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

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  #1  
Old 04-10-2014, 11:42 AM
Simbal Simbal is offline
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Quote:
Originally Posted by Neo Genesis View Post
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 ?
You would have to edit the IMD files of the ships with the IMD Editor, then add one "HangarIn" and another "HangarOut" Reference.
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  #2  
Old 04-14-2014, 04:37 PM
Neo Genesis Neo Genesis is offline
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Quote:
Originally Posted by Simbal View Post
You would have to edit the IMD files of the ships with the IMD Editor, then add one "HangarIn" and another "HangarOut" Reference.
Thanks for the Advice 1 more thing in Editing Weapons Rate of fire,Damage & Other Things What's the Difference with TPLC1 & TbPLC1

<TurretModule name="TPLC1">
<short_name>#M_Name_TPLC1</short_name>
<hint>#M_Hint_TPLC1</hint>
<short_desc>#M_SDesc_TPLC1</short_desc>
<long_desc>#M_LDesc_TPLC1</long_desc>
<mesh_name>En_Turret_BG10</mesh_name>
<flat_image>En_Turret_BG10</flat_image>
<hit_points>20</hit_points>
<mass>100</mass>
<disable_trade/>
<cost>51000</cost>
<technology/>
<attach_type>ALL_SHIPS</attach_type>
<recharge_time>0.5</recharge_time>
<viewing_angle>10</viewing_angle>
<dispersion>0.01</dispersion>
<min_distance>10</min_distance>
<max_distance>85</max_distance>
<rate_of_fire>1</rate_of_fire>
<burst_count>1</burst_count>
<azimuth_rotation_speed>60</azimuth_rotation_speed>
<rise_angle_rotation_speed>30</rise_angle_rotation_speed>
<BulletParams>
<damage>40</damage>
<bullet_length>1</bullet_length>
<speed>100</speed>
<damage_type>LASER</damage_type>
<graph_type>LASER</graph_type>
<sfx_index>3</sfx_index>
</BulletParams>
</TurretModule>



&



<TurretModule name="TbPLC1">
<short_name>#M_Name_TPLC1</short_name>
<hint>#M_Hint_TPLC1</hint>
<short_desc>#M_SDesc_TPLC1</short_desc>
<long_desc>#M_LDesc_TPLC1</long_desc>
<mesh_name>En_Turret_BG10</mesh_name>
<flat_image>En_Turret_BG10</flat_image>
<hit_points>20</hit_points>
<mass>100</mass>
<disable_trade/>
<cost>51000</cost>
<technology/>
<attach_type>ALL_SHIPS</attach_type>
<recharge_time>3</recharge_time>
<viewing_angle>10</viewing_angle>
<dispersion>0.01</dispersion>
<min_distance>10</min_distance>
<max_distance>85</max_distance>
<rate_of_fire>1</rate_of_fire>
<burst_count>3</burst_count>
<azimuth_rotation_speed>60</azimuth_rotation_speed>
<rise_angle_rotation_speed>30</rise_angle_rotation_speed>
<BulletParams>
<damage>40</damage>
<bullet_length>1</bullet_length>
<speed>100</speed>
<damage_type>LASER</damage_type>
<graph_type>LASER</graph_type>
<sfx_index>3</sfx_index>
</BulletParams>
</TurretModule>
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  #3  
Old 04-15-2014, 01:27 AM
Simbal Simbal is offline
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For editing Fire-Rate and Damage:
Code:
*Note: Both are important for the firerate: recharge_time and rate_of_fire
RED = Firerate Stuff
GREEN = Damage Stuff
	<TurretModule name="TLC3">
		<short_name>#M_Name_TLC3</short_name>
		<hint>#M_Hint_TLC3</hint>
		<short_desc>#M_SDesc_TLC3</short_desc>
		<long_desc>#M_LDesc_TLC3</long_desc>
		<mesh_name>En_Turret_M82_Daga_T</mesh_name>
		<flat_image>En_Turret_M82</flat_image>
		<hit_points>20</hit_points>
		<mass>100</mass>
		<disable_trade/>
		<cost>84000</cost>
		<technology/>
		<attach_type>ALL_SHIPS</attach_type>
                <recharge_time>2</recharge_time>
		<viewing_angle>10</viewing_angle>
		<dispersion>0.01</dispersion>
		<min_distance>10</min_distance>
		<max_distance>95</max_distance>
         	<rate_of_fire>1</rate_of_fire>
		<burst_count>1</burst_count>
		<azimuth_rotation_speed>60</azimuth_rotation_speed>
		<rise_angle_rotation_speed>30</rise_angle_rotation_speed>
		<BulletParams>
                        <damage>130</damage>
                        <bullet_length>1</bullet_length>
                        <speed>100</speed>
                        <damage_type>LASER</damage_type>
			<graph_type>LASER</graph_type>
		        <sfx_index>0</sfx_index>
		 </BulletParams>
	</TurretModule>
As for the Diffence, the TBPLC one has an larger Recharge time, but i don't know for what the TB Actually stands for...
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  #4  
Old 08-04-2011, 12:09 PM
tchan5158 tchan5158 is offline
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Join Date: Aug 2011
Posts: 1
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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  #5  
Old 08-05-2011, 07:08 AM
Goblin Wizard Goblin Wizard is offline
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Posts: 508
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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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  #6  
Old 10-04-2011, 06:10 PM
Sing_In_Silence Sing_In_Silence is offline
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Join Date: Jun 2010
Posts: 28
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Edit:
This part is now irrelevant. See below.

