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-   -   [SW1] Mutators Mod (http://forum.1cpublishing.eu/showthread.php?t=230557)

nocalora29 09-11-2020 09:51 PM

[SW1] Mutators Mod
 
I found this mod on my G:\ mods archive of star wolves.

Its a Mutators Mod and Application for Star Wolves 1 where you can adjust almost all XML Values in the game and randomize Fleet Sizes/Amounts and stuff.

I thought I'd make it available here, since I only found it just recently (actually, today)

Features:
  • ALL GLOBAL STATS are Customizable (Atleast those in the xml files)
  • Fleet Sizes and Strengths are randomized and Customizable
  • Comes with 4 batch file Mutators: "Double DMG for all Weapons/Turrets", "All Ships half Half Life and Half Shield", "Low Cost for all Ships", "Quad DMG for all Rocketry"

Last Notes: It comes with a prepackaged Game/ folder that contains the "Defaults" of the Mutator mod. Use this incase the program doesnt work for you.
The Batch files basically describe on how to pass the arguments to use the mutator tool.

Tutorial: Say you want to make all ships stupid fast, then youd have to make a batch file containing the following:
Code:

start "" "SWX.ModularMods.XMLMutators.exe" Game/ Carcasses 4.0 BigShip,Bomber,Interceptor max_speed
"Game/" describes where the xml files are at.
"Carcasses" describes the xml file and master XML Node
"4.0" is the mult factor
"BigShip,Bomber,Interceptor" is/are the name(s) containing our property [You can use multiple by using the , delimiter]
"max_speed" is the node of which we want to apply the mult factor on.

Incase you want to adjust the fleet strengths/sizes, they are at the top of the "Scripts/Include/create_flight_2.script" file

Mod by: "PytRk" [SWX.MM.RU] (2013)
Download: https://drive.google.com/file/d/1udu...ew?usp=sharing

Lotrek 09-13-2020 06:12 PM

Interesting. I haven't played a modded SW1 in forever. Personally, I enjoy the cheesy music from the first game the most so maybe I'll take trip.

nocalora29 09-21-2020 02:20 PM

Beware: Its brutally unfair with default settings. Only managed to get to the Astra mission #1 before virtually getting gutted by pirates and triads

Lotrek 09-26-2020 01:33 AM

Well I have the weekend free and was going to give this a go, any suggested edits before I start?

nocalora29 09-26-2020 02:09 AM

2 things:
- It might be beneficial to adjust the ship item nerf in create_shop.script. Just replace all "local halfRank = (rank*0.5);" occurences with "local halfRank = (rank*1.5);" and you're good.
- The base settings are radically favouring rocketry based weapons (All rockets are basically one-shotters) so if you dislike that you might have to restore to default xml's and re-run all mutator batches one by one except the rocketry buff.

Lotrek 09-26-2020 04:09 PM

By rocketry I assume you mean unguided rockets like the mini or the dart or does that also include Torpedoes and Missiles?

nocalora29 09-26-2020 07:26 PM

I mean all types of missiles (Torpedos, darts, ung. missiles, etc)

Lotrek 09-27-2020 12:50 AM

Well I tried it with the adjustments you suggested but when I made my "Hero" his and Ace's skills were all -1 and untrainable.

nocalora29 09-27-2020 04:49 AM

Thats weird... say, if you restore the xmls to default and apply just one batch at random, will it also result in this?

Can't say that I have had a problem like that before with this

Lotrek 09-27-2020 03:50 PM

Still the same. Don't sweat it, it's not worth spending any more time digging around for. I appreciate your help and as always thank you for bringing new life to these old games.


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