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

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  #1  
Old 07-04-2017, 01:05 PM
terminator1990 terminator1990 is offline
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Quote:
Originally Posted by nocalora29 View Post
Glad it helped.


Im afraid if its not in controls.cfg, theres no way to change it to WASD, or atleast not a way I can think of right away.
Pity that this can not be changed...

Another question. I found out that not all the AI fighters will use missiles when they have them, usually not until the squad leader run out of missiles or die and only one itself left, some AI fighters even won't use their missiles and finally be killed after a long time dog fight.

I tried to look for the code in \Data\Scripts\AI but it's really hard for me because I don't know programming. Can you help me with this?

And is there any way I can decide which module should or shouldn't be used by NPC fighters? I want some modules being used more frequently and some never appear on those AI fighters, thanks!

Last edited by terminator1990; 07-04-2017 at 08:38 PM.
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Old 07-06-2017, 09:12 PM
oxygenes oxygenes is offline
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you must not know programing, i think. There are files like shipdescription.xml, where you can define, which modules will be set for every ship. You can check script for generating flights - create_flight.script, there are set roles too. It is possible, that pilots with other roles than attack and defend temporarily not uses rockets, if their role not allow it.
At least i can see it in SW1, in mod Expansion for CW can be difference. If some script is deciding, which modul will be set into fighter in dependency on difficulty and stage of progress, there must by find and checked such one. But this is just my rough estimation, i do not play nor mod Expansion, nor SW-CivilWar.
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Old 07-10-2017, 10:52 PM
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nocalora29 nocalora29 is offline
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You can't really influence the AI's decision making as far as I know.

But you can configure its Equipment in ShipDescriptions.xml as Oxy said.
Try to find what ship descriptions to edit via some help in create_flight_2.script

That script contains many huge tables which resemble available Flights and their Ships INSIDE the ShipDescriptions.xml

Ship Descriptions are XML Entries which contain the Ship to use (Carcass from Carcasses.xml) and then some Equipment (Modules from Modules.xml including rockets and stuff)
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