So, as part of my effort to rebalance combat in SW3 (since I have no idea how to go about rebuilding it), I've come to meddle with the weapons, and I need to get a common measurement of damage over time.

I'd been fairly pleased with how I got it atm (zipped .xls included; contains original and modified carcass and module infos, for any who care.
Note: I haven't gotten around to tinkering with corvettes, MSes or MS-gear), but I haven't done comprehensive testing yet, and then I discovered that how I thought weapons work, isn't.
Oh. Ow.


The terms of relevance, tmk, are Recharge Rate, Rate of Fire Burst and (under 'Bullet') Damage.

Damage is obvious.

Burst as well. Each time the criteria for firing are met, it fires # projectiles in a burst, where #=Burst value. Duh? Alright, onwards.

Recharge Rate is a cooldown. If firing criteria are met in less time than the RR, it won't fire. That simple.

Where I'm stuck is what exactly Rate ot Fire is.
(And if you know how RoF is calculated, that'd be a plus :p)

~ Irrelevance ends here ~

I messed with it shortly this morning, and all I can figure thus far is that it's not part of the displayed RoF in the weapon info.
I thought it might be the spacing between shots in a burst, but I can't substantiate that.


Edit: so, update.
In the above-
A) every single instance of RoF should be RR aside from the calculation question.
B) both are used in the RoF formula.
I can only plead industrial fatigue.

For any interested, RoF (in the weapon tooltip) is: 60*Burst/(RR+RoF).


I'm glad to say that the weapon rebalance is now taking on a shape.
A rock-paper-scissors sort of shape, but that's okay too.

Lasers and plasmas are high single hit damage, miniguns are low single damage but high DoT, and p.lasers and Cannons are somewhere inbetween.


I've been considering standardizing base fighter speed (to, say, 1), and create a set of moving_force_ratio-modifying 'engine's to actually determine your ship's speed.

Three problems.
* I can't limit this, so there's nothing stopping you from putting the best one in every ship.
Maybe I'll put some thought into disincentives, i.e. built-in maluses.
* will almost neccesitate adding another system slot to every ship, and I haven't gotten a sufficient hang of modding the gui yet.
* will ABSOLUTELY require that I manually mod every single ship in shipdescriptions.xml, and lord knows where else.
I'm not up to that right now.


Oh, and I added a Smilodon mk2 (lower maxspeed, higher manuverability, 1 extra system).
Can't get it to sell, for some reason, so I patched it into GW's maintenance station script.
That'll do for now.
Attached Files
File Type: zip Star Wolves 3 ships.zip (10.0 KB, 57 views)

Last edited by Sing_In_Silence; 10-06-2011 at 07:41 PM.
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