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

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  #1  
Old 06-03-2010, 01:54 PM
Trucidation
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Can't really help you here as I'm digging around a completely different set of scripts, but when the game crashes you might find some useful info in LOGfile.txt. There's also a ScriptErrors.log but I've never actually seen it contain anything.

Didn't buy or get to play SW2 but iirc Goblin Wizard added 4 ships from there into this mod. They're okay but kinda skimpy on the system side Good luck!
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  #2  
Old 06-03-2010, 02:20 PM
sidius sidius is offline
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error: attempt to index local `_market' (a string value)
<string "DATA/Scripts/include/FloodTradeStations.scr...": line 294>


hmm but that line contains just:
function AddModules_Chance(_market, _good, Chance, maxn, _sell, _bye)

and I really don't know what's wrong in it, i haven't even changed it..

btw now I can't even enter any market . that confirmation of docking doesn't appear.. but last time I was able to dock, one of those major caliber turrets was buyable, but when I undocked and docked again at the same station, BAM! crash..
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  #3  
Old 06-03-2010, 03:04 PM
sidius sidius is offline
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for new modders:
don't add too much maneuvrability to ships, coz it's bugging them (they are spinning like crazy even when flying straight - and while they are spinning they can't move, so... I would say max 450 for fighters and 100 for capital ships)
I now use these stats for mothership:
mass 120 000
maneurability 3
steering_power 13 500

I have a theory that fighter with 700+ maneurability (shown one, not that one in carcasses) is an excellent target for enemy fire, since it doesn't move at all in combat, it just turn in 1 place and fire, if there is enemy within weapon range.
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  #4  
Old 06-03-2010, 03:19 PM
Trucidation
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Pilots with high piloting skill + maneuverability system modules can reach a pretty high number; I'm quite sure I've seen 400+ rating towards the endgame (most skills maxed, high end ships), and I don't normally use maneuverability modules either.

What's the current base highest maneuverability value for non-modded SW3 ships, 245? I think you can safely push it to 300+, but 450 sounds very high. Capital ships shouldn't be too agile but that's just my opinion Good luck.
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  #5  
Old 06-03-2010, 04:05 PM
sidius sidius is offline
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yea, my butcher (made of Viper's) has 300 maneuvrability and it flies like a giant hornet

btw I've found my mistake, I shouldn't have modified InitTradeSystem at all, just add new stuff to __All_<module type> and to ShopModules. This time it's working and I can buy major caliber turrets in every FTU market, though I will have to find out how to give just laser turrets to InoCo, plasma to USS, kinetic to MSF and particle to NESF.. (I have to find out if it hasn't overwrote classic major caliber guns, though. but anyway, I won't use 1st generation major caliber guns, so I don't really care in this case)

then I'll modify all heavy cannons (I mean kinetic, both for fighters and turrets), because they are simply horrible compared to any other weapon type. Maybe faster bullets or less dispersion will do.

hehe, it's fun fighting Corsair - I've accidentaly gave him Liger

Last edited by sidius; 06-03-2010 at 05:18 PM. Reason: fixed rightful owners of those kinds of major calibers
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  #6  
Old 06-03-2010, 04:58 PM
Goblin Wizard Goblin Wizard is offline
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"maneuverability" is only an additional modifier. Maneuverability showed in the ship info screen are based only on "mass" and "steering_power".

It's worth to know that perks which modify maneuverability work only with "steering_power" parameter (the same for modules). Look into perkDispatcher.script:

Code:
function ModifyShipSteeringPower(pilot, steeringPower)
----//----
  return modifiedSteeringPower;
end;
Function takes only actual "steeringPower" of pilot's ship and returns new steering power.

Last edited by Goblin Wizard; 06-03-2010 at 05:18 PM.
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  #7  
Old 06-03-2010, 05:40 PM
Trucidation
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I'll leave the ship modding to you guys

@Goblin Wizard:
I read that Aleksty at StarRover forum mentioned MultiRocket so I'd like to help tackle that. However, inside \Data\XMLSchema\ folder, Rockets.xsd does not include MultiRocket in the xs:choice list. There is a definition for it in AllModules.xsd though, on line 246. I wonder if we can simply add an xs:element line for it into Rockets.xsd.

As always, \Data\Game\Modules.xml contains one entry on line 4862: MultiRocket name="MRT". (I love this file, I'm glad the devs didn't clean it up ). It's pretty much the same as other rocket entries except for the addition of a rocket_slots tag. Most likely this determines how many rockets defined in the RocketParams section are produced per launch. Actually this is what I was aiming for, instead of the workaround using MIRVs (separate launch from start, unlike MIRVs which launch single then separate later). This may produce more individual missile behaviour because the MIRV warheads mostly cluster together (as you can see from my "fireworks" screenshot).

-
As to Aleksty's suggestion, if adding it to the schema works then I have a strong feeling that simply assigning a MIRV type to rocket_name in the rocket_params section should make this a multiple-MIRV launcher, each of which in turn will spread into multiple warheads.

I'll test this out as soon as I can, it's nearly 1:30am here lol.

Edit:
Haha, I found a lovely picture for a pilot. It was inevitable, really - ever since I played the original Star Wolves I just knew the scouter-wearing Nappa would have to make an appearance.

Enjoy xD
Attached Images
File Type: jpg dbz--nappa_scouter.jpg (132.6 KB, 20 views)

Last edited by Trucidation; 06-03-2010 at 06:09 PM.
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