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

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  #1  
Old 07-05-2015, 07:45 AM
Neo Genesis Neo Genesis is offline
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Quote:
Originally Posted by nocalora29 View Post
Well then changing "ai_showpointers" to "FALSE" in YourName.cfg, saving and then changing the properties to Read-Only should do the Job, Right?.
Thanks

About the new Mod . Here are just some Suggestions if you think its ok

1.) In the Carcass File I Halfed all the HP of Stations that are too high . Because Super high HP Just Seems Wrong

Do not Copy & Replace this file , It only has the Station files I edited

https://www.mediafire.com/?rbh3y91hrflmkhl

2.) In The Modules I Edited the Vulcan , Gattling , Avenger , Vindicator , Polaris , Shining & Rage To Balance Gameplay So That the AI Does not do super Rapid Fire on you while you can only do that if you click on enemy unit continuously. I Also Edited the Kinetic GK Guns . Halfed their DMG & Doubled their Rate of fire , bec for me its just seems better that way

Do not Copy & Replace this file , It only contain the ones I edited

https://www.mediafire.com/?1jzb54vscgkcnrn

3.) Just asking If its Possible to Increase Torpedo DMG Area for Creating Nuclear Missile . That would just be awesome if Possible
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  #2  
Old 07-05-2015, 11:43 AM
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nocalora29 nocalora29 is offline
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Default @Neo Genesis

Thats actually an good Idea, since the Story also wants to tell us that Stations blow up very easly, (Example: The Intro) A few T3 Torpedoes normally should do the Job, I probably also will make an Optional Plugin for this .


Wait... You Stopped the AI from Spamming their Pulse Lasers?, I thougt that would be Impossible o.O

I Don't really know what to think of nerfing almost every Weapon In-Game to stop the AI from (probably) using an Glitch, not really sure about this one, I have to admit, but thats just me.


About the GK's: I think an even Better Idea would be not to replace, but to Add New Weapons which do that, I Already Plan to add many more Weapons that are based of Already existing ones but with Minor Alterations, such as making an High-DMG HCB-Melter Plasma Biggun, into an Low-DMG Rapid-Fire HCB-Melter Plasma Biggun.

That is just an Example, but of course I also Plan to add more "Unique" ones too, its just that making the Custom SFX for these Weapons is kinda Tricky. I really need get more into the Particle System of the Game.


About the Damage Area of Torpedoes
That is Indeed very Tricky... never done that before myself.

But I think the only way this would be Possible is to use the Alien Poison.

- Make your own PoisonDetonator first, should look like this
Code:
	<PoisonDetonator name="APD_Nuke">
		<time_to_live>60</time_to_live> <!-- How long the Rocket Continues to Exist until the Gods of the Rockets become Evil and Banishes it for not colliding with Somebody in X Seconds -->
		<damage>300</damage> <!-- Damage, better set this up to standard Torpedo DMG or your desired Nuke damage -->
		<explosion_distance>5</explosion_distance> <!-- Explosion Distance, how much further they Rocket has to go to the Target until it goes BOOM. I Recommend setting it to low as Possible, or you might hit yourself with an Atomic Missile. (Ouchie!)-->
		<poisoned_area_radius>100</poisoned_area_radius> <!-- DAMAGE AREA-->
		<poison_effect_duration>1</poison_effect_duration> <!-- Duration, Set this to 1. -->
		<rate_of_poisoning>1</rate_of_poisoning> <!-- I don't Exactly know what this does, but I think it has something to do with the Rate of the Poisonings hehe -->
	</PoisonDetonator>
Aaaaaannd then Apply it to your Torpedo-Launcher in the Modules.xml file as PoisonDetonator, aka "APD_Nuke"

Voila --argh... I Really don't know if this will work, but it should...
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Last edited by nocalora29; 07-06-2015 at 10:03 PM.
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  #3  
Old 07-08-2015, 11:48 AM
Neo Genesis Neo Genesis is offline
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Quote:
Thats actually an good Idea, since the Story also wants to tell us that Stations blow up very easly, (Example: The Intro) A few T3 Torpedoes normally should do the Job, I probably also will make an Optional Plugin for this
I was Thinking about it & thought that even if i Halfed the HP of most of the stations it still seems too High . What do you think should be the approximate HP for stations about 50000 for large 35000 for medium & 25000 for small & 10000 for mining. What do you think ? Still too High ? Too Low ? Just Right? or do you have something better ?

