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Goblin Wizard 04-07-2010 06:40 PM

Motherships Mod v0.27
 
4 Attachment(s)
Motherships Mod v0.27
It's still beta version.

Mod adds buyable motherships, fighters and pilots. You can buy them at any maintenance station.

Changes: see Attachment 3205 or inside the archive.

Important things:
- Some quests check the mothership you are flying. If you'll get info like "World is unfair. Game over." you will know why.
- Maintenance station dialog is not refreshed automatically. That's why I added REFRESH option. You'll need it to see new options after you buy a firmware pilot or a perk.
- In order to teach Bryna & KT new perks you have to let them suck some experience points from other pilots first. If girls have any of the Learner perks they do this better ;).
- if you put any pilot as a mothership pilot even for a while, Bryna & KT taught perks and skill points will be lost (thanks to Trucidation for pointing this problem). Because of engine limitations I can do nothing about it.
- When the game is supposed to give you a new pilot script checks the total number of your pilots. If you have too many the dialog appears and you have to choose and remove one or more pilots. Due to the 6 pilots cap, near the end of the game, you'll probably have to remove all new pilots. Pilots being removed have their progress saved. If you'll loose some of the main storyline pilots you can go to the maintenance station and get the previously removed pilots back with all progress restored.
- Just in case of possible bug you can dismiss your new pilots at any maintenance station too.
- Right after you hire a new pilot, all his perks cost are 0. Just jump through any gate and everything will be ok.
- If you won't hire any new pilot you shouldn't see any difference in storyline progress.
- If you want to play my mod with Nanaki's Fleet mod - you have to install Fleet mod first and next Mothership mod. DO NOT USE the file from Nanaki's GoblinCompatible.zip archive.

Install:
Just copy zip archive to your SW3 folder and unpack.

Info for those who want to help debug this mod:
1. Try to keep 6 pilots as often as you can.
2. If you encounter any issue (CTD, storyline progress stopped, etc.) let me know. Try to give as much information as you can (actual quest, sector, which pilots you have, last displayed message or dialog and who said that).
3. Sometimes pilots could be removed even when not necessary or removed not enough. If you encounter such a situation let me know too.
4. I do my best but english is not my native language. If you see any glitches let me know. Not much text in this mod but still..

Any type of feedback and new ideas are welcomed.

Credits:
Huge thanks to the peoples form StarRover forum. They impregnated me with some great ideas. Thanks again.

Download: Motherships Mod v0.27

Alternative download links: Mirror1

I'm adding these screens as reference. These two perk trees are combined for one firmware pilot named "Bryna&KT". Only difference is "Precursor Technology Adaptation" perk (right after "Alien Tech" perk) for 200 skill points.
Attachment 2292Attachment 2293

==================================================

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

Nanaki 04-08-2010 12:51 AM

Heh, you use the final battle with El in Star Wolves 1 as a guideline for your custom system, intriguing.

Currently the mod feels more like debug tools than anything else, but it is a great start

Here is what I would recommend:
1: Keeping it to maintenance stations... having to go halfway across the galaxy to purchase a new mothership is a pain in the butt (Especially when you do not have insta-hyperspace), and maintenance stations could use a little spice.

2: I am not sure about pilots... As long as there was a way to get rid of them in order to make room for the storyline pilots, I did not see anything.

3: Disabling the purchase of motherships until after you get the repainted (non-pirate) Mastiff, and disabling it again after you get your final mothership, will eliminate all of the issues with "World is unfair. Game over." error. The game only makes exactly 2 checks between the acquisition of the repainted mastiff and the acquition of your final mothership. One of these checks is in the optional Astarte mission, the other is in the outofmission.script file.

Goblin Wizard 04-08-2010 06:36 AM

Quote:

Originally Posted by Nanaki (Post 153687)
1: Keeping it to maintenance stations... having to go halfway across the galaxy to purchase a new mothership is a pain in the butt (Especially when you do not have insta-hyperspace), and maintenance stations could use a little spice.

I'm planning about 5-6 entries to my system. 4 portals in the corner systems of the map and 1-2 in the center. It's easier than converting stations. Portals that will lead you back will be added too. Name the systems you like.

Quote:

Originally Posted by Nanaki (Post 153687)
2: I am not sure about pilots... As long as there was a way to get rid of them in order to make room for the storyline pilots, I did not see anything.

There is nothing bad about pilots until you use one of each. I can add removing function. It's not a problem. I can even add warnings before critical quest which could possibly add a storyline pilot. EDIT: warning can come along with dialog which will fire pilots of your choice. Is it good enough?
Quote:

Originally Posted by Nanaki (Post 153687)
3: Disabling the purchase of motherships until after you get the repainted (non-pirate) Mastiff, and disabling it again after you get your final mothership, will eliminate all of the issues with "World is unfair. Game over." error. The game only makes exactly 2 checks between the acquisition of the repainted mastiff and the acquition of your final mothership. One of these checks is in the optional Astarte mission, the other is in the outofmission.script file.

You mean adding whole thing to the quest system. Unfortunately, I'm having some problems with quest tracking. For now mod will stay directly attached to the locations. IMO It's easier just to disable one checking function in some quests than making their own. I'll take care of it.

