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

Shidoshi 12-05-2010 09:15 PM

Hi Goblin Wizard!

Just wanted to say cheers! on such a great mod and all your hard work. I'm now checking into modding the ships and I remember you changed the Systemmodule slots in the MS to less and I was wondering how to ADD a SystemModule (type=SystemModule) to a MotherShip. I can add it...but I can not place modules in it. I get the error that I can't add to this slot. I'm missing something...big...perhaps? Please help! You are the best!! And I know you are busy... ;-) Thanks!

FYI- modding is only for my own pleasure. I will not post my changes anywhere.

Goblin Wizard 12-05-2010 10:47 PM

You have to increase the number of system slots in the appropriate ship description in the carcasses.xml. If it still doesn't work - jump through any gate. If it still doesn't work - buy the mothership again.

Shidoshi 12-06-2010 09:38 PM

Thanks!!! Worked perfectly!! pure genius...

Veronw 01-29-2011 03:07 AM

Hello, first post here, would like to say thank you for putting so much effort into making this mod, I have truly enjoyed it. I was also curious if you could release any updated "other" mothership files, so that they would actually be useable in the game?

I tried looking in the scripting files to see if I could fix it myself, but its too complicated for me.

Thanks :)

Goblin Wizard 01-29-2011 07:09 AM

I was working on other motherships but never finished them.
Hmm.. Which ms you want to try? I can't promise anything but maybe I'll make one or two flyable.

Veronw 01-31-2011 10:46 PM

Sorry about the delay, was busy.

I was hoping to give the Alien Frigate a shot, its such a nice design for a ship, and quite powerful. I managed to mod in the Liger Dreadnought that someone has posted in the modding thread, so I've been messing around with the frigate some more, seeing if I can fix it. Sadly, no luck.

Goblin Wizard 02-02-2011 08:52 PM

IIRC I made Alien Frigate flyable but only as a heavy fighter. It's relatively small and has fragile/thin construction so I think it doesn't fit for a mothership (no room for good looking docking bay).
But as a fighter it's very overpowered ship. Originally, it has 4 turrets and 4 or 5 systems. I've added 2 missile launchers so it can easily go head to head with most of the motherships. Maneuverability isn't as good as even Butcher's but it's far better than most of the motherships (thanks to its vertical construction). I really didn't have any good idea how to balance it.
If you want I can send you alien frigate as it is.

Veronw 02-03-2011 05:44 AM

Sure! I was wondering myself how to get fighters to dock with it, guess it'll have to do as a corvette type thing heh. Can have the hero pilot that.

Thanks!

Avalon4 02-11-2011 08:45 PM

The Alien Frigate is currently fly-able (though only as a fighter, not a MS)

1. First, you need to make sure you have the correct version of the mod. If you can perform Step 2, then you have the right one.

2. In the Maintenance Station window, in Goblin Wizard's Shipyard, choose the option, "Get Summon Trade Station Perk"

3. Launch your main character in a fighter, activate the perk (it has 99 uses) to get the special station screen. Alien Frigates are only sold in the FTU Warehouse, so you will need that perk as well.

IIRC the stats are: 2000 Shield, 4000 Armor, ?speed, ?Maneuver, 4 **TURRET** weapon points, 2 Missile weapon points, 4 System hardpoints.

It's much sturdier than the ordinary fighters by far, but the weapon mounts are omni-spread, limiting attack power in much the same way as the MS's. It also has (obviously) a larger surface, which will show you just how many enemy shots miss your normal sized fighters. As large as they are, 6000 HP isn't nearly as much as it sounds.

(Hint: In this version of the mod, the Alien Dreadnought is fully playable (20K armor, 10K shields, and nearly 20 turret mounts) so you could roleplay a rather massive Alien attack (for example, in Eridani or other end-game systems). Even Kreuger is halfway amusing for this (now what do you pirate dogs think?) :-P:-P:-P:-P:-P

Kuanny1990 03-06-2011 04:28 AM

I dont think the alien mothership actually shoots at all, you dont get a screen to mount things, it just show some russian and error on the screen where you should be able to mount turrents and systems :confused:

So far only the ones payable with credits (the ones i tried) is mountable.

The Super Chimera is also unmountable.

Goblin Wizard 03-06-2011 07:59 AM

I'd like to clarify something.
The mod version linked in the first post is the latest "normal" version I made. Some users of this forum got the unfinished/beta version of the next release. This beta version had many test features not fully developed to the point I wanted. IIRC it has playable alien frigate and dreadnought, new perks, GUI changes, etc. If anyone want to get this beta, pm me. I'll try to find it.

I'd like to further develop the mod but I don't have enough time lately. The 2nd reason is upcoming Ashes of Victory with the new gfx engine and new features. I hope some bottlenecks will be removed and maybe dev tools/editors added.

Kuanny1990 03-06-2011 03:50 PM

Sorry that I didnt say this in my last reply, but thanks for the mod, and its very nice.

And I have read up the pages and realise the situation.

Thank you again :-P

Marisss15004 03-19-2011 03:57 PM

Nice mod you have here, good work.

Don't know if you're still working on the mod, but if you are:
The Lion Mk1 (invincible) has 5 turrets not 4, and one is missing from the mothership GUI, nothing to serious, just to add another slot in the ini file.

