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Star Wolves 3D space RPG with deep strategy and tactical elements

View Poll Results: What should I Prioritize on?
Basebuilding! 1 25.00%
Balancing! 0 0%
The Mod Manager! 0 0%
Asteroid ore-dropping! 0 0%
Intensive Bugfixing! 3 75.00%
Voters: 4. You may not vote on this poll

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  #231  
Old 10-27-2016, 05:10 PM
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nocalora29 nocalora29 is offline
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Since its now reuploaded, try to dl it again.

if the Error persists, try installing 7zip (The actual LATEST version available) and try to unpack the archive with that.
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  #232  
Old 10-27-2016, 08:45 PM
quecojo quecojo is offline
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Quote:
Originally Posted by nocalora29 View Post
Since its now reuploaded, try to dl it again.

if the Error persists, try installing 7zip (The actual LATEST version available) and try to unpack the archive with that.
Great! Did you reupload it to moddb? I will do it once I get off work and let you know!
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  #233  
Old 10-27-2016, 10:24 PM
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nocalora29 nocalora29 is offline
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Yeah, I have Reuploaded the ModDB Resource .7z.

I hope this will solve your Issue
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  #234  
Old 10-28-2016, 12:35 AM
quecojo quecojo is offline
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Sweet, it downloaded and am now playing! Love it!

Great job!
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  #235  
Old 10-29-2016, 01:28 AM
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nocalora29 nocalora29 is offline
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Default @All

Before anyone asks why most to all Laser FX have a "Stripe" as I may call so at their origin of a cannon barrel, its because 0.6.1.9P's "projectiles.tuv" has some invalid texture coordinate values, but it will get Fixed in the next Hotfix hopefully.

As to counter this problem I have to fiddle the code of my tuv editor a little bit, it could take a while.
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  #236  
Old 10-30-2016, 02:48 AM
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Default @All

Hotfix #11 Released.

The only change was a fix for the "White Stripe" Texture problem I have mentioned in the previous post, nothing other was changed/Altered.
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  #237  
Old 11-08-2016, 03:14 AM
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nocalora29 nocalora29 is offline
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Default A "tower defense" gamemode for star wolves 3

I have had this a bit of an "crazy" idea to make a TD gamemode for Star Wolves 3, I would imagine this would work out perfectly in the style of "Legion TD" (A Cookie to everyone who knows that map from Warcraft III), where you basically "build" certain units (In this case fighters/bombers/Capitals) and each wave they exit out of "building" mode and become real units that just try to fight off the Incoming Creeps.

Just YT Search for Legion TD and you will know how I envision a TD for this game to look like.

But im curious if anyone else thinks thats a good idea, I might be the only to to think it would be fun afterall.

... So please guys!, give me your input on this.


HOW IT WOULD WORK: I Would mostly use the same method I have used for Basebuilding, show a dialog that just contains alot of Buildable Units, and a "Upgrade" Button that lets the nearest unit that your current mothership is near at upgrade at a cost. (To know how much a upgrade for a specific fleet costs, I would have to just make another button that shows the price for the nearest upgradeable fleet)

Creep Paths: Easily done with a simple "Patrol" Command. The units that get to the final point get deleted and as a result the player gets minus lives.

Location: Also easily done, I would just have to create a new empty system thats designed for these TD's.

You know the fun part?: If I do this right, making user-created levels/stages would be pretty easy too.
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Last edited by nocalora29; 11-08-2016 at 03:19 AM.
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  #238  
Old 11-25-2016, 12:55 PM
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Default SW3 Expansion UPDATE LOG #02

Some of you -may- wonder of why the next update takes so long, its because FRICKIN 0.6.2X, it has been in planning for quite a long time.

There are many features that need to be finsihed for that version to be Released, and alot of Bugfixes too.

Something that may get Released sooner is the AIX Preview, AIX is the name for the new CPU Players, if everything goes well, but only then, I can expect a Pre-Release version of the AI's in maybe Early Jan 2017.

I would try to get it done sooner, but ATM I've got quite big load of school stuffs todo.

---------------------------------------
PROGRESS (MORE OR LESS)

-RCFF = Very little work done, since I focus on AIX atm.

-SWTD = Not even Started (Still in planning, but it probably WONT make it into 0.6.2X (if its even going to be included ever)

-Conflict Events 3 = The Final replacement for Conflict Events 2, this will use a very efficient config table and all kinds of fancy stuff.

-AIX = Huge Progress on the Global-Map pathfinding, although I still have to code some programs to automatically generates some LUA code for me for certain taks the AI's might need to do, its going very will with the AI Project.

-MQLE = Added even more Diagnostic functionality, "here's" the newest and latest Version of it, only install it if you want to help me test this newly added Script, installation instructions are in the readme.

-SW3.Cinema = 90% Done, everythings thats left is a tiny bug I have to squash.

There IS some more Content thats planned for 0.6.2X, but im not ready to talk about that, we'll see if I have more to say in LOG #03.

---------------------------------------
FINAL WORDS

If anyone finds any undiscovered bugs, please let me know ASAP, although im working on the 0.6.2X mainly, I still want to have a decently polished version of the 0.6.1.9P-Hotfix #11.


Cheers!
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Last edited by nocalora29; 11-25-2016 at 01:09 PM.
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  #239  
Old 12-02-2016, 12:14 AM
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nocalora29 nocalora29 is offline
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Default @All people who play the mod Currently.

Are you people still seeing Random Contacts?, or did I kill em in the latest hotfix?.

Since they are working on my side, I wanted to ask.
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  #240  
Old 12-11-2016, 09:03 AM
Lotrek Lotrek is offline
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Hello my friend

Working retail and the holidays have had me so swamped. I have not had time to bug hunt. I should have a block of time in early/mid Jan and am getting the itch to play yet another time. I was wondering if there was an update or patch "planned"(haha I know right) for about that time that you would need help with.
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