Nanaki 04-08-2010 12:49 PM

Quote:

There is nothing bad about pilots until you use one of each. I can add removing function. It's not a problem. I can even add warnings before critical quest which could possibly add a storyline pilot. EDIT: warning can come along with dialog which will fire pilots of your choice. Is it good enough?
My original point was that it was too incomplete to decide either way on, but yeah, that is good enough.

Quote:

I'm planning about 5-6 entries to my system. 4 portals in the corner systems of the map and 1-2 in the center. It's easier than converting stations. Portals that will lead you back will be added too. Name the systems you like.
It took me five minutes to convert every maintenance station in the galaxy... and the changes I did meant that I could remove your modified location folders without harming the script.

Goblin Wizard 04-08-2010 01:11 PM

Quote:

Originally Posted by Nanaki (Post 153744)
It took me five minutes to convert every maintenance station in the galaxy... and the changes I did meant that I could remove your modified location folders without harming the script.

If you only change activation parameter - yes that's easy. But it's not all. Script contains reactivation of portals after you bought new ms. It will work only in the system with the same portal names like in Elio. I other systems you'll get a lot of errors.
Second problem is original maintenance stations behavior. If you want to keep stations acts normally and use my shop dialog at the same time it needs some more changes. Buying firmware upgrades is still useful option.

Nanaki 04-08-2010 01:52 PM

Quote:

If you only change activation parameter - yes that's easy. But it's not all. Script contains reactivation of portals after you bought new ms. It will work only in the system with the same portal names like in Elio. I other systems you'll get a lot of errors.
Portals do not use very complex names... always something like PORTAL_A and PORTAL_C and PORTAL_E... Doing a blanket activation of A through Z should fix that. It may cause a little slowdown and generate some internal log files, but otherwise would work perfectly. You could eliminate the internal errors by just adding checks for each portal, Something like if PORTAL_D exists, then activate PORTAL_D else null.

Also, I kept the original maintenance station behavior with what I did. Basically, all I did was add a sixth option to original Maintenance station dialogue which, upon selecting it, takes you to the Goblin Shipyards dialogue script.

Here is the code:
<DialogAnswer name="ans06">
<answer>#L_DR5_msg00</answer>
<lua_function>OnStationStartGW</lua_function>
<go_message_name />
<multi_pass>true</multi_pass>
<sound_name />
</DialogAnswer>

Goblin Wizard 04-08-2010 03:48 PM

hmmm...nice ideas here. Thanks a lot. This should make all script more universal.

wmaynard80 04-09-2010 07:05 PM

what would i have to edit to be able to add the mothership pack from sw2 to your shipyard goblin.thanks

Nanaki 04-09-2010 07:27 PM

Quote:

what would i have to edit to be able to add the mothership pack from sw2 to your shipyard goblin.thanks
You would have to import that mod to SW3 first, than edit the script and add all the custom motherships.

Goblin Wizard 04-10-2010 12:01 AM

Quote:

Originally Posted by wmaynard80 (Post 153938)
what would i have to edit to be able to add the mothership pack from sw2 to your shipyard goblin.thanks

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.

wmaynard80 04-10-2010 01:08 AM

http://freenet-homepage.de/allaway/s...x_english.html heres the link

Goblin Wizard 04-10-2010 06:10 AM

You are talking about "SW1 Motherships Mod v1" I think. Judging by the screens most of them are in my mod now (only not fully manageable). I've just made fast check and I think it will be easy to add guns to motherships in my mod by simple copy/paste (I hope turrets will fit, not flying outside hull or something). I'm going to upload new version tomorrow so it should include most of these.

Killer 04-12-2010 08:27 AM

Hello Goblin Wizzard. I tried your MOD yesterday (not a new game, used it in my current one). May I ask what pricing do you plan for those motherships?

Goblin Wizard 04-12-2010 12:27 PM

I would like prices to be realistic so the cheapest will start at about 1.5-2KK credits. It's still not too much comparing to high level fighters. There are many ways to get unlimited piles of cash (really easy) even early in the game so it won't be a big deal. But... I'm open to any suggestions:).

tomvd 04-13-2010 06:17 PM

Hello Goblin wizzard

When will we enjoy a new update of your mod ?
the 0.1 is great, even if it add nothing really new (fighters was already in the game and mothersips can't be used because of the lack of slot for fighters) Oh, and I did not manage to hire some new pilot, is that normal ?
I can't wait for a new version.

Great job anyway !

