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

 
 
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Old 04-26-2010, 05:28 PM
Nanaki Nanaki is offline
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Join Date: Mar 2010
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Update:
The mod is mostly finished. I modified most of the location files and added fleets, convoys, and flights to many of them. Many of these random contacts also have additional waypoints, which means they will loiter in a system longer and visit more places. Certain randomcontacts in certain systems had broken waypoints, so that was fixed as well.

So far, in most systems, flights have a 50% chance to spawn every time it runs the script (varies by system, usually 60 seconds), Fleets and Convoys both have a 10% chance to spawn. Pirates in the Triada systems have a mostly 25% chance of spawning a flight, and a 5% chance of spawning a fleet/convoy, so caution is recommended when travelling in Triada systems.

My Convoy script was gutted and redone to be exactly like the Fleets, except that they have 2-3 escort flights as opposed to 1-4 escort flights. Convoy flights are easier to poach, but the added fleets make gate camping risky and forward reconnassiance a must, since you have no idea weither a convoy is going to come out of a gate, or a very angry fleet consisting of a capital ship and four flights of fighters.

Overall, the only thing that is left is making changes to capital ship loadouts (such as equipping GKGuns to Pirate motherships) and testing the mod.

Update2: It seems like something broke... escorts are not spawning anymore.
Attached Files
File Type: zip FleetModbeta.zip (37.0 KB, 76 views)

Last edited by Nanaki; 04-28-2010 at 08:32 PM.
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