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Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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#2
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Goblin Wizard, one more thing
![]() I noticed if we have the firmware pilot Bryna&KT, if you put another pilot in the mothership and then remove it, Bryna&KT appears to lose their perks? I didn't actually go to a maintenance station to check, but I noticed the difference in mothership stats (speed, maneuverability). Edit: Confirmed it. Saved, docked at a maintenance station to check: yep, Bryna&KT have skillpoints and perks learned. - Reloaded, put Hero in mothership slot and then removed him. Docked at maintenance station. Bryna&KT have zero points (!) and no perks learned (all become available to learn again). In the base unmodded game, if you have a firmware and then put a pilot in the mothership and remove it, the firmware will be back in place (caution: I'm not 100% sure, but I don't remember the ship speed being different from before and after I put a pilot in the mothership). For some unknown reason our custom firmware pilot (Bryna&KT) is getting her skills reset. Last edited by Trucidation; 05-31-2010 at 01:31 AM. |
#3
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Thanks. I've never noticed that before but I'm afraid I can't do much about it. I suppose, when you put a temporary pilot in a mothership, firmware pilot stats are not saved because he's never meant to be learned. After removing temporary pilot, stats are taken from Pilots.xml. I think I can make a "save/load" dialog option but... is it really needed?
Last edited by Goblin Wizard; 05-31-2010 at 07:57 AM. |
#4
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Hmm... the reason I did that is when I get a new pilot they are very unskilled, so it is safer for them to gain experiencing piloting the mothership instead of flying a generation 1 or 2 fighter.
It's not a big problem. I think I only did this for 1 or 2 pilots in all the story paths together, it's ok if this doesn't work. Maybe you can just write a warning in the first post of this thread. Edit: By the way, thanks for the credits link to StarRover forum, I can see there's been quite a spirited discussion there ![]() Last edited by Trucidation; 05-31-2010 at 12:09 PM. |
#5
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I haven't looked too much into the mother ship codes and scripts, hasn't been to much of a point of interest for me.
But this mod does interest me a lot. Good job on it! I'm just wondering if you think its possible to add more than 1 Tractor beam. Especially on the larger mother ships or the ships that seem like real cargo ships. What about a system that adds a tractor beam? Sorry if this is just a pointless run around. I've mostly looked into shop/item/weapon/skill/anything mathematical. |
#6
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I'm guessing the tractor beam is a hardcoded item; but there was a post sometime back about changing the beam's "pull" speed. I think there was some concern if objects pulled too fast may be destroyed if they hit an obstacle?
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#7
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Topic about tractor beam
In the AI.ini you can change 2 stats of tractor beam: absorption speed and range. You can add more tractor beams in the IMD file (model of certain ship) via e.g. IMDEditor. |
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