PS : sory if there is some mistakes in my way of speaking (not english)

Goblin Wizard 04-13-2010 08:21 PM

I'm adding new pilots right now. Version 0.2 will contain 5 pilots (maybe more). Script that checks 6 pilot cap is done too but adding this script to every mission that gives you new storyline pilot takes much time. I have to be very careful not to break storyline path. The worst thing is that I can't check all possible paths. I'm going to add "emergency eject" button to the maintenance station menu too.
Some motherships will be converted to manageable condition. They won't be uber gunships. Just similar to 2/4/4 standard setup. Some of them will contain big gun turrets (in place of normal big guns) and these turrets will be buyable in my shop.
I'll try to upload something before the end of the week. I enjoy learning 3dsMax so work progress is slightly slower;).

ps. about pilot - I've tried this mod on a fresh install and everything should be ok. Next version has new hiring script so wait a while - everything will work.

tsavo 04-15-2010 02:46 AM

that was quick

Goblin Wizard 04-15-2010 06:51 PM

I've done some more testing to my pilots cap checking script. I've found it to be a serial killer later in the game. When the number of pilots in the system is high it clears your hangar like mad :grin:. It's fun to watch but makes game totally unplayable.
I have hard time trying to find good function/command that can see difference between pilots controlled by the player and others (called by name like Phantom) existing in the sector. If someone has any idea please share.

mk_sky 04-18-2010 01:14 PM

Quote:

Originally Posted by wmaynard80 (Post 153993)

does anybody knows, what the real sw2 mod update changes and where to get it or can anyone upload it? (at filfront the update is not to have :()

gabriel_braun 04-18-2010 03:51 PM

real sw update
 
Not sure in the slightest, though tbh since (assumption) you'll be using the meshes/slot files with sw3 the coding changes would be irrelevant. In reality you only need a few files from the mod and to mess around with modding sw3 to gain the benefits here, though obviously none of the meshes in sw1/2 mods have gkgun refs in them.

Goblin Wizard 04-18-2010 05:26 PM

I don't know what are update changes. "SW2 real mod" changes much but it isn't easily adaptable to SW3. You can transfer ships and stuff with no problem but mod has totally reworked AI scripts, ships spawning etc. Nanaki works on this so try ask him in "random contacts" thread.

gabriel_braun 04-19-2010 04:35 AM

real sw update changes
 
There was a mod for SW2 that was called 'Real SW2' that changed a lot... It added the stonearrow/turtle as the motherships, and options of the cleaver as a p/s and other changes. What he was refering to was an 'update' to 'real sw mod' that used to be hosted on FF but was taken down in the last few years. My input was that any 'update' would have been code-related and therefore irrelevant, though I use REAL-SW2.rar for the stone arrow (5turrets, 5BG (rockets) as a basis for any of my stone arrow mods... Though as I asked in another post goblin if you knew of an easier way of importing GKgun's to an .IMD, for this post all he needs to know is that the files in the update are irrelevant in SW3 unless he's taking up an excersise in reverse-engineering code :D


models/meshes/textures (*.imd) are contained in the mod, and you can create your own carcass/slot file for any ship you want... Hope I didnt mistranslate anthing and I wasnt givin anyone a hard time!!!

gabriel_braun 04-19-2010 04:38 AM

Quote:

Originally Posted by gabriel_braun (Post 155279)
(5turrets, 5BG (rockets)

Sorry, too drive to drunk atm, I meant 5 turrets 2BG

Nanaki 04-19-2010 11:28 AM

RealSW2 uses BigGun slots as opposed to GKGun slots. The best route is here...

1: Open up a SW3 Mothership Model with IMDEditor.
2: Export any GKGun reference. Does not matter which one.
3: Open up SW2 Mothership of your choice
4: Import the GKGun reference, make sure to ADD, not REPLACE.
5: Copy the GKGun reference, and than copy over the BigGun stats over to each GKGun. Make sure you copy over EVERY stat, as forgetting even one stat could mess things up.
6: After you are finished, delete the BigGun references.

gabriel_braun 04-19-2010 03:21 PM

Cheers
 
Thanks nanaki this is virtually what I already do, was just wondering if there was an update/quicker way :)

Nanaki 04-19-2010 04:18 PM

Nope, unfortunately. IMDEditor was designed to be used with SW2. Updated version is highly unlikely as well.

mk_sky 04-19-2010 06:55 PM

ok thx for answer, but from the mod had anyone a openable carcasses.xml, because if i want to open it in word 2007 it schows a massage, that the file can`t be opend, because it does some errors ... this is only with this file all other .xml i can open and so i can´t read anything out of this file, or isnt it possible to overtake somethings to sw3?

Goblin Wizard 04-19-2010 08:42 PM

For viewing and editing I recommend Notepad2 It's small, fast and has more than enough features for simple editing xml files. If combined with Total Commander Pack (useful for comparing files) you can do nearly everything with these files.

gabriel_braun 04-19-2010 09:24 PM

editing
 
Or use notepad++, it's designed for xml files and colour highlights and tabulates, makes everything a piece of cake!

gabriel_braun 04-22-2010 06:59 AM

How's that script progressing goblin, have you had any brainwaves concrning the pilots? I'm wondering if you couldnt have the pilots (hireable ones) to be static in their perks? This way their prices could be related to their combat proficiency?

