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Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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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 ![]() |
#2
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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> Voila --argh... I Really don't know if this will work, but it should...
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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; 07-06-2015 at 10:03 PM. |
#3
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![]() & 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. |
#4
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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:
It would be Best to make one from Scratch.
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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) |
#5
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http://www.mediafire.com/download/dh...58/Modules.rar Last edited by Neo Genesis; 07-08-2015 at 01:34 PM. |
#6
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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. @Neo Genesis: I still have to Test it, Didn't got to do it until now.
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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; 07-12-2015 at 06:31 PM. |
#7
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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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Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) |
#8
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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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