![]() |
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.
|
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 |
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
|
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? |
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
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. |
Quote:
|
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) |
when u put random contacts into ur mod?
or u did this already? |
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. |
Quote:
Quote:
Quote:
|
Did you figure out what the problem was where the ships couldn't dock?
Edit: I mean, is it a dock placement setting problem, or something to do with particular ship models, or something? |
Docking procedure has to start outside "mastersphere" of the mothership. To fix this I've slightly changed docking vector in the "mshipDockingQueueDispatcher_silver" function. This function is directly connected with the ship's hangar parameters in the IMD model file.
|
Quote:
that one aviable for buy looks diffrent (less turetts, systems, no heavy turrets etc) |
As I said changing GUI like that makes big mess in all other ships slot setups. I'm slowly changing them but it takes time.
|
Goblin_Wizard, I'm having trouble with InoCo's path in Zebos, right after the Ternie mission storyline. Posting this here instead of in the "InoCo path fix" thread, because this script (mission 14e_1, check GreyOnes_e_Zebos.script) isn't in that fix but it's in your mod. I glanced through it but there's quite a few changes in there.
When I enter Zebos there's no line showing which station I need to dock at. The mission log shows 1 quest, "Reach Zebos." (Active), and below it is something like meet SAM at the central station. If I portal out back to Gaeon, the mission log has changed. Now it shows mission title is "Not found string: #L_QUEST_14E_01A" (Active), and below it is "Not found string: #L_QUEST_14E_01B". I flew a Silver Arrow mothership for most of the game. During the Ternie mission storyline I let it get replaced with SAM's Manticore - that's the final mothership for this storyline right? I'm still flying that Manticore, didn't change it. Right now I have 5 pilots (Hero, Greyhair, Jana, SAM Copy, Kalem), and a mothership firmware pilot (Bryna&KT). I hired Bryna&KT long ago back when I got the repainted Mastiff, together when I bought the Silver Arrow. The other pilots were all from the storyline. Dunno if it's relevant, but previously when I obtained SAM Copy I took him to Zebos and attacked the berserks there to get him some exp. I don't know if that has any effect on the later missions. |
1 Attachment(s)
Try this Attachment 2382.
---- EDIT ---- I'm afraid it won't help you. Info about "Not found string: #L_QUEST_14E_01A" and "B" is form mission_14e/GrayOnes_e_Lidau.script. I haven't changed this script so I think it's original game bug. If my fix won't help you try to replace moded file with original one and let me know if the same bug appears. |
Yeah, before I posted, I tried replacing it with the original GreyOnes_e_Zebos.script - nope, I get the same results. People have finished the InoCo path before, so I'm wondering exactly *how* are they doing it.
Got one other branch to check but the InoCo ones are the last storyline I haven't finished. |
1 Attachment(s)
This file Attachment 2383 is for my mod users. It contains mod changes plus original game bug fix. If Trucidation or any other mod user will confirm that everything works I'll prepare version for clear original game.
Thanks to Trucidation for test save. |
Thanks for the quick update, Goblin Wizard! That new script you posted did the trick. Dialog triggered as I entered Zebos, and the rest of it went well until the end.
I don't understand the script but it looks like some calls to Answer_Yes_1() should have been StartDialog calls instead? There's also changes to a bunch of those DEST1:GetPosition() calls to xyz_trade. - After hating SAM through the other story paths, it was actually easy to see his point of view. I think I like this ending best now :p |
Quote:
|
Goblin Wizard, one more thing :)
I noticed if we have the firmware pilot Bryna&KT, if you put another pilot in the mothership and then remove it, Bryna&KT appears to lose their perks? I didn't actually go to a maintenance station to check, but I noticed the difference in mothership stats (speed, maneuverability). Edit: Confirmed it. Saved, docked at a maintenance station to check: yep, Bryna&KT have skillpoints and perks learned. - Reloaded, put Hero in mothership slot and then removed him. Docked at maintenance station. Bryna&KT have zero points (!) and no perks learned (all become available to learn again). In the base unmodded game, if you have a firmware and then put a pilot in the mothership and remove it, the firmware will be back in place (caution: I'm not 100% sure, but I don't remember the ship speed being different from before and after I put a pilot in the mothership). For some unknown reason our custom firmware pilot (Bryna&KT) is getting her skills reset. |
Thanks. I've never noticed that before but I'm afraid I can't do much about it. I suppose, when you put a temporary pilot in a mothership, firmware pilot stats are not saved because he's never meant to be learned. After removing temporary pilot, stats are taken from Pilots.xml. I think I can make a "save/load" dialog option but... is it really needed?
|
Hmm... the reason I did that is when I get a new pilot they are very unskilled, so it is safer for them to gain experiencing piloting the mothership instead of flying a generation 1 or 2 fighter.
