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

View Poll Results: What should I Prioritize on?
Basebuilding! 1 25.00%
Balancing! 0 0%
The Mod Manager! 0 0%
Asteroid ore-dropping! 0 0%
Intensive Bugfixing! 3 75.00%
Voters: 4. You may not vote on this poll

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  #1  
Old 07-22-2016, 07:10 PM
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nocalora29 nocalora29 is offline
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Default @The "P" Update

RELEASED.

Manual Download Link: Download
Installer Download Link: Download
Optional: Disable StarRover Armor Simulation: Download

Size: ~640MB, Packed: 362MB
Changelog inside.

Please report bugs ASAP, and thank you all for the Patience.

Note: The Missiles mod is not available as of yet as a Optional.
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Last edited by nocalora29; 07-22-2016 at 07:30 PM.
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  #2  
Old 07-22-2016, 08:51 PM
Szpacky Szpacky is offline
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Default :D

Yeah I know Im a Necrophile for doing this but its been bugging me for too long

is it possible to get various big ships to handle like fighters(meaning docking/undocking from the motherships and usable by pilots)
I saw Goblin do something like this in his mothership mod with the Alien frigate
but Id like to see some other frigates in my fleet like the Chimiera or the Stone Arrow (Big fan of X3 style combined fleets here)

If it iss then how can I do that myself?
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  #3  
Old 07-25-2016, 10:15 PM
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nocalora29 nocalora29 is offline
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Sorry for the late reply, your comment was invisible for a while due to this forums lazy approval staff.

Lets get right into it:
The main file we want to take a look at is in Data\Game\Carcasses.xml

Lets look at a Alien Dreadnought for example (I know it allready exists in the shop, but this is just to show you how its done)
Copy&Paste the Dreadnought Carcass, beginning from <BigShip> to </BigShip>.
Code:
	<BigShip name="Alien_Dreadnought_0">
		<short_name>#M_Name_Alien_Dreadnought</short_name>
		<hint>#M_Hint_Alien_Dreadnought</hint>
		<short_desc/>
		<long_desc>#M_LDesc_Alien_Dreadnought</long_desc>
		<mesh_name>Alien_dread</mesh_name>
		<flat_image>alien_dread</flat_image>
		<hit_points>20000</hit_points>
		<mass>200000</mass>
		<disable_trade>true</disable_trade>
		<cost>1000000</cost>
		<technology/>
		<EPR>50</EPR>
		<explosion_script>Station</explosion_script>
		<work_sound/>
		<silence/>
		<max_energy>10000</max_energy>
		<energy_restore>2</energy_restore>
		<max_speed>3.5</max_speed>
		<maneurability>1</maneurability>
		<steering_power>17000</steering_power>
		<sensor_resolution>0.2</sensor_resolution>
		<sensor_length>200</sensor_length>
		<threat>30</threat>
		<mapping_name>Alien_dread_shop</mapping_name>
		<HolderProperties>
			<big_guns>0</big_guns>
			<small_guns>0</small_guns>
			<rockets>0</rockets>
			<systems>0</systems>
			<turrets>16</turrets>
			<gk_guns>0</gk_guns>
			<gk_turrets>0</gk_turrets>
		</HolderProperties>
		<engine_sound>Engine-Dreadnough.wav</engine_sound>
		<engine_start_sound/>
		<destroyed_mesh_name>Alien_dread_destroyed</destroyed_mesh_name>
		<cargoCapacity>0</cargoCapacity>
		<BigShipHangar>
			<hangar_count>8</hangar_count>
			<max_hangar_count>8</max_hangar_count>
		</BigShipHangar>
	</BigShip>
And Change/Add/Modify the stuff which I marked with RED.
Code:
	<Interceptor name="Alien_Dreadnought_0_New">
		<short_name>#M_Name_Alien_Dreadnought</short_name>
		<hint>#M_Hint_Alien_Dreadnought</hint>
		<short_desc/>
		<long_desc>#M_LDesc_Alien_Dreadnought</long_desc>
		<mesh_name>Alien_dread</mesh_name>
		<flat_image>alien_dread</flat_image>
		<hit_points>20000</hit_points>
		<mass>200000</mass>
		<disable_trade>false</disable_trade>
		<cost>1000000</cost>
		<technology/>
		<EPR>50</EPR>
		<explosion_script>Station</explosion_script>
		<work_sound/>
		<silence/>
		<max_energy>10000</max_energy>
		<energy_restore>2</energy_restore>
		<max_speed>3.5</max_speed>
		<maneurability>1</maneurability>
		<steering_power>17000</steering_power>
		<sensor_resolution>0.2</sensor_resolution>
		<sensor_length>200</sensor_length>
		<threat>30</threat>
		<mapping_name>Alien_dread_shop</mapping_name>
		<HolderProperties>
			<big_guns>0</big_guns>
			<small_guns>0</small_guns>
			<rockets>0</rockets>
			<systems>0</systems>
			<turrets>16</turrets>
			<gk_guns>0</gk_guns>
			<gk_turrets>0</gk_turrets>
		</HolderProperties>
		<engine_sound>Engine-Dreadnough.wav</engine_sound>
		<engine_start_sound/>
		<destroyed_mesh_name>Alien_dread_destroyed</destroyed_mesh_name>
                <level>1</level>
	</Interceptor>
"level" is the required pilot skill perk. (1 - 5)
Be sure to set the "name=" to something new and non-existent, this is the "id" of the carcass which then can be used to get the actual ship via a .lua/.script Script

This Carcass now can be easily added to Goblin Wizards Maintance Station Menu/Shop.

