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 08-28-2010, 01:47 PM
Goblin Wizard Goblin Wizard is offline
Approved Member
 
Join Date: Oct 2008
Posts: 508
Default

Quote:
Originally Posted by Avalon4 View Post
Maybe you could just help me to re-enable them, or else prevent them from being disabled, and I can play the quest as it is supposed to be done, on the honor system, if I want. Because until then, I am apparently stuck.

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!
I apologize that you had to wait nearly two weeks for the answer. It was my fault (all about one letter ). I've added new version with several bugs fixed so check the first page. Thanks for your saves. They were very helpful.

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
Reply With Quote
  #2  
Old 08-28-2010, 11:42 PM
Dumorimasoddaa Dumorimasoddaa is offline
Registered Member
 
Join Date: Aug 2010
Posts: 9
Default

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?
Reply With Quote
  #3  
Old 08-29-2010, 10:49 AM
Goblin Wizard Goblin Wizard is offline
Approved Member
 
Join Date: Oct 2008
Posts: 508
Default

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 12:34 PM.
Reply With Quote
  #4  
Old 08-29-2010, 07:00 PM
Dumorimasoddaa Dumorimasoddaa is offline
Registered Member
 
Join Date: Aug 2010
Posts: 9
Default

Do you have a link to that plugin? Could be helpful much easier than guessing units and placements ant repeatedly refining.
Reply With Quote
  #5  
Old 08-30-2010, 09:28 PM
Avalon4 Avalon4 is offline
Registered Member
 
Join Date: Jul 2010
Posts: 14
Default

Quote:
Originally Posted by Dumorimasoddaa View Post
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?
Just so you know, I think the Silver Arrow is nearly overpowered as it is... With the right combination of mods, it can become as fast and maneuverable as a fighter - Or just really fast if you want to go all over the place quickly (top speed over 3500!!)

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.
Reply With Quote
  #6  
Old 08-31-2010, 08:21 AM
Goblin Wizard Goblin Wizard is offline
Approved Member
 
Join Date: Oct 2008
Posts: 508
Default

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.
Reply With Quote
  #7  
Old 08-31-2010, 08:57 AM
Trucidation
Guest
 
Posts: n/a
Default

Careful, not all ships scale well. E.g. I tripled ships' hp but then capital ships take too long to kill. Missiles damage is still ok if you use pilot with rocket perks. Try 3x fighter hp, 2x capital ship hp. Stations don't need adjusting. Pulse laser damage divided by 3 is still strong. Actually, you could try halving all damage.

Other than that, I dunno. Been playing hard difficulty + fleet mod so I get in plenty of large fights and I agree they're over too fast. It's not easy to figure out what to adjust without breaking something else.

Silver Arrow? Fewer slots would be better than sacrificing maneuverability. Main problem is we can't limit gun tiers / guns are too strong. With maxed Bryna&KT I don't even have to tank, just park it near the fight and it'll kill anything. Often I don't even bother launching my fighters... that's wrong

We still can't get rockets on mothership? Might be better to have only 1-2 guns, the rest use rocket slots. Thoughts?
Reply With Quote
  #8  
Old 08-31-2010, 01:15 PM
Goblin Wizard Goblin Wizard is offline
Approved Member
 
Join Date: Oct 2008
Posts: 508
Default

Quote:
Originally Posted by Trucidation View Post
We still can't get rockets on mothership? Might be better to have only 1-2 guns, the rest use rocket slots. Thoughts?
Check this test version.
Changes:
In the maintenance station menu you'll find Summon Trade Station perk (it's free). In the mothership section buy alien dread. It has 4 missile slots. When you activate the perk you can load missile luncher. In order to prevent wasting missiles you have to load lunchers just before the shot and unload it manually if you want to stop shooting (if you use torpedoes it's not a problem). Perk has 99 uses so it shouldn't be a problem. It's the only way, I've found, to simulate on/off fighters ability. After you deplete the missiles you have to manually unload empty rack and load new one.

For now you can buy some fighters and guns in the shop but I'll probably remove them in the normal version. FTU market contains one BigShip converted to Interceptor so you can try a little alien fleet . Unfortunately, interceptor's AI has some problems with handling big, slow ships.

Of course, you can change all your ms armament during a fly. Imo it's cheating but I can't prevent it

I'm waiting for comments
Reply With Quote
  #9  
Old 08-31-2010, 01:44 PM
Trucidation
Guest
 
Posts: n/a
Default

Thanks Goblin Wizard, I'll test it when I get back. Btw what do you mean torpedoes are not a problem?

Manually reloading the rocket slots (i.e. triggering the Summon Trade Station) should be okay with 99 uses. Changing armaments on the fly is a problem... maybe. As long as players can't actually buy anything new from the perk it should be ok - the perk summon is calling up an empty station, right? Try this: limit the perk to 20 uses so that the player is not careless with changing gear every 2-3 minutes. 20 uses should be enough, hell I spam the regular skills just fine and those are 5 uses. Do we know when the player skills are reset?

Are those rocket slots for the mothership identical to rocket slots on fighters? If not I can design ones more suitable for the mothership. No big deal if they are the same, just thinking of variety.
Reply With Quote
  #10  
Old 09-01-2010, 12:04 AM
Dumorimasoddaa Dumorimasoddaa is offline
Registered Member
 
Join Date: Aug 2010
Posts: 9
Default

Quote:
Originally Posted by Goblin Wizard View Post
For now you can buy some fighters and guns in the shop but I'll probably remove them in the normal version.

Of course, you can change all your ms armament during a fly. Imo it's cheating but I can't prevent it
Keep it as a stocked shop and sell the fighters and such from the maternee station there.
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 12:13 AM.


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