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-   -   Motherships Mod v0.1 (http://forum.fulqrumpublishing.com/showthread.php?t=14281)

Hal2003 05-18-2010 04:54 AM

There is problem in Al Ariash, if i buy any MS from shipyard all portals are disabled and im unable to dock at trade station.

Trucidation 05-18-2010 07:07 AM

Special Purpose Fighter "Bastard" cannot dock to "Silver Arrow" mothership. It just goes around to the tail and then stalls there. It doesn't bump or get stuck or anything, it just sits there unmoving.

Edit: Dammit, so many ships can't. I better divide the lists.

These fighters can NOT dock to "Silver Arrow" mothership:
Bastard, Raven, Gunslinger T

These fighters can dock to "Silver Arrow" mothership:
Matarice, Skolm

Goblin Wizard 05-18-2010 07:48 AM

Quote:

Originally Posted by Trucidation (Post 159536)
Just to elaborate, I think they're great - the reduction in size helps clarify things without making them too small to see. Good job! Can you include this in the next update, together with the NESF path/Che fix? And can you include the InoCo fix as well (it's just a script edit)?

no problem.
Quote:

Originally Posted by Trucidation (Post 159536)
Is it possible to "preview" a ship/mothership before buying it? It's not a nice feeling to buy something blindly :) I know the maintenance station menu has no GUI, maybe you can just include the stats in a readme file with your mod.

I'll try to put all necessary info into maintenance station menu. I don't like additional txt files. What ship parameters do you need? shield, armor, speed, maneuverability, slots. Anything else?
Quote:

Originally Posted by Trucidation (Post 159536)
The Lion motherships are pretty strong for a mere $200k increase over the Rhino and FSS-2t12 motherships (double armor, at least quadruple shields).

When all ships will be done I'll rebalance the prices.
Quote:

Originally Posted by Trucidation (Post 159536)
Love the Silver Arrow mothership - kudos on using the Tern model, it's beautiful - but the scanner range is really gimped for something that fast.

I'll add maybe 50 clicks. More will make installing radars pointless.
Quote:

Originally Posted by Trucidation (Post 159536)
The additional fighters (from SW2?) are nice, even though many guns but few system slots so it sorta balances out, but they are too strong to all be first generation fighters. I think they should be at least 3rd gen, no?

You're right. I forgot to change the gen after testing. They are really strong even without system slots so I think 3-5 gen for them.
Quote:

Originally Posted by Trucidation (Post 159536)
My favourite mothership right now is the Silver Arrow even despite it's apparent flimsiness - I'm a speed/maneuverability addict, sticking a bunch of engines in the system slots just makes that thing fly. Screw ambushes, you can just race past them, and then leisurely deploy your fighters to deal with them one by one as they slowly catch up.

I'm glad you like it. It's my favorite too. I wanted to make a ship that force player to change the tactics (you know, let them focus on mothership and lunch fighters). On the other hand, flimsiness may cause some problems during fixed quests encounters (like with Greys).

Quote:

Originally Posted by Trucidation (Post 159536)
Actually, both maintenance stations and trading stations require you to dock at them. The only difference is what interface you get (maintenance station = text menu tree, trading station = inventory GUI). Hmm.

Yes. All stuff (except motherships) can be added to the trade stations but due to their randomness it's hard to test things. This mod is still beta. I'm constantly adding new features and stuff.
Quote:

Originally Posted by Trucidation (Post 159536)
Oh yeah, I noticed if you dock at a maintenance station and change motherships, your new mothership can't dock at the maintenance station. Have to use portal and go to another system before you can dock at a maintenance station.

It's intentional and prevents CTD. I'll try to change it.

Quote:

Originally Posted by Trucidation (Post 159536)
Edit: Forgot another thing, if I'm not mistaken you say the Hero gets a "double exp" perk when you hire Bryna&KT - is it a hidden skill? I didn't see it on the Hero's skill tree.

My first idea was that girls can only suck exp from your hero. After I've added suck option for every pilot this perk is no longer needed.

Quote:

Originally Posted by Trucidation (Post 159547)
Special Purpose Fighter "Bastard" cannot dock to "Silver Arrow" mothership. It just goes around to the tail and then stalls there. It doesn't bump or get stuck or anything, it just sits there unmoving.

Edit: "Raven" also cannot dock to "Silver Arrow".

Quote:

Originally Posted by Hal2003 (Post 159539)
There is problem in Al Ariash, if i buy any MS from shipyard all portals are disabled and im unable to dock at trade station.

I'll upload new version with all fixes today. I'm just working on fleet feature I've mentioned earlier. Now all your pilots can fly motherships. Every pilot have perk that allow him to call up to 6 fighters escort. If I will be lucky and get to improve Nanaki's "random contacts" script we will have fleet battles:cool:

skrzacik 05-18-2010 08:58 AM

i will ask again
do u merry me ? :PPPPPP

u do great work for all of us

did u already upload new file? becouse i see ver 23 still?

Trucidation 05-18-2010 09:11 AM

Quote:

Originally Posted by Goblin Wizard (Post 159551)
I'll try to put all necessary info into maintenance station menu. I don't like additional txt files. What ship parameters do you need? shield, armor, speed, maneuverability, slots. Anything else?

Scanner range? It usually doesn't affect purchasing decision unless it's really low (like in the case of the Silver Arrow). If the Silver Arrow didn't have that extra system slot to put in radar I'm not sure whether I would've bought it.

