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| Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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hmm, I would simply write that it's shooting 4 MIRVs at the same time to the description in LocData.
I have much smaller problem. "Major caliber turret" - the default name, is simply too long for the small description window, so it's written through "Turret type". I'm finally finished with adding different kinds of major caliber turrets to different factions FTU markets, I've also modified dispersion or heavy cannons and rapid-fire cannons and plasma cannons so they are now equally strong as lasers and particle accelerators. Liger with 8x Vincinidator + 2x Basilica turrets, yay. All payed for ingame credits, no credits at the start of the game or from selling stuff I've added myself at the start of the game. It's actually nice for gameplay, I can choose to upgrade fighters (classic SW3) or only mothership(modified Liger). I'm going to try making rapid fire major calibers |
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#2
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I thought just lowering the dmg output of those pulse lasers would be easier than trying to improve everything else? The mothership performs too well in combat if you have a good firmware. I've come to dislike fighting near the mothership since it does too good a job of destroying hostiles and leaves little for the fighters to do.
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#3
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hmm seems like I've made something wrong while making those new weapons
every time I start new game the game crashes at choose specialization window (it crashes when I click, but I also can't see pilot picture, description and perk tree). Don't know what is causing this, because I was messing just with trade scripts and modules.xml and m_bs_modules.loc.. according to ScriptErrors.log, the error seems to be in FloodTradeStation.script in the line I haven't changed at all maybe there is just a limit for weapons for the market. default is 64, when I had 76 it was OK, now I have 80 and it's buggy. |
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#4
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Quote:
The same file contains information displayed about rockets. |
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