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

 
 
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Old 08-14-2010, 10:13 AM
Avalon4 Avalon4 is offline
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Join Date: Jul 2010
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An update on a few other problems I ran into - one of them seems to be game-breaking at the moment.

During the quest "To Save A Friend (MSF)", I seem to require piloting my base ship (currently a Silver Arrow) over to Viper's Lion in order to perform the handoff... This of course, is impossible because of the quest disabling the base ship's engines -- and while the base transfer is normally done from any distance, using a different base ship than normal may be causing a problem with this.

(Is there a way to "re-enable" the base ships' engines at this point?) (EDIT: Studying the quest script, I believe the base ship is disabled during "Function Critical_Damages" with the boolean variable LCRASHED, 1 when the base ship is disabled. Would removing this line prevent the base from being disabled? (Also, would it break the script to do this?)

...Oh right, another small bug shows up when you recruit the pilot "Valinol" (sp?) from Solcneckov (during the second MSF qualification quest) -- your mod normally checks for six pilots and allows the choice of dismissal before adding a default one, but in my case he simply pushed AI out of the 6th spot when joining. FORTUNATELY this check took place properly when I had to recruit Joseph later on -- but I was allowed to 'dismiss' AI from the team at this point (apparently AI became pilot #7 when Valinol joined)

Last edited by Avalon4; 08-14-2010 at 10:43 AM.
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