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Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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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.
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#2
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thx 4 the quick answer...i'll give it a try when i have time and come back with some feedback...
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#3
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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.
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#4
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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?
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#5
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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.
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#6
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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
![]() My slightly tweaked Butcher Mk. II corvette ![]() 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:
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 ![]() Basically you could add stuff from SW2 doing this way...most of the meshes and so on are still there. Last edited by valky; 03-15-2010 at 03:35 PM. |
#7
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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 |
#8
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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. |
#9
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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 ?
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#10
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You would have to edit the IMD files of the ships with the IMD Editor, then add one "HangarIn" and another "HangarOut" Reference.
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