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"To be 100% sure everything works you have to type whole text in the xml file." - Is that kind of solution? ;) |
I don't know anything about THIS method ;)
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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. |
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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. |
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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") Further incriminating evidence can be found in \Data\Scripts\AI\perkDispatcher.script: Code:
if pilot:HavePerk("Learner") \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. |
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. |
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. |
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. |
Hi.
Is there any overview what this script is changing right now? |
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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. :( |
great job guys gona have a ton of fun with this and goblins mod to.
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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.;) |
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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. |
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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. |
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.
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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.
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There are, unfortunately, not very many capital ships in this game, and my mod almost uses them all. |
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!) |
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
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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. :) |
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 |
check here (valky post 3rd from the top) and next page.
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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.
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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.
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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/ |
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.
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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. |
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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. |
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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 |
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?
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You should be able to download those files with a forum account.
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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? |
@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 |
Probably wont be compatable, but all I did was remove the Stormcrow MK3.
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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. |
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] |
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. |
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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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. |
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. |
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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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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. |
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. |
I Just experimented abit on the InitTeamScript and Copy&Pasted these Lines:
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mothership = CreateCarcass("NOVA_Battleship",Vector3(0, 0, 0), Vector3(0,0,1)); 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 ^^. |
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.
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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 ^^ |
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.
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Hmpf, weird... the Site was temporarily down it seems.
-Too bad, But I Will definitely look into it, Thanks. |
Hi !
Is the "Fleet Mod" and "Random Contacts" the same ? And you say: Quote:
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Yes. Random contacts was the name of the project before it recieved the Fleet Mod name.
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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).
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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. |
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.
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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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