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Star Wolves 3D space RPG with deep strategy and tactical elements |
View Poll Results: What should I Prioritize on? | |||
Basebuilding! |
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1 | 25.00% |
Balancing! |
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0 | 0% |
The Mod Manager! |
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0 | 0% |
Asteroid ore-dropping! |
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0 | 0% |
Intensive Bugfixing! |
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3 | 75.00% |
Voters: 4. You may not vote on this poll |
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#1
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Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) Last edited by nocalora29; 05-08-2016 at 06:24 PM. |
#2
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Thanks for the 10/10.
![]() I downloaded and applied your most recent link (post prior to this one) and made the changes manually to the gw_ms_shop.lua because I am tricky like that. Imagine my sadness when Tor still rejected my poor sweet Ramadanta. But don't fret my coding hero, I was in noob tester error. I loaded back to the save when I was flying Astarte (ugh no more please!) and bought a fresh new Ramadanta and voila Tor apparently likes her now! My assumption is that the save game where I was piloting the original Ramadanta still had buggy code and by loading a prior save and buying a new one, fresh code was applied. Also, I had to re-apply the "optional" missile mod files to get my pretties back. I am curious why it is still considered an optional and not coded directly into the main mod since it is listed on the main page as being a core feature. Anyway, problem solved, good going good sir! Last edited by Lotrek; 05-08-2016 at 06:54 PM. |
#3
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New issue:
Bought a Bastard from goblin wizard. I was unable to drag and drop a light gun or missiles into the slots. I was able to equip them by double clicking the light gun and the missiles in the inventory however none of them show up on the template, just an empty yellow box and 2 empty green boxes as if there was nothing equipped. |
#4
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Thats actually something I remember fixing a long time ago, hm, but thanks for the hint Lotrek.
__________________
Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) |
#5
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Quick update, more of an observation than a bug:
Fairly early on I came across a battle between the Knights Templar and the aliens. I came across it late in their fight and the Knights won easily. Now at this point they are a neutral yellow so I was able to skim the cream from their fights. Though I couldn't use the alien tech yet, I was able to pick up and use the Templar loot. This gave my guys some awesome weapons early on that were waaayyy overpowered. Now, being the scion of temperance that I am, of course I didn't use them other than to test them but a less scrupulous player would equip them ASAP and feel the thrill of godhood, for about 3 fights than be like sooo um what now? I really think you should have those OP guys either not be in the starter zones or their loot be given a tier rating like ships. Perhaps even a high expense trainable skill to use their tech like Berzerk and alien tech skills are needed. Their loot is godly for end game standards and just overbalanced for normal fights. Leads so a ho hum attitude and that I think is counterproductive to the thrill. Just my 2c |
#6
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Yes thats something that definitely needs some changes, for one I should reduce the spawn rate of the conflict events and spawn rate of specific factions drastically, like the prec/aliens or the E templars, there probably are some more.
Will add it in the next RC. Still quite lucky, have fun with that Equip, surely enough to conquer several systems at once, wonder what the results would be putting that equip inside a yari, still quite vulnerable but ready to kick some serious ***.
__________________
Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) |
#7
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Just giving you a heads-up that my member status has been upgraded to "approved", so my posts to this topic should now get through. Yay!
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