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Mods and Stuff - Discussion
My personal take on space combat and stuff, while keeping the storyline from the first campaign.
I may have gone overboard with the Meson BLasters, but it sure looks cool during large fighter battles! http://forum.shrapnelgames.com/images/icons/icon10.gif P&N - Homefront.zip Major differences from the stock campaign: - Don't be surprised by the inoperable display screens on your control panel. You need combat sensors or Long range scanners to get the enemy display, and system scanners or Long Range Scanners for the Radar map. Your System and Galaxy maps plus your self-status monitor need only the Bridge. - Initial crew capacity of your ship will be VERY SMALL. You need crew quarters to boost that up and improve your resistance to psychic weapons, and other crew killing verbs and nouns. Crew will repair your ship slowly! More crew = faster repairs. One crew quarters for every hull class larger is a good rule of thumb. - Armor is extremely tough to fix. Great hitpoints, but hard to fix. Best to sell the old stuff as scrap, and get fresh new armor. It'll be cheaper than repairs at a starbase, unless the armor is special (organic armor, for example). - Beware fighters. Alone they aren't much threat, but you can't ignore it. In Groups, you'll need help. Point Defense Lasers will help muchly, but you'll need multiplex tracking in order to hit often. A few good shots by the main guns does wonders too http://forum.shrapnelgames.com/images/icons/icon7.gif - Watch out for mines. They're very hard to spot, but if you're tailing someone and hear the sound of objects being jettisioned/launched, TURN! The small mines Skip Shields, and will roast your armor with 100+ damage. The heavy mines do normal damage, but many times more of it. There are a number of illegal bombs and stuff that can be deployed as mines. They're much more powerful per kt, but you won't have any friends. Common Trouble for New Captains - Watch out for Illegal Cargo. Pirate ships ofter carry Banned objects, and if you pick up every bit of debris, you're liable to snag something the authorities don't like. Scan it first, or check your inventory immediately and jettison what you don't want. Having a TCN Battlecruiser pump a volley of Quantum torpedoes into your aft hull for carrying planetary napalm is not fun. - Beware friendly fire. If you accidentally hit a TCN ship as it cuts in front of you, run away until they calm down. (usually by the time their shield recharges after your attack) You're not likely to win against the entire navy. - DONT RAM THINGS. Especially asteroids and planets. If you hit anything much larger than a fighter, you're liable to lose lifesupport if not be killed outright. Ships that are weak enough to ram can be killed by a few volleys of fire. Unless your guns are destroyed, just shoot it http://forum.shrapnelgames.com/images/icons/icon12.gif [ September 10, 2003, 19:04: Message edited by: Suicide Junkie ] |
Re: Mods and Stuff - Discussion
Thanks SJ. I may not be able to play yet, but I can look at the data files!
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Re: Mods and Stuff - Discussion
SJ's Toolkit.zip
A combined download file for: 1) SFSlotmodder 2) SFStoremodder These help take the drudgery out of lining up slots to look pretty, and renumbering things when you want to move or delete entries in the big lists. Both are still undergoing some development as suggestions come in. |
Re: Mods and Stuff - Discussion
i'll try them out on your mod. http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: Mods and Stuff - Discussion
Very cool utils, SJ. When opening a file I saved in the SFslotmodder, and choose the one design I have from the list (and click Edit) I get an 'Error 55, File aready open' message and it crashes. Same if I try to edit the files from your mod. Could you educate me a bit more on file operations?
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Re: Mods and Stuff - Discussion
Here's an example of adding new ships to the game:
Starship Enterprise (I'll probably want to make the ship bigger, say 600kT, as per discussion in the beta forums, but it's a start http://forum.shrapnelgames.com/images/icons/icon7.gif ) |
Re: Mods and Stuff - Discussion
the store thing came up all blank for me. and the enterprise doesn't use an enterprise picture in the slot modder.
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Re: Mods and Stuff - Discussion
Why did no one use the ships I made? I never did get feed back on them. They all worked just fine for me and looked good in the game.
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Re: Mods and Stuff - Discussion
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Re: Mods and Stuff - Discussion
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For the StoreModder, you should load your components file and your main_shops.txt in order to have something to work with http://forum.shrapnelgames.com/images/icons/icon7.gif Quote:
[ September 10, 2003, 19:10: Message edited by: Suicide Junkie ] |
Re: Mods and Stuff - Discussion
i did that. tried loading them the other way around, to.
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Re: Mods and Stuff - Discussion
When you load the stores file, the listbox below that button will fill in with all the different spaceports found in the file.
Click one, and the categories list will fill in. Click one of the categories, and then press load. |
Re: Mods and Stuff - Discussion
ok, works now.
[ September 11, 2003, 20:36: Message edited by: narf poit chez BOOM ] |
Re: Mods and Stuff - Discussion
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[ September 13, 2003, 06:30: Message edited by: Wydraz ] |
Re: Mods and Stuff - Discussion
Have you tried the new Version?
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Re: Mods and Stuff - Discussion
The one posted below is the only one I know of. The EXE is dated 9/8 and is 3082752 bytes.
It does not allow me to save, only to export. When I try to save, it says "File cannot be read. Check that you have permssion to read and write to the file and folder, or try Exporting to create a new file." I have permission. I am the administrator, running XP Pro. |
Re: Mods and Stuff - Discussion
And you are saving to an existing slot file?
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Re: Mods and Stuff - Discussion
no. http://forum.shrapnelgames.com/images/icons/icon9.gif
[ September 14, 2003, 11:20: Message edited by: Wydraz ] |
Re: Mods and Stuff - Discussion
Easy enough then.
Either copy an existing file, or export to create the new file. Then you can save additional entries into the existing file you created. You could also download my mod, and play with its files. |
Re: Mods and Stuff - Discussion
It opens files OK (inlcuding your Main_ComponentConfigurationSlotsPlayer.txt), but when I select a ship to edit, it gives me that error message, 'Error 55, File aready open'.
[ September 14, 2003, 19:32: Message edited by: Wydraz ] |
Re: Mods and Stuff - Discussion
Ok, first, use this Version:
http://forum.shrapnelgames.com/newup...1063217236.zip And then give me the exact steps you made, so I can try to replicate it. |
Re: Mods and Stuff - Discussion
Woohoo! That Version works like a charm.
Thanks for keeping on top of this! http://forum.shrapnelgames.com/images/icons/icon6.gif |
Re: Mods and Stuff - Discussion
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It may not even be fully compatible with the latest beta by now, either. (New hardcode abilities Woohoo!) You can still look at the nifty stuff in there, though. [ October 01, 2003, 02:06: Message edited by: Suicide Junkie ] |
Re: Mods and Stuff - Discussion
thought I'd give this a bump as I just downloaded it.
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Re: Mods and Stuff - Discussion
SJ, I found an issue with your slot modder. For some reason it seems to arbitrarily reset some Armor slots to face forward. Shields, or anything else that has a facing set do not suffer from this problem, only slots with 'Armor' selected in the dropdown box.
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