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-   -   Random Contacts (http://forum.fulqrumpublishing.com/showthread.php?t=14176)

Nanaki 06-10-2010 04:47 PM

Quote:

The third {} appears to be used only by the gun specialisations (choose HC / AC / Laser). I wonder if we can put other perks in here as well. E.g. choose between Criticals_1 or Hard_to_Kill.
You can.

Rastix 06-10-2010 06:02 PM

Quote:

Originally Posted by Goblin Wizard (Post 163810)
This is actually true. Not only active dialogs are affected. It's hard to explain because not each dialog is displayed wrong. From time to time you'll see "#string_name String not found".

I know 2 ways to avoid filetype_dynamic if you'll want to make your own story but i am recommend waiting for patch 1.12 as it gives new filetype specially for modding

Goblin Wizard 06-10-2010 06:45 PM

Quote:

Originally Posted by Rastix (Post 163850)
I know 2 ways to avoid filetype_dynamic if you'll want to make your own story but i am recommend waiting for patch 1.12 as it gives new filetype specially for modding

I'm not good at waiting so what's your solutions?

"To be 100% sure everything works you have to type whole text in the xml file." - Is that kind of solution? ;)

Rastix 06-10-2010 09:16 PM

I don't know anything about THIS method ;)

Trucidation 06-11-2010 12:30 AM

2 Attachment(s)
Perhaps you mean entering the text directly into the Dialog xml instead of making it refer to a loc file? I'm not sure if that works, I'll go test if it allows you to enter text instead of a #string in the <message> and <answer> tags.

Edit:
Ah, yes it seems to work. I edited the XML and replaced the #string with plaintext (screenshot 1) and tried it in the game (screenshot 2). I guess this is what he meant by putting the text directly into the XML.

The xml file doesn't specify the name of the loc file it refers to, I guess the game simply recycles the name. I suppose if we put all the text into the xml, you still need the loc file but we can leave empty except for the header comments.

Edit:
Fixed the screenshot, was using an old one.

Goblin Wizard 06-11-2010 07:18 AM

Quote:

Originally Posted by Rastix (Post 163879)
I don't know anything about THIS method ;)

What about your solutions? Please, share your secrets.:)

Trucidation 06-11-2010 03:35 PM

Too bad the perk display visuals appear to be limited by that display rectangle. I was thinking of a single tree with every freaking thing on it (with suitably modified requisites), problem is the display.

Just compiled our scripts together (mothership, fleet, missiles), then I threw in some test parameters: shield modules (increase /2, regen rate +13 then /2), and I halved all fighter-only combat pulse laser damage.

Nanaki 06-11-2010 03:51 PM

Quote:

Originally Posted by Trucidation (Post 164032)
Too bad the perk display visuals appear to be limited by that display rectangle. I was thinking of a single tree with every freaking thing on it (with suitably modified requisites), problem is the display.

Actually, that is not much of a problem at all. The problem is that once you have enough abilities, your ability drop-down (or drop-up, in SW's case) gets so crowded that your no longer able to use some abilities or toggle your missiles on/off, as they have gone off the screen.

Trucidation 06-17-2010 05:38 AM

Changes to passive skills
 
It struck me that we've mostly been just moving the perks around (i.e. editing the perk trees), or in your case changing the summon perks. The actual behaviour of the perks themselves, especially the passive ones, appear to be hardcoded. (Well, hardcoded inside editable script files, so they're not un-editable, but it makes changing them a huge pain in the ass especially since we don't know what else may be referenced.)

\Data\Scripts\AI\CalculatePilotSkills.script shows some damning evidence. It's littered with stuff like
Code:

if pilot:HavePerk("Gunnery_1")
then
        amplifier = amplifier + .2;
end;

...instead of simply looping through the pilot's skills and checking what each one is for. This sample code is basically saying that Gunnery_1 perk will always modify some amplifier value by 0.2.

Further incriminating evidence can be found in \Data\Scripts\AI\perkDispatcher.script:
Code:

if pilot:HavePerk("Learner")
then
        amplifier = amplifier + .1
end;

Again, it's making a fixed assumption - in this case, perk "Learner" will always cause a +0.1 value. I'll go through a few more files and see if we can identify what else touches perks.

\Data\Game\Perks.xml:
This supposedly defines each perk, its description, exp point cost, requirements. But if you look, all the PerkRequirement child tags for all entries are empty. (And why is pilot_name inside PerkRequirement? o_O)

\Data\Game\Pilots.xml:
This supposedly defines each pilot, points(?), kills(?), morale(?), and perks. The four value tags ("piloting", "guns", "rockets", "electronic_warfare") match the tags in the PerkRequirement sections of Perks.xml above.

