Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > Star Wolves

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

Reply
 
Thread Tools Display Modes
  #1  
Old 03-14-2010, 03:32 PM
Nanaki Nanaki is offline
Approved Member
 
Join Date: Mar 2010
Posts: 338
Default

Quote:
Originally Posted by Arch89 View Post
@nanaki
an interesting thing i noticed while browsing that site u posted about modding is a mod that (among other things) increased the number of rockets\slot for fighters...anyone got any ideeas about how it was done or adapting it to sw3?
Edit modules.xml, look for the max_rocket_count attribute. Like the other guy said earlier, back up everything you plan to mod incase you either decide you do not like it, or end up making a mistake and breaking everything.
Reply With Quote
  #2  
Old 03-14-2010, 03:35 PM
Arch89 Arch89 is offline
Registered Member
 
Join Date: Mar 2010
Posts: 4
Default

thx 4 the quick answer...i'll give it a try when i have time and come back with some feedback...
Reply With Quote
  #3  
Old 03-15-2010, 10:55 AM
Raziel666 Raziel666 is offline
Approved Member
 
Join Date: Mar 2010
Posts: 19
Default

Is there a manual that i can read about adding new ships and stuff? Because no matter what i try its not working. Changing specs of existing ships or even replace the Astarte is one thing, but adding ships seems to be a lot diferent.
Reply With Quote
  #4  
Old 03-15-2010, 11:27 AM
Nanaki Nanaki is offline
Approved Member
 
Join Date: Mar 2010
Posts: 338
Default

Are you trying to add a new ship as a mission reward, or a new ship as something to buy from a shop? What exactly is going wrong?
Reply With Quote
  #5  
Old 03-15-2010, 01:30 PM
Raziel666 Raziel666 is offline
Approved Member
 
Join Date: Mar 2010
Posts: 19
Default

To buy from the shop or get them in the inventory, whichever works. For example the corvets, the motherships like the Stalingrad or Lion mk1, which are in the game just can't use them. If it's possible to add the mean fighters from SW2, pitty they are not in this one. A few new missions would also come in handy. It's a nice idea.
Reply With Quote
  #6  
Old 03-15-2010, 03:30 PM
valky valky is offline
Approved Member
 
Join Date: Mar 2010
Posts: 28
Default

I dunno if new items/ships only be available if you start a new game, but also had slightly difficulties adding some stuff into a running game new game worked fine by me...

My slightly tweaked Butcher Mk. II corvette / step by step

edit your Carcasses.xml (i took the "Butcher_pl0" , these are usualy used only by player!) Bold stuff is very important ! otherwise it won't work (you can buy it but you can't use it)
Other things are bit tweaked down...i think having a 5000 armor ship for the player 'd be too easy. slightly more speed and ~25 more maneuver / less shields & armor / sound from corvette added, should be in the file too (oh used different descriptions, so it won't work. it's only some example for whose who want to know^^)

Quote:
<Interceptor name="Butcher_pl0">
<short_name>#M_Name_Butcher2</short_name>
<hint>#M_Hint_Butcher2</hint>
<short_desc>#M_SDesc_Butcher2</short_desc>
<long_desc>#M_LDesc_Butcher2</long_desc>
<mesh_name>butcher_kfni</mesh_name>
<flat_image>butcher_kfni</flat_image>
<hit_points>2500</hit_points>
<mass>2250</mass>
<disable_trade/>
<cost>300000</cost>
<technology/>
<EPR>3</EPR>
<explosion_script>Fighter</explosion_script>
<work_sound/>
<silence/>
<max_energy>1000</max_energy>
<energy_restore>3</energy_restore>
<max_speed>6.6</max_speed>
<maneurability>4</maneurability>
<steering_power>260</steering_power>
<sensor_resolution>0.38</sensor_resolution>
<sensor_length>135</sensor_length>
<threat>5</threat>
<mapping_name>butcher_corvette</mapping_name>
<HolderProperties>
<big_guns>4</big_guns>
<small_guns/>
<rockets/>
<systems>2</systems>
<turrets>1</turrets>
<gk_guns/>
<gk_turrets/>
</HolderProperties>
<engine_sound>Engine-Class3.wav</engine_sound>
<engine_start_sound>Start_engine_2a.wav</engine_start_sound>
<level>5</level>
</Interceptor>
Next step would be to define, that your fine ship also can use turrets *yay* !! (seems like they only made it possible to add a few, but nevermind thereafter you can use them all *eg*)

