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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


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