And it would be nice if you add the Lion Mk3 as well (personal favorite).

For the shipyard dialog:

Could you try making a more compact list (maybe even pages?) for us 1024x768 ressolution users. (the stilleto mk2 row is only half visible and only the upper half of the manticore specs can be seen).

Maybe even add the Mastiff and Astrate in case someone would want them back.

Groundar 05-24-2011 08:46 PM

Good job goblin , it is really a very nice mod.
Do you still working it or as you said in your last post , you stopped cause of the upcoming Ashes of Victory ?

Goblin Wizard 05-24-2011 11:20 PM

Thank you guys for all kind words.
Yes, I stopped working on this mod because of Ashes of Victory but it was before release date was changed. Vacations are coming soon so I'll have some more free time. I'd like to add some new ships. I think about Eve Online models cause they are quite easy to transfer. I'm not a 3D artist so I won't make any new models. The ships I'd like to add the most are those from Alien and Predator movies like USS cruiser "Sulaco", predator's mothership, dropships, etc. I hope I'll find something with reasonable textures quality.

Groundar 05-25-2011 12:50 PM

Nice i hope you can find some time to add a few things.

Good job again ;)

FantasyFlow 06-08-2011 12:42 PM

Hello everyone and GW!
Thank you for the awesome mod! Great job!
I would like to ask a few question regarding modding :D

Quote:

<max_speed>X</max_speed>
<maneurability>Y</maneurability>
<steering_power>Z</steering_power>
<sensor_resolution>T</sensor_resolution>
How do I calculate X,Y,Z and T? :D

And what to do to make the modifications work for the savegame? I try some on the Butcher, sometimes the changes are applied, sometimes nothing happens.

Can AI use the fighters added to the game or only players can purchase and use them?

PS: Your mod work great for savegame :)

Goblin Wizard 06-09-2011 01:04 PM

I've stopped playing this game and working on this mod some months ago so I don't remember how exactly all these stats work. IIRC:
- max_speed - multiply by 100 and you'll get the in-game speed.
- maneurability - it's not exactly maneuverability but additional modifier used by systems and perks.
- steering_power - this is one of two parameters from which real maneuverability is calculated (second is mass). I don't know the formula.
- sensor_resolution - there is a lot about sensor_resolution in one of the threads on this forum but unfortunately I don't remember where. Try to search for it.

If you want to be sure if something works or not jump out of the sector and enter it again (sector needs reset after loading a saved game).

Sing_In_Silence 08-22-2011 08:04 PM

Again, late to the party, but wanted at least to say:
This is one cool mod.

Note: using 0.27 from the combined modpack.

Got a couple of minor issues (Ships with the wrong generation, would be nice if there was an option to list B&KT's learned perks, some(?) of the H.Turrets don't blink if you have a stealth module), but given the engine limitations you're working with (e.g. 'Interceptor' Butchers. Ugh.), this is a great piece of work.


Not entirely balanced, though.
The USS convoy mission can give you upwards of 1mil cr.
Star Hammer costs 1.5 mil, and there's a Maintenance Station right there.
Get it, and it's pretty much game over (if you can bear its 'speed'), especially if you put an Engineer as its pilot.

Of course, the simplest solution is just to not buy it. :p


Overall:
Great work.
Two thumbs up. :D


Late edit:
* It occurs to me to wonder if the HTs not blinking in Stealth is because the Devs just stopped working on them when they were cut.

* The extra pilots are good, Ace is great, Bryna and KT are awesome :mrgreen:

Trucidation 09-01-2011 08:26 AM

Heh, I could never bear the Hammer's speed, because - unfortunately - a lot of time is spent just cruising to a (distant) portal. Reminds me of the cruise engines in Freelancer. Which reminds me there's a dearth in space sim games in general, ugh.

Kichigai 12-04-2012 09:28 AM

Thread necromancy
 
Hi,

Sorry to resurrect the thread, but I've recently replayed SW3, and I would like to try out the mods- any chance for a reupload? Seems gamefront is not working now, which is the same as with the combined mods on the sticky.

Thanks!

Goblin Wizard 12-05-2012 09:25 AM

Try alternate download links for my mod. About mod pack I can't help.

Darearkin 02-03-2013 09:24 PM

Sorry to ubernecro here, but- when it says 'some missions require a certain mothership.' aside from the first freighter/transport/mastiff- are there others?

Paradoxon 09-03-2013 07:05 PM

Quote:

Originally Posted by Goblin Wizard (Post 288473)
Thank you guys for all kind words.
Yes, I stopped working on this mod because of Ashes of Victory but it was before release date was changed. Vacations are coming soon so I'll have some more free time. I'd like to add some new ships. I think about Eve Online models cause they are quite easy to transfer. I'm not a 3D artist so I won't make any new models. The ships I'd like to add the most are those from Alien and Predator movies like USS cruiser "Sulaco", predator's mothership, dropships, etc. I hope I'll find something with reasonable textures quality.


Hello Goblin Wizard !S


Despite being VERY late to the party and i am wondering if anybody will read this (:P), i wanna say:

GREAT WORK WITH THIS MOD !!! SALUTE FOR YOUR HARD WORKING !!!

