameFIG)"

For the Equipment -> search for the Function "function buy_ms_eq(eq_name)"

The Price is the number behind the Ship/Equipment name

Code:
--Motherships function
function _buy_ms_GW(nameMS)
  local tab_MS = {
	{"Alien_Dreadnought_0",1500000},

--Fighter function
function buy_fig(nameFIG)
  local tab_FIG = {
	{"Gunslinger_mk2_black0",280000},

--Equipment Function
function buy_ms_eq(eq_name)
  local tab_ms_eq = {
	{"THGK3",350000},

Last edited by Simbal; 04-25-2014 at 06:10 PM.
Reply With Quote
  #4  
Old 04-26-2014, 08:49 AM
Neo Genesis Neo Genesis is offline
Approved Member
 
Join Date: Apr 2014
Posts: 74
Smile

Quote:
Originally Posted by Simbal View Post
The selling Prices are in Scripts>Include>gw.script

For the Mothership Prices -> search for the Function "function _buy_msGW(nameMS)"

For the Fighters Prices -> search for the Function "function buy_fig(nameFIG)"

For the Equipment -> search for the Function "function buy_ms_eq(eq_name)"

The Price is the number behind the Ship/Equipment name

Code:
--Motherships function
function _buy_ms_GW(nameMS)
  local tab_MS = {
	{"Alien_Dreadnought_0",1500000},

--Fighter function
function buy_fig(nameFIG)
  local tab_FIG = {
	{"Gunslinger_mk2_black0",280000},

--Equipment Function
function buy_ms_eq(eq_name)
  local tab_ms_eq = {
	{"THGK3",350000},


Well Thanks but I Already Knew That . What I Meant By Selling Prices is When you buy a fighter for lets say 50000 credits . but you can only sell it for 25000 credits. how do i change the price when I want to sell Fighters/Missiles/guns/Equipment
Reply With Quote
  #5  
Old 04-26-2014, 10:45 AM
Simbal Simbal is offline
Approved Member
 
Join Date: Jul 2013
Posts: 59
Default

Ah Sorry^^

Well, I Don't know how to Change that...
Reply With Quote
  #6  
Old 04-27-2014, 08:44 AM
Neo Genesis Neo Genesis is offline
Approved Member
 
Join Date: Apr 2014
Posts: 74
Default

Quote:
Originally Posted by Simbal View Post
Ah Sorry^^

Well, I Don't know how to Change that...
Oh OK how about in using the IMD Editor in the Lion Cruiser MK2 . Which one is the one you Pilot 1.Lion_Cruiser_MK2_A_grey.IMD
2.Lion_Cruiser_MK2_grey.IMD
Reply With Quote
  #7  
Old 04-27-2014, 01:28 PM
Simbal Simbal is offline
Approved Member
 
Join Date: Jul 2013
Posts: 59
Default

I Guess it would be the Lion_Cruiser_MK2_grey.IMD one, but I am not 100% sure.
Reply With Quote
  #8  
Old 04-30-2014, 10:51 AM
Nanaki Nanaki is offline
Approved Member
 
Join Date: Mar 2010
Posts: 338
Default

Quote:
Originally Posted by Neo Genesis View Post
Well Thanks but I Already Knew That . What I Meant By Selling Prices is When you buy a fighter for lets say 50000 credits . but you can only sell it for 25000 credits. how do i change the price when I want to sell Fighters/Missiles/guns/Equipment
You can find those in the scripts/include/floodtradestations.script and scripts/inittradesystem.script

Quote:
Originally Posted by Neo Genesis View Post
Oh OK how about in using the IMD Editor in the Lion Cruiser MK2 . Which one is the one you Pilot 1.Lion_Cruiser_MK2_A_grey.IMD
2.Lion_Cruiser_MK2_grey.IMD

The Lion cruisers have three configurations... MK1, MK2, and MK3. MK1 is armed with 5 turrets and has no GK weapons, MK2 has 4 turrets, 2 GK weapons, and MK3 is similar to MK2 except it looks different (its the prototype Lion that Viper gives you), and each of those configurations have two sub-variants, the base variant and the A variant, the only difference is the presence of a docking bay in the rear, the non-A variant does not have this docking bay so you want the A variant.

Last edited by Nanaki; 04-30-2014 at 10:53 AM.
Reply With Quote
  #9  
Old 05-05-2014, 10:16 AM
Neo Genesis Neo Genesis is offline
Approved Member
 
Join Date: Apr 2014
Posts: 74
Smile

Quote:
Originally Posted by Nanaki View Post
You can find those in the scripts/include/floodtradestations.script and scripts/inittradesystem.script




The Lion cruisers have three configurations... MK1, MK2, and MK3. MK1 is armed with 5 turrets and has no GK weapons, MK2 has 4 turrets, 2 GK weapons, and MK3 is similar to MK2 except it looks different (its the prototype Lion that Viper gives you), and each of those configurations have two sub-variants, the base variant and the A variant, the only difference is the presence of a docking bay in the rear, the non-A variant does not have this docking bay so you want the A variant.

