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

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  #1  
Old 03-12-2010, 02:10 PM
Goblin Wizard Goblin Wizard is offline
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I don't know if anyone mentioned that but you can get some good stuff very early in the game (right after you got Mastiff). When you flight to Elio for repainting you go through the Hephaestus (you had to navigate between automatic turrets). There are 3 rings of these turrets and lots of wrecks around. Blowing wrecks outside the rings is pointless but inside there are two big (flat type) transport hulls that drops nice stuff. 1st gave me: Emerald, Armageddon, Sigil, Avenger, and Trident fighter. 2nd: Shining, Lycathrope, Mortar, Overbank, Berserk Laser and Hrimithurs (sth like that) fighter. After several tries I realized that types of armament are fixed and only quantity of items changes (I can get up to 8 items from one wreck) so you can get 600-1000K worth stuff depending of your luck (fighter are always one, others may be multiple).

EDIT: To get inside you have to flight down and go under the turrets. You can start from the top too but wrecks are at the bottom so going down is faster. Beware the turrets. Mastiff goes down in 3-4 shots from a single turret. The system is totally peaceful (maybe except gates area) so that's easy money .

Last edited by Goblin Wizard; 03-12-2010 at 02:18 PM.
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  #2  
Old 03-12-2010, 03:13 PM
vistarnh vistarnh is offline
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Quote:
Originally Posted by Goblin Wizard View Post
I don't know if anyone mentioned that but you can get some good stuff very early in the game (right after you got Mastiff). When you flight to Elio for repainting you go through the Hephaestus (you had to navigate between automatic turrets). There are 3 rings of these turrets and lots of wrecks around. Blowing wrecks outside the rings is pointless but inside there are two big (flat type) transport hulls that drops nice stuff. 1st gave me: Emerald, Armageddon, Sigil, Avenger, and Trident fighter. 2nd: Shining, Lycathrope, Mortar, Overbank, Berserk Laser and Hrimithurs (sth like that) fighter. After several tries I realized that types of armament are fixed and only quantity of items changes (I can get up to 8 items from one wreck) so you can get 600-1000K worth stuff depending of your luck (fighter are always one, others may be multiple).

EDIT: To get inside you have to flight down and go under the turrets. You can start from the top too but wrecks are at the bottom so going down is faster. Beware the turrets. Mastiff goes down in 3-4 shots from a single turret. The system is totally peaceful (maybe except gates area) so that's easy money .
I never found anything there but I'll add it to the list
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  #3  
Old 03-12-2010, 04:44 PM
Killer Killer is offline
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I have just found the XB-19 cache. And I can confirm that reloading does help. First time only one Wyvern, after a reload one Mk.I and one Mk.II Wyvern. Yippee
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  #4  
Old 03-12-2010, 04:53 PM
Goblin Wizard Goblin Wizard is offline
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A little hint/cheat about drops.

If you want to check max possible drop for a cache you can look at Star Wolves...\Data\AI\AI.ini file. There is a section:

Quote:
[Module extraction]
...
;PercentToExclude = 60;80
PercentToExclude = 0;0

;PercentToExcludeInventory = 40;25;40
PercentToExcludeInventory = 0;0;0
PercentToExclude - chance of destroying armament in the explosion
PercentToExcludeInventory - chance of destroying cargo in the explosion
If you set all values to 0 (as showed above) you will always get everything that ship/cache had (don't need several reloads ). Escape pods don't follow these rules.
I don't know why there are 2 or 3 values (probably for different difficulty levels).

-------------------------------------------------------------------------------

I've been searching through the script files for a while and I think I found some interesting systems that may contain hidden cashes. The problem is I'm very early in the storyline so I don't have ships tough enough to get there. I need a good save with strong setup. Could anyone PM me?

Last edited by Goblin Wizard; 03-12-2010 at 08:09 PM.
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  #5  
Old 03-12-2010, 10:19 PM
valky valky is offline
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Hmm you're right. (just made a quick search).
According your AI.ini info every destruction determines the amount of the cache's quantity (so every quickload lets you re-destroy it again and again ^^)

But, I did a further research into the files , and their are these system-init scripts, which determines the loot table. So I think, as soon as you jump into a system the script is called and at this very moment the loot table for each roid is created. And any quick load destruction only affects the amount of loot but not the quality at all !
The script for each location 'd be activate.script and the location where the asteroid is location.script in each "...\Star Wolves 3 - Civil War\Data\Scripts\Locations\.." - if you can figure out the 3D coords...but maybe this isn't hard, as I already found some caches. Ah compared to my current location *eg* unusually they used XZY instead of XYZ.