I had played through SW3 a few times 2 yrears ago or so and sadly didnt found your mod compilation those days... maybe then i never hadnt stopped playing SW3 at all !!!

Now, when reinstalling it again, i luckily stumpled upon this mod and enjoy playing the game much more than in its vanilla status !! So again, thumbs up for the great work


I have a few questions:

1. with the cancellation of Ashes of Victory SW3 is up to now the latest version of this game

2. maybe you Guys will get again hooked by SW when reinstalling it the same way i did :P

3. if this would be the case, what about finishing your great mod ???

4. i think about adding your mentionend new ships out of the quota

5. And this is my BIGGEST wish:
you Guys came out with the idea a few pages earlier in this thread (yeah, i readed ALL of the 23 pages) with a greatly INCREASED HP-POOL of ALL ships ... i think, that would be AWESOME !!!

I agree that the battles are too fast over, this or the other way !!!

So would it be possible that you could make this real ??

- Either by DEFAULT with enhancing all Fighter HPs AND Shields by just a given number (i would say 3 times or even 5 times) and the bigger ships by a different one as being suggested (lets say 2 times or 3 times)
- Or maybe even with the help of a perk which gives the player the choice whether he wants to double, triple or whatever times he wants the HPs ???



So those are my suggestions, will check this every other day if someone of you brilliant guys are showing up again...


Cheers

Simbal 09-04-2013 04:36 PM

Quote:

Originally Posted by Paradoxon (Post 508944)
Hello Goblin Wizard !S


Despite being VERY late to the party and i am wondering if anybody will read this (:P), i wanna say:

GREAT WORK WITH THIS MOD !!! SALUTE FOR YOUR HARD WORKING !!!

I had played through SW3 a few times 2 yrears ago or so and sadly didnt found your mod compilation those days... maybe then i never hadnt stopped playing SW3 at all !!!

Now, when reinstalling it again, i luckily stumpled upon this mod and enjoy playing the game much more than in its vanilla status !! So again, thumbs up for the great work


I have a few questions:

1. with the cancellation of Ashes of Victory SW3 is up to now the latest version of this game

2. maybe you Guys will get again hooked by SW when reinstalling it the same way i did :P

3. if this would be the case, what about finishing your great mod ???

4. i think about adding your mentionend new ships out of the quota

5. And this is my BIGGEST wish:
you Guys came out with the idea a few pages earlier in this thread (yeah, i readed ALL of the 23 pages) with a greatly INCREASED HP-POOL of ALL ships ... i think, that would be AWESOME !!!

I agree that the battles are too fast over, this or the other way !!!

So would it be possible that you could make this real ??

- Either by DEFAULT with enhancing all Fighter HPs AND Shields by just a given number (i would say 3 times or even 5 times) and the bigger ships by a different one as being suggested (lets say 2 times or 3 times)
- Or maybe even with the help of a perk which gives the player the choice whether he wants to double, triple or whatever times he wants the HPs ???



So those are my suggestions, will check this every other day if someone of you brilliant guys are showing up again...


Cheers

Your last wish is actually possible

You only need to mod carcasses.xml ( i recommend notepad++ for modding XML files)

if you want to modify HP&Shield stats you need to see for something like this:

Code:

        <Interceptor name="Excalibur_pl0">
                <short_name>#M_Name_Excalibur</short_name>
                <hint>#M_Hint_Excalibur</hint>
                <short_desc>#M_SDesc_Excalibur</short_desc>
                <long_desc>#M_LDesc_Excalibur</long_desc>
                <mesh_name>Excalibur_gamer</mesh_name>
                <flat_image>Excalibur_player</flat_image>
                <hit_points>130</hit_points>
                <mass>720</mass>
                <disable_trade/>
                <cost>15000</cost>
                <technology/>
                <EPR>1.2</EPR>
                <explosion_script>Fighter</explosion_script>
                <work_sound/>
                <silence/>
                <max_energy>50</max_energy>
                <energy_restore>2</energy_restore>
                <max_speed>7.5</max_speed>
                <maneurability>8</maneurability>
                <steering_power>25</steering_power>
                <sensor_resolution>0.38</sensor_resolution>
                <sensor_length>135</sensor_length>
                <threat>2</threat>
                <mapping_name>excalibur_shop</mapping_name>
                <HolderProperties>
                        <big_guns>1</big_guns>
                        <small_guns/>
                        <rockets>2</rockets>
                        <systems>2</systems>
                        <turrets/>
                        <gk_guns/>
                        <gk_turrets/>
                </HolderProperties>
                <engine_sound>Engine-Class1.wav</engine_sound>
                <engine_start_sound>Start_engine_2a.wav</engine_start_sound>
                <level>1</level>
        </Interceptor>

hp_points = HP
max_energy = Shields

please note: player ships are marked with _pl0
like:
Code:

<Interceptor name="Hrimturs_pl0">
                <short_name>#M_Name_Hrimturs</short_name>
                <hint>#M_Hint_Hrimturs</hint>
                <short_desc>#M_SDesc_Hrimturs</short_desc>
                <long_desc>#M_LDesc_Hrimturs</long_desc>
                <mesh_name>Hrimturs_player</mesh_name>
                <flat_image>Hrimturs_player</flat_image>
                <hit_points>700</hit_points>
                <mass>2205</mass>
                <disable_trade/>
                <cost>105000</cost>
                <technology/>
                <EPR>1.5</EPR>
                <explosion_script>Fighter</explosion_script>
                <work_sound/>
                <silence/>
                <max_energy>300</max_energy>
                <energy_restore>2</energy_restore>
                <max_speed>8.5</max_speed>
                <maneurability>9</maneurability>
                <steering_power>199</steering_power>
                <sensor_resolution>0.38</sensor_resolution>
                <sensor_length>135</sensor_length>
                <threat>5</threat>
                <mapping_name>hrimturs_shop</mapping_name>
                <HolderProperties>
                        <big_guns/>
                        <small_guns>1</small_guns>
                        <rockets>4</rockets>
                        <systems>2</systems>
                        <turrets/>
                        <gk_guns/>
                        <gk_turrets/>
                </HolderProperties>
                <engine_sound>Engine-Class3.wav</engine_sound>
                <engine_start_sound>Start_engine_2a.wav</engine_start_sound>
                <level>4</level>
        </Interceptor>

Fighter = Interceptor

Motherships = BigShip

for navy ships: _nav0
for uss ships: _uss0
for triad ships: _tri0
for inoco ships: _ino0

sure it would be a little work, but you can do it yourself
its easy, trust me ;)

Paradoxon 09-06-2013 11:24 AM

Quote:

Originally Posted by Simbal (Post 508971)
Your last wish is actually possible

You only need to mod carcasses.xml ( i recommend notepad++ for modding XML files)

if you want to modify HP&Shield stats you need to see for something like this:

<Interceptor name="Excalibur_pl0">
<short_name>#M_Name_Excalibur</short_name>
<hint>#M_Hint_Excalibur</hint>
<short_desc>#M_SDesc_Excalibur</short_desc>
<long_desc>#M_LDesc_Excalibur</long_desc>
<mesh_name>Excalibur_Inoco</mesh_name>
<flat_image>Excalibur_inoco</flat_image>
<hit_points>130</hit_points>
<mass>720</mass>
<disable_trade/>
<cost>15000</cost>
<technology/>
<EPR>1.2</EPR>
<explosion_script>Fighter</explosion_script>
<work_sound/>
<silence/>
<max_energy>50</max_energy>
<energy_restore>2</energy_restore>
<max_speed>7.5</max_speed>
<maneurability>8</maneurability>
<steering_power>25</steering_power>
<sensor_resolution>0.38</sensor_resolution>
<sensor_length>135</sensor_length>
<threat>2</threat>
<mapping_name>excalibur_shop</mapping_name>
<HolderProperties>
<big_guns>1</big_guns>
<small_guns/>
<rockets>2</rockets>
<systems>2</systems>
<turrets/>
<gk_guns/>
<gk_turrets/>
</HolderProperties>
<engine_sound>Engine-Class1.wav</engine_sound>
<engine_start_sound>Start_engine_2a.wav</engine_start_sound>
<level>1</level>
</Interceptor>

hp_points = HP
max_energy = Shields

please note: player ships are marked with _pl0
like:
<Interceptor name="Hrimturs_pl0">
<short_name>#M_Name_Hrimturs</short_name>
<hint>#M_Hint_Hrimturs</hint>
<short_desc>#M_SDesc_Hrimturs</short_desc>
<long_desc>#M_LDesc_Hrimturs</long_desc>
<mesh_name>Hrimturs_Inoco</mesh_name>
<flat_image>Hrimturs_inoco</flat_image>
<hit_points>700</hit_points>
<mass>2205</mass>
<disable_trade/>
<cost>105000</cost>
<technology/>
<EPR>1.5</EPR>
<explosion_script>Fighter</explosion_script>
<work_sound/>
<silence/>
<max_energy>300</max_energy>
<energy_restore>2</energy_restore>
<max_speed>8.5</max_speed>
<maneurability>9</maneurability>
<steering_power>199</steering_power>
<sensor_resolution>0.38</sensor_resolution>
<sensor_length>135</sensor_length>
<threat>5</threat>
<mapping_name>hrimturs_shop</mapping_name>
<HolderProperties>
<big_guns/>
<small_guns>1</small_guns>
<rockets>4</rockets>
<systems>2</systems>
<turrets/>
<gk_guns/>
<gk_turrets/>
</HolderProperties>
<engine_sound>Engine-Class3.wav</engine_sound>
<engine_start_sound>Start_engine_2a.wav</engine_start_sound>
<level>4</level>
</Interceptor>

Fighter = Interceptor

Motherships = BigShip

for navy ships: _nav0
for uss ships: _uss0
for triad ships: _tri0
for inoco ships: _ino0

sure it would be a little work, but you can do it yourself
its easy, trust me ;)



OMG ... mate ... what did you to me ???? You costed me 3 days of my life !!!


Jokes aside... MANY thanks for your advices...i followed those and did it and the end result is AMAZING !!!


I just did it right from beginning and changed the HP- AND Shield-Pool of EVERY craft in the game, but not just doubled them or tripled... no i gave them 10 times (TEN !!!!!) the amount of HP !!!