Quote:
Wait... You Stopped the AI from Spamming their Pulse Lasers?, I thougt that would be Impossible o.O
Not Really Stop But Balanced Both AI & your Lasers to Be The Same While Reducing The Psycho Spamming . Currently in my changes your Lasers will now fire continuously like the AI but reduced the Amt fired per Second for Balancing . I've also calculated the DMG per second to make sure it won't be too weak or Too Powerful


Quote:
I Don't really know what to think of nerfing almost every Weapon In-Game to stop the AI from (probably) using an Glitch, not really sure about this one, I have to admit
What do you mean

& For the Nuclear Missile do you mean try changing the DMG & Area of Effect of the Poison Torpedo to Test if it will work or to Create a New one from Scratch ?

Last edited by Neo Genesis; 07-08-2015 at 11:54 AM.
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  #4  
Old 07-08-2015, 12:47 PM
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nocalora29 nocalora29 is offline
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I Will have to expirment a bit with this, I will let you know when I get some Realistic Values for those Stations

Mind giving me the changed files you edited, so maybe I can see for myself about these sweet little balancing changes?

Quote:
What do you mean
I just think there must be something better to be done about the AI Spamming...

It would be Best to make one from Scratch.
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  #5  
Old 07-08-2015, 01:22 PM
Neo Genesis Neo Genesis is offline
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Quote:
Originally Posted by nocalora29 View Post
Mind giving me the changed files you edited, so maybe I can see for myself about these sweet little balancing changes?
Here you go It only List the Changes , I Removed everything else for better View

http://www.mediafire.com/download/dh...58/Modules.rar

Last edited by Neo Genesis; 07-08-2015 at 01:34 PM.
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  #6  
Old 07-09-2015, 04:54 PM
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nocalora29 nocalora29 is offline
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Hello Community, or whats left of it

This may be late, but maybe there is Interest for this...

I looked inside the exe of the game with an hex editor, and viewed every available Lua-Function inside it (Well, atleast the Names of them)

Here is an List of seemingly all Lua Functions that exist
Code:
sw3cw.exe registered lua commands
I used Hex-Editor MX btw.

--These seem to be the Standard Functions

CreateQuaternionFromVector3
LOG
SLOG
FocusOn
Message
StartDialog
HideAnswer
ShowAnswer
SetReplaceValue
StartTradeDialog
Puase
SetNormalTimeMode
SetPlayerCredits
AddPlayerCredits
SubPlayerCredits
GetPlayerCredits
Exit
AddPost
RemovePost
FixTeam
TradeStationDlg
PatrolStationDlg
TeleportToLocation
CustomTeleportate
EndGame
EnablePortals
GetLastLocation
GetCurrentLocation
Terminate
CreatePilot
AssignPilotToShip
CreateTeam
CreateCarcass
Vector3
Quaternion
SetPlayerMotherShip
AddPilotToPlayer
PlaceModule
GetShipName
RepairBase
QuestActionDone
QuestStart
QuestChoice
SetQuestLabel
GetQuestLabel
ClearQuestLabel
GetPlayerQuestState
ClearQuests
SetObjectLabel
GetObjectLabel
GetObjectByLabel
SetNavPointLabel
GetNavPointByLabel
GetPlayerMotherShip
PlacePlayerShipsToHangar
CreatePortalGlow
CreateFadeScreen
AddPilotExperience
RecruitsPayRequest
RecruitsPayTest
RecruitsSetMinCount
RecruitsSetMaxCount
RecruitsGetMsgDlgText
RecruitsCanProcessLocation
GetRecruitGroupName
SetInitTeamRelation
SetGroupRelation
GetGroupRelation
GetTeamRelation
GetLevelDifficult
CreatePlayerTeam
GetCarcassCountInSphere
OutputToScreenlog
LoadCloud
PlayVideo
GetPrevMissionExitCode
RotateSkyBox
GetUserFolder
SoundLength
ClearFuncMessage
UpdateTradeSystem
CreateShop
DestroyShop
GetWhiteMarket
GetBlackMarket