Modules.xml -> either manually or with a serious editor, as you don't WANT to replace all of the lines 'cause it will mess with all modules.
edit:

<TurretModule...>
<attach_type>ONLY_BIGSHIP</attach_type> <- change in <attach_type>ALL_SHIPS</attach_type>
</TurretModule>

Now that you have your corvette capable of using all turrets, you sure want to buy it

"...\Star Wolves 3 - Civil War\Data\Scripts\include\FloodTradeStations.script "

__All_ships ={......,"Trident_mk2_black_pl0","Butcher_pl0"};

the line is very important for the shop script where you can buy and so on! (in my case it would be at the end of line 5)

"...\Star Wolves 3 - Civil War\Data\Scripts\InitTradeSystem.script"

now add exactly at the position where your ship/module or whatever is another entry in _every_ local NShop*

in my case
local NShop_SI_sst = { ....

2,0,0,0,0,0,2}}; -- 5 level ships


I only made them available @MSF blackmarket shops. In every other shop it looks like:
0,0,0,0,0,0,0}}; -- 5 level ships

Hmm that's it. If you start a new (!) game you should be able to buy a Butcher Mk.II . You can edit in a running game stats like armor/shields and so on but afaik adding new items just won't work as these are init-scripts for starting a new game.
Basically you could add stuff from SW2 doing this way...most of the meshes and so on are still there.
Attached Images
File Type: jpg butcher.jpg (226.6 KB, 208 views)

Last edited by valky; 03-15-2010 at 03:35 PM.
Reply With Quote
  #7  
Old 03-15-2010, 03:50 PM
Arch89 Arch89 is offline
Registered Member
 
Join Date: Mar 2010
Posts: 4
Default

hmm 2 quick questions:

1)would it be theoretically possible to add more than 4 rocket placements on any ship? i seem to remember bident has 4 rockets, 2 small guns & 2 systems...could it be possible to replace the 2 guns with missiles?

2)if so...i assume the same applies to big gun slots...imagine a butcher wielding those 1600 dmg cannons and a mothership with 2 missile slots(supernovas ofc) instead of 2 normal gun slots
Reply With Quote
  #8  
Old 03-19-2011, 09:03 PM
Marisss15004 Marisss15004 is offline
Registered Member
 
Join Date: Mar 2011
Posts: 4
Default

Quote:
Originally Posted by valky View Post
Next step would be to define, that your fine ship also can use turrets *yay* !! (seems like they only made it possible to add a few, but nevermind thereafter you can use them all *eg*)

Modules.xml -> either manually or with a serious editor, as you don't WANT to replace all of the lines 'cause it will mess with all modules.
edit:

<TurretModule...>
<attach_type>ONLY_BIGSHIP</attach_type> <- change in <attach_type>ALL_SHIPS</attach_type>
</TurretModule>
Here you go, aparently this is what you need to do.

As for the sensor unit i have no idea. It is designed for motherships so tehnicaly if you left it alone it shouldn't have any problems.

Last edited by Marisss15004; 03-19-2011 at 09:06 PM.
Reply With Quote
  #9  
Old 04-10-2014, 06:22 AM
Neo Genesis Neo Genesis is offline
Approved Member
 
Join Date: Apr 2014
Posts: 74
Smile

Can I Ask In The Mothership Mod 0.27 for Star Wolves 3 is it hard to make the other mothership designs launch & Dock Fighters ? if not how ?
Reply With Quote
  #10  
Old 04-10-2014, 10:42 AM
Simbal Simbal is offline
Approved Member
 
Join Date: Jul 2013
Posts: 59
Default

Quote:
Originally Posted by Neo Genesis View Post
Can I Ask In The Mothership Mod 0.27 for Star Wolves 3 is it hard to make the other mothership designs launch & Dock Fighters ? if not how ?
You would have to edit the IMD files of the ships with the IMD Editor, then add one "HangarIn" and another "HangarOut" Reference.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 03:39 AM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.