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

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  #1  
Old 06-08-2011, 01:42 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 01:45 PM.
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  #2  
Old 06-09-2011, 02:04 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 02:07 PM.
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  #3  
Old 08-22-2011, 09:04 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 11:12 PM.
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  #4  
Old 09-01-2011, 09:26 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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  #5  
Old 12-04-2012, 10:28 AM
Kichigai Kichigai is offline
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Join Date: Dec 2012
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Hi,

Sorry to resurrect the thread, but I've recently replayed SW3, and I would like to try out the mods- any chance for a reupload? Seems gamefront is not working now, which is the same as with the combined mods on the sticky.

Thanks!
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  #6  
Old 12-05-2012, 10:25 AM
Goblin Wizard Goblin Wizard is offline
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Try alternate download links for my mod. About mod pack I can't help.
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  #7  
Old 02-03-2013, 10:24 PM
Darearkin Darearkin is offline
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Sorry to ubernecro here, but- when it says 'some missions require a certain mothership.' aside from the first freighter/transport/mastiff- are there others?
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