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

 
 
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Old 03-28-2010, 03:44 PM
Nanaki Nanaki is offline
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Join Date: Mar 2010
Posts: 338
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Changing what a perk is done is dependant on the perk itself. Most of the pilot/gunnery/system perk attributes can be found in the data/script/ai/perkdispatcher.script file...

In other news, I have squeezed out all the knowlege I can out of the specials.script, now I am currently working on all Location scripts.

My first mod project is to double the amount of random spawns in all sectors. This is a simple affair, mostly just time-consuming.

My second mod project is to introduce actual civil war, Old Empire and New Empire elements fighting in various sectors (odd how there is no fighting for what is supposedly a 'war'). So far, my plan is that all Old Emipre sectors that get taken over by the New Empire later in the game will have New Empire ships spawning in them. My plan is to also have some boarder New Empire sectors get the occasional Old Empire incursion as well. May also adjust the random spawns on a per-system basis, such as introducing Patrol spawns to Kruger (Kruger is currently a loot bonanza because nothing but traders spawn, in a system crawling with pirates.)

My third mod project after that is... I have not decided yet.

Last edited by Nanaki; 03-28-2010 at 09:41 PM.
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