Reasons:
- i was sick about that you could take out or get took out for yourself by every decent midtier ship and equipment !!
- the destructive power of 3 or even 4 heavy guns was just so much that all fights ended up in a slaughter !!
- add to this the now much more destructive power of missiles with the mod installed and the mess was complete
- so often you had to rely on an old savegame because the fight was first running good, letting you feel safe that you can handle it and BOOM, one decent enemy vessel aimed 3, 2 or even only 1 good salvo on one of your ships it was gone !!! Think about that 4 Asmos can deliver 1320 damage in ONE hit (without any multiplier) and thats was more than even the most advanced can take !!! Add a second salvo which you couldnt most time avoid anymore and your precious ship was gone
- i wanted SPACE BATTLES with tactics involved, not a slaughter fest
- 10 times looked much from beginning but first it was easy (just adding a "0" to everything :P) but second, after countless fights i am now convinced that this way the battles are really EPIC
- Battleships are now lasting really long even under concentrated fire...as they should

Results:
- Now every larger scaled engagement results in an EPIC space battle raging for sometimes 10, 15 minutes !!!
- even those low tier Pirate teams consisting of Tier 1 Fighters takes a couple of shots
- in opposite to the vanilla gameplay when beginning with mid tier most vessels had the destructive power to kill every other vessel with just one salvo, NOW even Crafts with 4 heavy gun emplacements take multiple good hits to kill another decent ship
- i tested it making duels between my pilots both flying Panthers or Gunslingers (they have around 10k life now !!!)... those duels takes minutes with slowly reducing the other ones life

ATTENTION:
- larger engagements can be much more tricky now because you cannot reduce the number of enemy guns pointing at you with just taking out the first dozen ships with in a flyby before the melee fighting begins !!!
- yes, you have much more HP, but so does the enemy !!! It takes long to take those down, so you are fighting for a very long period of time against far superior numbers


Issues:
- i am at this point not sure whether i should adjust the passive REGENERATION and the one of the shield modules accordingly because this leads to situations where you can really TANK large enemy fleets INFINITELY because of your high end gear !!! I have to check this when i reach endgame again
- so up to now i changed just the HP-Pool of the shield modules but didnt changed the regeneration, so all ships goes into combat with a large amount of HP but those gets gradually decreased by time without proper regeneration
- this leads , wished by me, to a point at which ships must die after some time in combat
- only the repair modules gots adjusted, so you really have to take out those repaiting ships FIRST


Changelog:
1. First i adjusted ALL crafts in the game with 10times more HP and Shield (even Asteroids)
2. I BALANCED different vessels against each other adjusting MANEUVERING, MASS and STEERING POWER and TIER
3. adjusted a Bug in the PILOTS folder giving Baward and Joker right from beginning full 100% abilities making them super heros (gave them only 10 points like everyother pilot have from beginning, they had 100 points in every aspect)
4. changed the role of some fighters, making for example the BASTARD and SKOLM to fast, light RECON vesssels with huge sensor range from beginning
5. so many high tier crafts got changed that calling all of them would take too long now...


WISHES:

1. SLOT CHANGING:

- can someone tell me, how i change the NUMBER of SLOTS in vessels (f.e. adding more system-slots) ??
- and changing from light guns to heavy guns or rockets slots ??
- i dont want to bother with visual gun emplacements, so the end number of guns and rockets should stay the same !!!
- in "carcass" its not working, you just change the text of the description
- someone knows how to handle this ???

2. Changing Prizes in the Maintainance Stations ???
- they are just to cheap now, some crafts should cost 10 times as now


!!! Again, many thanks for the information, NOW i have a fantastic game to play !!!

Simbal 09-07-2013 02:13 PM

Quote:

Originally Posted by Paradoxon (Post 509036)
OMG ... mate ... what did you to me ???? You costed me 3 days of my life !!!

WISHES:

1. SLOT CHANGING:

- can someone tell me, how i change the NUMBER of SLOTS in vessels (f.e. adding more system-slots) ??
- and changing from light guns to heavy guns or rockets slots ??
- i dont want to bother with visual gun emplacements, so the end number of guns and rockets should stay the same !!!
- in "carcass" its not working, you just change the text of the description
- someone knows how to handle this ???

2. Changing Prizes in the Maintainance Stations ???
- they are just to cheap now, some crafts should cost 10 times as now


!!! Again, many thanks for the information, NOW i have a fantastic game to play !!!


