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Question about adding ship slots
I was testing SJ's slot modder on the demo, and I found something that confuses me. I was experimenting with multiplying all ship tonnages by 3, and I added several extra weapon slots to the freighter, just to make fragging them more fun. http://forum.shrapnelgames.com/images/icons/icon7.gif Anyway, I realized the freighter already has a Weapon (Heavy) slot, but that it doesn't fill it. I went in and defined a heavy weapon preference for the neutrals (the terrans/pirates/amonkrie already have one), but no dice. The slot--and the eight other slots I added--all go unfilled. Help? http://forum.shrapnelgames.com/image...s/confused.gif
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Re: Question about adding ship slots
did you change the Main_enemies.txt file? IIRC, the fighters have an override for max weapon = 1.
Also there might be not enough room to add a 2nd weapon. |
Re: Question about adding ship slots
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Re: Question about adding ship slots
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but for saving grace, freighters have this override for max weapon = 1, too http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Question about adding ship slots
Great! It was the Max Weapons line--I never got that far down in the file. http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/tongue.gif You guys are quick!
Now, for another mystery--what does the Group Enemy N Ship Level Plus do? It would seem that the enemies should be X levels above the current ship level (by component level?), but the comp levels never seem to change. [edit]And what about the Group Enemy N Number of Modifiers setting? What modifiers are available? [ October 14, 2003, 01:09: Message edited by: Krsqk ] |
Re: Question about adding ship slots
Apparently, there are a lot of parameters that need to be documented as there aren't any examples of them being used in the stock campaigns.
[ October 14, 2003, 03:46: Message edited by: Mehrunes ] |
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