It's not a big problem. I think I only did this for 1 or 2 pilots in all the story paths together, it's ok if this doesn't work. Maybe you can just write a warning in the first post of this thread. Edit: By the way, thanks for the credits link to StarRover forum, I can see there's been quite a spirited discussion there :D |
I haven't looked too much into the mother ship codes and scripts, hasn't been to much of a point of interest for me.
But this mod does interest me a lot. Good job on it! I'm just wondering if you think its possible to add more than 1 Tractor beam. Especially on the larger mother ships or the ships that seem like real cargo ships. What about a system that adds a tractor beam? Sorry if this is just a pointless run around. I've mostly looked into shop/item/weapon/skill/anything mathematical. |
I'm guessing the tractor beam is a hardcoded item; but there was a post sometime back about changing the beam's "pull" speed. I think there was some concern if objects pulled too fast may be destroyed if they hit an obstacle?
|
Topic about tractor beam
In the AI.ini you can change 2 stats of tractor beam: absorption speed and range. You can add more tractor beams in the IMD file (model of certain ship) via e.g. IMDEditor. |
Bah! Don't remember what this message was supposed to be, tried to write it like 30 minutes ago. Wireless failing is horrible.
Something like: Thanks for the info. I'll try the edit thing. Yes, I've read that thread. Was looking for it, but not about the tractor beams. More so the 'cargo' stuff. I find the best way to blow up Armouries and Warehouses is to force fire a missile onto one of your own pilots (cheap ship or one that drops). This way you can align the AoE much better and you don't need debris. |
hmm I've downloaded this mod to get SW2 fighters, btw great job, but I am unable to dock fighters to Ramadanta.. they are trying to dock from the roof side, not from the bottom (or at least Scolm does that). Dunno if would be enough to change those HangarIn and HangarOut in IMD editor or something worse is bugging there..
it kinda hurts to see your best pilot to crash into mothership in full speed.. |
I'll check this tomorrow. Thanks for info.
|
Well, I hadn't been playing the mod for too long, but from what I saw, I can tell its quite nice. No bugs, no CTDs, custom motherships are cool and the pilots are cool too. I only don't like not being too buy the Lion Mk2 or Mk3 as some call it. There's only the Mk1 - the prototype you get when you rescue Ternie, and the Invincible - the admirals ship.
Oh, yeah and a suggestion. It would be nice if you could exchange control with a vacant mothership. Don't know if its possible, though. If is, it could lead to multiple mothership control. That would be awsome. (Of course there is only one mothership, but it really needs two escort ships.) |
Quote:
Quote:
btw I have two questions to all of you: 1. Which motherships do you want for your pilots? 2. Escort works like mercenaries and will be called by perk. The pilots, ships and their armament will be fixed so I think about 3-4 quality levels (perks) of escort. The question is: What type of ships, armament and pilots the escort group should contain? There are some different roles for pilots I have to choose from too (ATTACK, DEFEND, MISSLEDEFENCE, REPAIR, CLOACKING, LEADER). I'm slightly confused so let me know what you think about whole idea. |
Quote:
Quote:
Concerning the mercenary escort, I think it should be a classic late-game (but not too late) setting of ships and equipment. Probably 4th generation fighters and one from the 5th generation. Pilot roles classic too: Leader, missile defense (and missile attack) guy, repairman, two attackers, one being able to do team stealth (maybe) and he/she should be in defense or attack. Defense if the team belongs to a corporation or empire, and attack if they're pirates or rebels or whatever. Motherships: I would like to see the Admiral in an Lion Mk1 (Invincible) and Greyhair in a Rhino, or something similar (MSS and the other abreviated ship name followed by some random numbers.) For the rest of the squad I don't care, yet. :grin: |
Personally I think space is getting a little bit crowded ;)
