![]() |
|
Star Wolves 3D space RPG with deep strategy and tactical elements |
![]() |
|
Thread Tools | Display Modes |
#161
|
|||
|
|||
![]()
An update on a few other problems I ran into - one of them seems to be game-breaking at the moment.
During the quest "To Save A Friend (MSF)", I seem to require piloting my base ship (currently a Silver Arrow) over to Viper's Lion in order to perform the handoff... This of course, is impossible because of the quest disabling the base ship's engines -- and while the base transfer is normally done from any distance, using a different base ship than normal may be causing a problem with this. (Is there a way to "re-enable" the base ships' engines at this point?) (EDIT: Studying the quest script, I believe the base ship is disabled during "Function Critical_Damages" with the boolean variable LCRASHED, 1 when the base ship is disabled. Would removing this line prevent the base from being disabled? (Also, would it break the script to do this?) ...Oh right, another small bug shows up when you recruit the pilot "Valinol" (sp?) from Solcneckov (during the second MSF qualification quest) -- your mod normally checks for six pilots and allows the choice of dismissal before adding a default one, but in my case he simply pushed AI out of the 6th spot when joining. FORTUNATELY this check took place properly when I had to recruit Joseph later on -- but I was allowed to 'dismiss' AI from the team at this point (apparently AI became pilot #7 when Valinol joined) Last edited by Avalon4; 08-14-2010 at 10:43 AM. |
#162
|
|||
|
|||
![]()
During "Save a friend" quest - short after you enter the sector (I forgot the name) your mothership is always disabled. You are supposed to do this mission only with fighters. I can disable ship disabling
![]() About "small bug" - could you send me the saved game just before you get these pilots (or before you enter the sector)? I need more information. It's hard to figure out what's wrong without checking logs. I'll send you my email via pm. |
#163
|
|||
|
|||
![]()
Without any additional pilots (with the exception of Bryna&KT who is a mothership upgrade), it looks like there aren't any issues. I guess we should test your mod flying with the max number of pilots all the time.
|
#164
|
|||
|
|||
![]()
As for the Star Wolves 2 fighters they should be generation 4. How ever I would like to see some 5th gen versions with a few more system slots. Also one of the manticores missiles slots should be a big gun it's meant to have missiles and 6 bigguns as of description and even the SW2 manule.
On a complet side note more MK guns/turrets are needed we have all 3 types but a auto-cannon type one ect would be cool on the turrets 80(?) damage high ROF. Bassicaly a huge avenger firing the same rounds as those two barrel guns. So far the best mother ship has to be the silver-arrow the GKTurrets and its speed make it lethal. Edit: What would be cool is as well as AL adding the SAM verients as hire-able pilots change the name and such to avoid any possible script errors. I like AI piolts and the SAM ones allow for you to get ones that are actually specialised unlike AL who is ok at every thing. Last edited by Dumorimasoddaa; 08-25-2010 at 06:19 PM. |
#165
|
|||
|
|||
![]() Quote:
EDIT: Just played the quest - again - in reverse, by going to the pirate station first, before the engines are disabled, so that when Viper shows up she is next to the Mastiff and the change triggers. As the story goes, that places Ternie's ships at the MSF station, but when the Greys are defeated, Viper shows up OVER THERE and I am presented with the SAME PROBLEM! |
#166
|
|||
|
|||
![]() Quote:
![]() Version 0.27 changes: - fixed bug in several missions which caused storyline path to stop - all 3 InoCo path bugs fixes included - added Butcher and Cavalier corvettes - added compatibility with Nanaki's Fleet mod. If you want to play my mod with Nanaki's Fleet mod - you have to install Fleet mod first and next Mothership mod. P.S. I'm still working on new bigger update with some new ideas and improvements so be patient ![]() |
#167
|
|||
|
|||
![]()
I've been trying to add heavy guns to the silver arrow and failing. I think it's due to me not setting the IMB editor up for SW3 properly is that the case or is it a deeper issue I noticed you'd commented out the heavy guns either for balance or some other reason.
Also on a semi related issue is there an easy way to work out where slots show up or is it just trail and error work? |
#168
|
|||
|
|||
![]()
Silver Arrow is slightly rebuilt liner and has very thin armor. It's a blockade runner (smuggler ship) not an assault capital ship. That's why he's equipped only with turrets not any forward firing guns. His main weapon should be a speed and turrets are for self defense only. This is how I see the idea of Silver Arrow.
I don't know what you've done but adding GKGun is quite easy via IMDEditor. First, you have to open a model with a GKGun (or TurretGK) slot. Choose "Export selected reference as *.REF", open your model, "Import *.REF and add". Now you only have to find right position and direction of the gun on your model. If you use IMDEditor, it's a guess work. I use 3DSMax with IMD plugin for gun placing and only final polishing in IMDEditor. After that you add your slot in a proper ini file. That's all if I remember correctly. EDIT: You have to change the number of guns in the Carcasses.xml too. Last edited by Goblin Wizard; 08-29-2010 at 11:34 AM. |
#169
|
|||
|
|||
![]()
Do you have a link to that plugin? Could be helpful much easier than guessing units and placements ant repeatedly refining.
|
#170
|
|||
|
|||
![]() Quote:
Add the ability to swap out various pilots on the fly without docking, and you end up with a solution to any problem... Put someone like Cleric or Astra in when you want speed and defense, then switch to Ternie or Ace and watch the enemy ships fall, one by one. Even capital ships can't bother you if you kite them a bit. |
![]() |
Thread Tools | |
Display Modes | |
|
|