Just some plain example for location XT23, 'Light Trade Station'
using the navmap as coords with the very center of the map as (0,0,0) !!
xyz_trade_station = Vector3(400, 20, -150); <- would be the loc in the location.script
400 = 4 fields from the center
20 = the height of the object
-150 = 1.5 fields down from the axis

About my theory with the cache's quality ( in case of Solncevka, I tried maybe ~15 times and always got the Gunslinger !)
The activate.script calls a condition which determines the quality at the very end of the file: "if aster_nychka_1~=NIL then....end;" think of it as, as long as the roid is in the system do this sh*t
It also calls a function 'NychRareShipsList' (NychRareShipsList ={"Trident_pl0","Hrimturs_pl0","Gunslinger_pl0","W yvern_pl0","Wyvern_mk2_pl0","Dragon_pl0"}; from FloodTradeStations.script)
which is always the same for all the locations and there is NO check for the game's difficult level! So I came up with the idea that these roid's "inventory" is created as soon as you jump in and NOT while re-load&destroy! (or maybe even at game's start? but this I should someone verify)

Finally
Figuring out the location where a possibility is to contain a ship 'd be the very locations: [measured from the axis' of the map]

Fort Russ: Garbage Patrol Station (9 fields right/1.7 up) checked

Hephaestus(~aka Gefest in the file): this one is a bit tricky to figure out, there are 2 conditions maybe bound to some quest, but each condition spawns either 2 cache. Seems like the ones 'Goblin Wizard' was talking about. Only problem the location is generated and at least 2 spawns are somewhere within the turrets. If I'm not wrong one condition is bound to the quest where you have to go thru the field, and only at this point there will be a spawn of 2 ship wrecks ...somewhere (can be wrong so it's either the quest where you have to get into the minefield to get rid of the patrol or on your way back to the system; trigger condition 1)
The other condition is if you are not on this mission and in this sector, but it's where I get headache. I don't know if they spawn while the quest is done (cond 1) or if they only spawn before you did the quest.
Either way there should be at least 2 caches.

Charon: already listed / but I didn't find it (-8.4 fields to the left/-7.5 down/slightly under Z-axis)

Pegasus: already mentioned; there should be up to 6 (?) caches (up to 5 are random and seems to be somewhat bound to the mission / 1 'd be always in Pegasus), 'll check for myself later again

Solncevka/Tarrot/Vaudille/X220/XB-19/Fronn: already listed

XT-41: Some destroyed station (6.9 fields right/ -3.9 down) checked

Edit:
'll check my theory @XT-41 ... only 2 jumps afar

If I'm not mistaken and you always want a specific ship, just edit activate.script from the location mentioned above and change the line:

AddShipToInventory(NychRareShipsList[RAND(_amt-1)+1],1);

to

AddShipToInventory(NychRareShipsList[shipnumber_x,1); where shipnumber_x is digit 1-6 and defines the position in the list {"Trident_pl0","Hrimturs_pl0","Gunslinger_pl0","Wy vern_pl0","Wyvern_mk2_pl0","Dragon_pl0"} / their pseudo code is only to get rid of the digit 0 - RAND(_amt-1) generates a number between 0 and 5 (_amt is 6 as there are 6 ships) and +1 to have a valid digit of 1....6

Last edited by valky; 03-12-2010 at 11:05 PM.
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  #6  
Old 03-12-2010, 11:03 PM
valky valky is offline
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Just to clarify and the other posting is already too long

Your loot table will be created as soon as you jump into the system!
Just saved in XT-93 and jumped in XT-41 and destroyed the station (also using F5/8 ).
F5/8 ... you'll always get the same ship no matter what you do.
XT-93 save jumped in...tried several times...seen nearly all ships listed in my posting and now I'm proud owner of another Wyvern Mk.II

hth
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  #7  
Old 03-13-2010, 07:32 AM
Goblin Wizard Goblin Wizard is offline
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valky - great job!!. You get research further than I did.

Quote:
Originally Posted by valky View Post
Hephaestus(~aka Gefest in the file): this one is a bit tricky to figure out, there are 2 conditions maybe bound to some quest, but each condition spawns either 2 cache. Seems like the ones 'Goblin Wizard' was talking about. Only problem the location is generated and at least 2 spawns are somewhere within the turrets. If I'm not wrong one condition is bound to the quest where you have to go thru the field, and only at this point there will be a spawn of 2 ship wrecks ...somewhere (can be wrong so it's either the quest where you have to get into the minefield to get rid of the patrol or on your way back to the system; trigger condition 1)
The other condition is if you are not on this mission and in this sector, but it's where I get headache. I don't know if they spawn while the quest is done (cond 1) or if they only spawn before you did the quest.
Either way there should be at least 2 caches.
I can guarantee that these caches are still available after the quest end. Maybe during the quest two others are created so you can get total of 4 caches there. Something to check...
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  #8  
Old 03-13-2010, 11:02 AM
superd superd is offline
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does it mean Fort Russ has a cache? I did not find one.
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  #9  
Old 03-13-2010, 12:31 PM
jerryfanfan jerryfanfan is offline
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found a stash in Pegasus,

4 grids north and 4 grids east of the Southwest corner. A Wyrn Mk 2 for me;
1 grids east and 5 grids north of the Southwest corner. A Trident for me;

and
first Grid northwest corner, already been mentioned, 2 Gunslingers for me.


found a stash in Tarrot
4 grids northa and 6 grids east of the Southwest Corner. A Wyrn Mk 2 and some guns.

The Destroyed Patrol Station in XK 41 is also a stash

Last edited by jerryfanfan; 03-15-2010 at 02:31 PM.
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  #10  
Old 03-13-2010, 01:29 PM
valky valky is offline
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Quote:
Originally Posted by superd View Post
does it mean Fort Russ has a cache? I did not find one.
Fort Russ: Garbage Patrol Station (?)

I can't help you if you did not see a "BIG" (..debris) Patrol station *eg* - it's the one below the northern most portal, just blow it up
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