-- Weird Functions --
-- Probably something to do with Relations (duh)

NOINIT
EASY
NORMAL
HARD
RELATION_POWER_NC
RELATION_POWER_NORMAL
RELATION_POWER_FIXED

-- Normal Functions again
-- These seem to be some more "special" Commands...
AutoSave
GetCurHP
CombineStr
StopHere
CreateRoute
ClearRoute
GetOwnerTeamOfGroup
GetGroupByName
RemoveBaseDriver
SetGodMode

after these only the Error messages would show up from these Commands

-- But then I found some more
-- These seem to be Parameters for Pilots, you know something like that: "Pilot001:GetSide" or "Pilot001:HavePerk"
GetSide
HavePerk
Kill
GetPoints
SetPoints
GetPiloting
GetGunnery
GetMissiles
GetElectronicsOperation
GetFlightRole
GetShip
FocusOnFirstRocket
HasProperty
IsAlive
IsInBase
IsEscort
IsCanSayReplica
SetRank
SetRankCorporation
SetRankValue
SetRankUp
SetRankDown
SetRankClear
SetPerk
IsBasePilot
GetName
GetTreeName
Pilot_ShowMessageLog

after these I again encountered the Error messages that normally would be parsed inside the log files if something wrong would happen

-- But then I found even more
-- These seems to be Parameters for flights, you know something like that: "Flight_Inoco001:AddShip" or "Flight_Inoco001:SetLeader" etc...
AddShip
SetLeader
SetFormation
GetPosition
SetOrientation
GetLeader
Stop
Blow
RocketAttack
EnableChaseDistanceInfinity
DisableChaseDistanceInfinity
SetChaseDistance
GetCount
GetPilotCount
GetPilotByNumber

and again I encountered the Error messages

-- And again I found more normal Functions
-- These seem to be for Carcasses, Ships & Stations alike.
CreateQuaternionByAxis
ShipGoodsState
ModuleGoodsState
DefaultGoodsPrice
CommonGoodsPrice
ClearGoodsState
ClearMarket
SetName
AssignPilot
AddModule
ToHangar
SetRole
SetPosition
AddModuleToInventory
AddShipToInventory
GetManeurability
ImBigShip
PlayFX
ResetFX
RotateOff
SetHP
SetOverVisibleForPlayer
AddMeshFX
RemoveMeshFX
IsCanPlaceTo
DrawBoundSphere
ApplyImpulse
GetOrientation
GetVectorOrientation
SetShield
AddToGroup
GetGroupName
Push
ClearInventory
SetMaxSpeed
GetMaxSpeed
SetSteeringPower
GetSteeringPower

and again error messages

-- but yay more Functions!
ScriptFile
SAV
InitEnvironment
CreateNavPoint
CreateLine
DrawLine
CreateCloud
reload_script
CreatePortal
CreateManagedPortal
CreateTradeStation
CreateStation
CreateAsteroid
InitMap
PlaySound3D
PlaySound
PlayerMusic
AddMusicToPlayList
StartPlayList
AddMusicToBattlePlayList
SwitchToMap
SwitchToGame
FlashOn
FlashOff

