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

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  #1  
Old 03-14-2010, 03:19 PM
Nanaki Nanaki is offline
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Quote:
And yes I know the stock gets randomized at stations, that's why redocking a couple of times usually gets you what you want.
I just finished double-checking everything. Found your problem, you were misinterpreting the inittradesystem script. You also need to edit the floodtradestations.script file located in the include folder. You will need to add your shield to here:

Quote:
__All_systems ={"LRS1","LRS2","LRS3","LRS4",
"ECM1","ECM2","ECM3","ECM4","AMS1","AMS2","AMS3"," AMS4",
"Stealth1","Stealth2","Stealth3","CloD1","CloD 2",
"LRRNB1","LRRNB2","LRRNB3","LRRNB4",
"RNBot1","RNBot2","RNBot3","RNBot4",
"RBot1","RBot2","RBot3","RBot4",
"ShAmp1","ShAmp2","ShAmp3","ShAmp4","ShAmp5",
"EngBoost1","EngBoost2","EngAmp1","EngAmp2","EngAm p3","ManAmp1","ManAmp2",
"WBoost1","WBoost2","WBoost3","GunAmp1","GunAm p2",
"ALS0","ALS1","ALS2",
"BS_LRS1","BS_LRS2","BS_LRS3","BS_LRS4",
"BS_ECM1","BS_ECM2","BS_ECM3","BS_ECM4",
"BS_Stealth1","BS_Stealth2",
"BS_RBot1","BS_RBot2","BS_RBot3","BS_RBot4",
"BS_ShAmp1","BS_ShAmp2","BS_ShAmp3","BS_ShAmp4 ",
"BS_EngAmp1","BS_EngAmp2","BS_ManAmp","BS_EngManAm p1","BS_EngManAmp2",
"BS_GunAmp1","CargoExpander1",
"BS_ALS0","BS_ALS1","BS_ALS2"};
Than you will need to add your shield here, in tradeinit:

Quote:
4,3,1,1,0,6,3,3,2,1,1,1, -- Sh,Eng,Man
Should become something like...

Quote:
4,3,1,1,0,1,6,3,3,2,1,1,1, -- Sh,Eng,Man
That should send you off in the right direction.
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  #2  
Old 03-14-2010, 03:28 PM
Arch89 Arch89 is offline
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@nanaki
an interesting thing i noticed while browsing that site u posted about modding is a mod that (among other things) increased the number of rockets\slot for fighters...anyone got any ideeas about how it was done or adapting it to sw3?
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  #3  
Old 03-14-2010, 03:32 PM
Nanaki Nanaki is offline
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Originally Posted by Arch89 View Post
@nanaki
an interesting thing i noticed while browsing that site u posted about modding is a mod that (among other things) increased the number of rockets\slot for fighters...anyone got any ideeas about how it was done or adapting it to sw3?
Edit modules.xml, look for the max_rocket_count attribute. Like the other guy said earlier, back up everything you plan to mod incase you either decide you do not like it, or end up making a mistake and breaking everything.
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Old 03-14-2010, 03:35 PM
Arch89 Arch89 is offline
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thx 4 the quick answer...i'll give it a try when i have time and come back with some feedback...
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  #5  
Old 03-15-2010, 10:55 AM
Raziel666 Raziel666 is offline
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Is there a manual that i can read about adding new ships and stuff? Because no matter what i try its not working. Changing specs of existing ships or even replace the Astarte is one thing, but adding ships seems to be a lot diferent.
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  #6  
Old 03-15-2010, 11:27 AM
Nanaki Nanaki is offline
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Are you trying to add a new ship as a mission reward, or a new ship as something to buy from a shop? What exactly is going wrong?
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  #7  
Old 03-15-2010, 01:30 PM
Raziel666 Raziel666 is offline
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To buy from the shop or get them in the inventory, whichever works. For example the corvets, the motherships like the Stalingrad or Lion mk1, which are in the game just can't use them. If it's possible to add the mean fighters from SW2, pitty they are not in this one. A few new missions would also come in handy. It's a nice idea.
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  #8  
Old 04-10-2014, 06:22 AM
Neo Genesis Neo Genesis is offline
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Can I Ask In The Mothership Mod 0.27 for Star Wolves 3 is it hard to make the other mothership designs launch & Dock Fighters ? if not how ?
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  #9  
Old 08-04-2011, 11:09 AM
tchan5158 tchan5158 is offline
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Default Modding Raptor speed

Hi yall

I've went through SW1 and 2's carcasses file to change Raptor_pl0's speed, armor, energy, maneuverability, and steering power, but encountered a problem when attempting to plug in the same numbers in SW3.

When the ship engages in combat, it gets close to the enemy, attempts to attack, but then speeds off at max speed (7000) until it disappeared from my local camera view. =( It returns later on to resume the attack but it barely shot off more than a few rounds until it speeds off again.

Raptor's stats:
<max_speed>70</max_speed>
<maneurability>50</maneurability>
<steering_power>5000</steering_power>

I don't think the other stats that I've changed would affect this weird speeding off behavior. I tried putting the speed to only 25, but even at that, it speeds off while attacking, but doesn't go as far as 70

I also tried increasing the mass to 80000, but it still did that speeding behavior. I was hoping the mass would weigh it down, since I use the same numbers for speed on my Mothership_arba, and she handles like a dream.

Thanks for any replies
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  #10  
Old 08-05-2011, 06:08 AM
Goblin Wizard Goblin Wizard is offline
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All parameters are much too high for any ship. Check the other ships. None of the fighters in SW3 has more than 15 speed or maneuverability. AI can't handle speeds like 70 or 50 maneuverability.
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