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Звездные волки 2: Гражданская война: «Topic for English speaking users»
Stormcrow
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TrashMan wrote:
Say, do you guys by any chance need a few models for the Cold War?

I've heard nothing about the Cold War so far. I suppose you mean the Civil War. Anyhow, the Civil War is released in Russia on the 15th of May. Улыбка Thus, I think your models could be used for fan mods on the game, but not in the Civil War. Подмигиваю
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Лишь в сердце шторма буревестник свой покой найдёт и смысл жизни обретёт.

Last edited by Stormcrow on 22:51 12-05-2009; edited 1 time in total
    Posted: 22:51 12-05-2009   
TrashMan
 





HEh. too bad.

Say, are there any plans for an english version of Civil War?

I love Star Wolves, but SW2 is so bugged and the plot and mission so bad, I want to play SW again :P

Some pimpage:

    Posted: 16:46 13-05-2009   
Stormcrow
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SW2 is awful, right you are. Да.
Actually, I do not know whether there will be an English version. It is a question for EGT and 1C. I suppose it depends on the success of the game in Russia. But I can only make guesses. Улыбка
Nice models.
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Лишь в сердце шторма буревестник свой покой найдёт и смысл жизни обретёт.
    Posted: 17:07 13-05-2009   
TrashMan
 





Thanx. Modding is a hobby of mine, so I got tons of models lying around. Shame some are far too big for Star Wolves (2km+ long warships don't really fit :P)

Hm...colission detection is somewhat wonky...Got to look into that. No collision spheres? Hmm.. how do I add those?
    Posted: 19:00 13-05-2009   
TrashMan
 





Dang, can't get the collision to work properly.

Anybody know how to get it working?
    Posted: 00:44 16-05-2009   
SparkS
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I dont know what are you trying to do with them. Улыбка Collision spheres are just sphere primitives (not an editable mesh) created with 3d max. You should name it as Boundsphere, other name will not be accepted.

http://www.elite-games.ru/conference/album_pic.php?pic_id=17918
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Death Striks from Orbit.

Last edited by Kalembas on 03:55 17-05-2009; edited 1 time in total
Last edited by SparkS on 18:36 16-05-2009; edited 1 time in total
    Posted: 18:36 16-05-2009   
TrashMan
 





So just a bunch of named, untextured spheres? that's easy enough to add to a model...Methinks I can do that in Milkshape too. Thnx :P
    Posted: 15:15 17-05-2009   
SparkS
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Yes, the original name for object is Boundsphere, but you can add any numbers after the name. Thats happend automaticly (adding numbers) in 3d max when i copy the sphere. Улыбка
PS And a forget to tell you. The Sphere can not be scaled so you can only move or rotate it.
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    Posted: 19:30 17-05-2009   
TrashMan
 





Does it have to be glued or attached t0 the mesh? Or do I just spread them around and select everything and export to .obj?
    Posted: 19:52 18-05-2009   
SparkS
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don't attach them. every sphere is a unique object. Улыбка
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Death Striks from Orbit.

Last edited by Kish on 20:46 18-05-2009; edited 1 time in total
    Posted: 20:41 18-05-2009   
TrashMan
 





Exporting into Milkshape groups both the spheres and the mesh into a single group. Is it supposed to work that way?
    Posted: 23:01 18-05-2009   
SparkS
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i think yes, but i'll never use milkshape before for export, so i can't tell for sure how it will work. sorry.
i use 3d max.
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Death Striks from Orbit.

Last edited by SparkS on 00:28 19-05-2009; edited 1 time in total
    Posted: 00:27 19-05-2009   
Goblin_Wizard
 





Hi all
I have some questions concerning Star Wolves 3: Civil War. It looks like localized version of Russian Star Wolves 2: Civil War so I think it's right place to ask here.

1. Kind of IMD exporter for 3dsmax was mentioned earlier. Is it possible to download it from somewhere? I use IMD Editor v3 but it can't export/import collision spheres. I'm not good with 3dsmax so any plugin/exporter that can handle automatic boundspheres transfer will be a blessing. I don't want to import new models, just mod original ones.

2. I'd like to write a script that check the number of pilots controlled by the player. I've tried some different ways but I'm not satisfied. Now it works like that: - dock all pilots -> check "IsInBase" or "IsBasePilot" and if true adds +1 to the sum. The problems is that it returns TRUE even for newly created pilots which are not inside the mothership. How such script should be made? Any clues which function should be used? How the game see difference between pilots controlled by the player and others that exist in the system?

