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Author Topic: Star Wars Mod Update: v2.04 new guns  (Read 101173 times)

washout

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Re: Star Wars Mod Update: v2.01
« Reply #60 on: February 27, 2012, 04:46:06 PM »

Standard compliment on a Super Star Destroyer is over 500,000 people. So yeah way bigger then deep space 9 or babylon 5.

edit: Well I've been trying to add this stuff to the campaign but it's slow going. The game explodes for seemingly no reason. And if you lose against a empire fleet the game crashes. I think it might be because we named all the variants the same as the hulls. So we might need to go through everything and rename it all. Also turbolasers seem pretty overpowered.
« Last Edit: February 28, 2012, 08:34:15 AM by washout »
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washout

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Re: Star Wars Mod Update: v2.02 ADDED TO CAMPAIGN
« Reply #61 on: February 28, 2012, 11:18:04 AM »

Bump for v2.02
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Mavolio

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Re: Star Wars Mod Update: v2.02 ADDED TO CAMPAIGN
« Reply #62 on: February 28, 2012, 05:59:54 PM »

Had a nice looong play with this today and managed to get a few of the imperial ships. Its looking really good so far cant wait for the stations to appear so i dont have to spend ages building up ships that can take the star destroyers  :P


Might be wroth having a quick look at some of the turrets as well, i noticed 1-2 on a few of the ships weren't correct. They were either slightly out of place so not symmetrical firing arcs (1 of the guns on the left side of the nebula had that) or they weren't set as a turret (a few of the start destroyers) so 1 gun was fixed firing forwards.
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washout

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Re: Star Wars Mod Update: v2.02 ADDED TO CAMPAIGN
« Reply #63 on: February 28, 2012, 06:29:13 PM »

Can you be specific? Some of the ships have fix forward mounts on purpose. (like the nebulon b, and both mon cal ships). For the ones that seem off, I tried to be pretty rigorous when placing turrets. I'll double check all the files for turrets and fixed mounts though. I'll be working on adding ships to stations tonight as well.

The missiles on the Victory I are not hidden either since I just have piliums in as placeholders for eventual heavy concussion missiles, and for some reason you can't hide missile mounts very well. Aarath is a big fan of the victory though so I'm sure the heavy concussions are on his menu.


I'd like to put out the call for some help with art. If anyone is a big star wars fan I really need art for all of the oddball ships. Like the corellian wierdo ships and all of the crazy pirate ***. None of this stuff has any good existing overhead art like everything I've already added.

http://starwars.wikia.com/wiki/Corellian_Engineering_Corporation

for examples
« Last Edit: February 28, 2012, 06:40:06 PM by washout »
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intothewildblueyonder

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Re: Star Wars Mod Update: v2.02 ADDED TO CAMPAIGN
« Reply #64 on: February 28, 2012, 08:31:15 PM »

found this. might need to contact the makers (found on bwafer.com)

edit: its a
corellian buccaneer


also found this mod
http://www.moddb.com/mods/fwtow
« Last Edit: February 29, 2012, 10:23:07 AM by intothewildblueyonder »
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Arrath

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Re: Star Wars Mod Update: v2.02 ADDED TO CAMPAIGN
« Reply #65 on: February 28, 2012, 09:10:46 PM »

Aarath is a big fan of the victory though so I'm sure the heavy concussions are on his menu.

That I am! I've added Rebel equivalent Turbolasers, so Nebulons and MonCal cruisers won't be firing green lasers anymore, next on the list are some Heavy Turbolasers/Ion Cannons and the missiles. After that major weapons should be complete, at that point I'll go through and start adding real sprites for them, try to replace all of the placeholders.
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intothewildblueyonder

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Re: Star Wars Mod Update: v2.02 ADDED TO CAMPAIGN
« Reply #66 on: February 28, 2012, 09:15:52 PM »

I noticed that the most aft turret on home one is not hidden (though this may be due to my fooling around with the mod).
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washout

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Re: Star Wars Mod Update: v2.02 ADDED TO CAMPAIGN
« Reply #67 on: February 28, 2012, 09:46:30 PM »

What is that thing?

I noticed that the most aft turret on home one is not hidden (though this may be due to my fooling around with the mod).
Ok I'll check that out in particular. Unless you went in and directly edited the .ship file then it is a mistake from me for sure.
« Last Edit: February 28, 2012, 10:00:13 PM by washout »
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Mavolio

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Re: Star Wars Mod Update: v2.02 ADDED TO CAMPAIGN
« Reply #68 on: February 29, 2012, 06:20:50 AM »

Can you be specific?

