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Star Wolves 3D space RPG with deep strategy and tactical elements |
View Poll Results: What should I Prioritize on? | |||
Basebuilding! |
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1 | 25.00% |
Balancing! |
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0 | 0% |
The Mod Manager! |
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0 | 0% |
Asteroid ore-dropping! |
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0 | 0% |
Intensive Bugfixing! |
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3 | 75.00% |
Voters: 4. You may not vote on this poll |
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#1
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![]() Ah, I do dimly recall there being another mission where you can get a better Mother ship - I believe that's optional though? I have a faint recollection of refusing the new ship one time, as I'd already upgraded. One thing I will say, using the GoG version as my base game, I've had zero crashes or freezes thus far, and am using the sw3cwEXP.x64.exe. I might switch to the x8Fix.exe - which I assume is also LAA - for more consistent 8x behaviour. For the record, in case it has any value, here are my basic system specs: 2600k @ 4.4ghz GTX 1070 32gb DDR3 1600 2x 500gb Samsung 850 EVO's in RAID0 W10 Pro Playing at 1920x1200. Scoob. |
#2
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8xFix sadly isn't LAA. I can debug the x64 to also include the 8xFix of course.
It will be included in Hotfix #12. I smiled a bit because of the 32GB Ram, but then I reminded myself that I also have 32GB RAM, but DDR4 in this case ![]() But damn, your PC is a powerhouse. lovin it.
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Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) |
#3
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Hotfix #12 RELEASED
Download: http://www.moddb.com/mods/sw3exp/dow...-rc3-hotfix-12 x64-8xFix.exe should be finished a bit later, havin some problems right now.
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Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) |
#4
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Heh, I actually used to play around with Ram drives a lot, so 32gb of ram was essential. However, since I got the ram games are somewhat larger! It used to be that a 16gb Ramdrive would hold anything. It's a good PC, the 2600k with a modest OC is still allowing me to play pretty much anything I want, so I'm happy. Btw: A question if I may... I have the Astarte now, which I notice has EIGHT ship slots, however I can only carry six crew. Basically, I'm currently full crew-wise, having "AI" to Pilot the MS - it sees enough combat that skills/levelling will be worth-while - as well as Joker and Astra, who I hired to pilot my hand-me-down Fighters until the level up. So, can I have the technically nine crew I'd need for eight Fighters plus the MS Captain? Scoob. |
#5
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It just has 8 ship slots for its own sake.
its still kinda impossible to have beyond 6 pilots. Although I would like to try my skills to change that, its still gonna take a while before I can start on that project though. Way too many other things to work on right now. If in theory you somehow would get a seventh and eight pilot, the game would NOT allow you to have all of them docked. you may have them temporary outside our mothership and you could control them with ease. Last time I did that the game deleted the pilots who couldn't fit in the 6 pilot slots above the hangars.
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Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) |
#6
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Ah, I thought it might be teasing me of some future feature - I don't recall the Astarte having 8 ship slots previously, though I might just be miss-remembering it. That said, I'd not normally be able to get extra crew from Goblins Shipyard mod you integrated
![]() Thought: as we can buy the Butcher, which is too large to dock, in theory this might work? I always thought it might be a good feature to be able to control multiple large ships, but I suspect that expecting too much out of the engine. Scoob. |
#7
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Future feature.... Well there is a special script im working on from time to time called the "Group Manager"
It will basically allow you to "kinda" have more than six pilots. It will give you the ability to switch between different groups of pilots. and the pilots one doesn't currently control would be following you around or do other stuff one will be able to set as option. As for the Multiple large ships idea: You can't really give a pilot a "Bigship", atleast not Player-controlled Pilots. They can only fly "Interceptor" Class ships. They arent even allowed to drive corvette ships, which kinda sucks. The way this can be avoided is to basically force-change the definition of these ships to "Interceptor", which required to copy paste the entire ship a second time in the Carcasses.xml and then, of course, replacing the definition with the new compatible one.
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Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) |
#8
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Sounds interesting. So, you could give orders to one group of 6 for example, then flip to the other group of 6 for direct control, while the original 6 go about their business... certainly has the potential to expand player options. I'd imagine that legitimately allowing for additional crew slots isn't something modding supports then? Rather you'd need to tweak the code more directly.
When I last played, many years ago as I already mentioned, I do remember playing with an early version of Goblin Shipyard. I recall being able to buy and fly a Butcher, which is a larger corvette-class ship. It basically behaved just like a Fighter, even docking where it clipped through a docking port it would never fit through lol. I guess part of me imagines an almost Homeworld-esque option with the player controlling multiple motherships, some carriers, other pure destroyer with no ship docking...likely asking too much though ![]() As an aside, I notice base building appears to be in - is there a guide somewhere as I'd quite like to play around with this? Scoob. |
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