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Star Wolves 3D space RPG with deep strategy and tactical elements |
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Thread Tools | Display Modes |
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#1
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MAKE SURE YOU BACK UP YOUR ORIGINAL FILES BEFORE INSTALLING THIS MOD
New version of the Fleet Mod. Since Ashes of Victory is dead (may it rest in peace) I have decided to work on improving Civil War. One of the big changes is that bigship spawns for the MSF, NESF, Triada, Inoco, and USS can spawn either a capital ship, which will always be either a Stone Arrow or a Stalingrad battleship, or a Corvette, which will always be a Butcher. Alongside this I have made equipment tweaks to capital ship and corvette layouts of the above five factions. Expect capital ship opposition to be far better equipped, including a lot more heavy weapons capable of blasting holes in your mothership. Aside from the balance changes, fighters are unchanged. Mod is relatively untested, I only just started a new game and got past the Mastiff aquisition mission without problems. Unfortunately, with this version this mod is 100% incompatable with the Mothership Mod. If anyone wishes to assist me, I could use suggestions on capital ship layouts. Halfway through my brain gave up and just started randomly throwing components on. I will not be including the Astarte, Lion, or Manticore class in random scripts because those ship classes are supposed to be extremely rare. Though I might give the Manticore to higher level Berserks because their Chimeras/Super Chimeras are such pushovers. If the developers of Star Wolves are reading this, please resume development on Ashes of Victory. Patch notes: - Reduced damage of missiles by half - Tripled storage capacity of missile mounts on fighters - Buffed remote repair modules to 5/10/20/40 hp/sec, previously 1/2/4/10 hp/sec - Doubled projectile speed for all kinetic weapons - Optimized Randomcontact script - Added 'FillConvoySimple' function which spawns levelled loot for convoys - Corporate and Government Bigship spawn can now spawn either a corvette or a capital ship, 50% chance for either - Overhauled layouts of capital ships and corvettes, expect a lot more capital weapons - Pirate bigship script only spawns Butchers, while transport script only spawns Mastiffs - Added +2 System Slots to Stone Arrow, +1 System Slot to Stalingrad and Stone Arrow Capital weapon variant Good Hunting. Last edited by Nanaki; 10-22-2014 at 03:24 PM. |
#2
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Awesome, I thought everything Mod-Related would be Dead by Now
![]() Suggestions: - I Think reducing the Missile Damage isn't really needed, It should have been Increased because when Fleets fight Fleets there needs to be some Bang Bang with high DMG going on, But thats just my Opinion Another Info: In case anyone is Interested into Playing with GoblinWizard's Maintance Station Mod, Here you go But please just.... MAKE A BACKUP Downloadlink (MEGA.co.nz) -v0.3- https://mega.co.nz/#!4lQmGS4L!qXpiqT...DOY51kDd9JCT8c Downloadlink (MEGA.co.nz) -v0.4- (Latest) https://mega.co.nz/#!IkQxXS4B!ImUxjP...NFhZqoEAvp_Fpw When there are Problems with the Mod-Merging-Pack i've just posted, Let me know and Im gonna Fix it. One Lasty thing: Can you give me the Permission to use this Mod's Content in my Mod I will probably Release sometime in the Future? [Check]
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Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) Last edited by nocalora29; 12-13-2014 at 01:20 PM. Reason: Link refreshing |
#3
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Go ahead. So long as credits are given I am perfectly fine with people using this mod.
Note that while I did reduce missile damage I also enormously increased missile capacity. Basically I improved missile ships endurance in combat while reducing their burst potential, which I felt was too much as they could far too easily oneshot ships. So far the results from testing are fairly good. AI missile ships are even better since they are no longer useless after the first 2-3 seconds of missile exchanges. However the remote repair change was too much of a buff. I will probably nerf them to values in between. So far 2/4/8/16 are working out fairly well. |
#4
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Alright, Credits are an obvious thing
Aside from that the overall Update of your Mod is fun to Play with to this Point, I am really happy to see such an good Modder back in business ^^ Keep it Up.
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Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) Last edited by nocalora29; 10-22-2014 at 08:20 PM. Reason: Note to Self: Just keep it low with the Smileys |
#5
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MAKE SURE YOU BACK UP YOUR ORIGINAL FILES BEFORE INSTALLING THIS MOD
New version. No huge overhauls, just some bugfixes. I noticed that the original developers made an error with their random number generator script, I could fix it, but it might result in additional problems popping up, so I left it alone for now. However the random number generator for the mod's loot tables have been fixed. Balance was tweaked some more. The original numbers were too extreme, so I decided to reduce them a bit. Overall, the idea is that you want to use lasers against unshielded targets, but cannons against shielded targets. I planned on doing some other changes, but a major bug with the Inoco bigship spawn script has prompted me to release this a bit early. Patch notes: - Fixed bug preventing end of table items from spawning - Nerfed remote repair modules to 2/4/8/20 hp/sec - Buffed individual repair modules to 2/4/8/16 hp/sec - Expanded Pirate Corvette Loadouts - Reduced Pulse Laser Cannon prevalence among Pirates - Reduced missile storage capacity from 300% to 200% - Increased missile damage from 50% to 75% - Reduced projectile speed for all kinetic weapons from 200% to 150% - Fixed bug with Inoco capital ship spawns Good Hunting. |
#6
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Awesome !
I Will try your Mod as soon as I Can ![]() - Suggestions - - Is it Possible to Create some kind of Robbing system?, Like Pirates will first try to Get some Money off of you and When they Don't get what they want, They will Simply Kill the Player, Is that Possible? it would be an very Nice Features to Add. Aside from That: - How about some Rebels?, We hear it all the time... Hell, even the Game's name is "Star Wolves 3: Civil War", So... Where are the Rebels?, I know they are in Some lone System I've forgotten the name of, but there should be More Rebels just roaming around. Last Suggestions: - How about Huger Fleets?, Like some InoCo Convoy recovering Artifacts from the Border-Sectors Guarded by several Smaller Fleets or even Battleships. This would Really be Nice. - Strike Squads!: You can see several HighTech Strike-Squad like Bomber-Wings with Cloak and Deadly Missiles roaming by on Story-Missions, So my Suggestion would be to Add them, So they can Also Roam-around in some Pirates Controlled sectors or maybe even in Enemy Territories, The NAVY seems to have Lots of 'Em, heh. Some Questions: (Little off-topic) Is there an Way to Increase the max merc Cap from 24 to something Higher? Is there an functioning Way to add more than 6 Ships in an Wing without them like Breaking the AI? Keep it Up.
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Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) Last edited by nocalora29; 10-30-2014 at 12:07 AM. |
#7
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None of the Lions appear in the randomcontacts script, because they are extremely rare and limited production ships. Infact, a top secret MSF Project to win the war against the New Empire consisted of 9 Lion MK2s and MK3s. As for your suggestion. There are two kinds of spawns, there are the sector spawns that are specific to each sector, and then there are the randomcontact spawns which can be found in every sector that calls them and consist of single fleets that spawn from portals, wander around a bit, then return to a portal. What you are asking for sounds like a sector spawn. Quote:
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