Speculation: it seemed they planned to have a points-based requirement perk tree originally - i.e. instead of buying the skills directly with the pilot's exp, you used the exp to put into one of the four categories, and when you had enough to meet a skill's requirements then that pilot learned it.

A little later along the line they probably realised that with enough points in each category, the player would automatically unlock all the skills which meet those requirements. So in order to avoid this, they decided to make skills require direct skill prerequisites instead. I'm making an educated guess here based on how this explains the structure of the perk definitions inside \Data\Scripts\include\PilotProperties.script which was mentioned earlier by Nanaki.

Of course, I'm stumped by non-controllable pilots, i.e. NPCs. They don't have skill trees and they don't have entries in PilotProperties.script. Example, Hero's old classmate, the USS bigshot Ethan Fry. The only perk entries I can find for him are the ones inside Pilots.xml. So I'm guessing that for NPCs the game does use these. They don't have prerequisites or skill trees to worry about, but can't learn any more skills anyway. I assume that if you want to change their skills you have to do it here.

-
Summary
If you want to change the actual effects of perks, you'll have to go down and dirty into perkDispatcher.script and CalculatePilotSkills.script. Say for example you create a combo skill "Strafe_1" which gives both a maneuverability bonus and an accuracy bonus. You'll have to go into these two files and add it.

But it's not that simple, this is all theory only! If I'm not mistaken others have mentioned that we can't actually add new skills (guys, please correct me here if you can! - I've only taken a look at the pilot/perk scripts, haven't actually tested editing them!).

So let's say you play safe and just mod an existing skill, for example changing Gunnery_1 to give critical hits as well and not just accuracy. This looks within our reach: all you have to do is go to where the function for critical hits is, and create an additional check for Gunnery_1. I'm fairly sure this will work. However, it will affect ALL pilots who have this Gunnery_1 skill.

NOTE: This is only for passive skills! I've seen mention of the active ones elsewhere in other scripts.

Nanaki 06-17-2010 11:00 AM

You can add new skills as long as they do not require any editing to the XMLSchema files. Editing the XML Schema files is necessary if you want to use custom parameters in the XML file.

So, you can add new skills as long as they do not require any custom parameters.

Trucidation 06-17-2010 12:38 PM

Yes, AllSpecials.xsd has the definitions for active perks. If I wanted to duplicate the effects of a passive skill - for example create an active perk called Concentrate_1, and give it the effect of Criticals_3 (an existing passive perk) - I don't think that's possible because nowhere in AllSpecials.xsd is there provision for critical hits.

I'm somewhat sure I can figure out how to mod the various passive perk, but active skills are out of my reach due to the XML schema limitations.

Goblin Wizard 06-17-2010 05:17 PM

You don't need to change any file to add a pilot one of the existing perks. Function pilot:SetPerk("perk_name") is enough and overrides any requirements. You can activate it by e.g. dialog option. This function works with any pilot not only controlled by you or with a perk tree.
Pilots.xml file contains only starting perks for a pilot.
PilotProperties.script keeps definitions for GUI perk tree (with perks costs). Other important parts are two tables inside SaveParks and RestorePerks functions. Their names are self-explainable and are called when pilot leaves/come back under your control.

Marodeur 07-01-2010 05:34 PM

Hi.

Is there any overview what this script is changing right now?

Nanaki 07-01-2010 09:46 PM

Quote:

Originally Posted by Marodeur (Post 167684)
Hi.

Is there any overview what this script is changing right now?

It primarily adds fleets and convoys to the list of random contacts you can encounter on the field.

Marodeur 07-02-2010 12:57 PM

Ah ok. Thx for the work.

I loved SW 1 and played it with the easy mod and mothership mod. For SW2 i tried "real SW2". But the small german modding community is dead after frogster interactive changed their business model and closed the forum. :(

SuperiorX 07-08-2010 01:18 AM

great job guys gona have a ton of fun with this and goblins mod to.

stivoknis 07-20-2010 11:56 PM

Thanks Nanaki and Goblin Wizard!:grin:
Your mods have finally added some more life to this rather silent game.
I just hope you mods didn't change the difficulty of the missions too much. However if I'm having trouble doing a certain mission I sure can blow up convoys for some added cash.
Thanks again, your mods are amazing.;)

Nanaki 07-21-2010 12:20 PM

Quote:

Originally Posted by stivoknis (Post 170934)
Thanks Nanaki and Goblin Wizard!:grin:
Your mods have finally added some more life to this rather silent game.
I just hope you mods didn't change the difficulty of the missions too much. However if I'm having trouble doing a certain mission I sure can blow up convoys for some added cash.
Thanks again, your mods are amazing.;)

My mod does not change any of the mission encounters, the worst that could happen is that a randomly generated hostile fleet gets the jump on you while you are in the middle of a hairy battle, but the chances of that happening are extremely small (it has never happened to me).