These are the only ships i've still got in order to check

Acclimator-Class - The middle right fighter laser cannon is fixed forward
Victort 1-Class - 4th turbolaser turret back on right side is fixed forward and all turrets need their firing arcs turned about 10 degree anti-clockwise on the left side
Nebulon B_class - Turbo lasers on right side need to be turned anti-clockwise 5-10 degrees,  The back 4 fighter laser turrets dont have symmetrical firing arcs and there is an empty weapon point on the left side which looks like it should be another fighter laser turret.

Not fixing them wouldn't be the end of the world but they just look wrong when you can see the firing arcs in a battle.
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washout

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Re: Star Wars Mod Update: v2.02 ADDED TO CAMPAIGN
« Reply #69 on: February 29, 2012, 09:48:09 AM »

The Victory I has the same firing arcs as the other star destroyers, 60 degrees on the left and 290 degrees on the right. Hmm yeah that is right, I do need to adjust either the right side to 300 degrees or the left side to 70. I'll do as you suggest and change the left to 70.

Thanks for this, it's stuff that I would have never noticed and makes everything look a lot better!
« Last Edit: February 29, 2012, 10:14:11 AM by washout »
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washout

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Re: Star Wars Mod Update: v2.02 ADDED TO CAMPAIGN
« Reply #70 on: March 01, 2012, 12:40:05 AM »

Buuuuump with a call for help, these are a bunch of ships I'd like to include but they either need additional detail or good coloring. If anyone would like to take a stab who is actually good with photoshop/gimp/paint.net I'd sure appreciate it. My method of put bigger ship on top of it in another layer then trim off the excess and play with transparency does not really look all that great.

https://rapidshare.com/files/4163913096/Please_Color.rar
« Last Edit: March 01, 2012, 12:44:44 AM by washout »
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Anysy

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Re: Star Wars Mod Update: v2.02 ADDED TO CAMPAIGN
« Reply #71 on: March 01, 2012, 01:28:22 AM »


Nebulon B_class - Turbo lasers on right side need to be turned anti-clockwise 5-10 degrees,  The back 4 fighter laser turrets dont have symmetrical firing arcs and there is an empty weapon point on the left side which looks like it should be another fighter laser turret.