Goblin Wizard 04-22-2010 08:21 AM

The pilot script works like this now:
1. You can hire fresh pilot (with some basic skills) for the price 40K-80K.
2. When you get a quest which is supposed to give you new pilot - you have to dock all your pilots in order to properly count them. If you have 6 or more (yes you can virtually have more than 6 pilots - they are simply not visible) you have to choose one to dismiss. Pilot perks and points are saved so if you will have free slots in the future (like after Ternie kidnapping) you can hire this pilot again with all previous progress restored.
3. Brina and KT from SW2 is back. They work as firmware and have all their perks. They start with basic skills like other pilots.
4. You can teach them new perks. Because firmware type pilots can't gain exp your hero shares his with girls. They works like mind eaters and suck your hero for exp;). When you hire Brina and KT your hero get new perk that doubles all his experience gains. This way your hero and girls won't be too weak when others will be far more experienced. Perks will be obtainable through the maintenance station menu.
5. Brina & KT won't be cheap. They are like 3 best firmwares combined so price will be around 300K with basic perks only. Fully developed girls make your mothership really a death star.

Quote:

Originally Posted by gabriel_braun (Post 155824)
I'm wondering if you couldnt have the pilots (hireable ones) to be static in their perks? This way their prices could be related to their combat proficiency?

Every time you hire even the same pilot you have to pay his price. I think it simulates what you said. The script can check the perks possessed by a pilot and count pilot price by these perks (table with perks prices should be made) but IMO it's too much effort for such a thing.

The script still needs some work so probably no new version this week.
Any suggestions are welcomed.

treker25 04-28-2010 03:29 AM

hope this mod work's out.
as this game stand's it's not what i thought i was paying for.

frostman77 04-28-2010 10:06 PM

I'm looking forward to try this mod :) please let me know if any stable version of this mod comes out and also i would be happy to help you guys out if i can. I speak russian but i dont know much about making mods, either way if something comes up please email me at frost.man66@yahoo.com Thanks

skrzacik 05-01-2010 07:04 PM

when this mod will be avilable to download?

Dr.Allcome 05-02-2010 03:05 AM

I really like your descriptions so far and would love to get a newer version to try some of the features.

I do have some suggestions though:
-could you add the Alien/Berserker/Precursor tech adaption for your hireable pilots?
-maybe you could make the Templar ships buyable at your station too?
-while I'm requesting ships... being able to select the color theme (Pirate/InoCo/USS etc.) for the buyable ships would be nice...
I think the game handles those as different ships, but they should be useable since you can loot them sometimes.
a bigger problem would most likely be the huge maintenance station dialog to select one of that many different ships.

Goblin Wizard 05-02-2010 09:27 AM

Quote:

Originally Posted by Dr.Allcome (Post 157302)
-could you add the Alien/Berserker/Precursor tech adaption for your hireable pilots?

Mod will contain 5 new pilots and at least 2 of them will have these perks.

Quote:

Originally Posted by Dr.Allcome (Post 157302)
-maybe you could make the Templar ships buyable at your station too?

You have 4 unique templar fighters now (with templar textures). Which other templar ships you want to buy?

Quote:

Originally Posted by Dr.Allcome (Post 157302)
-while I'm requesting ships... being able to select the color theme (Pirate/InoCo/USS etc.) for the buyable ships would be nice...
I think the game handles those as different ships, but they should be useable since you can loot them sometimes.
a bigger problem would most likely be the huge maintenance station dialog to select one of that many different ships.

You pointed the problem. This can be done but have to be one dialog entry for every ship with different texture. Maybe if all other things will be done... It's only copy/paste work so anyone can do this.

Dr.Allcome 05-02-2010 02:55 PM

Quote:

Originally Posted by Goblin Wizard (Post 157323)
You have 4 unique templar fighters now (with templar textures). Which other templar ships you want to buy?

Ok... I'm stupid... I didn't install the mod, just looked through your modded files because I'm close to the last mission and want to finish first and then install your mod for my next playthrough... So i didn't notice that those "_mk2_black0" ships in there are the templar ships. :oops:

On the other hand while looking through your files again I found out how to add the ships with different colors myself :)

Goblin Wizard 05-07-2010 10:39 PM

Jeezz... I have rally hard time trying to modify quest path to not collide with new pilots. There are so many quests that have possibility of adding pilot to the player that's unbelievable. The worst thing is that pilots can join the player in at least 3 different ways. Tracking all these options through the quests is so... irritating. I need to add bunch of functions to every such a quest and I can't even test it in game cuz I don't have saves from every path. I'll probably upload mod as it is and let you test it.

One good thing is that Bryna&KT feature works nice and smooth. Because girls work as firmware (not pilots) they don't collide with anything.

tomvd 05-08-2010 06:49 AM

Quote:

Originally Posted by Goblin Wizard (Post 158201)
I'll probably upload mod as it is and let you test it.

No problem, we'd be glad to test your mod if you deliver one which is not sure to be working.

Hal2003 05-08-2010 07:02 AM

I have saves for all routes, including decision go to Alex route after XT24. Some additional pilots will be good for some time, if you choose Hero as technician.