The fleets and convoys themselves are very tough for random enemies, but still weak compared to what many of the missions will throw at you. If anything, if you are able to bust convoys than the game becomes easier. My recommendation is to head to some of the more pirate-infested sectors, preferably equipped with very good sensors. Avoid the pirate fleets, and smash the pirate convoys. You not only get a ton of money, but you can also get decent ships and decent equipment.

SuperiorX 07-23-2010 12:58 PM

Quote:

Originally Posted by Nanaki (Post 171028)
My mod does not change any of the mission encounters, the worst that could happen is that a randomly generated hostile fleet gets the jump on you while you are in the middle of a hairy battle, but the chances of that happening are extremely small (it has never happened to me).

The fleets and convoys themselves are very tough for random enemies, but still weak compared to what many of the missions will throw at you. If anything, if you are able to bust convoys than the game becomes easier. My recommendation is to head to some of the more pirate-infested sectors, preferably equipped with very good sensors. Avoid the pirate fleets, and smash the pirate convoys. You not only get a ton of money, but you can also get decent ships and decent equipment.

hahaha u wanna know what hapens to me when i get the red mastiff and i have to escort that guy in elinor, the msf random patrols spawn fairly often and own my ass as i have to travel a fair way thry the system it didnt help that nsf were hostile towards me as well, the great thing was that sometimes msf duked it out with nsf and id get some sweet gear but i could never survive and make it to the guy that fixes the id.

Even after the id is fixed the msf was still hostlie towards me and guess what they always owned the nsf patrols and spawns and i just couldnt get out of the system alive to make them neutral towards me.

so i edited the mastiff to 15000hp/20000 sp 20sp regen and even with this i could berly get out of the system alive as i had set the thingy in random contacts for random spawn strenght 20 and evrything was kicking my ass due to all ships being 4th/5th gen untill i geared up fully and still i get blown up a lot but im having a blast.

also using goblins ms mod which great.

NANAKI u have done a great job and thanks for making the game more lively and enjoyable and props go to GOBLIN VIZARD for his awsome ms mod.

Nanaki 07-24-2010 01:54 AM

When you have the pirate mastiff it is easy to avoid the patrols. While your still in Achilles, you can visit the Achilles station and get the engine booster and the sensor booster equipped. With those devices, you can detect enemy ships before they reach your mothership and take evasive manuvers to avoid them.

stivoknis 07-30-2010 07:53 PM

I haven't played that much with the fleet mod, but could someone tell me what type of capital ships there are? So far, I have only seen stone arrows and pirate mastiffs.

Nanaki 07-31-2010 12:27 AM

Quote:

Originally Posted by stivoknis (Post 172759)
I haven't played that much with the fleet mod, but could someone tell me what type of capital ships there are? So far, I have only seen stone arrows and pirate mastiffs.

There is also the Linkor Battleship, and I believe the Lion MK1 has a very rare chance of showing up, but I have not looked at the script in awile.

There are, unfortunately, not very many capital ships in this game, and my mod almost uses them all.

Drakalu 08-06-2010 06:30 PM

Latest Version
 
Is there any chance you can edit your OP with the latest version(s) of this mod? From what I can tell v0.1 BETA on Page 9 and a second missing file are the latest published versions. Is this correct? Am I missing something?

(For the record, I did read every message on all 13 pages on this and a few other modding threads. Great info and was quite interesting. Thanks!)

cursor 08-15-2010 05:21 PM

Theres a link somewhere in the thread saying dont download the beta and he attached the fixed version. BTW awesome mod Nanaki thanks!!! Finally get to see some big battles lol

Drakalu 08-15-2010 06:16 PM

I did find the correct version eventually... though you still need to download the LocData fix for the correct M_carcasses.loc file. I was just curious if there was a newer (or final version) you've completed.

All in all, I love this mod. It adds a lot of flavor to the game and more interactions in a system. Though the spawn rate may be only 10% for fleets or convoys per check it's more like a 60% chance of encountering one or more in any given system.

On side note, the only other mod I'm using at the moment is changing the exp coefficient from 0.1 to 0.2 to ramp up exp gains. With the fleet mod it almost feels like I'm gaining exp too quickly.

