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October 29th, 2003, 03:15 AM
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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 ]
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Courage doesn't always roar. Sometimes courage is that little voice at the end of the day that says "I'll try again tomorrow".
Maturity is knowing you were an idiot in the past. Wisdom is knowing that you'll be an idiot in the future.
Download the Nosral Confederacy (a shipset based upon the Phong) and the Tyrellian Imperium, an organic looking shipset I created! (The Nosral are the better of the two [img]/threads/images/Graemlins/Grin.gif[/img] )
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October 29th, 2003, 04:28 AM
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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.
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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October 29th, 2003, 04:45 AM
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Re: Modding in starting ships
All right, thanks, I'll try that.
Renegade 13
__________________
Courage doesn't always roar. Sometimes courage is that little voice at the end of the day that says "I'll try again tomorrow".
Maturity is knowing you were an idiot in the past. Wisdom is knowing that you'll be an idiot in the future.
Download the Nosral Confederacy (a shipset based upon the Phong) and the Tyrellian Imperium, an organic looking shipset I created! (The Nosral are the better of the two [img]/threads/images/Graemlins/Grin.gif[/img] )
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October 29th, 2003, 06:14 AM
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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
__________________
Courage doesn't always roar. Sometimes courage is that little voice at the end of the day that says "I'll try again tomorrow".
Maturity is knowing you were an idiot in the past. Wisdom is knowing that you'll be an idiot in the future.
Download the Nosral Confederacy (a shipset based upon the Phong) and the Tyrellian Imperium, an organic looking shipset I created! (The Nosral are the better of the two [img]/threads/images/Graemlins/Grin.gif[/img] )
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October 29th, 2003, 06:18 AM
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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.
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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October 29th, 2003, 11:10 AM
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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...
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October 29th, 2003, 04:35 PM
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Re: Modding in starting ships
Thanks Phoenix, I'll try that.
Renegade 13
__________________
Courage doesn't always roar. Sometimes courage is that little voice at the end of the day that says "I'll try again tomorrow".
Maturity is knowing you were an idiot in the past. Wisdom is knowing that you'll be an idiot in the future.
Download the Nosral Confederacy (a shipset based upon the Phong) and the Tyrellian Imperium, an organic looking shipset I created! (The Nosral are the better of the two [img]/threads/images/Graemlins/Grin.gif[/img] )
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October 30th, 2003, 02:03 AM
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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
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October 30th, 2003, 06:33 AM
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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 ) would be greatly appreciated.
__________________
Courage doesn't always roar. Sometimes courage is that little voice at the end of the day that says "I'll try again tomorrow".
Maturity is knowing you were an idiot in the past. Wisdom is knowing that you'll be an idiot in the future.
Download the Nosral Confederacy (a shipset based upon the Phong) and the Tyrellian Imperium, an organic looking shipset I created! (The Nosral are the better of the two [img]/threads/images/Graemlins/Grin.gif[/img] )
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October 30th, 2003, 11:05 AM
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Re: Modding in starting ships
Try putting a copy of the Main_ComponentConfigurationSlotsEnemy entry for a Terran Fighter Layout in the Main_ComponentConfigurationSlotsPlayer file.
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