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

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  #231  
Old 09-11-2013, 06:39 PM
Lotrek Lotrek is offline
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Not at all, I just always found it annoying that the game put rockets in ships with big guns. If you fly that type then you chose a gunner or pilot as your spec. With that being the case investing in the points to train rockets is a waste. I just modded some of those ships to make them more viable for gunners pilots.
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  #232  
Old 09-11-2013, 06:50 PM
Simbal Simbal is offline
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Quote:
Originally Posted by Lotrek View Post
Not at all, I just always found it annoying that the game put rockets in ships with big guns. If you fly that type then you chose a gunner or pilot as your spec. With that being the case investing in the points to train rockets is a waste. I just modded some of those ships to make them more viable for gunners pilots.
Well, ok then

happy modding for you & have fun
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  #233  
Old 09-15-2013, 11:22 PM
Paradoxon Paradoxon is offline
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Quote:
Originally Posted by Lotrek View Post
OK so whoah I am playing a new game and tweaked it with the 10x shields and doubled the restore power of the shield modules since it took forever to recharge but I thought 10x on that would have been way overpowered.

After that, I started on ship modding. Following your instructions I was able to change some of the player ships around. In each tier of player ships I selected 1 ship type and switched out the rockets to turrets and what a game changer for gunner/pilot specs. It made some types that were meh into nice dogfighter types.

Thanks so much for this tutorial!

Hehe...glad you liked my idea of giving things 10x the HP... its absolutely a new game but i agree, you cant give the Shield Modules also the 10x better recharge rate because then nearly nothing can down you anymore !!!


But one thing you have to keep in mind when modding ships and their guns and modules:
You have to make sure to adjust the settings for those modded ships also in the "Ship description".xml folder because otherwise the AI will NOT equip your modded ships accordingly and will in fact fly with gimped vessels !!!
And if you do so, you can give the AI ships sometimes better and, more important FULL hardware, because often AI ships dont fit every module slot and are therefore often so weak
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  #234  
Old 09-15-2013, 11:49 PM
Paradoxon Paradoxon is offline
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Quote:
Originally Posted by Simbal View Post
no problem



is this a question about how to mod Pilot perks?

I dont know about him, but me wanted to change the Perks lately but couldnt find the right folders...i have some in suspect but couldnt open those because of lacking the right tools !


And again, many thanks Simbai for your excellent tutorials here, have changed so many vessels up to now that the whole balance of ships against each other was altered...

Few examples:

I created a new RECON Class with:

1. light RECON Vessel, the SKOLM (Tier 3) which has now:
- 400 clicks detection by default (higher as you can achieve with the "Agent" Module
- FASTEST vessel ingame
- most MANEUVERABLE vessel
- but VERY lightly armored and shielded

2. heavy RECON vessel for forced recon, the BASTARD Tier 4):
- 350 clicks detection
- very fast but not as much as SKOLM
- but 5 heavy guns
- double as much Shield and HP (but only 30 - 50% of a Tier 5 heavy Fighter)

New BALANCE between the HEAVY (Tier 5) Fighters:

- Wyvern got 3rd module slot and is much more faster and more nimble than any other fighter (in fact only SKOLM is faster and more nimble, so its a pure DOGFIGHTER)
- WYVERN MKII changed to 4 Heavy Guns instead of 2 Rockets, much slower and lesser nimble than WYVERN but a bit better shields and HP (in fact the WYVERN MKII is now a heavy fighter version of the WYVERN)
- DRAGON and GUNSLINGER MKII changed to 6 (SIX) heavy Guns but much slower and lesser nimble and weaker shields and armor than the WYVERN MKII

New SUPER-HEAVY Fighter class with:

- MATARICE (Tier 4 now) with the most heavy armarment but weaker shields and armor and very slow and less nimble compared to the Tier 5 ones
- RAVEN (Tier 4) has the biggest armor and shields by default ingame to compensate for the lack of any module slot

Real CORVETTE class:

- BUTCHER got 2nd turret and has now 4 module slots (now its seriously dangerous)
- CAVALIER got massive armor and shields to compensate for the lack of anything else

ROCKETS:

- Increased ROCKETS minimum and maximum range to make Rockets a real BVR weapon which needs a good amount of minimum range to shoot
- the longer the range of the weapon, the bigger also the minimum range
- adjusted the needed "Viewing angles" for rockets, so the ships have now "aim" more precisely to get the "lock" because in former stage, multi-armament ships had often refused to fire their guns because they just tried to get their missile into shooting angle and didnt tried harder to get an aim also for the guns


...and many other small changes but as i said, its essential if you want to prevent YOU getting OP, that you give ALL the AI ships for all different factions not only the same changes as for your own ships but also "tell" the AI to equip them accordingly via the "Ship description" folder


Sadly i cant change the prices for the ships in the Maintenance Stations nor add or remove ships there because this is in some hidden game folders
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  #235  
Old 09-16-2013, 09:10 AM
Lotrek Lotrek is offline
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Quote:
Originally Posted by Paradoxon View Post
Sadly i cant change the prices for the ships in the Maintenance Stations nor add or remove ships there because this is in some hidden game folders
Data/Scripts/Include/GW

That is the file goblin wizard made for the interaction of maintence stations. You can change the prices he has set there to whatever you want.
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  #236  
Old 09-16-2013, 04:26 PM
Simbal Simbal is offline
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Quote:
Originally Posted by Paradoxon View Post
I dont know about him, but me wanted to change the Perks lately but couldnt find the right folders...i have some in suspect but couldnt open those because of lacking the right tools !
the XML file of the perks is here: Data/Game/Perks.xml

I don't know much about the perk xml file, but it seems pretty simple to me

maybe you find this too interesting: in the pilots.xml file you can change the perks and abilitys'n stuff of the pilots ingame (AI & Player pilots)

and... yeah, im happy to help

Last edited by Simbal; 09-16-2013 at 08:12 PM.
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  #237  
Old 09-21-2013, 10:04 PM
coot coot is offline
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How about uploading your modded files fore the rest of us ? please
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  #238  
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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  #239  
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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  #240  
Old 11-08-2013, 05:51 PM
Goblin Wizard Goblin Wizard is offline
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Hello again!
I've just found my old Star Wolves modding archive. I turned out that an unreleased 0.28 version of my mod was hiding inside . AFAIR it contains some small changes to the code and two unbalanced, totally OP motherships: Alien Frigate and Alien Dreadnought (made for tests and fun). The mod may also contain other changes I've forgot about and IT MAY CRASH (or has other smaller issues) due to the simple fact that I've stopped working on it just somewhere in the middle. So, you use it at your own risk.

Motherships Mod v0.28 UNFINISHED BETA, Mirror1
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