Feel free to ask for additional help .
Also: This method can be applied to all "BigShip" Carcasses.
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Last edited by nocalora29; 07-25-2016 at 10:21 PM.
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  #4  
Old 07-28-2016, 12:14 AM
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nocalora29 nocalora29 is offline
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I know this forum has its quietness-times, but god damn. Its like a personal forum for like maybe 3, 4... 5 nah max 12 people at most.

Everytime I open this forum, I just imagine a BIIIIIIIIIIG tumbleweed.
I know im not helping the situation at all, but what am I gonna do

In the next Release, namely 0.6.2X there will be fantastic stuff (or atleast I plan to include fantastic stuff).
Which will include
*RCFF(Random Contacts-Fleet Framework)
-A Tool which makes it EXTREMELY easy to create custom rc-fleets.

*AI Agents (CPU Players)
-Do not expect too incredibly much from that in 0.6.2X, it will just be a "preview" of their capabilities.

*GateBlockades²
-I tried to code something like that in the past, but failed miserably. But this time I got the proper functions.
-So what can you Expect?: Gate-Blockades, See the Government, Corporations, or Private Organizations/Pirates blocking the Portals by setting up a perimeter around them and protecting it.

*The Prestus Corporation
-New Faction, I won't spoil that much about them, but their main Weapons will be kinetic-based, with a nice pack of new accesible sectors/systems.


Heres a short Preview about the RCF-Fleets Table (You input your custom fleets here to let them be initialized by the main script)
http://pastebin.com/iFUEGkuG

@REQUEST: YOU, EXACTLY, I MEAN YOU!: How about you help me bug-test RCFF by Creating your own Table?, its very easy to do!, heres a sample of another Fleet pasted into the Table:
http://pastebin.com/NHehWQf6

Either create it from scratch, or modify the existing _NULL table with your Ideas!.

Thanks for Reading ^_^
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Last edited by nocalora29; 07-28-2016 at 03:05 AM.
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  #5  
Old 07-28-2016, 01:22 PM
Szpacky Szpacky is offline
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Join Date: Jul 2016
Posts: 2
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Im not sure why but my last reply didnt quite make it trought the tumbleweed xD

First of all Thank you for your help with the Carcasses and making interceptors but I cant seem to find the equivalent of GW.script to edit in my bigships instead of for example the trident (I managed to do this in the Goblins mod)

Not sure if my post is going to come up here anytime soon so I will repeat my bugs(Most probably I linked a Mediafire link to my save for refference)

- During Saving Ternie Mission when your mothership brakes down at the Portal
there seems to be problems with switching the MS
Im currently using the Phoenix as my MS And the cutscene freezes for the MS change sequence and after a couple of minutes the game crashes
toggling the MS thing in Mod options doesnt do the trick and Causes the game to CTD more frequently (Unconfirmed fix to this is getting a normal MS but I didnt yet got to try it)

- The Phoenix has issues with docking to smaller stations(Most ptobably due to the size and the central-ring part is just too far )

- I got sometime during my mastiff play to grab a Simoto Light cannon that was and wasnt in my Eq Meaning its there but equipping it crashes the game instantly (Switching MS seems to fix it cause it just dissapears)


I would send you my save in PM but I cant even acces your profile which is kinda wierd xD

I will also try out the new additions and see if they kill my FPS Just like the Lion mk 2 mercs xD
Cheers and thanks for your great work!
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  #6  
Old 07-28-2016, 10:06 PM
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nocalora29 nocalora29 is offline
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You need to look into "Star Wolves 3 Civil War\Data\Addons\@Motherships_Mod_0.27\gw.lua", "gw_ms_shop.lua" and "gw_fig_shop.lua"



Ze Bugs:
I remember the bug at saving ternie... I actually fixed it, but seemingly something has broke again, I will try to push RC-2 with appropriate fixes Soon.
But a save before you entered that system would be Golden to me.

I will look into the phoenix mesh to see if I can help it somehow.

I think that was a issue with the game itself, I know it could happen in SW1, but it never occured to me that it would have happened also in SW3...

EDIT: and why is it that you can't access my Profile o.O, try uploading to mega, mediafire other something else and just post the link here.
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Last edited by nocalora29; 07-28-2016 at 10:17 PM.
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  #7  
Old 07-28-2016, 10:35 PM
oxygenes oxygenes is offline
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I'm probably little lost, because i don't play SW3-CW, just from time to time study tables, scripts, imd,.... I found (last exp. pack) in file Carcasses.xml data for group Stormcrow_mk3, but despite of this, i don't found file Stormcrow_mk3.ini, nor descriptions in m_carcasses.loc. ==> possible not completed

for this i have some strange question - complete setup for actual expansion pack mod is
game sw3-cw (1.12) + 0.6.1.9P exp. pack?

Last edited by oxygenes; 07-28-2016 at 10:45 PM.
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