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Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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Sorry that I didnt say this in my last reply, but thanks for the mod, and its very nice.
And I have read up the pages and realise the situation. Thank you again ![]() |
#2
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Nice mod you have here, good work.
Don't know if you're still working on the mod, but if you are: The Lion Mk1 (invincible) has 5 turrets not 4, and one is missing from the mothership GUI, nothing to serious, just to add another slot in the ini file. And it would be nice if you add the Lion Mk3 as well (personal favorite). For the shipyard dialog: Could you try making a more compact list (maybe even pages?) for us 1024x768 ressolution users. (the stilleto mk2 row is only half visible and only the upper half of the manticore specs can be seen). Maybe even add the Mastiff and Astrate in case someone would want them back. |
#3
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Good job goblin , it is really a very nice mod.
Do you still working it or as you said in your last post , you stopped cause of the upcoming Ashes of Victory ? |
#4
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Thank you guys for all kind words.
Yes, I stopped working on this mod because of Ashes of Victory but it was before release date was changed. Vacations are coming soon so I'll have some more free time. I'd like to add some new ships. I think about Eve Online models cause they are quite easy to transfer. I'm not a 3D artist so I won't make any new models. The ships I'd like to add the most are those from Alien and Predator movies like USS cruiser "Sulaco", predator's mothership, dropships, etc. I hope I'll find something with reasonable textures quality. |
#5
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Nice i hope you can find some time to add a few things.
Good job again ![]() |
#6
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Hello everyone and GW!
Thank you for the awesome mod! Great job! I would like to ask a few question regarding modding ![]() Quote:
![]() And what to do to make the modifications work for the savegame? I try some on the Butcher, sometimes the changes are applied, sometimes nothing happens. Can AI use the fighters added to the game or only players can purchase and use them? PS: Your mod work great for savegame ![]() Last edited by FantasyFlow; 06-08-2011 at 12:45 PM. |
#7
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I've stopped playing this game and working on this mod some months ago so I don't remember how exactly all these stats work. IIRC:
- max_speed - multiply by 100 and you'll get the in-game speed. - maneurability - it's not exactly maneuverability but additional modifier used by systems and perks. - steering_power - this is one of two parameters from which real maneuverability is calculated (second is mass). I don't know the formula. - sensor_resolution - there is a lot about sensor_resolution in one of the threads on this forum but unfortunately I don't remember where. Try to search for it. If you want to be sure if something works or not jump out of the sector and enter it again (sector needs reset after loading a saved game). Last edited by Goblin Wizard; 06-09-2011 at 01:07 PM. |
#8
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Hello Goblin Wizard !S Despite being VERY late to the party and i am wondering if anybody will read this ( ![]() GREAT WORK WITH THIS MOD !!! SALUTE FOR YOUR HARD WORKING !!! I had played through SW3 a few times 2 yrears ago or so and sadly didnt found your mod compilation those days... maybe then i never hadnt stopped playing SW3 at all !!! Now, when reinstalling it again, i luckily stumpled upon this mod and enjoy playing the game much more than in its vanilla status !! So again, thumbs up for the great work I have a few questions: 1. with the cancellation of Ashes of Victory SW3 is up to now the latest version of this game 2. maybe you Guys will get again hooked by SW when reinstalling it the same way i did ![]() 3. if this would be the case, what about finishing your great mod ??? 4. i think about adding your mentionend new ships out of the quota 5. And this is my BIGGEST wish: you Guys came out with the idea a few pages earlier in this thread (yeah, i readed ALL of the 23 pages) with a greatly INCREASED HP-POOL of ALL ships ... i think, that would be AWESOME !!! I agree that the battles are too fast over, this or the other way !!! So would it be possible that you could make this real ?? - Either by DEFAULT with enhancing all Fighter HPs AND Shields by just a given number (i would say 3 times or even 5 times) and the bigger ships by a different one as being suggested (lets say 2 times or 3 times) - Or maybe even with the help of a perk which gives the player the choice whether he wants to double, triple or whatever times he wants the HPs ??? So those are my suggestions, will check this every other day if someone of you brilliant guys are showing up again... Cheers |
#9
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You only need to mod carcasses.xml ( i recommend notepad++ for modding XML files) if you want to modify HP&Shield stats you need to see for something like this: Code:
<Interceptor name="Excalibur_pl0"> <short_name>#M_Name_Excalibur</short_name> <hint>#M_Hint_Excalibur</hint> <short_desc>#M_SDesc_Excalibur</short_desc> <long_desc>#M_LDesc_Excalibur</long_desc> <mesh_name>Excalibur_gamer</mesh_name> <flat_image>Excalibur_player</flat_image> <hit_points>130</hit_points> <mass>720</mass> <disable_trade/> <cost>15000</cost> <technology/> <EPR>1.2</EPR> <explosion_script>Fighter</explosion_script> <work_sound/> <silence/> <max_energy>50</max_energy> <energy_restore>2</energy_restore> <max_speed>7.5</max_speed> <maneurability>8</maneurability> <steering_power>25</steering_power> <sensor_resolution>0.38</sensor_resolution> <sensor_length>135</sensor_length> <threat>2</threat> <mapping_name>excalibur_shop</mapping_name> <HolderProperties> <big_guns>1</big_guns> <small_guns/> <rockets>2</rockets> <systems>2</systems> <turrets/> <gk_guns/> <gk_turrets/> </HolderProperties> <engine_sound>Engine-Class1.wav</engine_sound> <engine_start_sound>Start_engine_2a.wav</engine_start_sound> <level>1</level> </Interceptor> max_energy = Shields please note: player ships are marked with _pl0 like: Code:
<Interceptor name="Hrimturs_pl0"> <short_name>#M_Name_Hrimturs</short_name> <hint>#M_Hint_Hrimturs</hint> <short_desc>#M_SDesc_Hrimturs</short_desc> <long_desc>#M_LDesc_Hrimturs</long_desc> <mesh_name>Hrimturs_player</mesh_name> <flat_image>Hrimturs_player</flat_image> <hit_points>700</hit_points> <mass>2205</mass> <disable_trade/> <cost>105000</cost> <technology/> <EPR>1.5</EPR> <explosion_script>Fighter</explosion_script> <work_sound/> <silence/> <max_energy>300</max_energy> <energy_restore>2</energy_restore> <max_speed>8.5</max_speed> <maneurability>9</maneurability> <steering_power>199</steering_power> <sensor_resolution>0.38</sensor_resolution> <sensor_length>135</sensor_length> <threat>5</threat> <mapping_name>hrimturs_shop</mapping_name> <HolderProperties> <big_guns/> <small_guns>1</small_guns> <rockets>4</rockets> <systems>2</systems> <turrets/> <gk_guns/> <gk_turrets/> </HolderProperties> <engine_sound>Engine-Class3.wav</engine_sound> <engine_start_sound>Start_engine_2a.wav</engine_start_sound> <level>4</level> </Interceptor> Motherships = BigShip for navy ships: _nav0 for uss ships: _uss0 for triad ships: _tri0 for inoco ships: _ino0 sure it would be a little work, but you can do it yourself its easy, trust me ![]() Last edited by Simbal; 12-21-2013 at 01:58 PM. |
#10
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OMG ... mate ... what did you to me ???? You costed me 3 days of my life !!! Jokes aside... MANY thanks for your advices...i followed those and did it and the end result is AMAZING !!! I just did it right from beginning and changed the HP- AND Shield-Pool of EVERY craft in the game, but not just doubled them or tripled... no i gave them 10 times (TEN !!!!!) the amount of HP !!! Reasons: - i was sick about that you could take out or get took out for yourself by every decent midtier ship and equipment !! - the destructive power of 3 or even 4 heavy guns was just so much that all fights ended up in a slaughter !! - add to this the now much more destructive power of missiles with the mod installed and the mess was complete - so often you had to rely on an old savegame because the fight was first running good, letting you feel safe that you can handle it and BOOM, one decent enemy vessel aimed 3, 2 or even only 1 good salvo on one of your ships it was gone !!! Think about that 4 Asmos can deliver 1320 damage in ONE hit (without any multiplier) and thats was more than even the most advanced can take !!! Add a second salvo which you couldnt most time avoid anymore and your precious ship was gone - i wanted SPACE BATTLES with tactics involved, not a slaughter fest - 10 times looked much from beginning but first it was easy (just adding a "0" to everything ![]() - Battleships are now lasting really long even under concentrated fire...as they should Results: - Now every larger scaled engagement results in an EPIC space battle raging for sometimes 10, 15 minutes !!! - even those low tier Pirate teams consisting of Tier 1 Fighters takes a couple of shots - in opposite to the vanilla gameplay when beginning with mid tier most vessels had the destructive power to kill every other vessel with just one salvo, NOW even Crafts with 4 heavy gun emplacements take multiple good hits to kill another decent ship - i tested it making duels between my pilots both flying Panthers or Gunslingers (they have around 10k life now !!!)... those duels takes minutes with slowly reducing the other ones life ATTENTION: - larger engagements can be much more tricky now because you cannot reduce the number of enemy guns pointing at you with just taking out the first dozen ships with in a flyby before the melee fighting begins !!! - yes, you have much more HP, but so does the enemy !!! It takes long to take those down, so you are fighting for a very long period of time against far superior numbers Issues: - i am at this point not sure whether i should adjust the passive REGENERATION and the one of the shield modules accordingly because this leads to situations where you can really TANK large enemy fleets INFINITELY because of your high end gear !!! I have to check this when i reach endgame again - so up to now i changed just the HP-Pool of the shield modules but didnt changed the regeneration, so all ships goes into combat with a large amount of HP but those gets gradually decreased by time without proper regeneration - this leads , wished by me, to a point at which ships must die after some time in combat - only the repair modules gots adjusted, so you really have to take out those repaiting ships FIRST Changelog: 1. First i adjusted ALL crafts in the game with 10times more HP and Shield (even Asteroids) 2. I BALANCED different vessels against each other adjusting MANEUVERING, MASS and STEERING POWER and TIER 3. adjusted a Bug in the PILOTS folder giving Baward and Joker right from beginning full 100% abilities making them super heros (gave them only 10 points like everyother pilot have from beginning, they had 100 points in every aspect) 4. changed the role of some fighters, making for example the BASTARD and SKOLM to fast, light RECON vesssels with huge sensor range from beginning 5. so many high tier crafts got changed that calling all of them would take too long now... WISHES: 1. SLOT CHANGING: - can someone tell me, how i change the NUMBER of SLOTS in vessels (f.e. adding more system-slots) ?? - and changing from light guns to heavy guns or rockets slots ?? - i dont want to bother with visual gun emplacements, so the end number of guns and rockets should stay the same !!! - in "carcass" its not working, you just change the text of the description - someone knows how to handle this ??? 2. Changing Prizes in the Maintainance Stations ??? - they are just to cheap now, some crafts should cost 10 times as now !!! Again, many thanks for the information, NOW i have a fantastic game to play !!! Last edited by Paradoxon; 09-06-2013 at 11:38 AM. |
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