Goblin Wizard 05-10-2010 11:37 PM

I've added new version of my mod. Check the first post.

skrzacik 05-11-2010 01:48 PM

i shouldnt say that but
i love u golbin wizard
do u merry me ?:P

Goblin Wizard 05-11-2010 02:30 PM

Quote:

Originally Posted by skrzacik (Post 158624)
i shouldnt say that but
i love u golbin wizard
do u merry me ?:P

How much do you love me? Should I give you my account number?;)

Hal2003 05-11-2010 03:16 PM

There is problem in XT23 if choose to buy any MS from the shipyard game crashes. In XT45 was all allright.

skrzacik 05-11-2010 03:22 PM

very much but befor we exchange account number i have to ask about those oter design motherships
i try to buy one after anoter but they dont have hangar spaces and turrets mounts and completely noithing
this is a bug or i did something wrong ?

is any chance to make them playable???
if it is only mater of time i cant wait as long as u need to do them playable :P

Nanaki 05-11-2010 03:27 PM

You might want to change your portal activation script, Goblin, I just remembered I should have told you that in fact, jumpgates are not named by alphabetical order, they are named by orientation. The main letters are U (Up), D (Down), R (Right), L (Left), with a number of suborientations, like D1, D2, D3, among others.

Quote:

i try to buy one after anoter but they dont have hangar spaces and turrets mounts and completely noithing
this is a bug or i did something wrong ?
Most of those motherships are just not setup to be playable.

skrzacik 05-11-2010 04:32 PM

thank u Nanaki

Goblin Wizard 05-11-2010 05:43 PM

Quote:

Originally Posted by Hal2003 (Post 158630)
There is problem in XT23 if choose to buy any MS from the shipyard game srashes. In XT45 was all allright.

Thanks for the info.
Quote:

Originally Posted by Nanaki (Post 158633)
You might want to change your portal activation script, Goblin, I just remembered I should have told you that in fact, jumpgates are not named by alphabetical order, they are named by orientation. The main letters are U (Up), D (Down), R (Right), L (Left), with a number of suborientations, like D1, D2, D3, among others.

Thanks for the idea but it's not about portals activation. I've just temporary disabled this part of the script and CTD still occurs. I've found some other errors too. I'm just working on this.

---- EDIT ----

The script works in every other sector except XT-23. Why? Because devs fucked up naming convention. In all others sectors it is "STO_Station" but in XT-23 it is "STO_STATION". I'll upload fixed version tomorrow (with some new content).

Goblin Wizard 05-11-2010 07:23 PM

I saw some peoples talking about broken Inoco path. Could anyone pm save with exact moment when it breaks. I'd like to try fix it.

Hal2003 05-11-2010 07:54 PM

I found the InoCo path is broken twice

for the major bug is solution in this tread
http://forum.1cpublishing.eu/showthr...ighlight=Inoco

Second problem is if refuse to take first mission after talking in Gaeon with Dickens, you are dispached do Muscovy but without any option to chose another route. If you go to Gaeon back and talk with Dickens, the dialog is that you are worked for Trida.

Goblin Wizard 05-11-2010 10:16 PM

minor update, see first post.

Hal2003 05-12-2010 05:06 AM

I found some minor error with major calibre guns. The particle ac. is Falconet and not Basilica, Basilica is plasma gun made by USS.

Goblin Wizard 05-12-2010 05:20 AM

Quote:

Originally Posted by Hal2003 (Post 158695)
I found some minor error with major calibre guns. The particle ac. is Falconet and not Basilica, Basilica is plasma gun made by USS.

I can't find this. For me everything looks like you said - Basilica(plasma), Falconet(particle). Where exactly do you see the difference?

Hal2003 05-12-2010 05:56 AM

In Goblin shipyard ordering menu is writen Falconet as plasma gun and Basilica as particle ac.

Which ship has slots for this guns ?

Goblin Wizard 05-12-2010 02:07 PM

It was an early morning and I didn't think clearly. Thanks.
Now only star hammer has slots for big turrets.

treker25 05-12-2010 04:34 PM

okay i started a new game got a mothership did not go any farther in storyline than i had to. went to the smuggle base on the way elio and i cant leave the system. when i exit the gate there are pirates there and it seem's death is scripted.
any ideas?

and yes i edited starting money to get the ship.

Goblin Wizard 05-12-2010 07:23 PM

Please, give me some more information. Where did you buy a mothership? Which sector? Which mothership were you flying when bought a new? Which quest do you have currently active? Where are you now?

Generally, there is no point to buy new mothership before you get to Elio and repaint pirate arba to regular arba. Storyline will force the change of the mothership so it's a waste of money.

Hal2003 05-12-2010 07:33 PM

Is possilble to add to Fighter shipyard option to buy Stiletto MK2 ?

Goblin Wizard 05-12-2010 07:40 PM

Quote:

Originally Posted by Hal2003 (Post 158799)
Is possilble to add to Fighter shipyard oprion to buy Stiletto MK2 ?

No problem. Anything else? I'm going to add some more stuff to the shop but can't decide which is really needed. Certainly, adding all common stuff that you can buy at any station is pointless.

Hal2003 05-12-2010 07:46 PM

The problem with Stiletto MK2 is that is available only in NESF sectors and when you are in Trida or USS space you need mostly make route along the whole map to get to NESF space and luck that it will be available in FTU shop.

