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

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  #211  
Old 03-06-2011, 07:59 AM
Goblin Wizard Goblin Wizard is offline
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I'd like to clarify something.
The mod version linked in the first post is the latest "normal" version I made. Some users of this forum got the unfinished/beta version of the next release. This beta version had many test features not fully developed to the point I wanted. IIRC it has playable alien frigate and dreadnought, new perks, GUI changes, etc. If anyone want to get this beta, pm me. I'll try to find it.

I'd like to further develop the mod but I don't have enough time lately. The 2nd reason is upcoming Ashes of Victory with the new gfx engine and new features. I hope some bottlenecks will be removed and maybe dev tools/editors added.
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  #212  
Old 03-06-2011, 03:50 PM
Kuanny1990 Kuanny1990 is offline
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Sorry that I didnt say this in my last reply, but thanks for the mod, and its very nice.

And I have read up the pages and realise the situation.

Thank you again
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  #213  
Old 03-19-2011, 03:57 PM
Marisss15004 Marisss15004 is offline
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Nice mod you have here, good work.

Don't know if you're still working on the mod, but if you are:
The Lion Mk1 (invincible) has 5 turrets not 4, and one is missing from the mothership GUI, nothing to serious, just to add another slot in the ini file.

And it would be nice if you add the Lion Mk3 as well (personal favorite).

For the shipyard dialog:

Could you try making a more compact list (maybe even pages?) for us 1024x768 ressolution users. (the stilleto mk2 row is only half visible and only the upper half of the manticore specs can be seen).

Maybe even add the Mastiff and Astrate in case someone would want them back.
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  #214  
Old 05-24-2011, 08:46 PM
Groundar Groundar is offline
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Good job goblin , it is really a very nice mod.
Do you still working it or as you said in your last post , you stopped cause of the upcoming Ashes of Victory ?
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  #215  
Old 05-24-2011, 11:20 PM
Goblin Wizard Goblin Wizard is offline
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Thank you guys for all kind words.
Yes, I stopped working on this mod because of Ashes of Victory but it was before release date was changed. Vacations are coming soon so I'll have some more free time. I'd like to add some new ships. I think about Eve Online models cause they are quite easy to transfer. I'm not a 3D artist so I won't make any new models. The ships I'd like to add the most are those from Alien and Predator movies like USS cruiser "Sulaco", predator's mothership, dropships, etc. I hope I'll find something with reasonable textures quality.
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  #216  
Old 05-25-2011, 12:50 PM
Groundar Groundar is offline
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Nice i hope you can find some time to add a few things.

Good job again
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  #217  
Old 06-08-2011, 12:42 PM
FantasyFlow FantasyFlow is offline
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Hello everyone and GW!
Thank you for the awesome mod! Great job!
I would like to ask a few question regarding modding

Quote:
<max_speed>X</max_speed>
<maneurability>Y</maneurability>
<steering_power>Z</steering_power>
<sensor_resolution>T</sensor_resolution>
How do I calculate X,Y,Z and T?

And what to do to make the modifications work for the savegame? I try some on the Butcher, sometimes the changes are applied, sometimes nothing happens.

Can AI use the fighters added to the game or only players can purchase and use them?

PS: Your mod work great for savegame

Last edited by FantasyFlow; 06-08-2011 at 12:45 PM.
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  #218  
Old 06-09-2011, 01:04 PM
Goblin Wizard Goblin Wizard is offline
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I've stopped playing this game and working on this mod some months ago so I don't remember how exactly all these stats work. IIRC:
- max_speed - multiply by 100 and you'll get the in-game speed.
- maneurability - it's not exactly maneuverability but additional modifier used by systems and perks.
- steering_power - this is one of two parameters from which real maneuverability is calculated (second is mass). I don't know the formula.
- sensor_resolution - there is a lot about sensor_resolution in one of the threads on this forum but unfortunately I don't remember where. Try to search for it.

If you want to be sure if something works or not jump out of the sector and enter it again (sector needs reset after loading a saved game).

Last edited by Goblin Wizard; 06-09-2011 at 01:07 PM.
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  #219  
Old 08-22-2011, 08:04 PM
Sing_In_Silence Sing_In_Silence is offline
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Again, late to the party, but wanted at least to say:
This is one cool mod.

Note: using 0.27 from the combined modpack.

Got a couple of minor issues (Ships with the wrong generation, would be nice if there was an option to list B&KT's learned perks, some(?) of the H.Turrets don't blink if you have a stealth module), but given the engine limitations you're working with (e.g. 'Interceptor' Butchers. Ugh.), this is a great piece of work.


Not entirely balanced, though.
The USS convoy mission can give you upwards of 1mil cr.
Star Hammer costs 1.5 mil, and there's a Maintenance Station right there.
Get it, and it's pretty much game over (if you can bear its 'speed'), especially if you put an Engineer as its pilot.

Of course, the simplest solution is just to not buy it. :p


Overall:
Great work.
Two thumbs up.


Late edit:
* It occurs to me to wonder if the HTs not blinking in Stealth is because the Devs just stopped working on them when they were cut.

* The extra pilots are good, Ace is great, Bryna and KT are awesome

Last edited by Sing_In_Silence; 09-03-2011 at 10:12 PM.
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  #220  
Old 09-01-2011, 08:26 AM
Trucidation
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Heh, I could never bear the Hammer's speed, because - unfortunately - a lot of time is spent just cruising to a (distant) portal. Reminds me of the cruise engines in Freelancer. Which reminds me there's a dearth in space sim games in general, ugh.
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