and again error messages

-- These seem to be Functions and Parameters for creating an In-Game scripted Cutscene. they are indeed neat but very hard to code.
-- and to make them look good, would take even more time and skill... goddamn these Cutscenes... Elitegames are lucky to have their engine tools for this one tho..
CreateMovie
PlayList
StopCurrentMovie
MovieIsPlaying
_FREECAM
_TARGETCAM
_ASIMUTHCAM
_MAPCAM
_MOTHERSHIPDEAD
_HERMIT
_LINEAR
_COSINE
_SINE
InitMovie
Play
AddOrientKey
AddOrientVectorKey
AddPosKey
SetInterpolate
SetLength
AttachEscapeScript
AddScriptKey
SetTarget
SetFollowRocketParam
AddKeys

and again error messages

-- These seem to be mostly Engine Functions, at this Point don't expect them to work normally anymore.
LoadOggFile
LoadState()
FillEntireBufferFromStreamCurrentPos()
GetBufForPlay
KinematicCarcass
ApplyImpulseAtPosition --((%f %f %f))

ui_inertion_rotation
ui_inertion_move
ui_inertion_movetofocus
ui_inertion_cameramo
AbstractModule

-- something interesting that I found would be that I maybe found Strings that refer -
-- to the XMLShema and Read from it with these Strings that I found, and also ones that refer to the carcasses.xml file
-- Maybe someday I'll be able to change a few of those Strings to unlock some potential without breaking the exe. but that is for another day.



If its any interest, here are some Strings for the XML Files

short_desc
mesh_name
flat_image
hit_points
mass
disable_trade
technology

TECHNOLOGY_HUMAN
TECHNOLOGY_ANGOR -- lol they still have that faction from the second game...
TECHNOLOGY_ALIEN
TECHNOLOGY_BERSERK
TECHNOLOGY_PRECURSOR

BaseModule
attach_type

ALL_SHIPS
NOT_ALLOWED
ONLY_FIGHTER
ONLY_BIGSHIP


-- some more engine functions
LoadCarcassXML
LoadModuleXML
LoadRocketXML
LoadShipDescriptionsXML
CreateNullCarcass
CreateCarcassFromDesc
CreateGameObject
FindElementByName

-- intersting thing I found: remember the interface folder & both Carcass,Module folders where those 32,64,128 folders are? -
-- apparently this game WAS supposed to suport 256 pics too, not important but hey.

-- more engine functions
StoredVariable
AssignFrom()
VarStruct

WeaponModule
recharge_time
vieweing_angle
dispersion
min_distance
max_distance
UpdateModulePoint()

BaseCarcass
explosion_script
silence
work_sound
esc
ModuleArray::MinimalLoadState()
ModuleArray::SetMaxCount
ModuleAttachInfo::CreateMesh

BROCKENENGINE
ENGINEBOSOST
ShipCarcass
max_energy
energy_restore
max_speed
maneurability
steering_power
sensor_resolution
sensor_length
threat
engine_sound
engine_start_sound
ShipCarcass::GetBaseName


at this point there weren't any more interesting Functions/Stuffs which I could grab. if you want you can search yourself too, use Hex-Editor MX for easy lookings.
Im sure this will help someone if they are looking for some specific one.

@Neo Genesis: I still have to Test it, Didn't got to do it until now.
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Last edited by nocalora29; 07-12-2015 at 06:31 PM.
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  #7  
Old 07-12-2015, 03:09 PM
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nocalora29 nocalora29 is offline
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Not quite Finished with the Balance testing, but its Seems OK.

I would like to get maybe some Ideas from you about Player Basebuilding, im currently Working on that and I plan to Include maaaaany features for this.
But I could need some Suggestions and Ideas for this, definitely.

I even might have an Playable test Build available next Week or so, It all comes down to how long It takes to Test this out myself to see if it causes any Long-time Problems.

I think its gonna be Epic
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  #8  
Old 07-31-2015, 01:37 AM
valv valv is offline
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Smile StarWolves doc

Quote:
Originally Posted by nocalora29 View Post
I looked inside the exe of the game with an hex editor ...
My StarWolves doc files (shared to all in 2013):

http://sites.google.com/a/valv.od.ua...sw2_doc_v2.xls
http://sites.google.com/a/valv.od.ua...ons-manual.xls
http://sites.google.com/a/valv.od.ua...me_console.txt
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