@Goblin Wizard: - If I understand correctly, you mean pilots will fly these big ships and they will have a summon perk to call for escorts? - Suppose we have Main mothership plus two pilots (Hero and Ternie). If I buy a big ship and put Hero on it but I put Ternie in a regular fighter, Ternie will still only be able to dock at Main mothership, not Hero's ship, correct? - If I'm wrong and the new buyable big ships actually function like the real Main mothership, I think there are some big disadvantages: active skills don't work on mothership and you can't install missiles. To answer your questions, 1: I really have no particular preference for other pilots' big ships. If you really need input I say just recycle the existing motherships. If you only want a limited selection I say use the ones which look like the Star Wolf (size considerations); after all, it would look odd if a bunch of Alien Battleships and Star Hammers were flying around... 2: I feel escorts should be defensive: leader + 1 other fighter, the other ships should be missile boats. Leader = leader, the rest = defend. If you can make the summon perks coexist instead of replacing older one, then you could have an offensive style summon as well. Leader and the rest attack. Some of my own questions, 1: Summon perks have a limit, we cannot just create new summon perks right? If you create summon perk levels, the higher level summon perk will "override" the lower level one? 2: What about regular perks, can we simply add new perks or is there a limit? I've looked briefly at the perk scripts but I don't see any mention of limits. The names appear to be hardcoded (are they?) so maybe that is the limitation? |
Quote:
Another idea... maybe you want to keep all your previous motherships and change them later for free? Quote:
- pilots (which are called like mercenaries) have their roles set once when they appear. These roles cannot be changed later. - when pilot role is set to e.g. DEFEND, MISSILEDEFENCE, REPAIR (and probably CLOAKING) he doesn't do anything else. He doesn't use his guns at all. Only LEADER and ATTACK role let pilot fight. Quote:
Quote:
Quote:
Quote:
Quote:
|
Quote:
Quote:
Quote:
I have an another idea. What if the main mothership needs to be piloted by 2 pilots all the time (the firmware and a pilot), and when in grave situation you can launch the human pilot in a fighter (or in an another capital ship) but the main mothership won't be able to move. The mothership will though have 2 firmware pilots, one standard copilot (pretty useless in this situation) and a tactical operation firmware (giving better performance to shields, turrets and large caliber guns). This, though, uses one pilot slot (or two when a human is copiloting), so the maximum number of pilots is decreased making the game more realistic (You don't see a fleet of 5 to 6 capital ships wandering around in SW universe alot, do you?). |
Quote:
Quote:
|
Quote:
|
Quote:
Quote:
|
3 Attachment(s)
Just some screenshots of my Angorian Light Cruiser (I really like this model).
Loadout: 6 big guns, 3 turrets, 1 missile luncher, 5 systems. Slightly slower and less maneuverable than Silver Arrow. Attachment 2525 Attachment 2524 Attachment 2526 |
1 Attachment(s)
So, I just installed the mod today, and went to purchase a new mothership...
Well, all the upgrade spots are gone and there is a big red sign in Russian that I would assume says there is an error. I tried almost all the motherships, and this message only appears for the "Other Models" section, but all but three of them give me this problem... :( I've included a screen for details. I tried searching in this thread for an answer, but maybe I'm the only one experiencing the problem... :confused: Ships That Have Error: Alien dreadnought Alien frigate Chimera Super chimera Phoenix Portal transport Stone Arrow Angorian Frigate Ships That Work Fine: Silver Arrow Ramadanta Star Hammer |
Those ships aren't ready. Only the three with prices are.
|
Quote:
|
Nice job!
|
After having some hard time and sweating I've finished my Lion MK II ;)
I managed to fit 24 slots and it looks ok :D http://img697.imageshack.us/img697/6...gelwing.th.jpg What do you say?? Like it?? |
Great mod, Goblin Wizard. But I would really like it if you made corvettes and transports playable like the fighters. It might be just me but seeing Grayhair in a Butcher with four particle accelerators would be awesome, and I also always liked the walrus:).
|
I can't seem to download the file from the first post, damn Filefront says it can't find it ALL the time.
