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Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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for new modders:
don't add too much maneuvrability to ships, coz it's bugging them (they are spinning like crazy even when flying straight - and while they are spinning they can't move, so... I would say max 450 for fighters and 100 for capital ships) I now use these stats for mothership: mass 120 000 maneurability 3 steering_power 13 500 I have a theory that fighter with 700+ maneurability (shown one, not that one in carcasses) is an excellent target for enemy fire, since it doesn't move at all in combat, it just turn in 1 place and fire, if there is enemy within weapon range. |
#2
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Pilots with high piloting skill + maneuverability system modules can reach a pretty high number; I'm quite sure I've seen 400+ rating towards the endgame (most skills maxed, high end ships), and I don't normally use maneuverability modules either.
What's the current base highest maneuverability value for non-modded SW3 ships, 245? I think you can safely push it to 300+, but 450 sounds very high. Capital ships shouldn't be too agile but that's just my opinion ![]() |
#3
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yea, my butcher (made of Viper's) has 300 maneuvrability and it flies like a giant hornet
![]() btw I've found my mistake, I shouldn't have modified InitTradeSystem at all, just add new stuff to __All_<module type> and to ShopModules. This time it's working and I can buy major caliber turrets in every FTU market, though I will have to find out how to give just laser turrets to InoCo, plasma to USS, kinetic to MSF and particle to NESF.. (I have to find out if it hasn't overwrote classic major caliber guns, though. but anyway, I won't use 1st generation major caliber guns, so I don't really care in this case) then I'll modify all heavy cannons (I mean kinetic, both for fighters and turrets), because they are simply horrible compared to any other weapon type. Maybe faster bullets or less dispersion will do. hehe, it's fun fighting Corsair - I've accidentaly gave him Liger ![]() Last edited by sidius; 06-03-2010 at 04:18 PM. Reason: fixed rightful owners of those kinds of major calibers |
#4
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"maneuverability" is only an additional modifier. Maneuverability showed in the ship info screen are based only on "mass" and "steering_power".
It's worth to know that perks which modify maneuverability work only with "steering_power" parameter (the same for modules). Look into perkDispatcher.script: Code:
function ModifyShipSteeringPower(pilot, steeringPower) ----//---- return modifiedSteeringPower; end; Last edited by Goblin Wizard; 06-03-2010 at 04:18 PM. |
#5
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I'll leave the ship modding to you guys
![]() @Goblin Wizard: I read that Aleksty at StarRover forum mentioned MultiRocket so I'd like to help tackle that. However, inside \Data\XMLSchema\ folder, Rockets.xsd does not include MultiRocket in the xs:choice list. There is a definition for it in AllModules.xsd though, on line 246. I wonder if we can simply add an xs:element line for it into Rockets.xsd. As always, \Data\Game\Modules.xml contains one entry on line 4862: MultiRocket name="MRT". (I love this file, I'm glad the devs didn't clean it up ![]() - As to Aleksty's suggestion, if adding it to the schema works then I have a strong feeling that simply assigning a MIRV type to rocket_name in the rocket_params section should make this a multiple-MIRV launcher, each of which in turn will spread into multiple warheads. I'll test this out as soon as I can, it's nearly 1:30am here lol. Edit: Haha, I found a lovely picture for a pilot. It was inevitable, really - ever since I played the original Star Wolves I just knew the scouter-wearing Nappa would have to make an appearance. Enjoy xD Last edited by Trucidation; 06-03-2010 at 05:09 PM. |
#6
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I was using
![]() but your pilot is cool too ![]() btw I've tried to convert big guns to missiles and missiles to big guns, and it's really easy in that IMD editor, just ChangeWeaponType and play, you don't even have to modify hard point coords, and it looks quite nice. (tried on my Butcher - both right side weapons turned into rocket lauchers) I wonder if missile launcher turned backward would shoot missile at the fighter chasing you or stuck till your main target is behind you.. gotta try it somewhen. I've finished 3 storylines (MSF, NESF, Alex), gotta try Triada next time, but I don't know what to do to get to InoCo storyline (coz SAM shoot down Dickens and I end up with Alex..) or USS (dunno if it exist). My fingers ache right now (lot of Ctrl+C/Ctrl+V while making descritions for all 12 major caliber turrets, replaced most _pl0 with _pat0 coz I simply love those textures, such a pity it's not made for all models), so I will probably just play for a while and I'll start modding when I finish next storyline Maybe I'll start with Ramadanta and replace it's turrets with major caliber turrets, and I will have to make a brand new INI file because she doesn't have any now + gotta try to fix hangar bay (game crashes when you release some fighter). -seem I can't conver turret into major caliber turret, or even add new major caliber turret in that IMD editor. There is no such option ![]() Last edited by sidius; 06-03-2010 at 06:20 PM. Reason: added info |
#7
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Because IMDEditor was made for Star Wolves 2. You have to export TurretGK refpoint (e.g. from stationary turrets models) and import/add it to your file.
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#8
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![]() Quote:
Example: max_rocket_count = 20; rocket_slots = 4 Q: How many launches, and how many missiles per launch? A: (20/4) = 5 launches, with 4 missiles per launch Therefore, unlike MIRVs, max_rocket_count is not how many launches (or "missiles per pod") you get. It is simply the overall total number of missiles. Quote:
I am currently about to tweak the MIRV blast values and to see if I can do anything about the launch pattern. Otherwise the multiMIRV launcher will be a useless idea because the missiles are so close they detonate each other. (And as expected, my pilot who launched the missiles also got caught in the blast radius. I knew there was a reason I hated the default missiles -_-.) Cutting down the MIRV detonator explosion_distance and damage helps a bit (I actually reduced both values to 1) but the missiles still destroy each other a lot. Okay, I think I fixed it. In Modules.xml crank up viewing_angle and dispersion. In Rockets.xml turn down the explosion_distance of the parent missile (the MIRV). I think you can safely leave the damage alone; after all what happens if it hits a target before separating? Similarly, turn down the explosion_distance of the warheads. Wa-la, there you go: multiple MIRV launches, and each of them separates into multiple warheads. The only problem I have with this concept is that without the danger of a blast radius to worry about you basically have an ultimate weapon. You'll need to pare down the damage a lot, single digits even. Heck, even my weak 30x 13 dmg danmaku were deadly in the hands of a missile expert. Edit: Screenshot 2, note how close the multiMIRVs are on launch - I'm merely using 4, and even then you can see two of them are actually physically overlapping. No wonder when they separate into warheads they hit each other and explode. Last edited by Trucidation; 06-04-2010 at 02:43 PM. |
#9
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Have you tired to change missile hit points (hit_points > own damage or damage of all warheads)? I don't know if this have any sense because I haven't modified missiles yet. The main question is: Is missile destroyed by default or by their own damage (or both)?
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