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| Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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An update on a few other problems I ran into - one of them seems to be game-breaking at the moment.
During the quest "To Save A Friend (MSF)", I seem to require piloting my base ship (currently a Silver Arrow) over to Viper's Lion in order to perform the handoff... This of course, is impossible because of the quest disabling the base ship's engines -- and while the base transfer is normally done from any distance, using a different base ship than normal may be causing a problem with this. (Is there a way to "re-enable" the base ships' engines at this point?) (EDIT: Studying the quest script, I believe the base ship is disabled during "Function Critical_Damages" with the boolean variable LCRASHED, 1 when the base ship is disabled. Would removing this line prevent the base from being disabled? (Also, would it break the script to do this?) ...Oh right, another small bug shows up when you recruit the pilot "Valinol" (sp?) from Solcneckov (during the second MSF qualification quest) -- your mod normally checks for six pilots and allows the choice of dismissal before adding a default one, but in my case he simply pushed AI out of the 6th spot when joining. FORTUNATELY this check took place properly when I had to recruit Joseph later on -- but I was allowed to 'dismiss' AI from the team at this point (apparently AI became pilot #7 when Valinol joined) Last edited by Avalon4; 08-14-2010 at 10:43 AM. |
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#2
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During "Save a friend" quest - short after you enter the sector (I forgot the name) your mothership is always disabled. You are supposed to do this mission only with fighters. I can disable ship disabling
About "small bug" - could you send me the saved game just before you get these pilots (or before you enter the sector)? I need more information. It's hard to figure out what's wrong without checking logs. I'll send you my email via pm. |
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#3
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Without any additional pilots (with the exception of Bryna&KT who is a mothership upgrade), it looks like there aren't any issues. I guess we should test your mod flying with the max number of pilots all the time.
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#4
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Quote:
EDIT: Just played the quest - again - in reverse, by going to the pirate station first, before the engines are disabled, so that when Viper shows up she is next to the Mastiff and the change triggers. As the story goes, that places Ternie's ships at the MSF station, but when the Greys are defeated, Viper shows up OVER THERE and I am presented with the SAME PROBLEM! |
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#5
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#6
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Goblin set the Visibility Boolean to False, I Can't say why, Maybe the Angorian Ships are in Development...
But you can Unlock them by Overwriting one XML File with this Right Here: https://mega.co.nz/#!o0hyXDaB!sx4_r3...8q39rqPV69Gx6E File goes to the Game/Data/Scripts/Trade/ Folder
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Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) Last edited by nocalora29; 09-15-2014 at 11:24 PM. |
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