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-   -   Modding in starting ships (http://forum.shrapnelgames.com/showthread.php?t=15935)

Renegade 13 October 29th, 2003 03:15 AM

Modding in starting ships
 
I was wondering if anyone knew of a way to mod a fighter in as a choice for a starting ship. I rooted around in the Starfury folder and the campaign files, but couldn't find what I should add to the Main_StartingPlayerShips file. Can anyone help me out here?

Renegade 13

[ October 29, 2003, 01:15: Message edited by: Renegade 13 ]

Phoenix-D October 29th, 2003 04:28 AM

Re: Modding in starting ships
 
The files startingshipsplayer, purchaseshipsplayer and purchaseships enemy are about the same.

You need to copy a fighter from the purchaseshipsenemy file, and edit it so it has a description and doesn't say "enemy fighter" as the type.

Renegade 13 October 29th, 2003 04:45 AM

Re: Modding in starting ships
 
All right, thanks, I'll try that.

Renegade 13

Renegade 13 October 29th, 2003 06:14 AM

Re: Modding in starting ships
 
Ok, everything was good until I started up a new game using my new fighter. After going through the campaign 1 intro screens, I get an "invalid floating point error". I copied a fighter from the purchase ships enemy file, pasted it into the starting ships file, removed the "enemy" from the name, added a description and that's all. Any advice?

Renegade 13

Phoenix-D October 29th, 2003 06:18 AM

Re: Modding in starting ships
 
Sorry, forgot a step. You need to add components to the default layout, or your ship starts empty and SF freaks..and, bleh, for that matter few of the default components can be placed on a fighter anyway.

General Woundwort October 29th, 2003 11:10 AM

Re: Modding in starting ships
 
Is it just me, or is modding this game a pachydermal pain in the putuckus? I am daunted by the sheer number of files - cross-referenced no less! - that I'm having to plow through for this Star Trek Mod, and I still have no 'beta' date in sight...

Renegade 13 October 29th, 2003 04:35 PM

Re: Modding in starting ships
 
Thanks Phoenix, I'll try that.

Renegade 13

Drax October 30th, 2003 02:03 AM

Re: Modding in starting ships
 
I'm having that problem, so I have decided to start work on a full blown modding tool - like the ones for space empires 4. May take a while though, uni work is piling up http://forum.shrapnelgames.com/images/icons/icon9.gif

Renegade 13 October 30th, 2003 06:33 AM

Re: Modding in starting ships
 
Ok, this is starting to get a little frustrating. Modding SEIV wasn't much of a problem. Modding Starfury is many, MANY times more difficult.

Sorry to be a pest, but I've done all your suggestions Phoenix, and now I don't even get to the initial game screen. It loads the maps and everything, but then I get an "Access violation at address 004E42EC in module 'Starfury.exe'. Read of address 00000014."

I just dunno what to do. Any help (or a modding tool http://forum.shrapnelgames.com/images/icons/icon12.gif ) would be greatly appreciated.

TNZ October 30th, 2003 11:05 AM

Re: Modding in starting ships
 
Try putting a copy of the Main_ComponentConfigurationSlotsEnemy entry for a Terran Fighter Layout in the Main_ComponentConfigurationSlotsPlayer file. http://forum.shrapnelgames.com/images/icons/icon7.gif

Phoenix-D October 30th, 2003 11:46 PM

Re: Modding in starting ships
 
Renege, if you would just zip up your campaign and send it off to me (pdse4. at .cox.net.), remove the extra periods in my email there.

I'm not terribly good at troublshooting unless I can see the files in question, sorry..

Renegade 13 October 31st, 2003 02:56 AM

Re: Modding in starting ships
 
Well Phoenix, thanks for the offer. I may yet take you up on it. However, I haven't spent a whole lot of time on this and I'll try it out some more before I complain some more. Thanks for the help.

Renegade 13

Mephisto October 31st, 2003 10:04 AM

Re: Modding in starting ships
 
For easy install you can download the setup tool at www.innosetup.com . It's free of charge and easy to use. Aaron even added a line in the registry with the location of Starfury that you can use with Inno. This way all the content of a mod will be installed at the correct location. I have a little script for Inno that checks if the user has really chosen the correct path to install to, too. I can post it to anyone who is interested.


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