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  #1  
Old September 25th, 2005, 04:02 AM
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Default Re: Star Blazers Mod

The trick to the mod folder is to make it look *EXACTLY* like the stock/core/root files.

The path to UI goes Starfury\images\UI, so you place your modded UI in Starfury\campaigns\starblazers\images\UI
The same process applies to just about everything.

--

As to that invisible warppoint, the jump from Minerva to Pluto uses that as its exit point. If you look up the ID number of the minerva exit, you should find the troublemaker.

--

As to the weapon use, I have an idea which may help:
- The reactors and supply look stock. I suggest ripping that out. Instead, give the ship a fixed power generation and maximum capacity.
- The energy capacity can be set to a nice round number such as 1000.
- The generators could provide roughly 200 per second.

Now here's the trick.
- Make the small guns reload in a very short time: 100 milliseconds or so. Set the energy use to a large amount.
- Scale the WMG's energy use to be modestly higher than the reactor's output, but still a significantly lower rate than the small guns.

What should happen, is that the WMG will grab the reactor's output in small chunks.
The small guns will be trying to grab large chunks and since a full chunk won't be available, they will stop reloading entirely.

You will get a big, hearty broadside at first contact with the enemy, and three or four small guns will reload instantly off the charge in your battery.
After that, the battery will slowly charge up to the "big chunk" size, at which point another small gun reloads.
If you fire the WMG, it will use, in "small chunks" all the reactor's input to slowly recharge, and you'll only get three or four small gun shots on battery power.
The battery will keep being drained by the WMG's small chunks, never getting a chance to charge up a whole big chunk. While the WMG is reloading, your small guns will thus not recharge.

I did a quick test, and here are some values that should get you on the right track:
- Reactor generates 500, stores 1000
- Light Shock cannons: Reload rate 75 ms, energy use 1000
- WMG: Reload rate 40000 ms, energy use 20000

The MWG then nibbles out the power as fast as it comes in, while the shock cannons wait until there is a large amount of energy stored up before they take it.
Be sure to adjust the values for game balance.
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Old September 25th, 2005, 09:34 AM
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Default Re: Star Blazers Mod

The fighter image problem is solved: just put the component folder in the image folder of your campaign as SJ said. However the music is still missing for me. You have some strange entries in the campaign data file for the systems music files.
And for the end it is just a minor imperfection: you could write at the end of the text that the next campaign should only be chosen when it is really here. But most people will have no problem as it is now.
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Old September 25th, 2005, 11:10 PM
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Default Re: Star Blazers Mod

I've tried the mod for a bit and it's fairly enjoyable. Although I find the super maneuverability to be a bit difficult to handle.

Here are a few bugs:
- Firing points are off on some of the bad guy's ships
- Why all the extra maps at startup?
- Mars seems to be really dark, as does Saturn
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Space Empires Depot | SE:V Balance Mod
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Old September 26th, 2005, 03:59 AM
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Default Re: Star Blazers Mod

'k' and 'l' can be used to tweak the ambient light in the dark systems.

It seems that most of the stock systems are still in there, but not connected by any warppoints.
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