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| Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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Good mod, the ships look nice... There are some problems I would like to note though, mainly concerning the "non-player" type ships, like Alien Dreadnought.
The ships are pilotable just fine, but some of them do not have ship launching slots. This would be fine if the mothership had its' own defences, but alas, they don't have those either. The equipment screen for these ships isn't present, displaying a somewhat canon error message where it should be. (Edit: See picture above. Also, the CTRL-SHIFT-LMB trick would be used to check enemy ships, yes? That would explain why our scans are being blocked.) Worst of all, even if a ship DOES have ship bays, attempting to launch any of them results in a CTD. Most likely because the ship wasn't designed to launch ships, so when you try to, the game gets confused. Again, great project, I couldn't script my way out of a paper bag so it's nice to see others being creative with our favorite games. Last edited by Avalon4; 08-13-2010 at 09:05 PM. |
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#2
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Thanks. I'm fully aware of all problems with these ships. That's why they have their own category in the shop. Speaking truth, I've got all of them ready. I'm working on other parts now but.. you know.. the weather outside doesn't motivate me to stay at home. I need 4-6 hours in a row to put things together and test them. Maybe I'll just release only those ships for now. Storms are expected this weekend. They should help
Last edited by Goblin Wizard; 08-14-2010 at 12:34 PM. |
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#3
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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 11:43 AM. |
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#4
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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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#5
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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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#6
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As for the Star Wolves 2 fighters they should be generation 4. How ever I would like to see some 5th gen versions with a few more system slots. Also one of the manticores missiles slots should be a big gun it's meant to have missiles and 6 bigguns as of description and even the SW2 manule.
On a complet side note more MK guns/turrets are needed we have all 3 types but a auto-cannon type one ect would be cool on the turrets 80(?) damage high ROF. Bassicaly a huge avenger firing the same rounds as those two barrel guns. So far the best mother ship has to be the silver-arrow the GKTurrets and its speed make it lethal. Edit: What would be cool is as well as AL adding the SAM verients as hire-able pilots change the name and such to avoid any possible script errors. I like AI piolts and the SAM ones allow for you to get ones that are actually specialised unlike AL who is ok at every thing. Last edited by Dumorimasoddaa; 08-25-2010 at 07:19 PM. |
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#7
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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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#8
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Quote:
Version 0.27 changes: - fixed bug in several missions which caused storyline path to stop - all 3 InoCo path bugs fixes included - added Butcher and Cavalier corvettes - added compatibility with Nanaki's Fleet mod. If you want to play my mod with Nanaki's Fleet mod - you have to install Fleet mod first and next Mothership mod. P.S. I'm still working on new bigger update with some new ideas and improvements so be patient |
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#9
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#10
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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; 09-16-2014 at 12:24 AM. |
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