Thanks again to the modders on this forum. :)

Szpaku 08-18-2010 03:47 PM

Cap Scripting
 
is it possible to make a script to make the corvette buyable? (that big ship that apears when you fly and get ambushed by triad ships)

if yes can some one make a script that will make it buy able at a station like fighter?:confused;

i am a dummy when it goes to scripting:grin:

Nanaki your mods are GREAT at last some good battles in space

Goblin Wizard 08-18-2010 04:12 PM

check here (valky post 3rd from the top) and next page.

nidov 08-19-2010 03:01 PM

Hi, nice mod here, will there be modified mercenary proficiency? Like changing low level fighters in recruit.xml with new things added and defined in ship_description.xml (or something, not sure the name). I managed to fiddle around and got me a squadron of mercenaries-riding butchers for 200k hiring fee.

Nanaki 08-23-2010 02:24 AM

I may end up releasing a new version of this mod mainly removing the Azure Stormcrow, which would substantially improve compatability with other mods and would mean a lot less stuff to fit in a zip. The next release will probably be the final version, since I have no other ideas on how to improve this mod, and it seems to be as bug-free as I can get it. Although I do not know about any release dates, between inlaws and my computer breaking down, I have not done much with it yet.

Quote:

is it possible to make a script to make the corvette buyable? (that big ship that apears when you fly and get ambushed by triad ships)
You have to convert it to interceptor form first in carcasses, then you have to make it buyable in the shops, or run a script to spawn one in your inventory.

Quote:

Is there any chance you can edit your OP with the latest version(s) of this mod? From what I can tell v0.1 BETA on Page 9 and a second missing file are the latest published versions. Is this correct? Am I missing something?
The second version will be posted on the front page.

Quote:

Though the spawn rate may be only 10% for fleets or convoys per check it's more like a 60% chance of encountering one or more in any given system.
It runs the spawn check very often, and there are so many random contacts listed that the chances of one spawning are very good. That is why you will see lots of random flights, and even convoys/fleets are not that uncommon. I tried to make sure starsystems were populated just right, not feeling crowded or empty, and I think I succeeded at that.

Quote:

Hi, nice mod here, will there be modified mercenary proficiency? Like changing low level fighters in recruit.xml with new things added and defined in ship_description.xml (or something, not sure the name). I managed to fiddle around and got me a squadron of mercenaries-riding butchers for 200k hiring fee.
The only personal changes I did to my own version of Star Wolves was make mercenaries dirt-cheap, and increase the maximum number of mercs per hiring to 12. But overall, the mercenaries script file is very simple, so I never bothered to release it to the public, figuring that people could change things themselves.

Griefheart 03-27-2011 08:40 PM

I don't suppose anyone knows how I can remove the Stormcrow MK3 from this mod, or at least from appearing ingame as part of convoys? I like the idea of this mod but I'd like to remove any ships from the game which werent included by default.
.
Also I thought these spawns were supposed to be around 10-20% chance of happening per system, are you sure this 10-20% isnt per system per gate? I seem to see a convoy spawn pretty much every other system/

Nanaki 03-28-2011 01:15 AM

I intended to remove the MK3 in a 1.1 patch... I was planning on doing it, but with the expansion just around the corner I decided to wait for the expansion, and code the compatability patch and any fixes.

Quote:

Also I thought these spawns were supposed to be around 10-20% chance of happening per system, are you sure this 10-20% isnt per system per gate? I seem to see a convoy spawn pretty much every other system/
It depends on the number of fleet/convoy spawns, each fleet/convoy spawn has a 10-20% chance and if you have a lot of fleet/convoy spawns it can really add up. Still, a convoy/fleet every other system is about exactly how I wanted it.

Sing_In_Silence 09-03-2011 11:01 PM

Very very nice mod.

Adds, well, life to the universe.
Makes the 'Civil War' more real.
Add the occasional challenge early on, and a good source of exp/income (and the occasional inconvenient ambush :p) later on.


Eventually I'll post a recent savegame for others to enjoy.
This is the scenario:

Engineer hero. Hard mode.
In the Achilles system.
Just got Ternie, bought Ace, got the mastiff.
Broke, as I hadn't realised that Hard reduces item sale-value.
A Gen4 Pirate convoy had arrived. (1 Walrus, 6 4-5 sized wings.)

Tried taking it on a few times, got slaughtered.
Head for portal, have a Gen2 Trader convoy warp in.
Hmm. I wonder.
As I'm about to try 'recruiting' their help against the pirates, a gen2/3(?) 4wing NESF patrol warps in.
...
Let's do this! :D

Took ~40 minutes in total (with reloading), but was great fun.