Is there any chance you could upload it to another location, please? |
I've uploaded again and added new link so at least one should work.
|
Many thanks to you, mate :)
|
Hey, Goblin Wizard
I tried inserting the Lion MK2 as a buyable mothership, but right now the game crashes everytime I tried to dock with the maintainence station.:confused: Could you please show me every place in which I have to edit to get this ship into the shop? |
You can buy Loin MK2 now. I suppose you want to add other version of lion mk2 so...
|
Thanks
|
OT:
Quote:
I really want to know WHY is that picture there... (Which scanner? Why is it blocked? With what? ... :grin: ) |
It's a default picture for ships which don't have their own background picture - most of the AI ships which weren't supposed to be controlled by player.
btw after a little break I'm back to modding SW3 so most of these ships will be fully manageable. |
Quote:
|
Quote:
|
It's complex job to make background pictures for all bigships and useless as well.
That's why you can scan for equipment only fighters. |
Interesting. I didn't even know that we can scan ships. I've never really needed this. Thanks for info.
|
Hey Goblin Wizard, not to sound inpatient, but when will the next update of your mod be released? I'm really excited to see what new things you will add.:)
|
Good mod, the ships look nice... There are some problems I would like to note though, mainly concerning the "non-player" type ships, like Alien Dreadnought.
The ships are pilotable just fine, but some of them do not have ship launching slots. This would be fine if the mothership had its' own defences, but alas, they don't have those either. The equipment screen for these ships isn't present, displaying a somewhat canon error message where it should be. (Edit: See picture above. Also, the CTRL-SHIFT-LMB trick would be used to check enemy ships, yes? That would explain why our scans are being blocked.) Worst of all, even if a ship DOES have ship bays, attempting to launch any of them results in a CTD. Most likely because the ship wasn't designed to launch ships, so when you try to, the game gets confused. Again, great project, I couldn't script my way out of a paper bag so it's nice to see others being creative with our favorite games. |
Thanks. I'm fully aware of all problems with these ships. That's why they have their own category in the shop. Speaking truth, I've got all of them ready. I'm working on other parts now but.. you know.. the weather outside doesn't motivate me to stay at home. I need 4-6 hours in a row to put things together and test them. Maybe I'll just release only those ships for now. Storms are expected this weekend. They should help :).
|
An update on a few other problems I ran into - one of them seems to be game-breaking at the moment.
During the quest "To Save A Friend (MSF)", I seem to require piloting my base ship (currently a Silver Arrow) over to Viper's Lion in order to perform the handoff... This of course, is impossible because of the quest disabling the base ship's engines -- and while the base transfer is normally done from any distance, using a different base ship than normal may be causing a problem with this. (Is there a way to "re-enable" the base ships' engines at this point?) (EDIT: Studying the quest script, I believe the base ship is disabled during "Function Critical_Damages" with the boolean variable LCRASHED, 1 when the base ship is disabled. Would removing this line prevent the base from being disabled? (Also, would it break the script to do this?) ...Oh right, another small bug shows up when you recruit the pilot "Valinol" (sp?) from Solcneckov (during the second MSF qualification quest) -- your mod normally checks for six pilots and allows the choice of dismissal before adding a default one, but in my case he simply pushed AI out of the 6th spot when joining. FORTUNATELY this check took place properly when I had to recruit Joseph later on -- but I was allowed to 'dismiss' AI from the team at this point (apparently AI became pilot #7 when Valinol joined) |
During "Save a friend" quest - short after you enter the sector (I forgot the name) your mothership is always disabled. You are supposed to do this mission only with fighters. I can disable ship disabling ;) but I don't want to change original storyline in any way.
About "small bug" - could you send me the saved game just before you get these pilots (or before you enter the sector)? I need more information. It's hard to figure out what's wrong without checking logs. I'll send you my email via pm. |
Without any additional pilots (with the exception of Bryna&KT who is a mothership upgrade), it looks like there aren't any issues. I guess we should test your mod flying with the max number of pilots all the time.
|
As for the Star Wolves 2 fighters they should be generation 4. How ever I would like to see some 5th gen versions with a few more system slots. Also one of the manticores missiles slots should be a big gun it's meant to have missiles and 6 bigguns as of description and even the SW2 manule.
