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

View Poll Results: What should I Prioritize on?
Basebuilding! 1 25.00%
Balancing! 0 0%
The Mod Manager! 0 0%
Asteroid ore-dropping! 0 0%
Intensive Bugfixing! 3 75.00%
Voters: 4. You may not vote on this poll

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  #221  
Old 10-14-2016, 01:12 PM
EmileKhadaji EmileKhadaji is offline
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Umm, they are not supposed to be spawning in at all yet, even if they spawn they would do nothing at all.
Its not even possible for them to spawn in, where and how did you encounter them? o.O
After hotfix you gave me because nothing worked for me. And my reinstall. Ive seen a fleet flying away in Corrino after fresh start. Well I guess it was them. Since never seen anything like that before. It was a mothership with four or five wings flying in escort. Mastiff or Rhino perhaps. Cant remember.
Altough a blackout came so had to restart.......Never seen it again. But atleast on my secong run I found a caravan which called in some mercs to figth off pirates.....insane ammount of loot. Thats what I call a good start

Quote:
Yeah, although it depends on what "Table Fleet" you have triggered in the current system, and how big their max Strength value is .
Feel free to make your own RCFleet if you want to (RCFF-fleets.lua), the file is designed so that there can be several "Table Fleets" inside of it.
Just make sure the table fleet stays within its Master Table, in this case "SW3EXP_RCFF_TableFleets = {"
Hmmm sounds interesting. Maybe I will make some fleet templates.

Quote:
It will tell the story how life is after SAM's Return and some last efforts made up by Survivors to finish the AI off for good.
While reading everything that you made so far....I had an idea. But didnt want to share it. Reading this changed my mind.
Because I think you are not really far away for releasing the cancelled "ashes of victory" in a mod. Altough I have no idea how taxing that could be for one person.

Quote:
PS: Did the Hotfix do the job?
Absolutely. But I did crash while managing some replacement figthers in the midst of battle. Is it with the mod or my system is making fun of me again? And no hotfix needed for this. I will prepare the ships before all hell brakes loose
https://www.dropbox.com/s/9stj48rezz...Gfile.txt?dl=0
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  #222  
Old 10-14-2016, 06:21 PM
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nocalora29 nocalora29 is offline
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Quote:
After hotfix you gave me because nothing worked for me. And my reinstall. Ive seen a fleet flying away in Corrino after fresh start. Well I guess it was them. Since never seen anything like that before. It was a mothership with four or five wings flying in escort. Mastiff or Rhino perhaps. Cant remember.
Altough a blackout came so had to restart.......Never seen it again. But atleast on my secong run I found a caravan which called in some mercs to figth off pirates.....insane ammount of loot. Thats what I call a good start
Those were most likely some Caravan's, I made pretty sure that I always disabled the Initialization of the AI Script in the main _init file of my mod.


Quote:
But I did crash while managing some replacement figthers in the midst of battle. Is it with the mod or my system is making fun of me again? And no hotfix needed for this. I will prepare the ships before all hell brakes loose
Ah, a crash while swapping around fighters and or even Equipment of fighters?
That kind of crash happens VERY often, in ALL 3 Games released up to now.
They never got it fixed, but they significantly decreased chance of it happening in SW2 and SW3, but it is indeed still around as you have seen.

Sadly I would need the Source Code of the game executable to fix that crash, but as we all know, Star Wolves is not an Open Source game.
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Last edited by nocalora29; 10-14-2016 at 06:27 PM.
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  #223  
Old 10-14-2016, 09:39 PM
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nocalora29 nocalora29 is offline
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Its amazing how fast the time really goes by. I tried to look up the oldest file of this Mod's predecessor (Inv_Mod) and it turns out the oldest file I have created was from the 11.12.2014 (DD.MM.YYYY)

So one could say this mod is almost 2 Year's old, it surely did not feel that long at all.

Quote:
[STORYTIME]
It just started out by being a simple Systems Addon Pack. (Ever wondered from where the Invasion_ Systems really came from?) I have integrated them from this ancient mod called Invasion Mod.
I have added stuff in this Mod which I would have never thought I would be EVER capable of, especially Custom PFX for weapons, I thought it would be Rocket Science or something lol.

And the Man who started it all, the one who inspired me to make my own mod for this game, and the one you have to blame for me coding this mod... IS... the one and only... Goblin Wizard.
His Motherships Mod was the first one I have had immediatley installed onto my installation of SW3, after a while though, I just wanted to add some custom stuff, you know, like having some buyable Battleships as interceptors or something. So I got myself some Notepad++ and looked at the file's of his mod myself, and tried to add custom stuff by slowly analyzing how the game reacted to what I have done to it.
After a rather long time, I figured much out, understanding Carcasses, Modules and the ShipDescriptions XML's was the easiest part. But the .script files were always a bit... you know... overwhelming at times.
I made the mistake of immediatley looking at the Create_Flight_2.script as my first script I opened and tried to research, This cluster of a script file surely was not any fun at all to research.