Sing_In_Silence 10-04-2011 05:21 PM

1 Attachment(s)
Quote:

Originally Posted by Sing_In_Silence (Post 330631)
Eventually I'll post a recent savegame for others to enjoy.
This is the scenario:
<snip>

Belated double-post for the 'promised' savegame.
Requires Trucidation's missile mod, but get the modpack, just incase.
Also, it's worth it :)
Edit:
Actually, that's dumb.
Ace requires the Mothership mod, the missiles require the Missile mod, and for all I know, the convoys require the Convoy mod.
That settles it. Get the modpack :P

Zipped by neccessity, just dropping it into your profile's savefolder should work.

Nanaki 03-07-2014 10:55 PM

1 Attachment(s)
Well, I was waiting for Ashes of Victory hoping I could make v0.2 of my Fleet Mod for it, but it looks like we wont ever be seeing it, so, here it is. No huge changes.

- Azure Stormcrow has been removed
- Added minor Randomcontacts tweak from SW3 patch

wildbill1552 07-13-2014 06:46 AM

Tried to download files and the link keeps directing me to a login screen. Is this thread dead or is some sort of special permission needed?

Nanaki 07-13-2014 10:24 AM

You should be able to download those files with a forum account.

GrimreaperDK 09-02-2014 05:15 PM

Hello Nanaki,

I noticed the fleet mod beta 2 is newer than goblin's Mothershipmod (0.27), are these two compatible? with this being newer i guess that installation order is MS mod and then fleet mod? i believe the latest MS mod (0.27) overwrites som fleet mod files for compability reasons?

nocalora29 09-15-2014 02:18 AM

@GrimreaperDK
 
Yes they should be OK, but one or two Files are of course Conflicting but no Major ones.

But if you want to go Sure you can get this Right Here:

https://mega.co.nz/#!goA0BQbB!YdQRe_...vLcHKiarxakddk

I took the 2 Mods and tried Combining them as good as I Could, Normally if you would just Drag&Drop them the Sector xt23 wouldn't survive that, well atleast the Fleet Mod's Version of it hehe.

You could also just wait for Nanaki's Response, maybe he has an Better way to solve this :D

Nanaki 09-29-2014 10:28 PM

Probably wont be compatable, but all I did was remove the Stormcrow MK3.

Nanaki 10-22-2014 03:15 PM

1 Attachment(s)
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.

nocalora29 10-22-2014 05:11 PM

Awesome, I thought everything Mod-Related would be Dead by Now :D

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]

Nanaki 10-22-2014 07:35 PM

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.

nocalora29 10-22-2014 08:10 PM

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.

Nanaki 10-29-2014 06:18 PM

1 Attachment(s)
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.

nocalora29 10-29-2014 08:51 PM

Awesome !

I Will try your Mod as soon as I Can :D

- 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.

Nanaki 10-30-2014 10:13 AM

Quote:

- 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?
This is already in the vanilla game. There is a random event where Pirates will approach you, demand money, and if you refuse then they will attack. They only attack in a single squad so usually they are only a threat to the player early game. Unfortunately buffing them up is probably not a good idea because there is no limit to how early they can spawn, infact they can technically spawn when a player has just left Hephestus with Ternie and the Hero in a broken down Mastiff.

Quote:

- 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.
The Civil War is between the NESF (New Empire) and the MSF (Old Empire). The New Empire is ruled by Astra whom is a pretender to the throne which is currently held by Emperor Asov.

Quote:

- 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.
InoCo lacks any battleship designs, the only faction with any battleships at all are the MSF and NESF. Both use the Stalingrad design which appears in the randomcontacts script. The MSF also recently developed the Lion series, Lion MK1, Lion MK2, and Lion MK3. Lion MK1 is mainly seen with MSF Admirals like Trump and Heder and is probably the most common Lion out there. Lion MK2 is a possible player ship if they side with Alex or Admiral Trump, and can also be piloted by an NPC Admiral Trump depending on which storyline you go on. Lion MK3 is only found with the player if they side with Viper.

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:

- 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.
They exist. Just that, without plot power behind them they are far less deadly.

Quote:

Is there an Way to Increase the max merc Cap from 24 to something Higher?
I believe I experimented with this once upon a time but I am not sure what came of it.

Quote:

Is there an functioning Way to add more than 6 Ships in an Wing without them like Breaking the AI?
No.

nocalora29 10-30-2014 11:48 AM

Good Points.

Thanks for taking your Time and Answering to my Suggestions ;)

for my first Suggestion:
And yeah... Being robbed as soon you left Hephestus is pretty Shitty, I Admit that.

for my third Suggestion:
Yes I was talking about an Sector Spawn, I just had this Idea because InoCo really puts alot into Research in General, Seeing them Recovering some Stuff from somewhere would really make sense to me, And yeah You're right, InoCo doesn't really have their own Battleships, oops... The standard Equipment of InoCo fighters are probably enough of Defence for an Convoy :D.

