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-   -   [SW3] [MOD] - The SW3.Expansion Mod - 0.5.3G (http://forum.fulqrumpublishing.com/showthread.php?t=229453)

Scoob 06-02-2018 03:43 PM

Hi all,

I've not been around for quite some time, but I'm really happy to see this excellent mod is still being worked on. I just loaded my old - started in RC3 - save and things appeared to be working just fine. I'm *totally* lost of course as I cannot remember quite where I was lol, but I recall I was quite late-game so had the uber ship & lots of decent equipment. However, I think I'll restart :)

May I ask, are there any plans to update the initial post with more current details of what the mod contains? No problem if you prefer to focus on modding rather than documenting - I totally get it - but I'd love to be up to date on what to expect. I recall being quite confused (fairly easy to achieve lol) when first trying this mod & my time away has left my memory fuzzy at best.

Anyway, keep up the great work, it's good to see this old game still being supported and improved in this way.

Scoob.

nocalora29 06-02-2018 10:51 PM

@Scoob
 
I do want to update the front post, but I'd like to do it once I get some other stuff done first.

Instead I'll just post the major new stuff the current version thats new here:
-New Corporation: The Prestus Corporation
-4 New Systems associated with the Prestus Corp: XT79, Tandrum, XT107 and XT-640. There are WAY more to come, but I have decided to create a Map Editor to make the creation process easier. Alongside with the Editor it will also be used to make a Custom Storyline/Campaign with actual new Gameplay Mechanics for the Prestus Corp. More details will be revealed once 0.6.2XPreview gets Released.
-Many many many undocumented bugs fixed, one of the biggest bug fixes is the JumpCounter finally not currupting mid game and destroying games, I wish I could name all of the fixes right out of my head, but its just that Im not really actively working on the mod as of now, more so on the Editor.
-SW3Cinema: A Battle Simulator. Accessable by pressing F9, and F9 again once in the System.

The real "juicy" stuff is still in the unreleased builds and it will all be included in the next huge Update 0.6.2XPreview or 0.6.2X. The Juicy stuff would be:
-BaseBuilding v2.0: Rewrite of the Basebuilding System with way more features than the original.
-RCFF: Finally finished and working Framework (Its actually finished already, but isn't in the released versions)
-CPU Players
-ConflictEvents3: Final version of Conflict Events which will spawn conflicts of differenct factions randomly on the map.
-GateBlockades2: A System which will randomly create well... Gate Blockades at Portals in Systems supported by different factions and or Threats, which must either Expire or be Destroyed in order to access the Portal.
-"Unfinished Business" Custom Storyline: This Story takes place after SAM's return and is supposed to be a fitting conclusion for SW3.
-"El's Hell" Custom Storyline: Short storyline with Hardcore difficulty telling a "not-to-be-taken-seriously" story involving El from SW1 wanting to kill you at all costs.
-DynamicMissions2: Rewrite of the Dynamic Missions system also with more Features
-ShipPaintshop: A Paintshop which will enable the player to re-paint their Ships to other variants, example: Wanted a InoCo Yari instead of a lame player based one? No problem!
-IndustrialWolves: This will be a Industrial based Mod which will be connected deepily with the Basebuilding2 System that enables many fun features, one feature would be enabling the player to create Asteroid Mining Stations around specific "Resource Asteroids" around the whole Map which will add the Asteroid's specific Resources to the Player Faction's Stats.
-A yet Unnamed planned story involving the Prestus Corporation, it will be the first custom story I will create as its way up the priority ladder on my list.
-Much more not that important stuff which will make an appearance once its there.

I do agree it must be disappointing to see that so little has changed over such a amount of time, but that is due to the fact that this Mod isn't the only Project im working on since a good while.

Scoob 06-02-2018 11:19 PM

Hey nocalora29, thanks for the response.

Sounds like you've got some interesting things planned.

Funny story... When I posted earlier (about 10 hrs ago) I just planned to update my game, tinker a bit, then move on to other things. However, I've not stopped playing since!

This is testament to the quality of your mod, plus I've not had a single crash / issue so far, so your bug fixing work has certain paid off.

Can't believe how totally hooked I've become again.

Looking forward to the 0.6.2 version, whenever you're ready to share it.

Scoob.

