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| Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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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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#2
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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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#3
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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 06:19 PM. |
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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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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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#6
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I've been trying to add heavy guns to the silver arrow and failing. I think it's due to me not setting the IMB editor up for SW3 properly is that the case or is it a deeper issue I noticed you'd commented out the heavy guns either for balance or some other reason.
Also on a semi related issue is there an easy way to work out where slots show up or is it just trail and error work? |
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#7
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Silver Arrow is slightly rebuilt liner and has very thin armor. It's a blockade runner (smuggler ship) not an assault capital ship. That's why he's equipped only with turrets not any forward firing guns. His main weapon should be a speed and turrets are for self defense only. This is how I see the idea of Silver Arrow.
I don't know what you've done but adding GKGun is quite easy via IMDEditor. First, you have to open a model with a GKGun (or TurretGK) slot. Choose "Export selected reference as *.REF", open your model, "Import *.REF and add". Now you only have to find right position and direction of the gun on your model. If you use IMDEditor, it's a guess work. I use 3DSMax with IMD plugin for gun placing and only final polishing in IMDEditor. After that you add your slot in a proper ini file. That's all if I remember correctly. EDIT: You have to change the number of guns in the Carcasses.xml too. Last edited by Goblin Wizard; 08-29-2010 at 11:34 AM. |
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#8
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Do you have a link to that plugin? Could be helpful much easier than guessing units and placements ant repeatedly refining.
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#9
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Add the ability to swap out various pilots on the fly without docking, and you end up with a solution to any problem... Put someone like Cleric or Astra in when you want speed and defense, then switch to Ternie or Ace and watch the enemy ships fall, one by one. Even capital ships can't bother you if you kite them a bit. |
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#10
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You're right. Silver Arrow is overpowered if you use it that way. I simply like to have installed many different systems. Hmm... what you prefer: less system slots or lower speed and maneuverability?
General idea: For me battles are too short. All ships (especially fighters) die too fast. Devs gave us 4 tier weapons but ships' hp stays unchanged. What about e.g. doubling all ships hp? It may change some one hit weapons (like torpedoes) to be less useful but it should make the game more challenging. Let me know what you think. Any other ideas are welcomed too. I'm open to any suggestions. PS. Dumorimasoddaa check your pm. |
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