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

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  #1  
Old 04-08-2010, 01:49 PM
Nanaki Nanaki is offline
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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.

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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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  #2  
Old 04-08-2010, 02:11 PM
Goblin Wizard Goblin Wizard is offline
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Quote:
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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  #3  
Old 04-08-2010, 02:52 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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  #4  
Old 04-08-2010, 04:48 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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  #5  
Old 04-09-2010, 08:05 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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  #6  
Old 04-09-2010, 08:27 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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  #7  
Old 04-10-2010, 01:01 AM
Goblin Wizard Goblin Wizard is offline
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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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  #8  
Old 04-10-2010, 02:08 AM
wmaynard80 wmaynard80 is offline
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http://freenet-homepage.de/allaway/s...x_english.html heres the link
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  #9  
Old 06-07-2010, 10:12 PM
Terry_Lentz Terry_Lentz is offline
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Well, I hadn't been playing the mod for too long, but from what I saw, I can tell its quite nice. No bugs, no CTDs, custom motherships are cool and the pilots are cool too. I only don't like not being too buy the Lion Mk2 or Mk3 as some call it. There's only the Mk1 - the prototype you get when you rescue Ternie, and the Invincible - the admirals ship.

Oh, yeah and a suggestion. It would be nice if you could exchange control with a vacant mothership. Don't know if its possible, though. If is, it could lead to multiple mothership control. That would be awsome. (Of course there is only one mothership, but it really needs two escort ships.)
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  #10  
Old 08-13-2010, 09:02 PM
Avalon4 Avalon4 is offline
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Good mod, the ships look nice... There are some problems I would like to note though, mainly concerning the "non-player" type ships, like Alien Dreadnought.

The ships are pilotable just fine, but some of them do not have ship launching slots. This would be fine if the mothership had its' own defences, but alas, they don't have those either. The equipment screen for these ships isn't present, displaying a somewhat canon error message where it should be. (Edit: See picture above. Also, the CTRL-SHIFT-LMB trick would be used to check enemy ships, yes? That would explain why our scans are being blocked.)

Worst of all, even if a ship DOES have ship bays, attempting to launch any of them results in a CTD. Most likely because the ship wasn't designed to launch ships, so when you try to, the game gets confused.

Again, great project, I couldn't script my way out of a paper bag so it's nice to see others being creative with our favorite games.

Last edited by Avalon4; 08-13-2010 at 09:05 PM.
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