Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > Star Wolves

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

Reply
 
Thread Tools Display Modes
  #1  
Old 06-08-2010, 08:27 AM
sidius sidius is offline
Approved Member
 
Join Date: May 2010
Posts: 28
Default

imagine enemy has default 135 clicks sensor range, and you have 70% cloaking.
so enemy should see you from 40.5 clicks I guess (and that's shorter than weapon range, so you can start massacring them - that will alert them of you presence, but it's often too late).

too bad mothership is so slow. you know, pirate patrols will attack you just when they see you, and chasing them is out of question since they are 2x faster.

btw anyone knows what <sensor_resolution> should mean? most ships (playable) have 0.38, but for example Alien Dreadnought has just 0.2
is it some anti-cloaking detector?

could be (sensor range - % cloaking) + % sensor resolution?
that would go to 55.6 clicks not 40.5.. I think that's it, but it may mean something else.
Reply With Quote
  #2  
Old 06-08-2010, 09:37 AM
Trucidation
Guest
 
Posts: n/a
Default

Chasing hostiles which have already seen you isn't a problem - the AI never runs away. Perhaps you mean trying to evade an upcoming encounter?

Ya default motherships suck eggs, I always fly Goblin Wizard's modded Silver Arrow - can't tolerate travelling at less than 2k speed now lol.

No idea on the sensor resolution thing, will have to take another look.
Reply With Quote
  #3  
Old 06-08-2010, 09:48 AM
Goblin Wizard Goblin Wizard is offline
Approved Member
 
Join Date: Oct 2008
Posts: 508
Default

There is another parameter called EPR. It stands for english RCS (radar cross section). I really would like to know how all these parameters influence each other.
A little about sensor resolution here.

Last edited by Goblin Wizard; 06-08-2010 at 09:54 AM.
Reply With Quote
  #4  
Old 06-08-2010, 12:46 PM
Trucidation
Guest
 
Posts: n/a
Default

Maybe the guys on the StarRover forum can help? I registered there during the weekend but the confirmation email has not arrived. Wanted to comment in the english-speakers thread. From what I understood they're supposed to have been working on a rather large mod which implemented quests, time-sensitive quests at that. Interesting.

Edit:
Hmm. You guys know there are these mothership modules which (1) increase max speed, (2) increase maneuverability, and (3) increase both?

m_bs_modules.loc
Code:
- #M_Name_BS_EngAmp1	= Buffalo (max speed +20%)
   BS_EngAmp1; MovingForceModule

- #M_Name_BS_ManAmp	= Buffalo Mk 2 (maneuverabilty +50%)
   BS_ManAmp; ImproveManeuverabilityModule

- #M_Name_BS_EngManAmp1	= Elephant (max speed +15%, maneuverability +25%)
   BS_EngManAmp1; SpeedAndSteeringPowerModule
I thought #3 is simply #1 and #2 mashed together. Unfortunately that is not the case

AllModules.xsd
Code:
<xs:complexType name="MovingForceModule">
   <xs:complexContent>
      <xs:extension base="SystemModule">
         <xs:sequence>
            <xs:element name="moving_force_ratio" type="TFloat">
               <xs:annotation>
                  <xs:documentation>коэффициент увеличения скорости</xs:documentation>
               </xs:annotation>
            </xs:element>
         </xs:sequence>
      </xs:extension>
   </xs:complexContent>
</xs:complexType>
-
<xs:complexType name="ImproveManeuverabilityModule">
   <xs:complexContent>
      <xs:extension base="SystemModule">
         <xs:sequence>
            <xs:element name="rateOfManeuverability" type="TFloat"/>
         </xs:sequence>
      </xs:extension>
   </xs:complexContent>
</xs:complexType>
-
<xs:complexType name="SpeedAndSteeringPowerModule">
   <xs:complexContent>
      <xs:extension base="SystemModule">
         <xs:sequence>
            <xs:element name="moving_force_ratio" type="TFloat">
               <xs:annotation>
                  <xs:documentation>коэффициент увеличения скорости</xs:documentation>
               </xs:annotation>
            </xs:element>
            <xs:element name="rateOfSteeringPower" type="TFloat"/>
         </xs:sequence>
      </xs:extension>
   </xs:complexContent>
</xs:complexType>
As you can see, even though both refer to maneuverability, <ImproveManeuverabilityModule> calls it <rateOfManeuverability>, while <SpeedAndSteeringPowerModule> calls it <rateOfSteeringPower>.

On the other hand, <moving_force_ratio> is the same, and the fighter items also use <moving_force_ratio>.

