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| Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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Additional info about EPR (suggested by Aleksty).
AI.ini (auto translated) Code:
[EPR]
, Minimum speed
vMin = 0.5
, How many times the EPR increases in a state of motion (V> VMin) / / ("Ambush")
nEPR = 1.5
, How many times the EPR is reduced by finding within a cloud low visibility
nCloud = 2.5
; In the "ambush" a distance threshold of aggression
distanceAmbush = 40
; Ship goes to the opacity, when ERP <eprMin
eprMin = 0.1
; Range CloackingModule
radiusCloak = 60
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#2
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Hmm, radar is affected by speed? I thought distance would play a role.
@StarShatter: Thanks, that would be nice. The alien ships have many system slots but by default most of them are empty! Such a shame. What's wrong with the kinetic cannons' dispersion? It's just one value in the Modules.xml file, if I'm not mistaken. Just tweak that and they'll be as pinpoint sharp as lasers (but be careful, at the rate those things pump out bullets, they'll be killer weapons if they're too accurate) I need to learn how to add ships myself but for now I'm busy with other scripts. I'm also translating into english the german modding handbook for Star Wolves 2 - it's not going to be very good because I don't know any willing German translators and have to rely on machine translations... Still, it should finished in 2 days (Tuesday) hopefully. Edit: By the way, if someone out there really wants some ships to edit, try looking up some mods for the space sim Freelancer. There's a mod for it called the Rebalance mod - it should have dozens of ship grafted to it, god knows I spent years playing that game lol. (That game has some really great ideas, the only problem is, like most space sims, the player is basically limited to 1 ship. Star Wolves really is the only game series of this type which has a "mothership" + team concept. In my limited knowledge... there may be other games like these, but I haven't discovered them.) Last edited by Trucidation; 06-13-2010 at 11:12 AM. |
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#3
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If you use my mod, you can easily change ship you want to buy.
Example: gw.script file. Only two changes are needed. 1. Code:
function DialogR_buy_Gunslinger_mk2_black0()
buy_fig("Gunslinger_mk2_black0");
end;
Below you will find the table: 2. Code:
local tab_FIG = {
{"Gunslinger_mk2_black0",280000},
--//--
{"AngorFrigate_f",100}
};
If you want your fighter as additional menu entry you have to add new dialog answer in the DialogGW.xml, make additional function like in 1. and add new line in the fighters table 2. |
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#4
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Whoa, I didn't know you could attach the tractor beam to non-motherships. Then again, the function which puts the tractored items into inventory doesn't really care about the source, probably, so it does seem reasonable you could splice the tractor beam function elsewhere. It's just that all items will end up in the mothership inventory regardless of who tractored it. Hmm, sneaky - fast way to clean up a system eh? Send everyone out in different directions while slow mothership lumbers to the portal. Nice.
@StarShatter: Try looking in the PFX folder, that's the most likely candidate for stuff like that. I'm trying to mod rocket exhaust colours btw that's why I'm rooting around in there lol (although I have a sneaking suspicion they just hardcoded it -_-)... |
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#5
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Kinda just threw together another DIY, to avoid conflictions and still be usable I used differnt entities of the interceptors, and decreased the attack fighter's threat a bit.
I had a random thought that your mod tool could be used to change files around without player input. Still need to DL that non-lite. Long week end, spent mostly sleeping :\. Best thing about living in a country founded by the British, free public holiday courtesy of the Queen. Now I haven't tried these in my game, and the way I've incorporated them into shops I haven't tried properly (from a new game). So you're the proud tester I took the names from Supreme Commander: Forged Alliance's Seraphim faction's Fighter/Bomber and Air Superiority Fighters. *That or appear based on storyline timing, when I went to the outer system to pick up a stormcrow MK2, there was none (no FTU access). **There was one, but it stocked almost everything. So wasn't too sure, feel free to add it to that shop. Edit: Quote:
Last edited by StarShatter; 06-13-2010 at 03:15 PM. |
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#6
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I better finish my testing before I try adding your ship, I don't remember which files are modded and which aren't now lol.
Does google translate (Russian -> English) help you with \Data\AI\AI.ini? I'm trying to decipher that but the goddamn comments are in extended ASCII which don't seem to want to convert. Tried pasting in Word and then switching to a Cyrillic font, but google translate displays the same gibberish anyway. Ugh. Update: Game will only play mono sounds - if you have anything in stereo it will not play. I was changing the MIRV explosion sounds (because it's not really exploding, it's just splitting into the separate warheads). Strange why it didn't want to play the sound I gave it... until I realised it was in stereo. Changed it to mono and now it works Last edited by Trucidation; 06-16-2010 at 07:21 AM. |
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#7
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*facepalm* Though I added the alien ship to the X### shop, I've discovered a fighter in Argon. Meh. At least its accessible!
Been a bit busy (dynamics final I'm ill but ecstatic. BAAAH! I wish these shops refreshed when you re-entered the system, or re-opened the game. Looking for things is much harder the way it is. Last edited by StarShatter; 06-16-2010 at 10:23 AM. |
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#8
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a little offtop: What is NEW MECHWARRIOR 4 THING? New mod or full addon?
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