Goblin Wizard 05-12-2010 09:05 PM

Quote:

Originally Posted by treker25 (Post 158773)
okay i started a new game got a mothership did not go any farther in storyline than i had to. went to the smuggle base on the way elio and i cant leave the system. when i exit the gate there are pirates there and it seem's death is scripted.
any ideas?

and yes i edited starting money to get the ship.

I've just checked this. There is nothing about the mod. It's only a quest. When you get to the nebula entrance you get 2 options: break through or lure the patrol. If you choose 1st you'll be blown up by pirates. Whole shield goes down in second so as you said they are meant to kill you. If you choose to lure the patrol you can easily get to the Elio.

Nanaki 05-12-2010 10:24 PM

Quote:

Originally Posted by Goblin Wizard (Post 158811)
I've just checked this. There is nothing about the mod. It's only a quest. When you get to the nebula entrance you get 2 options: break through or lure the patrol. If you choose 1st you'll be blown up by pirates. Whole shield goes down in second so as you said they are meant to kill you. If you choose to lure the patrol you can easily get to the Elio.

Actually, first option is a valid option. You have to go exactly on the waypoint the game gives you on the map, than when you pick the first option, another waypoint will appear directly to the left of the first point. You go to that and the turrets wont hurt you at all. Than you are inside the sphere of turrets. Than there is a cutscene and 3 Brigands appear and try to run off, and you have to kill the three brigands before they run off. Afterwards you can either destroy the turrets, or go down towards the bottom of the map, than after some distance you can turn and head towards the portal.

Goblin Wizard 05-12-2010 10:30 PM

Quote:

Originally Posted by Nanaki (Post 158826)
Actually, first option is a valid option. You have to go exactly on the waypoint the game gives you on the map, than when you pick the first option, another waypoint will appear directly to the left of the first point. You go to that and the turrets wont hurt you at all. Than you are inside the sphere of turrets. Than there is a cutscene and 3 Brigands appear and try to run off, and you have to kill the three brigands before they run off. Afterwards you can either destroy the turrets, or go down towards the bottom of the map, than after some distance you can turn and head towards the portal.

But after this you'll get caught by pirates. These pirates will blow you up.
----------------------------------------------------------------------
new mod version added.

treker25 05-12-2010 11:07 PM

im not doing that quest. i bought my mother ship and flow there before i met the guy at the station. when you still have the tug.

Nanaki 05-12-2010 11:52 PM

Quote:

Originally Posted by treker25 (Post 158831)
im not doing that quest. i bought my mother ship and flow there before i met the guy at the station. when you still have the tug.

The game restricts your playing area until after you do the Pirate Mothership mission. So you sort of have to do the mission. Got no choice in the matter.

Trucidation 05-12-2010 11:52 PM

Quote:

Originally Posted by Goblin Wizard (Post 158827)
But after this you'll get caught by pirates. These pirates will blow you up.

Sorry for going off-topic, but need some clarification here. Are we talking about the events in Hephaestus? Because I've *always* ran instead of luring the patrol. The only pirates I encountered (not the scavengers whom you have to kill on the way) are the ones harassing that guy at the exit.

Edit: Oh, I see, he was trying to go *elsewhere* while that mission was still in progress? Yeah, I think the script auto-kills your mothership when you attempt to bail out during certain mission arcs. Sort of annoying.

treker25 05-13-2010 02:15 AM

Quote:

Originally Posted by Nanaki (Post 158839)
The game restricts your playing area until after you do the Pirate Mothership mission. So you sort of have to do the mission. Got no choice in the matter.

ok thanks.

Wellington1 05-13-2010 10:04 AM

CTD when choosing new MS
 
I love the mod, great work. However, I get a CTD every time I try to change my MS for the second time. Not knowing how these ships stats are or how they behave, I have to try all of them to see what suits me best but I keep getting CTD's. I have now had to resort to starting a new game for each ship choice :(.

Just thought i would let you know :)

gabriel_braun 05-13-2010 12:27 PM

Pressing f5 will create a quicksave... make one just before you dock and get mothership ;)

Goblin Wizard 05-13-2010 12:54 PM

Quote:

Originally Posted by Wellington1 (Post 158878)
I love the mod, great work. However, I get a CTD every time I try to change my MS for the second time. Not knowing how these ships stats are or how they behave, I have to try all of them to see what suits me best but I keep getting CTD's. I have now had to resort to starting a new game for each ship choice :(.

Just thought i would let you know :)

Hmm..strange. Maintenance station should be inaccessible after buying mothership. What do you do to buy second?
Quicksave is the best option to try multiple motherships. Other is to leave the sector and enter again.

skrzacik 05-13-2010 01:20 PM

YAP
i have the same problem
when i bought manticore i elio and then after few moments in other system i try to buy anoter one and then game crashes all the times
hmm we have to wait for your help goblin wizrad :P

Goblin Wizard 05-13-2010 06:22 PM

Version 0.23
- fixed CTD after buying second mothership
- "Ramadanta" and Lion Mk 1 now fully manageable
- "Silver Arrow" slightly improved
- prices for manageable motherships are more reasonable
- minor fixes

Hal2003 05-13-2010 06:36 PM

Hmm i have now problem with mission in Dionius, have you changed quest script for mission 9c ? Beacuse there is no dialog with NESF capitan, La Verisu and Che. And i am unable to chose what to do.