On a complet side note more MK guns/turrets are needed we have all 3 types but a auto-cannon type one ect would be cool on the turrets 80(?) damage high ROF. Bassicaly a huge avenger firing the same rounds as those two barrel guns. So far the best mother ship has to be the silver-arrow the GKTurrets and its speed make it lethal. Edit: What would be cool is as well as AL adding the SAM verients as hire-able pilots change the name and such to avoid any possible script errors. I like AI piolts and the SAM ones allow for you to get ones that are actually specialised unlike AL who is ok at every thing. |
Quote:
EDIT: Just played the quest - again - in reverse, by going to the pirate station first, before the engines are disabled, so that when Viper shows up she is next to the Mastiff and the change triggers. As the story goes, that places Ternie's ships at the MSF station, but when the Greys are defeated, Viper shows up OVER THERE and I am presented with the SAME PROBLEM! |
Quote:
Version 0.27 changes: - fixed bug in several missions which caused storyline path to stop - all 3 InoCo path bugs fixes included - added Butcher and Cavalier corvettes - added compatibility with Nanaki's Fleet mod. If you want to play my mod with Nanaki's Fleet mod - you have to install Fleet mod first and next Mothership mod. P.S. I'm still working on new bigger update with some new ideas and improvements so be patient ;) |
I've been trying to add heavy guns to the silver arrow and failing. I think it's due to me not setting the IMB editor up for SW3 properly is that the case or is it a deeper issue I noticed you'd commented out the heavy guns either for balance or some other reason.
Also on a semi related issue is there an easy way to work out where slots show up or is it just trail and error work? |
Silver Arrow is slightly rebuilt liner and has very thin armor. It's a blockade runner (smuggler ship) not an assault capital ship. That's why he's equipped only with turrets not any forward firing guns. His main weapon should be a speed and turrets are for self defense only. This is how I see the idea of Silver Arrow.
I don't know what you've done but adding GKGun is quite easy via IMDEditor. First, you have to open a model with a GKGun (or TurretGK) slot. Choose "Export selected reference as *.REF", open your model, "Import *.REF and add". Now you only have to find right position and direction of the gun on your model. If you use IMDEditor, it's a guess work. I use 3DSMax with IMD plugin for gun placing and only final polishing in IMDEditor. After that you add your slot in a proper ini file. That's all if I remember correctly. EDIT: You have to change the number of guns in the Carcasses.xml too. |
Do you have a link to that plugin? Could be helpful much easier than guessing units and placements ant repeatedly refining.
|
Quote:
Add the ability to swap out various pilots on the fly without docking, and you end up with a solution to any problem... Put someone like Cleric or Astra in when you want speed and defense, then switch to Ternie or Ace and watch the enemy ships fall, one by one. Even capital ships can't bother you if you kite them a bit. |
You're right. Silver Arrow is overpowered if you use it that way. I simply like to have installed many different systems. Hmm... what you prefer: less system slots or lower speed and maneuverability?
General idea: For me battles are too short. All ships (especially fighters) die too fast. Devs gave us 4 tier weapons but ships' hp stays unchanged. What about e.g. doubling all ships hp? It may change some one hit weapons (like torpedoes) to be less useful but it should make the game more challenging. Let me know what you think. Any other ideas are welcomed too. I'm open to any suggestions. PS. Dumorimasoddaa check your pm. |
Careful, not all ships scale well. E.g. I tripled ships' hp but then capital ships take too long to kill. Missiles damage is still ok if you use pilot with rocket perks. Try 3x fighter hp, 2x capital ship hp. Stations don't need adjusting. Pulse laser damage divided by 3 is still strong. Actually, you could try halving all damage.
Other than that, I dunno. Been playing hard difficulty + fleet mod so I get in plenty of large fights and I agree they're over too fast. It's not easy to figure out what to adjust without breaking something else. Silver Arrow? Fewer slots would be better than sacrificing maneuverability. Main problem is we can't limit gun tiers / guns are too strong. With maxed Bryna&KT I don't even have to tank, just park it near the fight and it'll kill anything. Often I don't even bother launching my fighters... that's wrong :P We still can't get rockets on mothership? Might be better to have only 1-2 guns, the rest use rocket slots. Thoughts? |
Quote:
Changes: In the maintenance station menu you'll find Summon Trade Station perk (it's free). In the mothership section buy alien dread. It has 4 missile slots. When you activate the perk you can load missile luncher. In order to prevent wasting missiles you have to load lunchers just before the shot and unload it manually if you want to stop shooting (if you use torpedoes it's not a problem). Perk has 99 uses so it shouldn't be a problem. It's the only way, I've found, to simulate on/off fighters ability. After you deplete the missiles you have to manually unload empty rack and load new one. For now you can buy some fighters and guns in the shop but I'll probably remove them in the normal version. FTU market contains one BigShip converted to Interceptor so you can try a little alien fleet :grin:. Unfortunately, interceptor's AI has some problems with handling big, slow ships. Of course, you can change all your ms armament during a fly. Imo it's cheating but I can't prevent it ;) I'm waiting for comments :) |
Thanks Goblin Wizard, I'll test it when I get back. Btw what do you mean torpedoes are not a problem?