Nice i could help you, but the thing with slots is a little complicated.

for Adding/Editing Weapons/Turrets/Missiles

you need to have IMD Editor V3, you can get it here: http://forum.1cpublishing.eu/attachm...achmentid=2437
first of all: Select a IMD file of the ship you want to edit (The .IMD files are in the OBJECT folder), then if you want to add Weapons/Turrets/Missiles you need to Add them via the "AddReference" option (Theres too an ChangeWeaponType Option for changing the Weapon/Turret/Missile into something other) in the IMD editor, then if its Added
select it and give it the XYZ Position coordinates & XYZ Rotation coordinates (You can test a little bit and see how it works)

if you finished giving it the XYZ Coordinates & Rotation Coordinates then save the .IMD and go to carcasses.xml and search the ship you edited in the IMD editor and edit the amounts of Weapons/Turrets/Missiles to the amount you added in the IMD Editor

Like i have added one additional turret to the Excalibur.IMD file, then im going to have to do this:
Code:

        <Interceptor name="Excalibur_pl0">
                <short_name>#M_Name_Excalibur</short_name>
                <hint>#M_Hint_Excalibur</hint>
                <short_desc>#M_SDesc_Excalibur</short_desc>
                <long_desc>#M_LDesc_Excalibur</long_desc>
                <mesh_name>Excalibur_player</mesh_name>
                <flat_image>Excalibur_player</flat_image>
                <hit_points>130</hit_points>
                <mass>720</mass>
                <disable_trade/>
                <cost>15000</cost>
                <technology/>
                <EPR>1.2</EPR>
                <explosion_script>Fighter</explosion_script>
                <work_sound/>
                <silence/>
                <max_energy>50</max_energy>
                <energy_restore>2</energy_restore>
                <max_speed>7.5</max_speed>
                <maneurability>8</maneurability>
                <steering_power>25</steering_power>
                <sensor_resolution>0.38</sensor_resolution>
                <sensor_length>135</sensor_length>
                <threat>2</threat>
                <mapping_name>excalibur_shop</mapping_name>
                <HolderProperties>
                        <big_guns>1</big_guns>
                        <small_guns/>
                        <rockets>2</rockets>
                        <systems>2</systems>
                        <turrets>1</turrets>
                        <gk_guns/>
                        <gk_turrets/>
                </HolderProperties>
                <engine_sound>Engine-Class1.wav</engine_sound>
                <engine_start_sound>Start_engine_2a.wav</engine_start_sound>
                <level>1</level>
        </Interceptor>


If you want to add Modules to the ship

you just need to increase this here in the carcasses.xml
Code:

        <Interceptor name="Excalibur_pl0">
                <short_name>#M_Name_Excalibur</short_name>
                <hint>#M_Hint_Excalibur</hint>
                <short_desc>#M_SDesc_Excalibur</short_desc>
                <long_desc>#M_LDesc_Excalibur</long_desc>
                <mesh_name>Excalibur_player</mesh_name>
                <flat_image>Excalibur_player</flat_image>
                <hit_points>130</hit_points>
                <mass>720</mass>
                <disable_trade/>
                <cost>15000</cost>
                <technology/>
                <EPR>1.2</EPR>
                <explosion_script>Fighter</explosion_script>
                <work_sound/>
                <silence/>
                <max_energy>50</max_energy>
                <energy_restore>2</energy_restore>
                <max_speed>7.5</max_speed>
                <maneurability>8</maneurability>
                <steering_power>25</steering_power>
                <sensor_resolution>0.38</sensor_resolution>
                <sensor_length>135</sensor_length>
                <threat>2</threat>
                <mapping_name>excalibur_shop</mapping_name>
                <HolderProperties>
                        <big_guns>1</big_guns>
                        <small_guns/>
                        <rockets>2</rockets>
                        <systems>9999</systems>
                        <turrets/>
                        <gk_guns/>
                        <gk_turrets/>
                </HolderProperties>
                <engine_sound>Engine-Class1.wav</engine_sound>
                <engine_start_sound>Start_engine_2a.wav</engine_start_sound>
                <level>1</level>
        </Interceptor>

then INGAME you just need to double click the modules you want to put into the ship, but if you want too GUI Slots then you need to go the the directory: TEXTURE/Interface/Carcass/Slots/ and edit the "Ship Name".ini file
TEMPLATE > if you want to add one additional turret GUI Slot to the Excalibur:

Code:

[image]
name=ships01
tuv=ships
index=1

[slot1]
type=BigGun
refpoint=center
image_coord=11 48
text_coord=96 110
text_aligment= LEFT

[slot2]
type=RocketModule
refpoint=left
image_coord=11 148
text_coord=96 210
text_aligment=LEFT

[slot3]
type=RocketModule
refpoint=right
image_coord=419 148
text_coord=415 210
text_aligment=RIGHT

[slot4]
type=SystemModule
refpoint=system1
image_coord=11 248
text_coord= 96 310
text_aligment=LEFT

[slot5]
type=SystemModule
refpoint=system2
image_coord=419 248
text_coord=415 310
text_aligment=RIGHT

[slot6]
type=TurretModule
refpoint="IMD-Parameter name of Reference"
image_coord (XY Coordinates of Slot)=422 252
text_coord (XY Coordinates of Text)=426 260
text_aligment=DOWN

the results may be not the best, because i don't do much stuff with the GUI slots (once again the GUI is an optional thing todo, you can just double click the Weapon/Turret/Missile/Module and it will fit, but only if the IMD file of the ship supports more Stuff to be added)

Heres an screenshot of what you can do with the IMD Editor:
http://img189.imageshack.us/img189/8839/og61.png
*Note: I used Module references so i can add more ship objects into it

2. the Pricing at maintance stations

are you talking about GW's buyable ships?

