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

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  #1  
Old 03-14-2010, 03:28 PM
Arch89 Arch89 is offline
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@nanaki
an interesting thing i noticed while browsing that site u posted about modding is a mod that (among other things) increased the number of rockets\slot for fighters...anyone got any ideeas about how it was done or adapting it to sw3?
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  #2  
Old 03-14-2010, 03:32 PM
Nanaki Nanaki is offline
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Quote:
Originally Posted by Arch89 View Post
@nanaki
an interesting thing i noticed while browsing that site u posted about modding is a mod that (among other things) increased the number of rockets\slot for fighters...anyone got any ideeas about how it was done or adapting it to sw3?
Edit modules.xml, look for the max_rocket_count attribute. Like the other guy said earlier, back up everything you plan to mod incase you either decide you do not like it, or end up making a mistake and breaking everything.
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  #3  
Old 03-14-2010, 03:35 PM
Arch89 Arch89 is offline
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thx 4 the quick answer...i'll give it a try when i have time and come back with some feedback...
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  #4  
Old 03-15-2010, 10:55 AM
Raziel666 Raziel666 is offline
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Is there a manual that i can read about adding new ships and stuff? Because no matter what i try its not working. Changing specs of existing ships or even replace the Astarte is one thing, but adding ships seems to be a lot diferent.
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  #5  
Old 03-15-2010, 11:27 AM
Nanaki Nanaki is offline
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Are you trying to add a new ship as a mission reward, or a new ship as something to buy from a shop? What exactly is going wrong?
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  #6  
Old 03-15-2010, 01:30 PM
Raziel666 Raziel666 is offline
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To buy from the shop or get them in the inventory, whichever works. For example the corvets, the motherships like the Stalingrad or Lion mk1, which are in the game just can't use them. If it's possible to add the mean fighters from SW2, pitty they are not in this one. A few new missions would also come in handy. It's a nice idea.
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  #7  
Old 03-15-2010, 03:30 PM
valky valky is offline
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I dunno if new items/ships only be available if you start a new game, but also had slightly difficulties adding some stuff into a running game new game worked fine by me...

My slightly tweaked Butcher Mk. II corvette / step by step

edit your Carcasses.xml (i took the "Butcher_pl0" , these are usualy used only by player!) Bold stuff is very important ! otherwise it won't work (you can buy it but you can't use it)
Other things are bit tweaked down...i think having a 5000 armor ship for the player 'd be too easy. slightly more speed and ~25 more maneuver / less shields & armor / sound from corvette added, should be in the file too (oh used different descriptions, so it won't work. it's only some example for whose who want to know^^)

Quote:
<Interceptor name="Butcher_pl0">
<short_name>#M_Name_Butcher2</short_name>
<hint>#M_Hint_Butcher2</hint>
<short_desc>#M_SDesc_Butcher2</short_desc>
<long_desc>#M_LDesc_Butcher2</long_desc>
<mesh_name>butcher_kfni</mesh_name>
<flat_image>butcher_kfni</flat_image>
<hit_points>2500</hit_points>
<mass>2250</mass>
<disable_trade/>
<cost>300000</cost>
<technology/>
<EPR>3</EPR>
<explosion_script>Fighter</explosion_script>
<work_sound/>
<silence/>
<max_energy>1000</max_energy>
<energy_restore>3</energy_restore>
<max_speed>6.6</max_speed>
<maneurability>4</maneurability>
<steering_power>260</steering_power>
<sensor_resolution>0.38</sensor_resolution>
<sensor_length>135</sensor_length>
<threat>5</threat>
<mapping_name>butcher_corvette</mapping_name>
<HolderProperties>
<big_guns>4</big_guns>
<small_guns/>
<rockets/>
<systems>2</systems>
<turrets>1</turrets>
<gk_guns/>
<gk_turrets/>
</HolderProperties>
<engine_sound>Engine-Class3.wav</engine_sound>
<engine_start_sound>Start_engine_2a.wav</engine_start_sound>
<level>5</level>
</Interceptor>
Next step would be to define, that your fine ship also can use turrets *yay* !! (seems like they only made it possible to add a few, but nevermind thereafter you can use them all *eg*)

Modules.xml -> either manually or with a serious editor, as you don't WANT to replace all of the lines 'cause it will mess with all modules.
edit:

<TurretModule...>
<attach_type>ONLY_BIGSHIP</attach_type> <- change in <attach_type>ALL_SHIPS</attach_type>
</TurretModule>

Now that you have your corvette capable of using all turrets, you sure want to buy it

"...\Star Wolves 3 - Civil War\Data\Scripts\include\FloodTradeStations.script "

__All_ships ={......,"Trident_mk2_black_pl0","Butcher_pl0"};

the line is very important for the shop script where you can buy and so on! (in my case it would be at the end of line 5)

"...\Star Wolves 3 - Civil War\Data\Scripts\InitTradeSystem.script"

now add exactly at the position where your ship/module or whatever is another entry in _every_ local NShop*

in my case
local NShop_SI_sst = { ....

2,0,0,0,0,0,2}}; -- 5 level ships


I only made them available @MSF blackmarket shops. In every other shop it looks like:
0,0,0,0,0,0,0}}; -- 5 level ships

Hmm that's it. If you start a new (!) game you should be able to buy a Butcher Mk.II . You can edit in a running game stats like armor/shields and so on but afaik adding new items just won't work as these are init-scripts for starting a new game.
Basically you could add stuff from SW2 doing this way...most of the meshes and so on are still there.
Attached Images
File Type: jpg butcher.jpg (226.6 KB, 208 views)

Last edited by valky; 03-15-2010 at 03:35 PM.
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  #8  
Old 04-10-2014, 06:22 AM
Neo Genesis Neo Genesis is offline
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Can I Ask In The Mothership Mod 0.27 for Star Wolves 3 is it hard to make the other mothership designs launch & Dock Fighters ? if not how ?
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  #9  
Old 04-10-2014, 10:42 AM
Simbal Simbal is offline
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Quote:
Originally Posted by Neo Genesis View Post
Can I Ask In The Mothership Mod 0.27 for Star Wolves 3 is it hard to make the other mothership designs launch & Dock Fighters ? if not how ?
You would have to edit the IMD files of the ships with the IMD Editor, then add one "HangarIn" and another "HangarOut" Reference.
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  #10  
Old 08-04-2011, 11:09 AM
tchan5158 tchan5158 is offline
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Default Modding Raptor speed

Hi yall

I've went through SW1 and 2's carcasses file to change Raptor_pl0's speed, armor, energy, maneuverability, and steering power, but encountered a problem when attempting to plug in the same numbers in SW3.

When the ship engages in combat, it gets close to the enemy, attempts to attack, but then speeds off at max speed (7000) until it disappeared from my local camera view. =( It returns later on to resume the attack but it barely shot off more than a few rounds until it speeds off again.

Raptor's stats:
<max_speed>70</max_speed>
<maneurability>50</maneurability>
<steering_power>5000</steering_power>

I don't think the other stats that I've changed would affect this weird speeding off behavior. I tried putting the speed to only 25, but even at that, it speeds off while attacking, but doesn't go as far as 70

I also tried increasing the mass to 80000, but it still did that speeding behavior. I was hoping the mass would weigh it down, since I use the same numbers for speed on my Mothership_arba, and she handles like a dream.

Thanks for any replies
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