Not fixing them wouldn't be the end of the world but they just look wrong when you can see the firing arcs in a battle.
All of the right weapons on the Nebulon B need to be rotated 10 degrees, and the extra left laser should be 'left laser 10', but is instead a copy of 'left laser 9'
Code
{"bounds":[97,-7.5,60,-16.5,24,-16.5,6,-8.5,-58,-7.5,-60,-26.5,-102,-28.5,-102,24.5,-64,25.5,-57,8.5,8,6.5,20,15.5,60,15.5,97,5.5],"center":[26,100],"collisionRadius":"110","engineSlots":[{"angle":"180","contrailSize":"3","location":[-101,18],"length":"3","width":"6","style":"HIGH_TECH"},{"angle":"180","contrailSize":"3","location":[-101,10],"length":"3","width":"6","style":"HIGH_TECH"},{"angle":"180","contrailSize":"3","location":[-101,0],"length":"3","width":"6","style":"HIGH_TECH"},{"angle":"180","contrailSize":"3","location":[-101,-10],"length":"3","width":"6","style":"HIGH_TECH"},{"angle":"180","contrailSize":"3","location":[-101,-18],"length":"3","width":"6","style":"HIGH_TECH"}],"height":200,"width":53,"hullId":"sw_nebulon_b","hullName":"sw_nebulon_b","hullSize":"DESTROYER","shieldCenter":[0,0],"shieldRadius":"108","spriteName":"graphics/rebel/ships/sw_nebulon_b.png","style":"HIGH_TECH","viewOffset":0,"weaponSlots":[{"angle":"270","arc":"180","id":"right_turbolaser0","locations":[58,-10],"mount":"TURRET","size":"MEDIUM","type":"ENERGY"},{"angle":"270","arc":"180","id":"right_turbolaser1","locations":[36,-10],"mount":"TURRET","size":"MEDIUM","type":"ENERGY"},{"angle":"90","arc":"180","id":"left_turbolaser2","locations":[58,10],"mount":"TURRET","size":"MEDIUM","type":"ENERGY"},{"angle":"90","arc":"180","id":"left_turbolaser3","locations":[36,10],"mount":"TURRET","size":"MEDIUM","type":"ENERGY"},{"angle":"0","arc":"20","id":"fixed_nose_turbolaser4","locations":[76,0],"mount":"HIDDEN","size":"MEDIUM","type":"ENERGY"},{"angle":"300","arc":"180","id":"right_laser5","locations":[70,-7],"mount":"HIDDEN","size":"SMALL","type":"ENERGY"},{"angle":"270","arc":"180","id":"right_laser6","locations":[47,-10],"mount":"HIDDEN","size":"SMALL","type":"ENERGY"},{"angle":"290","arc":"180","id":"right_laser7","locations":[-70,-21],"mount":"HIDDEN","size":"SMALL","type":"ENERGY"},{"angle":"250","arc":"200","id":"right_laser8","locations":[-92,-21],"mount":"HIDDEN","size":"SMALL","type":"ENERGY"},{"angle":"60","arc":"180","id":"left_laser9","locations":[70,7],"mount":"HIDDEN","size":"SMALL","type":"ENERGY"},{"angle":"90","arc":"180","id":"left_laser10","locations":[47,10],"mount":"HIDDEN","size":"SMALL","type":"ENERGY"},{"angle":"70","arc":"180","id":"left_laser11","locations":[-70,21],"mount":"HIDDEN","size":"SMALL","type":"ENERGY"},{"angle":"110","arc":"200","id":"left_laser12","locations":[-92,21],"mount":"HIDDEN","size":"SMALL","type":"ENERGY"},
{"angle":"0","arc":"360","id":"launch_bay","locations":[0,0],"mount":"HIDDEN","size":"LARGE","type":"LAUNCH_BAY"}]}
That should be the fixed version - It seems to work well for me.
Note that you need to edit the variant file as well - it lacks a left laser 10.
Code
{"displayName":"Escort","hullId"

:"sw_nebulon_b","variantId":"sw_

nebulon_b","fluxVents":10,"fluxC

apacitors":10,"mods":

["integratedpointdefenseai"],"we

aponGroups":

[{"mode":"LINKED","weapons":

{"right_turbolaser0":"sw_laser_t

urbo","right_turbolaser1":"sw_la

ser_turbo","left_turbolaser2":"s

w_laser_turbo","left_turbolaser3

":"sw_laser_turbo","fixed_nose_t

urbolaser4":"sw_laser_turbo"}},

{"mode":"LINKED","weapons":

{"right_laser5":"sw_laser_xwing"

,"right_laser6":"sw_laser_xwing"

,"right_laser7":"sw_laser_xwing"

,"right_laser8":"sw_laser_xwing"

,"left_laser9":"sw_laser_xwing",

"left_laser10":"sw_laser_xwing",

"left_laser11":"sw_laser_xwing",

"left_laser12":"sw_laser_xwing"}

}]}
That should fix the variant file.
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arwan

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Re: Star Wars Mod Update: v2.02 ADDED TO CAMPAIGN
« Reply #72 on: March 01, 2012, 02:25:38 AM »

eagerly watching this mod. and will get it once a lot of the quick and often changes are done..

also is the millennium falcon a fighter or a frigate?
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Alex
You won't be able to refit fighters and bombers at all. They're designed/balanced around having a particular set of weapons and would be very broken if you could change it. Which ones you pick for your fleet -out of quite a few that are available- is the choice here, not how they're outfitted.

Icelom

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Re: Star Wars Mod Update: v2.02 ADDED TO CAMPAIGN
« Reply #73 on: March 01, 2012, 03:38:54 AM »

All i have to say is OMG i love your mod... one of the best starwars games i have played to date! The sounds the sprites the loadouts...

It really feels like the larger ships are massive gun ships of doom.. love it so much!

Thank you.

Edit. Just won loosing a single tie fighter wing and got 20% victory that feels kind of hollow...
« Last Edit: March 01, 2012, 03:56:01 AM by Icelom »
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Bartcheeks

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Re: Star Wars Mod Update: v2.02 ADDED TO CAMPAIGN
« Reply #74 on: March 01, 2012, 09:09:07 AM »

Hi, would you mind uploading to another site? I haven't been able to download from rapidshare since awhile back, some invalid download parameter or something.
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