Last edited by Trucidation; 06-08-2010 at 01:24 PM.
Reply With Quote
  #5  
Old 06-08-2010, 01:09 PM
StarShatter StarShatter is offline
Approved Member
 
Join Date: Jun 2010
Posts: 38
Default

Just Wondering:

If you put a gun on a ship, facing backwards (rotated in the IMD)... Would it fire backwards? and would it fire independently of the front facing guns?

Or has anyone tried this? Because if no one has, I think I might give it a go.

Err also, bit of help required. How do I add a ship to appear in certain shops, very rarely, like in a black market on a low %? Making two versions of the Dragon T, and I don't want the second one to appear in a "fixed" sort of way.

This: local Market=GetBlackMarket("nk");?
But with "harron" not "nk"?

And
"Market:ShipGoodsState("Gunslinger_grey0", RAND(5)+1, 1, 0.7);" would become "Market:ShipGoodsState("Dragon_te1", RAND(A)+1, B, C);"
A = number to stock? What about B and C?

Last edited by StarShatter; 06-08-2010 at 01:47 PM.
Reply With Quote
  #6  
Old 06-08-2010, 01:26 PM
Trucidation
Guest
 
Posts: n/a
Default

I thought all guns fire independently? E.g. when I tell my mothership to fire at an asteroid on it's left, the left gun swings around to fire at it, but the right gun won't because it's out of the firing arc. Do the weapon definitions have this firing arc parameter?

Edit:
What I mean to say is, the guns seem to fire if target enters range, and doesn't seem to care if other guns can fire at the target or not. This is most noticeable on the slow, large mothership but I imagine it applies to fighters as well.

Okay, I tried combining mothership radar and mothership engine (mainly because the results should be easily seen in max speed + radar range increases).

1. Created definition in AllModules.xsd:
Code:
  <xs:complexType name="ComboBSOne">
    <xs:complexContent>
      <xs:extension base="SystemModule">
        <xs:sequence>
          <xs:element name="moving_force_ratio" type="TFloat"/>
          <xs:element name="resolution" type="TFloat"/>
          <xs:element name="max_distance" type="TFloat"/>
        </xs:sequence>
      </xs:extension>
    </xs:complexContent>
  </xs:complexType>
I merely compared the separate definitions for RadarModule and MovingForceModule. Both start with the same extension to SystemModule, so I just added all three elements.

2. Added it to Modules.xsd:
Code:
               <xs:element name="ComboBSOne" type="ComboBSOne" minOccurs="0"/>
This file contains the elements list, so I added my new one in.

3. Finally, edited an entry in Modules.xml so that it would point to the new item.
Code:
	<ComboBSOne name="BS_EngAmp1">
		<short_name>#M_Name_BS_EngAmp1</short_name>
		<hint>#M_Hint_BS_EngAmp1</hint>
		<short_desc>#M_SDesc_BS_EngAmp1</short_desc>
		<long_desc>#M_LDesc_BS_EngAmp1</long_desc>
		<mesh_name>systembox</mesh_name>
		<flat_image>Mothership Engines 02</flat_image>
		<hit_points>10000</hit_points>
		<mass>10</mass>
		<disable_trade>false</disable_trade>
		<cost>140000</cost>
		<technology/>
		<attach_type>ONLY_BIGSHIP</attach_type>
		<moving_force_ratio>1.2</moving_force_ratio>!!
		<resolution>0.2</resolution>
		<max_distance>400</max_distance>
	</ComboBSOne>
I chose to edit BS_EngAmp1, the "Buffalo", which was originally a MovingForceModule entry. As you can see, I followed the definition and you can see the three element entries at the bottom: moving_force_ratio, resolution, and max_distance.

Game started fine, loaded an early save at Elio. Docked at a trade station... CTD. Here's what LOGfile.txt had to say at the end:
Code:
(22:12:26) (ERROR) ModuleManager::CreateGameObject('bs_engamp1') - element with specified name is not Is_A(CLSID_GameObject): className = 'ComboBSOne'
(22:12:26) (ERROR) ModuleManager::CreateObject('bs_engamp1') - game object not created!
(22:12:26) (ERROR) ModuleManager::CreateModule('bs_engamp1') - module not created
It's complaining about CLSID_GameObject... which I'm guessing is referring to a hardcoded parameter (?). So it looks like we can't make combination items.


Update:
This time I tried merely editing an existing definition. ImproveManeuverabilityModule looks like a good candidate, there are only 3 items associated with it. I opened AllModules.xsd and added a new element, "moving_force_ratio". Again, I chose this because if it works then the results should be visible on the trade screen.