Nanaki 11-15-2014 07:38 PM

What is going on in your screenshot? I noticed you have more than 6 pilots listed in your game, I remember Goblin Wizard doing research on having more than 6 pilots and got absolutly nowhere.

To update on whats going on with my mod: I did a full playthrough, there seems to be no other major issues. There was a minor issue with Triada convoys/fleets being far too easy to dispatch, so I solved it by doubling the number of potential squads that can be escorting a Triada ship.

I also decided to nerf the blast radius of the T3 Torpedo by 25%, as it was far too large, both making it overpowered against Active ECM and very dangerous for friendlies. I found that Hrimthurs with T3 torpedoes were far more likely to kill itself and other friendlies than enemies unfortunately.

nocalora29 11-15-2014 09:32 PM

I Just experimented abit on the InitTeamScript and Copy&Pasted these Lines:
Code:

        mothership = CreateCarcass("NOVA_Battleship",Vector3(0, 0, 0), Vector3(0,0,1));

        MothershipPilot=CreatePilot("BasePilot");
        AddPilotToPlayer(MothershipPilot);
        mothership:AssignPilot(MothershipPilot);
        MothershipFlight=PlayerGroup:CreateFlight(PLAYER_MOTHERSHIP);
        MothershipFlight:AddShip(mothership);
       
