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| Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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what would i have to edit to be able to add the mothership pack from sw2 to your shipyard goblin.thanks
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#2
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#3
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btw I've just imported some fighters from SW2: bastard, mataris, raven, scolm and two angorian's and angorian frigate (my favorite design) as mothership. All work except frigate that needs guns placement. It takes much time so I'll do this later. Thanks to your suggestions Nanaki I've reworked the scripts so now no changes to the locations are needed. All stays in dockstation.script and every maintenance station has access to my shop. Existing portals are checked and activated if needed. Now only pilot hire/fire script left. |
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#4
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http://freenet-homepage.de/allaway/s...x_english.html heres the link
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#5
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You are talking about "SW1 Motherships Mod v1" I think. Judging by the screens most of them are in my mod now (only not fully manageable). I've just made fast check and I think it will be easy to add guns to motherships in my mod by simple copy/paste (I hope turrets will fit, not flying outside hull or something). I'm going to upload new version tomorrow so it should include most of these.
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#6
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Hello Goblin Wizzard. I tried your MOD yesterday (not a new game, used it in my current one). May I ask what pricing do you plan for those motherships?
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#7
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I would like prices to be realistic so the cheapest will start at about 1.5-2KK credits. It's still not too much comparing to high level fighters. There are many ways to get unlimited piles of cash (really easy) even early in the game so it won't be a big deal. But... I'm open to any suggestions
Last edited by Goblin Wizard; 04-12-2010 at 04:09 PM. |
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#8
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Hello Goblin wizzard
When will we enjoy a new update of your mod ? the 0.1 is great, even if it add nothing really new (fighters was already in the game and mothersips can't be used because of the lack of slot for fighters) Oh, and I did not manage to hire some new pilot, is that normal ? I can't wait for a new version. Great job anyway ! PS : sory if there is some mistakes in my way of speaking (not english) |
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#9
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#10
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Not sure in the slightest, though tbh since (assumption) you'll be using the meshes/slot files with sw3 the coding changes would be irrelevant. In reality you only need a few files from the mod and to mess around with modding sw3 to gain the benefits here, though obviously none of the meshes in sw1/2 mods have gkgun refs in them.
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