Quote:

Originally Posted by Goblin Wizard (Post 159551)
When all ships will be done I'll rebalance the prices.
[ . . . ]
I'll add maybe 50 clicks. More will make installing radars pointless.

Thanks, prices aren't too much of a problem yet, go ahead and fix the ships first. Actually, the low radar is an interesting challenge. I think it's a risk I'm willing to live with. It helps under certain conditions - the less enemies you see the less often you're interrupted while escaping, which is exactly what this mothership is good at.

Quote:

Originally Posted by Goblin Wizard (Post 159551)
You're right. I forgot to change the gen after testing. They are really strong even without system slots so I think 3-5 gen for them.

Leaving them at 1st gen is fine for testing actually, I wouldn't have noticed that some fighters can't dock if I didn't try them out. You might want to leave this until we've checked out all the fighter/mothership combos.

Quote:

Originally Posted by Goblin Wizard (Post 159551)
I'm glad you like it. It's my favorite too. I wanted to make a ship that force player to change the tactics (you know, let them focus on mothership and lunch fighters). On the other hand, flimsiness may cause some problems during fixed quests encounters (like with Greys).

It's a beautiful ship :) Yeah, I prefer to run and regroup rather than tank a huge fight. Flimsiness is tolerable, players can add shields as necessary. I haven't added any yet, instead I put 4 engines on it. >2000 speed = wow, haha.

Quote:

Originally Posted by Goblin Wizard (Post 159551)
Yes. All stuff (except motherships) can be added to the trade stations but due to their randomness it's hard to test things. This mod is still beta. I'm constantly adding new features and stuff.

Yeah, that's fine.

Quote:

Originally Posted by Goblin Wizard (Post 159551)
It's intentional and prevents CTD. I'll try to change it.

I see. It's not a big problem, I had a nearby save just before docking so I simply reloaded each time when I was checking out the motherships.

Quote:

Originally Posted by Goblin Wizard (Post 159551)
My first idea was that girls can only suck exp from your hero. After I've added suck option for every pilot this perk is no longer needed.

Ah, so that "feature" is no longer there? Okay.

Quote:

Originally Posted by Goblin Wizard (Post 159551)
I'll upload new version with all fixes today. I'm just working on fleet feature I've mentioned earlier. Now all your pilots can fly motherships. Every pilot have perk that allow him to call up to 6 fighters escort. If I will be lucky and get to improve Nanaki's "random contacts" script we will have fleet battles:cool:

Hmm, so these "pseudo" motherships can't actually have player-controlled fighters dock in them? What happens if you have a mothership selected and then press the dock button? Do we get a game over if any of these motherships are destroyed? I think some script triggers also depend on the mothership arriving at a certain destination, will these additional motherships also trigger them?

It sounds cool but I think flying a fleet will be quite slow :) Unless the game only counts the original mothership as the one which triggers stuff like quests and portal jumps.

Hal2003 05-18-2010 09:26 AM

Quote:

Originally Posted by Goblin Wizard (Post 159551)
I'll upload new version with all fixes today. I'm just working on fleet feature I've mentioned earlier. Now all your pilots can fly motherships. Every pilot have perk that allow him to call up to 6 fighters escort. If I will be lucky and get to improve Nanaki's "random contacts" script we will have fleet battles:cool:

Can you make please version without this ?. I think the game is enough script buged.

Goblin Wizard 05-18-2010 09:31 PM

new version added. Only some bug fixed. No new stuff.
Version 0.24
- fixed maintenance station in Al Ariash
- fixed Blockade Dionysus mission bug
- maintenance stations now reactivate immediately after buying mothership
- added info on some motherships
- Raven and Bastard can dock to Silver Arrow now.
- added Inoco mission fix (forum)

skrzacik 05-18-2010 11:08 PM

when u put random contacts into ur mod?

or u did this already?

Trucidation 05-19-2010 12:56 AM

Hal2003 has a point. Let's finish testing out everything first before adding on other scripts. Plus Nanaki is still working on his random contacts script, I'd like to help but I don't know enough LUA yet.

@Goblin_Wizard:
I can simply re-apply the mod and load a save game, without needing to start a new game, right? Also, what do you mean by "(forum)"? The InoCo fixes aren't in the mod, so we have to download them separately in the forum?

Edit: Crap, I screwed up the restore, gotta reinstall the game, lol.

Goblin Wizard 05-19-2010 05:01 AM

Quote:

Originally Posted by Trucidation (Post 159717)
Hal2003 has a point. Let's finish testing out everything first before adding on other scripts. Plus Nanaki is still working on his random contacts script, I'd like to help but I don't know enough LUA yet.

Adding new ships with more slots need redone GUI for all ships. Those small slots make big mess with other existing ships. It's boring. I'm trying to add fleet feature because it's more fun than changing slots setup for every little ship. But in the end I'll have to do this.
Quote:

Originally Posted by Trucidation (Post 159717)
I can simply re-apply the mod and load a save game, without needing to start a new game, right? Also, what do you mean by "(forum)"? The InoCo fixes aren't in the mod, so we have to download them separately in the forum?

Edit: Crap, I screwed up the restore, gotta reinstall the game, lol.

You can install 0.2... versions over previous versions except 0.1. You only need to go thorough any gate to reload script functions.
Quote:

Originally Posted by skrzacik (Post 159705)
when u put random contacts into ur mod?

or u did this already?

Read new version info. There will be no random contacts until I'll finish other things.


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