Manually reloading the rocket slots (i.e. triggering the Summon Trade Station) should be okay with 99 uses. Changing armaments on the fly is a problem... maybe. As long as players can't actually buy anything new from the perk it should be ok - the perk summon is calling up an empty station, right? Try this: limit the perk to 20 uses so that the player is not careless with changing gear every 2-3 minutes. 20 uses should be enough, hell I spam the regular skills just fine and those are 5 uses. Do we know when the player skills are reset? Are those rocket slots for the mothership identical to rocket slots on fighters? If not I can design ones more suitable for the mothership. No big deal if they are the same, just thinking of variety. |
Quote:
Quote:
Quote:
Quote:
|
Quote:
Quote:
Quote:
Edit: Crap, cousin borrowed that laptop so I can't test until next week. |
All perks get reset when you jump through the gate.
|
Quote:
|
Quote:
o Can't see how many missiles are left - fortunately can just view inventory (press B) instead of using up a perk - Players can attach any module, not just rockets - reattaching any shield module fully recharges shields to max, this is a big exploit - Cannot use perk unless hero is launched I noticed you modded torpedo 1 to have 10 uses. Btw the Alien Dreadnaught isn't the best ship to test missiles, it turns too slowly and it seems to only fire missiles within a narrow arc - most of the time it doesn't even turn to face hostiles but relies on turrets. I didn't attach any turrets at all so the ship just hovered there facing one direction while enemies flew around shooting it. Perhaps this is due to how the rocket slots are positioned. In a way, this is good, since the mothership won't simply spam rockets unless target is within arc of fire. It also only seems to fire rockets if the target is at a certain distance - I noticed it wouldn't fire at point-blank targets. This might be a particular rocket setting though. |
Alien Dreadnaught isn't indeed the best ship to test but the only one with 4 missile slots now. But imo mothership is not supposed to kill fighters with missiles. The missiles for mothership are those with long range and high damage (and eventually MIRVs). Mothership should use missile to fight with other mothership, battle stations and such.
You're right. This method has many disadvantages. Activating shop via perk is generally an exploit but it's the only way to load/unload missile bay. There is no command in the script which let you do it. You can't add fighter's options to mothership's GUI too. So.. the question is: Is this method really worth to keep it that way? Do we need mothership with missiles that much? btw If you want to fire at point blank you have to load missile first and then set target (or simply cancel the fire order and set it again). I think it worked that way. P.S. 10 torpedoes is just a remnant of previous tests. |
Yeah, I was thinking of leaving LRMs/torpedoes for mothership. Unfortunately it looks like this method can't work as we would like it to.
|
think around the box
work within the limitations we have then.
You can effectively have dumbfired torpedos. Use a turret res plasma cannon and remodel a shot to look like a torp. Though of course butchers or any 'turret' capable ship could use them. Still, make a low fire rate, slow/medium speed, high accuracy, dumbfired torp that way. Could rebalance the larger ships so that only other larger ships really challenge them. Adjust turret tracking, or at least accuracy for HIGH damage weapons. allow the lasers to be those accurate/weak weapons that demolish fighters, but really just splash against enemy shields/hulls with certain exceptions. The medium accuracy / higher damage cannons and then other higher damage weapons would then have a functions. (Rather useless imho as is, considering the accuracy of lasers and plethora of fighters). I'd love to make those dual heavy cannons worthwhile for once. Btw, i haven't seen it mentioned here... but I so far I love playing with my allies in corvettes and such and have modded some myself (within your mod) to play with. Having destroyers and other vessels playable for allies would be awesome too. Size hasn't seemed to affect the hanger usage really. Ultimately I have adjusted my settings to turn autolaunch off- but that could allow people to adjust configs for larger vessels. It's a bit messy, but.. then fleet actions are really possible. |
The missiles aren't a problem, can easily mod them... it's what the rest of the interface allows. The devs really should consider this in the upcoming expansion pack.
