![]() |
|
|||||||
| Star Wolves 3D space RPG with deep strategy and tactical elements |
![]() |
|
|
Thread Tools | Display Modes |
|
|
|
#1
|
|||
|
|||
|
lol I've checked it now, Alien blasters are kinetic (Impact, Small)... they have just longer bullet of different color (think it's made by <bullet_length> and <sfx_index>)
hmm nevermind that, I've removed Alien tech requirement long ago from Alien weapons since noone could use them outside mission in Precursor system, which suxx. So since now I'm giving these blasters to those with Light weapons specialization, not lasers specialization. one would think that if Alien Turrets are Lasers, blasters will be too.. |
|
#2
|
|||
|
|||
|
Isn't the damage type simply impact? I'm not sure between graph_type and sfx_index; there are other weapons also using sfx_index=2, not just the alien gun.
Edit: Also noticed how modules extend each other in \Data\XMLSchema\AllModules.xsd. You know how some modules e.g. mothership engines have 2 functions (top speed, maneuverability) while other mothership engines have only 1? It may be possible to make other combos, like speed + maneuverability for fighters, or radar + cloaking. I'm not really sure how cloaking works, does it lowering enemies' radar range? But if they have radar, then how? Last edited by Trucidation; 06-08-2010 at 09:02 AM. |
|
#3
|
|||
|
|||
|
The dispersion perk itself is an ok concept. Doesn't need to be changed to upgrading @ a gunsmith. Technically the perk turns Ternie INTO a gunsmith. Most self respecting gunners and snipers should know enough about guns to keep them in top working conditions. You access it through the technician/system tree so it kinda makes sense?
Maybe just change it from 99% to 80% or 60%? Would be cool if end game weapons had some differences as well. Like plasma doing additional damage to shields. (Fearsome heavy weapon) Lasers being weaker than both plasma and particle accelerators but more accurate. (Ease of use/noobs choice) And particle accelerators being treated more like a sort of rail gun, powerful, kinetic style impact, but still with fast and accurate projectiles. (Sniper's tool) No idea if the plasma bit is possible though. Aside from the heavy cannon perk there is no reason to actually use plasma as is :\ |
|
#4
|
|||
|
|||
|
imagine enemy has default 135 clicks sensor range, and you have 70% cloaking.
so enemy should see you from 40.5 clicks I guess (and that's shorter than weapon range, so you can start massacring them - that will alert them of you presence, but it's often too late). too bad mothership is so slow. you know, pirate patrols will attack you just when they see you, and chasing them is out of question since they are 2x faster. btw anyone knows what <sensor_resolution> should mean? most ships (playable) have 0.38, but for example Alien Dreadnought has just 0.2 is it some anti-cloaking detector? could be (sensor range - % cloaking) + % sensor resolution? that would go to 55.6 clicks not 40.5.. I think that's it, but it may mean something else. |
|
#5
|
|||
|
|||
|
Chasing hostiles which have already seen you isn't a problem - the AI never runs away. Perhaps you mean trying to evade an upcoming encounter?
Ya default motherships suck eggs, I always fly Goblin Wizard's modded Silver Arrow - can't tolerate travelling at less than 2k speed now lol. No idea on the sensor resolution thing, will have to take another look. |
|
#6
|
|||
|
|||
|
There is another parameter called EPR. It stands for english RCS (radar cross section). I really would like to know how all these parameters influence each other.
A little about sensor resolution here. Last edited by Goblin Wizard; 06-08-2010 at 10:54 AM. |
|
#7
|
|||
|
|||
|
Maybe the guys on the StarRover forum can help? I registered there during the weekend but the confirmation email has not arrived. Wanted to comment in the english-speakers thread. From what I understood they're supposed to have been working on a rather large mod which implemented quests, time-sensitive quests at that. Interesting.
Edit: Hmm. You guys know there are these mothership modules which (1) increase max speed, (2) increase maneuverability, and (3) increase both? m_bs_modules.loc Code:
- #M_Name_BS_EngAmp1 = Buffalo (max speed +20%) BS_EngAmp1; MovingForceModule - #M_Name_BS_ManAmp = Buffalo Mk 2 (maneuverabilty +50%) BS_ManAmp; ImproveManeuverabilityModule - #M_Name_BS_EngManAmp1 = Elephant (max speed +15%, maneuverability +25%) BS_EngManAmp1; SpeedAndSteeringPowerModule AllModules.xsd Code:
<xs:complexType name="MovingForceModule">
<xs:complexContent>
<xs:extension base="SystemModule">
<xs:sequence>
<xs:element name="moving_force_ratio" type="TFloat">
<xs:annotation>
<xs:documentation>коэффициент увеличения скорости</xs:documentation>
</xs:annotation>
</xs:element>
</xs:sequence>
</xs:extension>
</xs:complexContent>
</xs:complexType>
-
<xs:complexType name="ImproveManeuverabilityModule">
<xs:complexContent>
<xs:extension base="SystemModule">
<xs:sequence>
<xs:element name="rateOfManeuverability" type="TFloat"/>
</xs:sequence>
</xs:extension>
</xs:complexContent>
</xs:complexType>
-
<xs:complexType name="SpeedAndSteeringPowerModule">
<xs:complexContent>
<xs:extension base="SystemModule">
<xs:sequence>
<xs:element name="moving_force_ratio" type="TFloat">
<xs:annotation>
<xs:documentation>коэффициент увеличения скорости</xs:documentation>
</xs:annotation>
</xs:element>
<xs:element name="rateOfSteeringPower" type="TFloat"/>
</xs:sequence>
</xs:extension>
</xs:complexContent>
</xs:complexType>
On the other hand, <moving_force_ratio> is the same, and the fighter items also use <moving_force_ratio>. Last edited by Trucidation; 06-08-2010 at 02:24 PM. |
|
#8
|
|||
|
|||
|
Just Wondering:
If you put a gun on a ship, facing backwards (rotated in the IMD)... Would it fire backwards? and would it fire independently of the front facing guns? Or has anyone tried this? Because if no one has, I think I might give it a go. Err also, bit of help required. How do I add a ship to appear in certain shops, very rarely, like in a black market on a low %? Making two versions of the Dragon T, and I don't want the second one to appear in a "fixed" sort of way. This: local Market=GetBlackMarket("nk");? But with "harron" not "nk"? And "Market:ShipGoodsState("Gunslinger_grey0", RAND(5)+1, 1, 0.7);" would become "Market:ShipGoodsState("Dragon_te1", RAND(A)+1, B, C);" A = number to stock? What about B and C? Last edited by StarShatter; 06-08-2010 at 02:47 PM. |
|
#9
|
|||
|
|||
|
quick question, if you change the equipment slots on a fighter, is it changed for the enemy as well?
i changed trident so that instead of 3 small guns 1 rocket slot 4 systems it has 3 small guns 5 systems will other ships ie npc's/enemy have the 3 small guns, 5 system layout as well? |
![]() |
|
|