Star Wolves 3: Expansion Mod. (SW3EXP)

Star Wolves 3: Civil War mod |

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To some a clusterfuck of features, to others the only way to make this game any more worth-while, to me? a sandbox. For more Information, visit the SW3EXP Thread @ the 1C Forums. Can't post a link, since seemingly someones got a problem with that, what a shame.

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  • Cirind Cirind

    Reason to love this mod?
    Dragon :3.
    Also. Keep doing amazing job on that mod! :D

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  • Voiddweller Voiddweller

    Hello! Good job with that mod) I am also added old dx8 EVE ships long ago to my SW2 mod, and Sins of a Solar Empire ships as well. But you incorporated so much cool stuff here. Is there any way to add SW2 type random missions in station menu? Or increase number of pilots beyond 6? Or it's hardcoded? Six pilots is too restrictive unless you make a capital ship group instead of a fighters, but that's looks weird to dock a destroyer or cruiser with mothership of that size)

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    • nocalora nocalora Creator

      Thank you!

      The Random Missions are hardcoded and were not included in SW3, but one could re-create the System via coding and a Dialog-menu integration (like in the mod menu, for example). The only thing missing would be the Specific Station menu, because there is no way to add actual new GUI to the game. Interactive menus are only possible with Dialog's.

      The Pilot thing is a bit more complicated, in theory, it IS hardcoded to 6 Pilots. But it can be increased with some tweaking to the exe. The REAL hard part of doing that change is to make ALL of the lua code in the game be able to work with more than 6 Pilots in your Mothership.

      There are very many variables linked to the limit and it would be very hard indeed. But I'd say it still would be possible to do.

      I have been working on a System to "switch" 6 Pilots to other 6 Pilots at a time, in real-time, and even with some extensive configuration of what the other group of 6 pilots has to do in the meantime while they are not controlled by the Player, but its quite an complex script and will be included in the 0.6.2XP release.

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      • Voiddweller Voiddweller

        Well, if there is a way to make it switchable on tactical pause, i guess you can control them easily in combat.
        Though making a separate capital ship escorts for a carrier may be easier that way)
        Also if you need any specific models from EVE or SOASE i can do it) With specular maps and stuff) SOASE colony frigates looks ideal for a carriers) Current EVE DX9 models i have seen looks a bit out of place, though some are better that old ones.

        Almost forgot! I wonder how large caliber weapons were implemented as class. I am thinking about a small gun turrets and missile turrets for capital ships. Also a way to remove/regen ammo for missiles can be nice too.

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  • ProtokSt ProtokSt

    Your mod is cool! I like it!
    I wish you creative power and good luck!

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  • Ph3NoMeNoN Ph3NoMeNoN

    Hey man just discovered the mod, was wondering any way to change the number of systems a ship has ? I was flying the Bastard (from SW2) and I felt like a system slot would have been much better than a small gun slot. :)

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    • nocalora nocalora Creator

      Yeah sure, you just have to go the Carcasses.xml file found in the Game's "Game" folder, and then find entry " <Interceptor name="Bastard_0">", after that go change the "systems" value to 3 and reduce "small_guns" to 0.

      Everything left would be change the GUI Slot file, for that you need to go to the Texture\Interface\Carcass\Slots folder and open up "bastard_shop.ini" and just change "SmallGun" at Slot8 to "SystemModule" and "Left_SmallGun" to "system3" aaaaand you're done.

      Enjoy.

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  • martix martix

    Hey, just discovered this mod. Looks neat.

    The mouse fix however doesn't work. I do have a high end machine and tried setting the FPS limit to anything from 60 FPS to 250(my monitor's 165).

    Also, trying to dock with some weird "Market trader" in the beginning CTDs the game.

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    • nocalora nocalora Creator

      Thats strange... the the whole reason why the game escalates the mouse is because of the fps. I would recommend to use a program like Nvidia Inspector (if you have an nvidia graphics card) to limit your systems fps to 60 temporarily if you still want to avoid having mouse problems.

      As for the CTD; that just doesn't make sense to me at all as to why that would happen, but thanks for the info. Im gonna see if I can replicate it somehow.

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      • martix martix

        My mouse is Logitech G500s. Maybe it's something with the drivers or the software it uses for button and DPI profiles, who knows.

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