But by Copy&Pasting some fragments of code, effectively tried Lego-building them together to make it work, I have created my first, and very own .script file. called inv_mod.script for the original Invasion Mod.
You know the first thing I wanted to make with my newly created non-functional script file?, to make Escortation Flights(NON-GAME-MERCENARIES) follow you around systems.
I thought it would NOT be possible at all, but I always knew it just had to be possible in some way or another, and then it finally snapped... I have come up with a solution for ALL of my Problems.
It was a simple Initialization Function, in the modern times of this mod it is called "SW3_Expansion_GetFollowers();", kinda makes sense why it is named like that, huh?.

And my Solution to it being run in every system load (Effectively an Autorun, for this game), was to add this function to ALL SYSTEMS IN THE ENTIRE GAME.
This is why this function is present in ALMOST all systems in the game, some are excluded, specifically Story-Quests only Systems.

Without this Autorun function, there would be almost nothing I could have done... atleast not in the way I wanted things to be.
[/STORYTIME]
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Last edited by nocalora29; 10-14-2016 at 10:01 PM.
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  #224  
Old 10-15-2016, 03:03 PM
EmileKhadaji EmileKhadaji is offline
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Every big thing starts out small.......

So im currently trying to understand the RCFF fleet script. Not saying that I understand even a quarter of it
The last time I made or modified a script was years ago.

I have a few questions tough.

Quote:
Waiting Time
InitialWait = 100,
IntervalWait = 250,
This is a timer for it?

Quote:
Prop_SystemTable = SysList_Navy,
Means they are only spawning in the faction system? Can a specific system be named here for an invasion like event?

Quote:
Prop_AllowTimerTrigger = {FALSE, 180, ""},
Prop_EnableChanceTrigger = {FALSE, 50, 160, ""},
Setting these "TRUE" would enable the script yes? And whats the second number? (160)

Quote:
Prop_ManualEscortTable
The strength values. What are the limits?
For example if I set min 30. max 60. What would that mean?

Also, can I set the fleets to only became active when the story progressed to some point? Corporations free for all war for example.


Im thinking about making some:
-Pirate raiding parties (attacking one or two stations before retreating)
-Empire related border guards (patrolling between two stations that are closest to the portal leading to their enemies)
-Mercs on pirate hunt
-Berserk fleets
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  #225  
Old 10-16-2016, 07:16 AM
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nocalora29 nocalora29 is offline
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Quote:
This is a timer for it?
Yes, after a system has been Loaded, these values set the time a trigger gets run every so often, basically this timer controls after what time this current RCF-Fleet gets to spawn.

Quote:
Means they are only spawning in the faction system? Can a specific system be named here for an invasion like event?
Correct, you should make a new table that consists of some or even just one System, look at the sw3_expansion_functions.lua file, there are allready some system tables, like the one you saw, "SysList_Navy".

Quote:
Setting these "TRUE" would enable the script yes? And whats the second number? (160)
Prop_AllowTimerTrigger = {FALSE, 180, ""}, = ENABLED, Delaytime after fleet has been spawned, Functionname
Prop_EnableChanceTrigger = {FALSE, 50, 160, ""}, = ENABLED, Chance in % of this Trigger being successfuly triggered, Delaytime after fleet has been Spawned, Functionname.
Quote:
The strength values. What are the limits?
For example if I set min 30. max 60. What would that mean?
it would simply mean that a value gets selected from 30 to 60.
The "Strength" basically selects the desired ship-fleet-configuration as seen at these huge tables consisting of shipdescriptions in create_flight_2.script

Quote:
Also, can I set the fleets to only became active when the story progressed to some point? Corporations free for all war for example.
That functionality hasnt been added yet, but I will include it in the future.

NOTE: RCFF is not ready and 100% Functional as of the time being, but you just can "pre-make" your tables, so its ready for the actual release of RCFF, which will happen in 0.6.2X in the near future.
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  #226  
Old 10-24-2016, 09:47 PM
SARFAX SARFAX is offline
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Do I need to start an new game after updateing to Expansion Mod [0.6.1.9P] Hotfix #10?
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  #227  
Old 10-24-2016, 11:54 PM
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nocalora29 nocalora29 is offline
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Default @sarfax

No, you don't need to start a new game.
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  #228  
Old 10-27-2016, 04:23 AM
quecojo quecojo is offline
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Hi! nocalora29! You mod looks very interesting and I am dying to try it out!

Sadly, I am having trouble with the [RESOURCES] download from moddb. When I try to unzip it I run into an error saying the files are corrupted. It only unpacks around 39 mb before it stops.

Any chance you could take a look or reupload it somewhere? Thanks!

Edit: Also found the files via gamefront. Now I am getting an error that says "WinRAR, not enough memory". Has this happened to anybody? I am able to download and unpack all the other parts for your mod, but for some reason I keep running into problems with the Resources file.

Last edited by quecojo; 10-27-2016 at 04:39 AM.
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  #229  
Old 10-27-2016, 02:34 PM
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nocalora29 nocalora29 is offline
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Default @quecojo

Hey there!, I will repack & reupload the Resources zip ASAP.


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EDIT: Reuploaded.
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Last edited by nocalora29; 10-27-2016 at 05:08 PM.
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  #230  
Old 10-27-2016, 04:51 PM
quecojo quecojo is offline
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Quote:
Originally Posted by nocalora29 View Post
Hey there!, I will repack & reupload the Resources zip ASAP.
Im going to Edit this post when its Done.
Thanks for the quick reply!
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