Bob_elb 06-30-2018 12:54 PM

Hey, I'm amazed by the amount of work that you done for this mod.
Though I have one question, are you planning to make new ships and equipment more accessible during main storyline? I don't know how to get prestus/templar/trizzchek eq other way than just adding them by script, or I just missed something. It would be cool if it will be possible to add them to trade stations/market caravans or just to goblin's maintenance station shop. Is it possible?

nocalora29 07-01-2018 04:49 AM

@Bob_elb
 
Quote:

Hey, I'm amazed by the amount of work that you done for this mod.
Though I have one question, are you planning to make new ships and equipment more accessible during main storyline? I don't know how to get prestus/templar/trizzchek eq other way than just adding them by script, or I just missed something. It would be cool if it will be possible to add them to trade stations/market caravans or just to goblin's maintenance station shop. Is it possible?
Accessing the Prestus Equipment/Ships is not possible by any normal means as for now, the same goes for the Trizzchek Stuff. The only exception being the Templars. To get to buy their stuff you have to visit their Homeworlds and go to the "Nanite" System, there is a Shop in the middle of the System. But of course there will be ways of retrieving (Prestus/Trizzchek Equipment in future releases of the Mod, I just can't give quite a good ETA at this time.

Incase you don't know how to access their homeworlds: Visit Charon once in a while.

KoresDMinev 10-27-2018 03:10 PM

Its that time of the year again. My annual SW and SW3 playthrough. I see you are still working hard on the mod, and great many thing planned for it. I wanted to ask, since you already made a few op ships, could you add and the ships (moustly corvettes but not too op) from the "Klever" mod from the first game. Of course if the Klever team themselves have nothing against it. And a few motherships like the "Stone Turtle" and "Red-hammer" (aka pirate arba with 4 turrets)
https://media.moddb.com/cache/images...0x2000/rst.jpg

From here you can find the said mod as well as all other SW1 mods
http://www.elite-games.ru/starwolfs/sw1/mods.shtml

P.S. Seems like someone else is still modding this game and making interesting stuff
https://www.moddb.com/mods/bounds-of-consent-anthology

P.P.S. Keep up the good work. I love everything you made so far. Can i hope to see all this and/or the planned major update in time for chirstmas? Hope i am not needy/greedy. Thank you.

edit: I can provide images of said ships if needed and I can help with the translation from Russian to some extent

nocalora29 10-28-2018 12:53 PM

@KoresDMinev
 
Quote:

Its that time of the year again. My annual SW and SW3 playthrough. I see you are still working hard on the mod, and great many thing planned for it. I wanted to ask, since you already made a few op ships, could you add and the ships (moustly corvettes but not too op) from the "Klever" mod from the first game. Of course if the Klever team themselves have nothing against it. And a few motherships like the "Stone Turtle" and "Red-hammer" (aka pirate arba with 4 turrets)
Funnily enough the meshes from the Klever Mod are already inside this Mod's Resources. But I haven't implemented them yet into anything, but I think its time to finally add them somewhere, so they get used. So this will be definitely included in RC19.

Quote:

P.P.S. Keep up the good work. I love everything you made so far. Can i hope to see all this and/or the planned major update in time for chirstmas? Hope i am not needy/greedy. Thank you.
If I would have more time to work on this mod I would definitely say yes, but as it stands I really don't have as much time as I used to have, sadly. The only right answer to this would No.

But I will try to release some kind of Update eitherway around that time, whether its going to be a huge one, or a small one.

KoresDMinev 10-28-2018 04:31 PM

I just finished reading all the posts to this moment and i see a lot more than what i was thinking is going on. Dont feel pressured to put out an update and always work on your own pace. Just to let you know, there are a few "phantoms" here, just like my former self, patiently waiting for all the stuff you make.
Thanks again.

KoresDMinev 10-28-2018 06:00 PM

Well...started a new game fresh install and the game crashes when i try to dock with Placid dock station. This is the first bug aside from the "Free Time forever" bug i had long ago. Here is a link with the log and the last 2 saves (one is an autosave second before the game crashes)

https://mega.nz/#!bwElFYoI!BIiCCRNWh...obLHLDgFhODnV4

nocalora29 10-28-2018 11:55 PM

@KoresDMinev
 
Excellent job putting together the neccesary files for me.

After some minutes of inspection I can safely say the issue lies with the lack of ALL configuration from the mod. When I dumped the MQLE Configuration I only found 2 entries, normally it would have like 1000~

My best guess would be that something is wrongly installed. Make sure the InitTeamScript.script (Data\) file is the one from the Mod's, and that you are using the sw3exp executable.


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