        --
        mothership2 = CreateCarcass("Invincible",Vector3(0, 0, 0), Vector3(0,0,1));
MothershipPilot2=CreatePilot("BasePilot");
AddPilotToPlayer(MothershipPilot2);
mothership2:AssignPilot(MothershipPilot2);
MothershipFlight2=PlayerGroup:CreateFlight(PLAYER_MOTHERSHIP2);
MothershipFlight2:AddShip(mothership2);       
mothership3 = CreateCarcass("Invincible",Vector3(0, 0, 0), Vector3(0,0,1));
MothershipPilot3=CreatePilot("BasePilot");
AddPilotToPlayer(MothershipPilot3);
mothership3:AssignPilot(MothershipPilot3);
MothershipFlight3=PlayerGroup:CreateFlight(PLAYER_MOTHERSHIP3);
MothershipFlight3:AddShip(mothership3);       
mothership4 = CreateCarcass("Invincible",Vector3(0, 0, 0), Vector3(0,0,1));
MothershipPilot4=CreatePilot("BasePilot");
AddPilotToPlayer(MothershipPilot4);
mothership4:AssignPilot(MothershipPilot4);
MothershipFlight4=PlayerGroup:CreateFlight(PLAYER_MOTHERSHIP4);
MothershipFlight4:AddShip(mothership4);       
mothership5 = CreateCarcass("Invincible",Vector3(0, 0, 0), Vector3(0,0,1));
MothershipPilot5=CreatePilot("BasePilot");
AddPilotToPlayer(MothershipPilot5);
mothership5:AssignPilot(MothershipPilot5);
MothershipFlight5=PlayerGroup:CreateFlight(PLAYER_MOTHERSHIP5);
MothershipFlight5:AddShip(mothership5);       
mothership6 = CreateCarcass("Invincible",Vector3(0, 0, 0), Vector3(0,0,1));
MothershipPilot6=CreatePilot("BasePilot");
AddPilotToPlayer(MothershipPilot6);
mothership6:AssignPilot(MothershipPilot6);
MothershipFlight6=PlayerGroup:CreateFlight(PLAYER_MOTHERSHIP6);
MothershipFlight6:AddShip(mothership6);       
mothership7 = CreateCarcass("Invincible",Vector3(0, 0, 0), Vector3(0,0,1));
MothershipPilot7=CreatePilot("BasePilot");
AddPilotToPlayer(MothershipPilot7);
mothership7:AssignPilot(MothershipPilot7);
MothershipFlight7=PlayerGroup:CreateFlight(PLAYER_MOTHERSHIP7);
MothershipFlight7:AddShip(mothership7);       
mothership8 = CreateCarcass("Invincible",Vector3(0, 0, 0), Vector3(0,0,1));
MothershipPilot8=CreatePilot("BasePilot");
AddPilotToPlayer(MothershipPilot8);
mothership8:AssignPilot(MothershipPilot8);
MothershipFlight8=PlayerGroup:CreateFlight(PLAYER_MOTHERSHIP8);
MothershipFlight8:AddShip(mothership8);       
mothership9 = CreateCarcass("Invincible",Vector3(0, 0, 0), Vector3(0,0,1));
MothershipPilot9=CreatePilot("BasePilot");
AddPilotToPlayer(MothershipPilot9);
mothership9:AssignPilot(MothershipPilot9);
MothershipFlight9=PlayerGroup:CreateFlight(PLAYER_MOTHERSHIP9);
MothershipFlight9:AddShip(mothership9);       
mothership10 = CreateCarcass("Invincible",Vector3(0, 0, 0), Vector3(0,0,1));
MothershipPilot10=CreatePilot("BasePilot");
AddPilotToPlayer(MothershipPilot10);
mothership10:AssignPilot(MothershipPilot10);
MothershipFlight10=PlayerGroup:CreateFlight(PLAYER_MOTHERSHIP10);
MothershipFlight10:AddShip(mothership10);       
mothership11 = CreateCarcass("Invincible",Vector3(0, 0, 0), Vector3(0,0,1));
MothershipPilot11=CreatePilot("BasePilot");
AddPilotToPlayer(MothershipPilot11);
mothership11:AssignPilot(MothershipPilot11);
MothershipFlight11=PlayerGroup:CreateFlight(PLAYER_MOTHERSHIP11);
MothershipFlight11:AddShip(mothership11);       
mothership12 = CreateCarcass("Invincible",Vector3(0, 0, 0), Vector3(0,0,1));
MothershipPilot12=CreatePilot("BasePilot");
AddPilotToPlayer(MothershipPilot12);
mothership12:AssignPilot(MothershipPilot12);
MothershipFlight12=PlayerGroup:CreateFlight(PLAYER_MOTHERSHIP12);
MothershipFlight12:AddShip(mothership12);       
mothership13 = CreateCarcass("Invincible",Vector3(0, 0, 0), Vector3(0,0,1));
MothershipPilot13=CreatePilot("BasePilot");
AddPilotToPlayer(MothershipPilot13);
mothership13:AssignPilot(MothershipPilot13);
MothershipFlight13=PlayerGroup:CreateFlight(PLAYER_MOTHERSHIP13);
MothershipFlight13:AddShip(mothership13);       
mothership14 = CreateCarcass("Invincible",Vector3(0, 0, 0), Vector3(0,0,1));
MothershipPilot14=CreatePilot("BasePilot");
AddPilotToPlayer(MothershipPilot14);
mothership14:AssignPilot(MothershipPilot14);
MothershipFlight14=PlayerGroup:CreateFlight(PLAYER_MOTHERSHIP14);
MothershipFlight14:AddShip(mothership14);       
mothership15 = CreateCarcass("Invincible",Vector3(0, 0, 0), Vector3(0,0,1));
MothershipPilot15=CreatePilot("BasePilot");
AddPilotToPlayer(MothershipPilot15);
mothership15:AssignPilot(MothershipPilot15);
MothershipFlight15=PlayerGroup:CreateFlight(PLAYER_MOTHERSHIP15);
MothershipFlight15:AddShip(mothership15);       
mothership16 = CreateCarcass("Invincible",Vector3(0, 0, 0), Vector3(0,0,1));
MothershipPilot16=CreatePilot("BasePilot");
AddPilotToPlayer(MothershipPilot16);
mothership16:AssignPilot(MothershipPilot16);
MothershipFlight16=PlayerGroup:CreateFlight(PLAYER_MOTHERSHIP16);
MothershipFlight16:AddShip(mothership16);       
mothership17 = CreateCarcass("Invincible",Vector3(0, 0, 0), Vector3(0,0,1));
MothershipPilot17=CreatePilot("BasePilot");
AddPilotToPlayer(MothershipPilot17);
mothership17:AssignPilot(MothershipPilot17);
MothershipFlight17=PlayerGroup:CreateFlight(PLAYER_MOTHERSHIP17);
MothershipFlight17:AddShip(mothership17);       
mothership18 = CreateCarcass("Invincible",Vector3(0, 0, 0), Vector3(0,0,1));
MothershipPilot18=CreatePilot("BasePilot");
AddPilotToPlayer(MothershipPilot18);
mothership18:AssignPilot(MothershipPilot18);
MothershipFlight18=PlayerGroup:CreateFlight(PLAYER_MOTHERSHIP18);
MothershipFlight18:AddShip(mothership18);       
mothership19 = CreateCarcass("Invincible",Vector3(0, 0, 0), Vector3(0,0,1));
MothershipPilot19=CreatePilot("BasePilot");
AddPilotToPlayer(MothershipPilot19);
mothership19:AssignPilot(MothershipPilot19);
MothershipFlight19=PlayerGroup:CreateFlight(PLAYER_MOTHERSHIP19);
MothershipFlight19:AddShip(mothership19);       
mothership20 = CreateCarcass("Invincible",Vector3(0, 0, 0), Vector3(0,0,1));
MothershipPilot20=CreatePilot("BasePilot");
AddPilotToPlayer(MothershipPilot20);
mothership20:AssignPilot(MothershipPilot20);
MothershipFlight20=PlayerGroup:CreateFlight(PLAYER_MOTHERSHIP20);
MothershipFlight20:AddShip(mothership20);

The Result ended up me Dying of laughter, because this is pretty damn funny to have 19 Lion's just flying around and being able to command them is even Better.