After i reinstaled game, there now all ok. There is some error in you new script.

Goblin Wizard 05-13-2010 07:25 PM

1 Attachment(s)
Sorry, my fault. Quickfix for you. Let me know how it works now. Attachment 2322

Hal2003 05-13-2010 07:50 PM

Thanks, now it isl OK.

Dang that Ramadata is without major calibre guns.

Goblin Wizard 05-13-2010 08:11 PM

Quote:

Originally Posted by Hal2003 (Post 158949)
Thanks, now it isl OK.

Dang that Ramadata is without major calibre guns.

It's original mothership from SW2. Moreover, it's hard to find place where big guns look good.

Gui DURANDAL 05-13-2010 09:30 PM

Hi,

My game crashes when I launch

Because of file (tests madded) : DialogGW.loc

Do you know why?

skrzacik 05-14-2010 12:08 AM

i have a problem with heavy turrets from your shipyard. I cant mount them into my MS. They have red edge not dark orange. This is a bug or they have other purpose?

Nanaki 05-14-2010 12:16 AM

Quote:

Originally Posted by skrzacik (Post 158978)
i have a problem with heavy turrets from your shipyard. I cant mount them into my MS. They have red edge not dark orange. This is a bug or they have other purpose?

Heavy turrets can only be mounted on the proper mountings. Obviously the ship you purchased does not have any heavy turret mountings.

skrzacik 05-14-2010 01:25 AM

Quote:

Originally Posted by Nanaki (Post 158980)
Heavy turrets can only be mounted on the proper mountings. Obviously the ship you purchased does not have any heavy turret mountings.

Thank u Nanaki

Goblin Wizard 05-14-2010 06:00 AM

Quote:

Originally Posted by Gui DURANDAL (Post 158965)
Hi,

My game crashes when I launch

Because of file (tests madded) : DialogGW.loc

Do you know why?

It's not about DialogGW.loc file. I can lunch the game even without this file at all. I've tested the mod on the fresh install so I can't imagine why your game crashes at lunch. Do you get any other info in LOGfile.txt or ScriptErrors.log files?

Hal2003 05-14-2010 06:33 AM

It seems the second bug in InoCo path is in quest script for mission 8e_01 or 03.
When the player is dispached to Muscovy.

Goblin Wizard 05-14-2010 06:50 AM

Quote:

Originally Posted by Hal2003 (Post 158999)
It seems the second bug in InoCo path is in quest script for mission 8e_01 or 03.
When the player is dispached to Muscovy.

Hmm.. I didn't even touch these quests. What's the effect of the bug? CTD? Storyline stopped? I need some more details. Please, add log files too.

Hal2003 05-14-2010 06:57 AM

Sorry i know that you not changed this quest, its original game bug. Story line stoped beacuse there should be crossroad dialog and its not there, i will email you game save.

Gui DURANDAL 05-14-2010 07:46 AM

Quote:

Originally Posted by Goblin Wizard (Post 158998)
It's not about DialogGW.loc file. I can lunch the game even without this file at all. I've tested the mod on the fresh install so I can't imagine why your game crashes at lunch. Do you get any other info in LOGfile.txt or ScriptErrors.log files?

Ok
I've analyzed Logfile, and it was I had an error with "DialogR5.loc" from previous Mod version.

So I delete it and it works

Thanks your great Job

Goblin Wizard 05-15-2010 12:08 AM

2 Attachment(s)
I'm just trying to put more slots into ship window. I've slightly modified Nanaki's Liger Dreadnought and GUI (smaller slots). I don't have any graphic skills so it's pure GUI definition files modification. Let me know what you think.

Attachment 2333Attachment 2334

Trucidation 05-15-2010 02:13 AM

From those pictures it looks okay to me (is it in the mod?), just wondering why the text for those two "heavy turret"(?) (the two muskets) are red colour.

Nanaki 05-15-2010 02:22 AM

Quote:

Originally Posted by Trucidation (Post 159129)
From those pictures it looks okay to me (is it in the mod?), just wondering why the text for those two "heavy turret"(?) (the two muskets) are red colour.

They are a different type of slot, they are neither Turret or GKGun.

Trucidation 05-15-2010 04:00 AM

Ah, so they're a new slot/weapon type. Ok. The red colour makes it look like there's a problem though :)

skrzacik 05-15-2010 10:36 AM

looks nice very nice

Goblin Wizard 05-15-2010 10:58 AM

1 Attachment(s)
At last! Now GUI looks like I wanted. Smaller ship slots without sacrificing inventory slots.
Attachment 2335

Trucidation 05-15-2010 05:26 PM

Quote:

Originally Posted by Nanaki (Post 153687)
3: Disabling the purchase of motherships until after you get the repainted (non-pirate) Mastiff, and disabling it again after you get your final mothership, will eliminate all of the issues with "World is unfair. Game over." error. The game only makes exactly 2 checks between the acquisition of the repainted mastiff and the acquition of your final mothership. One of these checks is in the optional Astarte mission, the other is in the outofmission.script file.

