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

 
 
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Old 09-04-2013, 04:36 PM
Simbal Simbal is offline
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Join Date: Jul 2013
Posts: 59
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Quote:
Originally Posted by Paradoxon View Post
Hello Goblin Wizard !S


Despite being VERY late to the party and i am wondering if anybody will read this (), i wanna say:

GREAT WORK WITH THIS MOD !!! SALUTE FOR YOUR HARD WORKING !!!

I had played through SW3 a few times 2 yrears ago or so and sadly didnt found your mod compilation those days... maybe then i never hadnt stopped playing SW3 at all !!!

Now, when reinstalling it again, i luckily stumpled upon this mod and enjoy playing the game much more than in its vanilla status !! So again, thumbs up for the great work


I have a few questions:

1. with the cancellation of Ashes of Victory SW3 is up to now the latest version of this game

2. maybe you Guys will get again hooked by SW when reinstalling it the same way i did

3. if this would be the case, what about finishing your great mod ???

4. i think about adding your mentionend new ships out of the quota

5. And this is my BIGGEST wish:
you Guys came out with the idea a few pages earlier in this thread (yeah, i readed ALL of the 23 pages) with a greatly INCREASED HP-POOL of ALL ships ... i think, that would be AWESOME !!!

I agree that the battles are too fast over, this or the other way !!!

So would it be possible that you could make this real ??

- Either by DEFAULT with enhancing all Fighter HPs AND Shields by just a given number (i would say 3 times or even 5 times) and the bigger ships by a different one as being suggested (lets say 2 times or 3 times)
- Or maybe even with the help of a perk which gives the player the choice whether he wants to double, triple or whatever times he wants the HPs ???



So those are my suggestions, will check this every other day if someone of you brilliant guys are showing up again...


Cheers
Your last wish is actually possible

You only need to mod carcasses.xml ( i recommend notepad++ for modding XML files)

if you want to modify HP&Shield stats you need to see for something like this:

Code:
	<Interceptor name="Excalibur_pl0">
		<short_name>#M_Name_Excalibur</short_name>
		<hint>#M_Hint_Excalibur</hint>
		<short_desc>#M_SDesc_Excalibur</short_desc>
		<long_desc>#M_LDesc_Excalibur</long_desc>
		<mesh_name>Excalibur_gamer</mesh_name>
		<flat_image>Excalibur_player</flat_image>
		<hit_points>130</hit_points>
		<mass>720</mass>
		<disable_trade/>
		<cost>15000</cost>
		<technology/>
		<EPR>1.2</EPR>
		<explosion_script>Fighter</explosion_script>
		<work_sound/>
		<silence/>
		<max_energy>50</max_energy>
		<energy_restore>2</energy_restore>
		<max_speed>7.5</max_speed>
		<maneurability>8</maneurability>
		<steering_power>25</steering_power>
		<sensor_resolution>0.38</sensor_resolution>
		<sensor_length>135</sensor_length>
		<threat>2</threat>
		<mapping_name>excalibur_shop</mapping_name>
		<HolderProperties>
			<big_guns>1</big_guns>
			<small_guns/>
			<rockets>2</rockets>
			<systems>2</systems>
			<turrets/>
			<gk_guns/>
			<gk_turrets/>
		</HolderProperties>
		<engine_sound>Engine-Class1.wav</engine_sound>
		<engine_start_sound>Start_engine_2a.wav</engine_start_sound>
		<level>1</level>
	</Interceptor>
hp_points = HP
max_energy = Shields

please note: player ships are marked with _pl0
like:
Code:
<Interceptor name="Hrimturs_pl0">
		<short_name>#M_Name_Hrimturs</short_name>
		<hint>#M_Hint_Hrimturs</hint>
		<short_desc>#M_SDesc_Hrimturs</short_desc>
		<long_desc>#M_LDesc_Hrimturs</long_desc>
		<mesh_name>Hrimturs_player</mesh_name>
		<flat_image>Hrimturs_player</flat_image>
		<hit_points>700</hit_points>
		<mass>2205</mass>
		<disable_trade/>
		<cost>105000</cost>
		<technology/>
		<EPR>1.5</EPR>
		<explosion_script>Fighter</explosion_script>
		<work_sound/>
		<silence/>
		<max_energy>300</max_energy>
		<energy_restore>2</energy_restore>
		<max_speed>8.5</max_speed>
		<maneurability>9</maneurability>
		<steering_power>199</steering_power>
		<sensor_resolution>0.38</sensor_resolution>
		<sensor_length>135</sensor_length>
		<threat>5</threat>
		<mapping_name>hrimturs_shop</mapping_name>
		<HolderProperties>
			<big_guns/>
			<small_guns>1</small_guns>
			<rockets>4</rockets>
			<systems>2</systems>
			<turrets/>
			<gk_guns/>
			<gk_turrets/>
		</HolderProperties>
		<engine_sound>Engine-Class3.wav</engine_sound>
		<engine_start_sound>Start_engine_2a.wav</engine_start_sound>
		<level>4</level>
	</Interceptor>
Fighter = Interceptor

Motherships = BigShip

for navy ships: _nav0
for uss ships: _uss0
for triad ships: _tri0
for inoco ships: _ino0

sure it would be a little work, but you can do it yourself
its easy, trust me

Last edited by Simbal; 12-21-2013 at 01:58 PM.
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