I did actually saw that the AI can actually handle up to 7 Ships in an Squad without Breaking, Pretty interesting.

-Good to hear that your Mod does work, Can't say that to my Mod unfortunately. (Unofficial) ;|

-Oh and yeah, Good thing that you nerfed the Torps, in the Lategame I mostly decided to Try out Typical Squads from Factions and that, My favourite always was the Navy's Bomber Squad (3 Hrimthurs, 1 Trident) But... the only Problem to that was the High Suicide rate that my Pilots have gone through because of the Torpedos ^^.

Nanaki 11-16-2014 01:13 AM

If I remember correctly, the problem that Goblin had was that he was unable to make the pilot skill allocation screen display more than 6 pilots.

Quote:

The Result ended up me Dying of laughter, because this is pretty damn funny to have 19 Lion's just flying around and being able to command them is even Better.
The Invincible is a pretty lousy ship. It has an insane amount of HP and Shields, mainly because it appears as a boss battle for MSF Players, but it has no GK Cannons which means its ability to deal out damage is nonexistant. It lost pretty badly to my MSF Supply Ship which only has a single GK Gun slot. But I buffed the Invincible's loadout enormously that hopefully you need more than your mothership to take it down.

nocalora29 11-16-2014 01:55 AM

That seems to be something more complex of an thing to do. Heck, I've allready got problems of doing simple LUA scripts.

Finally... Sounds Like I can expect an real fight again when I decide to replay the Game once again :)

BTW: What happened to the Starrover Team?

It unfortunately seems like the Site would be Dead (I can't even access the Website)

EDIT: And yeah before I forget it:

Could you give an Hint or two to Create an Simple "Fly to this Sector and Visit X Station and then go Back to X Sector" Quest?, I really could need a Sample or just an Advice ^^

Nanaki 11-16-2014 11:46 AM

I can still access Starrover without a problem. Still, unfortunately there has always been a bit of a language barrier between the Russian and English/German communities.

Quote:

Heck, I've allready got problems of doing simple LUA scripts.
Best way, for me at least, to learn is to look at what the developers did and try to figure out how it works from there. I have not messed with quest scripts a whole bunch so unfortunately I have very little insight to offer.

nocalora29 11-16-2014 03:16 PM

Hmpf, weird... the Site was temporarily down it seems.

-Too bad, But I Will definitely look into it, Thanks.

Oststurm 12-21-2014 08:45 PM

Hi !

Is the "Fleet Mod" and "Random Contacts" the same ?

And you say:
Quote:

You can kill them for fighters and weapons.
Can I get new fighters from a fight ?

Thank you !

Nanaki 12-31-2014 05:57 AM

Yes. Random contacts was the name of the project before it recieved the Fleet Mod name.

Quote:

Can I get new fighters from a fight ?
Only convoys will drop new fighters, and usually only a couple.

Hal2003 03-08-2015 01:38 PM

Hmm In last patch its looking that MSF cruisers are totaly owerpovered, i am at the conwoy mission for Alex and in XT93 i am facing the MSF forces, they are at nomral dif. taking Astarte down in 5 sec. (eq. Kali, Tungsten, Quasar + 3 x Helios + Falconet + Basilica).

Nanaki 03-20-2015 01:03 AM

You should have the 'Sixth Sense' perk on your hero by then, activate that and use the time to take down the cruisers before they can seriously harm your mothership.

It is very deliberate design that capital ships are extremely difficult opponents even for a fully kitted out squad. Luckily mandatory capital ship fights are few and far between, so you should be okay using your abilities and missiles on them because you should be able to (in theory) recharge and restock before you fight another one.

Also, I recommend getting the best System Firmware you can get. Capital ships were designed in a way that they pretty much excel as tanks, and nothing else, and System firmware fits in with that. Weapon and flight firmwares are unfortunately useless.

Hal2003 03-20-2015 07:04 AM

I have system mk3 firmware. I targeted first cruiser and was only able to make about 30 % damage on first cruiser even my pilosts have high damage weapons like MD-4 Asmodeus or Armagedon plasma guns and using topedos.

Nanaki 04-09-2015 11:51 PM

Hard to say exactly what is going on... I usually play on hard difficulty, but I also never fought that MSF battlegroup in that mission.


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