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Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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#2
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Hey, I think I've seen that kind of module insertion into spaceships in a game (see 0:33), it was an older game sort of like Star Wolves 1 (each mission in 1 map). Damn, I don't remember the name. I just about creamed myself when I saw it again though, how the hell did I forget about that.
The mission generator (1:13) wasn't very clear though, I just saw a bunch of combat stuff. The rest of it was the usual MMO junk, pretty graphics, PvP, blah blah been there done that. Edit: Hell yeah, thank GameSpot for the "related games" feature lol. I looked up Star Wolves and found that old game - it's Star Fury. Too bad there's very little coverage of it, I think it was another niche space sim most people passed over. Here's a screenshot of the grid-style module placing I was talking about. Too bad they don't have any larger resolution images. Other than that I think the game was a fairly generic 1P space sim, I can't even remember the story. Ugh, I don't like mysteries... I might go try find that game again. Last edited by Trucidation; 06-16-2010 at 06:03 AM. |
#3
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Missile turrets (i.e. installed on mothership) were actually already designed (see "LRM2_GK" definition in Modules.xml) - the only thing missing is the "on/off" toggle for missiles on mothership.
Note: I haven't actually tried attaching a missile slot to big ships; I'm just taking the word of those who have. - Active perks are also unavailable to pilot sitting in mothership slot. I suppose some of them can be ridiculous (imagine using the increased speed piloting perk while flying the Astartes...), but if they just added a tag on each perk to indicate whether the perk is allowed on mothership or not - similar to Modules_xml "attach_type" - that would solve the problem. - Passive perk behaviour appears to be hardcoded inside perkDispatcher.script and CalculatePilotSkills.script. Would it be possible to make perk behaviour depend on the actual definitions inside an XML file, like how modules are currently defined? You would have to modify the two perk scripts extensively though, to loop through each pilot's perks and check whether it contains the tags a function is looking for instead of using hardcoded pilot:HavePerk() checks. Last edited by Trucidation; 06-17-2010 at 05:50 AM. |
#4
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I would like a french translation please!
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#5
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If they do create a patch or a patch is included with the expansion, they should do a spell check on the dialogue, some of the mistakes are just unforgivable - even if it was a Russian translation. (Like once someone said "Good uck!" - where is the L in luck?)
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#6
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It will be a standalone expansion so it won't correct any Civil War bugs.
don't be so strict. It's kinda funny to see meat instead of meet ![]() Last edited by Goblin Wizard; 05-09-2010 at 07:31 AM. |
#7
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Too bad it was not as halarious as the Men of War translations.
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#8
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yeaah more star wolves sounds good, but is there a german translation of SW3CW coming out and wahts with the nest is there an chance for a german version?
and whats up with the voices thats scream me that there is only one person in SW3CW who have voice (not in text only battle an command speak, what was his name ... i forget it XD), can't you mak voices they can be an extra for those who wanted them like DLC on steam ... greeting mk_sky |
#9
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You are talking about Kalem... Kalem always struck me as the most pointless pilot in the entire game, I dont remember him actually having any lines beyond the point you meet him. The only thing that irritates me is that the developers could have introduced him so much earlier in the game and actually help allieviate the problem of having hardly any pilots most of the game.
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#10
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Kalem is good, his skills are very useful. For me is very pointless Validol.
But i will prefer more pilots for each fraction. There should be more MS beacuse some are good as Lion MK II and some are underestimated as MS-119. |
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