Thanks for the help Nanaki
Just a Curiosity why does the non A variant have higher HP & Shields
<BigShip name="Mothership_Lion_mk2_grey">
<short_name>#M_Name_Mothership_LionMk2</short_name>
<hint>#M_Hint_Mothership_LionMk2</hint>
<short_desc>#M_SDesc_Mothership_LionMk2</short_desc>
<long_desc>#M_LDesc_Mothership_LionMk2</long_desc>
<mesh_name>Lion_Cruiser_MK2_grey</mesh_name>
<flat_image>Lion_Cruiser_MK2_grey</flat_image>
<hit_points>14000</hit_points>
<mass>150000</mass>
<disable_trade>true</disable_trade>
<cost>1500000</cost>
<technology/>
<EPR>40</EPR>
<explosion_script>Big Ship</explosion_script>
<work_sound/>
<silence/>
<max_energy>5000</max_energy>
<energy_restore>3</energy_restore>
<max_speed>5.5</max_speed>
<maneurability>2</maneurability>
<steering_power>25500</steering_power>
<sensor_resolution>0.38</sensor_resolution>
<sensor_length>180</sensor_length>
<threat>20</threat>
<mapping_name>SBlock</mapping_name>
<HolderProperties>
<big_guns>0</big_guns>
<small_guns>0</small_guns>
<rockets>0</rockets>
<systems>4</systems>
<turrets>4</turrets>
<gk_guns>2</gk_guns>
<gk_turrets>0</gk_turrets>
</HolderProperties>
<engine_sound>Engine-Bigship.wav</engine_sound>
<engine_start_sound/>
<destroyed_mesh_name>Lion_Cruiser_MK1_MK2_destroye d</destroyed_mesh_name>
<cargoCapacity>4500</cargoCapacity>
<BigShipHangar>
<hangar_count>6</hangar_count>
<max_hangar_count>6</max_hangar_count>
</BigShipHangar>
</BigShip>
<BigShip name="Mothership_Lion_mk2a_grey">
<short_name>#M_Name_Mothership_LionMk2</short_name>
<hint>#M_Hint_Mothership_LionMk2</hint>
<short_desc>#M_SDesc_Mothership_LionMk2</short_desc>
<long_desc>#M_LDesc_Mothership_LionMk2</long_desc>
<mesh_name>Lion_Cruiser_MK2_A_grey</mesh_name>
<flat_image>Lion_Cruiser_MK2_A_grey</flat_image>
<hit_points>12000</hit_points>
<mass>150000</mass>
<disable_trade>true</disable_trade>
<cost>1500000</cost>
<technology/>
<EPR>40</EPR>
<explosion_script>Big Ship</explosion_script>
<work_sound/>
<silence/>
<max_energy>4500</max_energy>
<energy_restore>3</energy_restore>
<max_speed>5.5</max_speed>
<maneurability>2</maneurability>
<steering_power>25500</steering_power>
<sensor_resolution>0.38</sensor_resolution>
<sensor_length>180</sensor_length>
<threat>20</threat>
<mapping_name>Lion_Cruiser_MK2_A</mapping_name>
<HolderProperties>
<big_guns>0</big_guns>
<small_guns>0</small_guns>
<rockets>0</rockets>
<systems>4</systems>
<turrets>4</turrets>
<gk_guns>2</gk_guns>
<gk_turrets>0</gk_turrets>
</HolderProperties>
<engine_sound>Engine-Bigship.wav</engine_sound>
<engine_start_sound/>
<destroyed_mesh_name>Lion_Cruiser_MK1_MK2_destroye d</destroyed_mesh_name>
<cargoCapacity>4500</cargoCapacity>
<BigShipHangar>
<hangar_count>6</hangar_count>
<max_hangar_count>6</max_hangar_count>
</BigShipHangar>
Reply With Quote
  #10  
Old 05-05-2014, 10:17 AM
Nanaki Nanaki is offline
Approved Member
 
Join Date: Mar 2010
Posts: 338
Default

Quote:
Originally Posted by Neo Genesis View Post
Thanks for the help Nanaki
Just a Curiosity why does the non A variant have higher HP & Shields
Typically A variants are used by the player, while non-A variants are used by NPCs.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 11:44 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.