Had to edit the three entries in Modules.xml to add the new moving_force_ratio value. These were ManAmp1, ManAmp2, and BS_ManAmp respectively. Started game, loaded Elio, docked at the trade station... and nothing happened. When I bought one of the modified items (BS_ManAmp, the "Buffalo Mk 2" 50% maneuverability boost) and installed it on the ship, the maneuverability increased, but not the top speed... even though I already added a moving_force_ratio element. The game didn't crash or complain, the modification was simply ignored.

So if the definitions are hardcoded, then why bother with the entire XMLSchema folder? Hmm, come to think of it, I've yet to see any mod actually change anything in here.

Last edited by Trucidation; 06-08-2010 at 02:51 PM.
Reply With Quote
  #7  
Old 06-08-2010, 07:33 PM
Rastix Rastix is offline
Approved Member
 
Join Date: Jul 2008
Posts: 79
Default

For now only speed and maneuverability can be combine
Reply With Quote
  #8  
Old 06-09-2010, 08:32 PM
Kothyxaan Kothyxaan is offline
Registered Member
 
Join Date: Jun 2010
Posts: 6
Default

quick question, if you change the equipment slots on a fighter, is it changed for the enemy as well?

i changed trident so that instead of
3 small guns
1 rocket slot
4 systems

it has
3 small guns
5 systems

will other ships ie npc's/enemy have the 3 small guns, 5 system layout as well?
Reply With Quote
  #9  
Old 06-09-2010, 08:44 PM
Goblin Wizard Goblin Wizard is offline
Approved Member
 
Join Date: Oct 2008
Posts: 508
Default

It depends. If you changed only player version, no problem.
Which files did you modify?
Reply With Quote
  #10  
Old 06-09-2010, 09:59 PM
Trucidation
Guest
 
Posts: n/a
Default

I haven't bothered modding ships yet, but like Goblin Wizard mentions, ships come in many different variations.

When we say "Bident" we think "oh, missile ship", but when you run a search though the definitions in Carcasses.xml there's actually 8 versions of those. Then from those 8 definitions, ShipDescriptions.xml expands it into 23 actual loadouts -- I'm guessing the player one is the one with the "_pl" tag (the others are like "_pat" for patrol and "_tri" for Triada). I'm not quite sure why they have a number behind them, though (_pl0, _pl1), but it's likely just multiple variations of the same ship for that faction.

This is why I haven't bothered with ships yet. Too many variations to keep track of. I might be using my script to tweak the hp and shield restore values though.

Quote:
Originally Posted by Goblin Wizard View Post
There is another parameter called EPR. It stands for english RCS (radar cross section). I really would like to know how all these parameters influence each other.
A little about sensor resolution here.
Not just ships but missiles have this EPR value as well. In Rockets.xml, all rocket definitions are using the same EPR value (0.05). I'm not sure how it relates to radar, because in Modules.xml rocket entries don't have a radar range - they simply have min/max firing range. Additionally, detonators for MIRV-type rockets have a <radius_search_target> value. I suppose this is "radar" for the secondary warheads it splits into.

In Modules.xml radars modules have 2 values, resolution and max_distance. In Carcasses.xml ship definitions only have EPR value (just like missiles? hmmm).

-
Edit:
One more thing, I was comparing the so-called rapid fire heavy guns and kinetic heavy guns because one of the gunnery perks says it improves skill on both "small guns and rapid fire guns". But looking at the Modules.xml entry for the M-106 Bardiche ("HC1", heavy kinetic gun) and the M-200E Vulcan ("VC1", heavy rapid fire gun), how does the game tell one is a rapid fire weapon while the other is not? They are both using IMPACT damage_type. Actually even plasma guns do IMPACT damage (huh wtf??). So I took a closer look at the guns, and all of them either deal IMPACT or LASER damage. Only two types of damage?

There is a graph_type, and this one does show more variety (BIG, SMALL, PLASMA, LASER) but I thought this was referring to the projectile graphics. By the way it seems like the sfx_index are referring to entries in \Data\PFX\Projectiles.sfx (e.g. the Alien gun "ASG" is type SMALL and sfx index 2, and if you look into Projectiles.sfx under the small guns' entries ("TracerSFX_"), the third entry (0, 1, 2) has a COLOR RGB index of 14,144,215... exactly the light blue colour of the alien gun's bullets.

I need to find the perks so I can see how gunnery is being calculated.

Last edited by Trucidation; 06-10-2010 at 05:47 AM.
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 05:35 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.