EDIT: if you want to create a new ship without using a existing ship as Main-Object, you can use the NULL.IMD file found in the Objects folder (which is a Invisible mesh), so you can add new Ship Objects(IMD) with Modules, this works like so:

Open up IMD Editor V3 then open the NULL.IMD file in the Object folder of the game, then select the option AddReference then select Module, and put into the textbox which says "<name of IMD-file>" something like this (must be a valid IMD file name) "excalibur" or "IMDNameOfTheObject"

And put in the XYZ & ROTATION XYZ Coordinates, play around with it a little bit OR open up another Ship IMD file and use the allready existing XYZ coordinates of the ship

Hope it helps!
And sry for the bad english, i am not the best in it ^^:-)

Lotrek 09-10-2013 11:13 PM

I like where you are headed here. I have used the info you posted and started to tweak some things in game myself. Anything to breathe some life into the old girl. :)

Lotrek 09-11-2013 03:34 PM

OK so whoah I am playing a new game and tweaked it with the 10x shields and doubled the restore power of the shield modules since it took forever to recharge but I thought 10x on that would have been way overpowered.

After that, I started on ship modding. Following your instructions I was able to change some of the player ships around. In each tier of player ships I selected 1 ship type and switched out the rockets to turrets and what a game changer for gunner/pilot specs. It made some types that were meh into nice dogfighter types.

Thanks so much for this tutorial!

Simbal 09-11-2013 05:49 PM

no problem :D

Quote:

Originally Posted by Lotrek (Post 509216)
and what a game changer for gunner/pilot specs

is this a question about how to mod Pilot perks?

EDIT: nevermind ^^

Lotrek 09-11-2013 06:39 PM

Not at all, I just always found it annoying that the game put rockets in ships with big guns. If you fly that type then you chose a gunner or pilot as your spec. With that being the case investing in the points to train rockets is a waste. I just modded some of those ships to make them more viable for gunners pilots.

Simbal 09-11-2013 06:50 PM

Quote:

Originally Posted by Lotrek (Post 509222)
Not at all, I just always found it annoying that the game put rockets in ships with big guns. If you fly that type then you chose a gunner or pilot as your spec. With that being the case investing in the points to train rockets is a waste. I just modded some of those ships to make them more viable for gunners pilots.

Well, ok then

happy modding for you & have fun:wink:

Paradoxon 09-15-2013 11:22 PM

Quote:

Originally Posted by Lotrek (Post 509216)
OK so whoah I am playing a new game and tweaked it with the 10x shields and doubled the restore power of the shield modules since it took forever to recharge but I thought 10x on that would have been way overpowered.

After that, I started on ship modding. Following your instructions I was able to change some of the player ships around. In each tier of player ships I selected 1 ship type and switched out the rockets to turrets and what a game changer for gunner/pilot specs. It made some types that were meh into nice dogfighter types.

Thanks so much for this tutorial!


Hehe...glad you liked my idea of giving things 10x the HP... its absolutely a new game but i agree, you cant give the Shield Modules also the 10x better recharge rate because then nearly nothing can down you anymore !!!


But one thing you have to keep in mind when modding ships and their guns and modules:
You have to make sure to adjust the settings for those modded ships also in the "Ship description".xml folder because otherwise the AI will NOT equip your modded ships accordingly and will in fact fly with gimped vessels !!!
And if you do so, you can give the AI ships sometimes better and, more important FULL hardware, because often AI ships dont fit every module slot and are therefore often so weak

Paradoxon 09-15-2013 11:49 PM

Quote:

Originally Posted by Simbal (Post 509221)
no problem :D



is this a question about how to mod Pilot perks?


I dont know about him, but me wanted to change the Perks lately but couldnt find the right folders...i have some in suspect but couldnt open those because of lacking the right tools !


And again, many thanks Simbai for your excellent tutorials here, have changed so many vessels up to now that the whole balance of ships against each other was altered...

Few examples:

I created a new RECON Class with:

1. light RECON Vessel, the SKOLM (Tier 3) which has now:
- 400 clicks detection by default (higher as you can achieve with the "Agent" Module
- FASTEST vessel ingame
- most MANEUVERABLE vessel
- but VERY lightly armored and shielded

2. heavy RECON vessel for forced recon, the BASTARD Tier 4):
- 350 clicks detection
- very fast but not as much as SKOLM
- but 5 heavy guns
- double as much Shield and HP (but only 30 - 50% of a Tier 5 heavy Fighter)

New BALANCE between the HEAVY (Tier 5) Fighters:

- Wyvern got 3rd module slot and is much more faster and more nimble than any other fighter (in fact only SKOLM is faster and more nimble, so its a pure DOGFIGHTER)
- WYVERN MKII changed to 4 Heavy Guns instead of 2 Rockets, much slower and lesser nimble than WYVERN but a bit better shields and HP (in fact the WYVERN MKII is now a heavy fighter version of the WYVERN)
- DRAGON and GUNSLINGER MKII changed to 6 (SIX) heavy Guns but much slower and lesser nimble and weaker shields and armor than the WYVERN MKII

New SUPER-HEAVY Fighter class with:

- MATARICE (Tier 4 now) with the most heavy armarment but weaker shields and armor and very slow and less nimble compared to the Tier 5 ones
- RAVEN (Tier 4) has the biggest armor and shields by default ingame to compensate for the lack of any module slot

Real CORVETTE class:

- BUTCHER got 2nd turret and has now 4 module slots (now its seriously dangerous)
- CAVALIER got massive armor and shields to compensate for the lack of anything else

ROCKETS:

- Increased ROCKETS minimum and maximum range to make Rockets a real BVR weapon which needs a good amount of minimum range to shoot
- the longer the range of the weapon, the bigger also the minimum range
- adjusted the needed "Viewing angles" for rockets, so the ships have now "aim" more precisely to get the "lock" because in former stage, multi-armament ships had often refused to fire their guns because they just tried to get their missile into shooting angle and didnt tried harder to get an aim also for the guns


...and many other small changes but as i said, its essential if you want to prevent YOU getting OP, that you give ALL the AI ships for all different factions not only the same changes as for your own ships but also "tell" the AI to equip them accordingly via the "Ship description" folder


Sadly i cant change the prices for the ships in the Maintenance Stations nor add or remove ships there because this is in some hidden game folders

Lotrek 09-16-2013 09:10 AM

Quote:

Originally Posted by Paradoxon (Post 509321)
Sadly i cant change the prices for the ships in the Maintenance Stations nor add or remove ships there because this is in some hidden game folders

Data/Scripts/Include/GW

That is the file goblin wizard made for the interaction of maintence stations. You can change the prices he has set there to whatever you want.

Simbal 09-16-2013 04:26 PM

Quote:

Originally Posted by Paradoxon (Post 509321)
I dont know about him, but me wanted to change the Perks lately but couldnt find the right folders...i have some in suspect but couldnt open those because of lacking the right tools !

the XML file of the perks is here: Data/Game/Perks.xml

I don't know much about the perk xml file, but it seems pretty simple to me;)

maybe you find this too interesting: in the pilots.xml file you can change the perks and abilitys'n stuff of the pilots ingame (AI & Player pilots)

and... yeah, im happy to help :-)

coot 09-21-2013 10:04 PM

How about uploading your modded files fore the rest of us ? please

Doa672ug 09-22-2013 12:56 AM

hmmm...nice ideas here. Thanks a lot.http://indianap.fankenbolg.com/1.jpghttp://indianap.fankenbolg.com/2.jpghttp://indianap.fankenbolg.com/3.jpghttp://indianap.fankenbolg.com/4.jpghttp://indianap.fankenbolg.com/5.jpg

Simbal 11-01-2013 01:42 PM

@Paradoxon

feel free to release your mod someday ;), would love to see a new mod:cool:

(of course, only release it if you want to)

Goblin Wizard 11-08-2013 05:51 PM

Hello again! :)
I've just found my old Star Wolves modding archive. I turned out that an unreleased 0.28 version of my mod was hiding inside ;). AFAIR it contains some small changes to the code and two unbalanced, totally OP motherships: Alien Frigate and Alien Dreadnought (made for tests and fun). The mod may also contain other changes I've forgot about and IT MAY CRASH (or has other smaller issues) due to the simple fact that I've stopped working on it just somewhere in the middle. So, you use it at your own risk.

Motherships Mod v0.28 UNFINISHED BETA, Mirror1

PrivatePumpkin 12-01-2013 12:59 AM

Hi,

first of all: great mod! It adds a lot to the game. :)

I've got two questions:

1.: How can I add aditional Motherships to goblins shop? I added an entry in the gw.script file, with the same syntax as the other motherships. But if I want to use goblins shop, it doesn't open anymore. Do I have to edit another file?

2.: How can I see the perk tree for the two female mothership pilots?

Simbal 12-01-2013 01:57 AM

1.
All the files you need to edit are:

Scripts > Include > gw.script
Locdata > DialogGW.loc
Scripts > Trade > DialogGW.xml

2. I don't know

Goblin Wizard 12-01-2013 08:15 AM

Quote:

Originally Posted by PrivatePumpkin (Post 511722)
2.: How can I see the perk tree for the two female mothership pilots?

You can't see them like other pilots (hardcoded limits). That's why I've added those two screenies in the first post. There'd be probably the other way to show those screenies or some kind of schematic perk tree in game but it wasn't my priority when I was working on the mod.

Neo Genesis 04-19-2014 02:31 AM

Quote:

Originally Posted by Goblin Wizard (Post 153981)
Which mothership pack? Give me the link.

btw I've just imported some fighters from SW2: bastard, mataris, raven, scolm and two angorian's and angorian frigate (my favorite design) as mothership. All work except frigate that needs guns placement. It takes much time so I'll do this later.
Thanks to your suggestions Nanaki I've reworked the scripts so now no changes to the locations are needed. All stays in dockstation.script and every maintenance station has access to my shop. Existing portals are checked and activated if needed. Now only pilot hire/fire script left.

Just Asking Why Can't I See the 2 Angorian Fighters in the Fighters List .

nocalora29 09-15-2014 02:25 AM

@Neo Genesis
 
Goblin set the Visibility Boolean to False, I Can't say why, Maybe the Angorian Ships are in Development...

But you can Unlock them by Overwriting one XML File with this Right Here: https://mega.co.nz/#!o0hyXDaB!sx4_r3...8q39rqPV69Gx6E

File goes to the Game/Data/Scripts/Trade/ Folder


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