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Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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Hi I've recently gotten into Star Wolves and I really like it, I've got SW3 and tried out SW2 demo and I liked a several features in SW2, here's my questes and there are many.
1. Is it possible to creat a new merc group for hire? In the screen with the news. 2. is it possible to create a custom pilot and make that pilot start with my Hero from beginning? 3. Is it possible to import the images for merc groups from SW2 to SW3? I like those images in SW2 better, they look more rag tag and less corporate. Also for pilot images and their unique icons. 4. I've downloaded Nanaki's mod and I'm wondering how to tweak it so that instead of 2-4 flights for convoys I only get 1-2 and also I want convoys and some fleet (pirate/patrol) escorts to be gen 1-3 gen. I haven't seen any fleet yet but I'm ok with them having higher gen fighters. 5. Maybe a little too much to hope for, is there a way to change the campaigns so it delete missions after Astarte? My intention is to just roam around after I got Greyhair but with the option of maybe getting the Astarte. 6. Lastly, is it possible to change the Astarte to another mothership in the Astarte mission? from the above you've probably guessed I don't care much about the storyline, I just like the universe. :edit: none modding, is this a bug? After the NESF smuggling mission, when i jump out I get the freetime mission, when i jump again there was a message from NESF for the radium mission but also message from Alex to meet him in Aurora ASAP I went to Aurora but no more messages but nothing. Thanks in advance. Last edited by echoco; 12-22-2010 at 12:59 PM. |
#2
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Welcome aboard. Sure, those don't sound particularly difficult. It's been a while though and I don't have the game installed right now.
1. Mercs are definitely defined in one of the xml files, a quick look through them would likely point you in the right direction. Their ships may possibly be in Carcasses.xml just like all the rest though, and the layouts in that other file. The other modders can help you out here, I didn't touch them much. 2. Custom pilot, sure. Getting the script to let him tag along from the start, theoretically should be possible. Goblin Wizard can advise you better since he worked on pilots a lot. 3. Definitely, the logos are stashed somewhere in the textures subfolders. Should be no problem just replacing them. Ditto the pilots. Their icons would be a little trickier since they're also stuffed in a few other files, some containing all of them together (the map overlay ones iirc). If you trawl through the textures folder though it's likely you'll find them. 4. Those should all be in each system's script, just need to edit them. Comparing Nanaki's with the originals should help. 5. Theoretically just need to remove the mission script triggers after that one. Still, during the free time parts you can actually ignore the story and go wherever you want as long as you don't reach the target station iirc. 6. Should be easy, just replace the ship model and definitions. - The game has a few script bugs - all which we've fixed iirc. I don't particularly remember that mission but try see if downloading the fixed scripts help, the thread should be in here somewhere. Good luck. |
#3
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Okie dokie, for those who wants to know I've managed to change the Astarte into another ship, it was very simple probably the quickest script editing I've ever done, I feel like a pro.
went into the mission Data\Scripts\Quests\mission_7g\NewBase_XB17.script and changed NewFlight("Merc_Group", "nm", "Mothership_Astarta", "BasePilot", Vector3(-800, 0, 100), Vector3(0, 0, 1)); It took me 30 minutes to find names of motherships and a save file that was before i entered the system to test it. Plan 6a is to change all 3 faction path missions + Alex's so that they'll give different motherships that way I coudl go around changing motherships as I please. a question is there a model in game for the mothership that is the star wolve in SW2? finding out that star wolve in SW3 is a different design was a little dissapointing. more questions: location activate.script NewGreenFlight("GuardGroup_1", "green09", xyz_cl1 + Vector3(-182, 0, -116), 2, 9, Vector3(-1, 0, 1)); the two numbers I'm guessing that it's 2% chance of appearance at base strength 9 correct? or is it something totally different? |
#4
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I did a silly thing by mistake, I changed Aia_perk.ini and saved it could someone send me a stock one please. or simplier to past it's content?
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#5
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#6
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Yeah, check out Goblin Wizard's Mothership mod.
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#7
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If I'm reading that right, new "motherships" are added as fighters?
Why? Doesn't the game allow more capital ships? |
#8
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What do you mean? He has added several motherships to the mod.
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#9
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Excellent then. I have some meshes in various stages of completeness, and the game could use MHOAR capships...not only for the player of course...
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