As for overall balance, yeah I'm still working on the integrated patch (fleet / mothership / missile mods). Kept putting it off because I thought there'd be updates to this mod, heh. You're pretty much spot-on about the weapons; I'd also been actually considering removing the higher-tier turrets and expanding light gun types. My experience was that at high levels the mothership pilot Bryna&KT turn your ship from a carrier-type into a battleship-type. I often tank battles with it solo without even launching my fighters, that's just wrong lol. Besides, I find 4 tiers of each weapon excessively redundant - how many players even bother with the tier 1 or 2 guns anyway? Problem is the game only technically recognises 2 types of damage, laser and other. Plus shields are a universal type anyway, aside from the additional laser defence modules - which only few ships carry. There's barely any difference between lasers and particle accelerators (both laser type), and plasma is also similar damage/rate-of-fire except that it isn't laser damage. We can play around with rate of fire, damage, dispersion, range... that's about it I think. Edit: Combination mod finished. It's around 30+mb minus the voice pack (I think I'll let you guys download that separately, it's 50mb). Where should I upload this? |
Quote:
|
Well for capital ships, you could build in laser protection into shield modules, or hull rep even, or every bigship module, to show the base laser defense.
That would allow you to make lasers the anti-fighter weapon of choice. then give every standard ai cap ship at least one or two systems with l-d. |
Quote:
Edit: Thanks for the Filefront tip, uploaded and redownload tested ok. http://www.filefront.com/17267461/SW3CW--combo_mods.zip It's only 15mb, I forgot to calculate the size after the mods were compressed. P.S> Goblin Wizard, if I could trouble you for another favour... could you put your mod's changes.txt file as an attachment on the first post? Thanks! Got a firewall at work preventing me from accessing Filefront, heh. |
Quote:
|
Been posting on the Elite Games forum too but it looks like they're too busy to answer.
|
ah well.
I guess you could just add an extra slot to all cap ships and give them l-d by default. Then anyone who takes it off... oh well ;) |
Quote:
Not all of them understand English well But it's not a problem, moderator and some other key people could make translation |
2 Attachment(s)
I've started adding new ships. This is my first (looks familiar?:-P). Let me know what you think.
Attachment 3224Attachment 3225 |
I've got the real urge to see how a GKgun would work on a fighter but fining one it will sit on with out looking to stupid will be fun I guess I'll slap it on the Yuri for now. There's that and adding a few more GKguns such as a pulse laser and a autocannon.
|
Reminds me of an MSF battleship chopped in half; is it from SW2?
|
I was playing the game finely, until I reached the Precursors sector. There, the difficulty became absurd and I had to cheat.
I decided to intall this mod too, but I have a problem. I´ve bought the Rihno, but I can´t install heavy guns on it. A message says that I can´t do it in those sockets. I´ve tried with all the guns that this mod sells, none of them fit in the "heavy gun" socket... Are there different kind of major caliber turrets or it´s a bug? |
You need to buy the mothership guns from a maintenance station. Yeah, they're using the same names - but if you look closely the brown shading is slightly different. It's sorta bugged me too, but oh well.
|
Hi again... Love the mod, was wondering if you had an updated version of it available...
Anyway, I was posting to let you know of a couple of bugs... A small bug I found when trying to use the playable Butcher - it seems I can't load any kind of turret onto the ship except the Avenger (perhaps this is the default weapon used by the enemy ships?) Also, a much bigger bug I found - This one happens in the Triada system of KIANTI. If you were to use the Maintenance Station there and change your mothership type, then you would become unable to use the Maintenance Station, or the Trade Station, or any of the portals... You would be stuck in the Kianti system. I don't have any of my game saves for you, but I had tried this with many of my older saves that included this mod, and all of them experienced this problem. |
Quote:
Quote:
|
It kinda looks like a Starbridge from Escape Velocity: Nova... other than that, the ship does not ring a bell.
|
Quote:
|
Quote:
|
All times are GMT. The time now is 10:51 PM. |
Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.