What is the purpose of these checks; to prevent players from wandering outsystem until the mission script is done?

Goblin Wizard 05-15-2010 06:33 PM

Quote:

Originally Posted by Trucidation (Post 159208)
What is the purpose of these checks; to prevent players from wandering outsystem until the mission script is done?

I suppose it's additional check in case of something goes wrong. For example you can break the script if you hit "B" exact the same moment when dialog is activated. I've done this during Astarte mission. All items and pilots were transfered to new mothership but I didn't get the control of the new mothership. Only naked ms without turrets, pilots and everything else left. Load a saved game was an only option.

Hal2003 05-15-2010 07:27 PM

Interesting cluncker for last missions :grin:

When will be new mod with this ship ?

tomvd 05-15-2010 07:28 PM

Hi GoblinW
First congrulation for your mod, I 've just started to try it and it's amazing.

Would like to report what perhaps is a minor issue. Nothing important, but I noticed that even if you can load on the scolm fighter 2 light weapons, you can't use them, your pilot use only the big gun...

Great job anyway !

Goblin Wizard 05-15-2010 07:59 PM

Quote:

Originally Posted by Hal2003 (Post 159231)
Interesting cluncker for last missions :grin:

When will be new mod with this ship ?

I'll have some more free time tomorrow so probably tomorrow evening.

Quote:

Originally Posted by tomvd (Post 159232)
Would like to report what perhaps is a minor issue. Nothing important, but I noticed that even if you can load on the scolm fighter 2 light weapons, you can't use them, your pilot use only the big gun...

I'll check this. Thanks for info.

Hmm... What you think about commanding 7 motherships and 24 fighters ;)
No need for such firepower but it would be funny. I wonder how big will be fps drop.

tomvd 05-16-2010 03:37 PM

Well I don't want to bring bad news and am not totaly sure if the mod have something to do about it but :

Normaly when you go to the new empire way, you are given the task to escort a convoy to a station. well when you reach it, several dialog box apears. First you meet Che and then learn that the convoy leader is a traitor when a fleet of pirate enter the system.

As it hapened, it seems to me that the first dialog box does'nt show up any more, after I applied the mod. When I reached the station the enemy fleet entered the system and I was given the task to clear the portal where all the red ships are, without seeing the talk in which you met Che and learn about the traitor.
Well here is the point : Che became a member of my team without any presentation (strange but not that important) but when I killed all the pirates nothing hapened... I have to leave the system without any event, to fail the mission and go to an other way that the one of the NE.

I did not hire any new pilot so thought I would not know any problem with Che meeting. I wonder...

Goblin Wizard 05-16-2010 04:05 PM

Look here and try apply this little patch. It will be included in the next version.

tomvd 05-16-2010 04:21 PM

Well thanks
Really sory, I did not see the issue was already reported.

Trucidation 05-18-2010 03:43 AM

Quote:

Originally Posted by Goblin Wizard (Post 159124)
I'm just trying to put more slots into ship window. I've slightly modified Nanaki's Liger Dreadnought and GUI (smaller slots). I don't have any graphic skills so it's pure GUI definition files modification. Let me know what you think.

Just to elaborate, I think they're great - the reduction in size helps clarify things without making them too small to see. Good job! Can you include this in the next update, together with the NESF path/Che fix? And can you include the InoCo fix as well (it's just a script edit)?
  • Is it possible to "preview" a ship/mothership before buying it? It's not a nice feeling to buy something blindly :) I know the maintenance station menu has no GUI, maybe you can just include the stats in a readme file with your mod.
    .
  • The Lion motherships are pretty strong for a mere $200k increase over the Rhino and FSS-2t12 motherships (double armor, at least quadruple shields).
    .
  • Love the Silver Arrow mothership - kudos on using the Tern model, it's beautiful - but the scanner range is really gimped for something that fast.
    .
  • Star Hammer mothership is really uber, might want to increase the price more. Even though it handles like a constipated donkey, it's as solid as a tank even without any mods.
    .
  • The additional fighters (from SW2?) are nice, even though many guns but few system slots so it sorta balances out, but they are too strong to all be first generation fighters. I think they should be at least 3rd gen, no?
My favourite mothership right now is the Silver Arrow even despite it's apparent flimsiness - I'm a speed/maneuverability addict, sticking a bunch of engines in the system slots just makes that thing fly. Screw ambushes, you can just race past them, and then leisurely deploy your fighters to deal with them one by one as they slowly catch up.

-
Actually, both maintenance stations and trading stations require you to dock at them. The only difference is what interface you get (maintenance station = text menu tree, trading station = inventory GUI). Hmm.

Oh yeah, I noticed if you dock at a maintenance station and change motherships, your new mothership can't dock at the maintenance station. Have to use portal and go to another system before you can dock at a maintenance station.

Edit: Forgot another thing, if I'm not mistaken you say the Hero gets a "double exp" perk when you hire Bryna&KT - is it a hidden skill? I didn't see it on the Hero's skill tree.


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