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

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  #1  
Old 04-08-2010, 06:36 AM
Goblin Wizard Goblin Wizard is offline
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Quote:
Originally Posted by Nanaki View Post
1: Keeping it to maintenance stations... having to go halfway across the galaxy to purchase a new mothership is a pain in the butt (Especially when you do not have insta-hyperspace), and maintenance stations could use a little spice.
I'm planning about 5-6 entries to my system. 4 portals in the corner systems of the map and 1-2 in the center. It's easier than converting stations. Portals that will lead you back will be added too. Name the systems you like.

Quote:
Originally Posted by Nanaki View Post
2: I am not sure about pilots... As long as there was a way to get rid of them in order to make room for the storyline pilots, I did not see anything.
There is nothing bad about pilots until you use one of each. I can add removing function. It's not a problem. I can even add warnings before critical quest which could possibly add a storyline pilot. EDIT: warning can come along with dialog which will fire pilots of your choice. Is it good enough?
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Originally Posted by Nanaki View Post
3: Disabling the purchase of motherships until after you get the repainted (non-pirate) Mastiff, and disabling it again after you get your final mothership, will eliminate all of the issues with "World is unfair. Game over." error. The game only makes exactly 2 checks between the acquisition of the repainted mastiff and the acquition of your final mothership. One of these checks is in the optional Astarte mission, the other is in the outofmission.script file.
You mean adding whole thing to the quest system. Unfortunately, I'm having some problems with quest tracking. For now mod will stay directly attached to the locations. IMO It's easier just to disable one checking function in some quests than making their own. I'll take care of it.

Last edited by Goblin Wizard; 04-08-2010 at 06:46 AM.
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  #2  
Old 04-08-2010, 12:49 PM
Nanaki Nanaki is offline
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Quote:
There is nothing bad about pilots until you use one of each. I can add removing function. It's not a problem. I can even add warnings before critical quest which could possibly add a storyline pilot. EDIT: warning can come along with dialog which will fire pilots of your choice. Is it good enough?
My original point was that it was too incomplete to decide either way on, but yeah, that is good enough.

Quote:
I'm planning about 5-6 entries to my system. 4 portals in the corner systems of the map and 1-2 in the center. It's easier than converting stations. Portals that will lead you back will be added too. Name the systems you like.
It took me five minutes to convert every maintenance station in the galaxy... and the changes I did meant that I could remove your modified location folders without harming the script.
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  #3  
Old 04-08-2010, 01:11 PM
Goblin Wizard Goblin Wizard is offline
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Originally Posted by Nanaki View Post
It took me five minutes to convert every maintenance station in the galaxy... and the changes I did meant that I could remove your modified location folders without harming the script.
If you only change activation parameter - yes that's easy. But it's not all. Script contains reactivation of portals after you bought new ms. It will work only in the system with the same portal names like in Elio. I other systems you'll get a lot of errors.
Second problem is original maintenance stations behavior. If you want to keep stations acts normally and use my shop dialog at the same time it needs some more changes. Buying firmware upgrades is still useful option.
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  #4  
Old 04-08-2010, 01:52 PM
Nanaki Nanaki is offline
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If you only change activation parameter - yes that's easy. But it's not all. Script contains reactivation of portals after you bought new ms. It will work only in the system with the same portal names like in Elio. I other systems you'll get a lot of errors.
Portals do not use very complex names... always something like PORTAL_A and PORTAL_C and PORTAL_E... Doing a blanket activation of A through Z should fix that. It may cause a little slowdown and generate some internal log files, but otherwise would work perfectly. You could eliminate the internal errors by just adding checks for each portal, Something like if PORTAL_D exists, then activate PORTAL_D else null.

Also, I kept the original maintenance station behavior with what I did. Basically, all I did was add a sixth option to original Maintenance station dialogue which, upon selecting it, takes you to the Goblin Shipyards dialogue script.

Here is the code:
<DialogAnswer name="ans06">
<answer>#L_DR5_msg00</answer>
<lua_function>OnStationStartGW</lua_function>
<go_message_name />
<multi_pass>true</multi_pass>
<sound_name />
</DialogAnswer>
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  #5  
Old 04-08-2010, 03:48 PM
Goblin Wizard Goblin Wizard is offline
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hmmm...nice ideas here. Thanks a lot. This should make all script more universal.
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  #6  
Old 04-09-2010, 07:05 PM
wmaynard80 wmaynard80 is offline
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what would i have to edit to be able to add the mothership pack from sw2 to your shipyard goblin.thanks
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  #7  
Old 04-09-2010, 07:27 PM
Nanaki Nanaki is offline
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what would i have to edit to be able to add the mothership pack from sw2 to your shipyard goblin.thanks
You would have to import that mod to SW3 first, than edit the script and add all the custom motherships.
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  #8  
Old 04-10-2010, 12:01 AM
Goblin Wizard Goblin Wizard is offline
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Quote:
Originally Posted by wmaynard80 View Post
what would i have to edit to be able to add the mothership pack from sw2 to your shipyard goblin.thanks
Which mothership pack? Give me the link.

btw I've just imported some fighters from SW2: bastard, mataris, raven, scolm and two angorian's and angorian frigate (my favorite design) as mothership. All work except frigate that needs guns placement. It takes much time so I'll do this later.
Thanks to your suggestions Nanaki I've reworked the scripts so now no changes to the locations are needed. All stays in dockstation.script and every maintenance station has access to my shop. Existing portals are checked and activated if needed. Now only pilot hire/fire script left.
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  #9  
Old 09-22-2013, 12:56 AM
Doa672ug
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hmmm...nice ideas here. Thanks a lot.

Last edited by Doa672ug; 09-22-2013 at 12:58 AM.
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  #10  
Old 11-01-2013, 01:42 PM
Simbal Simbal is offline
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@Paradoxon

feel free to release your mod someday , would love to see a new mod

(of course, only release it if you want to)
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