3. How to activate keyboard shortcuts via script? I need e.g. "launch all", "dock all" and some others.
    Posted: 12:44 20-04-2010   
Trucidation
 





Hi guys, thanks to Google translate I managed to register. Hopefully this the correct topic to post feedback about what we'd like to see in the next Star Wolves game (Ashes of Victory). Can't post elsewhere since I don't understand Russian, sorry.

1. More/larger ship convoys please? Star Wolves 3 was nice, but for a "war" the systems sure look pretty quiet. This shouldn't be hard to do, if I'm not mistaken modders say you just need to increase some values in the ship spawning scripts.

2. Random mission board? I didn't buy Star Wolves 2 since I heard it was buggy, but this is an interesting feature.

3. Higher max pilot count? 6 is not really bad, but for 99% of the game we only have 3-5 pilots, so we don't really have 6 pilots until the very end of SW3.

4. Other than kinetic/rapidfire and plasma guns, everything else (lasers, particle acc.) hits instantly (no bullets), which makes them seem too strong. Respectfully suggest add pilot perk to improve shooting for kinetic/rapidfire/plasma guns. There is already "reduce canon dispersion"(?) I think, but that affects all heavy guns right?

5. More ship variants? Ships are nice but everybody ends up flying Gunslinger Ts. Instead of simply different paint job, corporate faction ships could have different stats.

6. Mercenaries not very useful. Bad ones are simply waste of money, why offer them? Poor players benefit more from killing things by themselves (exp), so there's no real reason to hire mercenaries except end of game where money doesn't matter anymore.

7. Why fog particle effect kill frame rate? I admit my laptop isn't the best for gaming but it handles other systems just fine at over 50+ fps. So it's really strange why fog makes the fps drop so low (<10 fps). I woould't complain if the fps is always low, but without fog the game is great. So it's strange why performance drops so badly when there's fog.

8. I understand voice actors cost money. But I wouldn't mind hearing Russian voices in my english-language game. Not all of us are closed-minded people, I think Russian language sound great Улыбка Maybe add option "voices (on/off) Note: Russian only".

Good luck with the expansion! Hope to see it on Steam.
    Posted: 06:30 26-05-2010   
Stormcrow
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Trucidation wrote:
Hopefully this the correct topic

Your are absolutely right. Улыбка
Trucidation wrote:
More/larger ship convoys please

Systems look pretty quiet because most large-scale battles had taken place prior the plot and every side sustained heavy damage and got casualties. Let's say Empires are qathering strenghtes and resources, taking their time to get ready. Wars are always expensive, you know.
Trucidation wrote:
2. Random mission board? I didn't buy Star Wolves 2 since I heard it was buggy, but this is an interesting feature.

It's been already discussed in the Russian thread. Улыбка Taking into account the number of crossroads, the game may be overloaded with bugs that, obviously, will spoil all fun. Besides, those missions in Star Wolves 2 were awfully boring. Зеваеца
Trucidation wrote:
4. Other than kinetic/rapidfire and plasma guns, everything else (lasers, particle acc.) hits instantly (no bullets), which makes them seem too strong. Respectfully suggest add pilot perk to improve shooting for kinetic/rapidfire/plasma guns. There is already "reduce canon dispersion"(?) I think, but that affects all heavy guns right?

Every weapon type has a perk attached to it that improves accuracy and damage. It is called "favorite weapon". Yes, "reduce cannon dispersion" improves every gun. Even light.
Trucidation wrote:
5. More ship variants? Ships are nice but everybody ends up flying Gunslinger Ts. Instead of simply different paint job, corporate faction ships could have different stats.

To my mind, it's higly controversial. I use not only Gunslinger Ts, but also Smilodons as missile carriers, Cheetahs for anti-missile defence and repairs and also Dragons and Serpents. I am talking about the final part, of course. It all depends on the game style. Улыбка
Trucidation wrote:
6. Mercenaries not very useful. Bad ones are simply waste of money, why offer them? Poor players benefit more from killing things by themselves (exp), so there's no real reason to hire mercenaries except end of game where money doesn't matter anymore

They do prove themselves useful sometimes. When you need to distract enemies. A few times I even hired them because I needed more firepower.
For note: I'm not on the team of the developers. Just one of the habitués and Channel co-moderators. Улыбка Thus, everything is just my opinion and experience.
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Last edited by Stormcrow on 20:57 27-05-2010; edited 1 time in total
    Posted: 20:42 27-05-2010   
Trucidation
 





Thanks.

Stormcrow wrote:

Systems look pretty quiet because most large-scale battles had taken place prior the plot and every side sustained heavy damage and got casualties. Let's say Empires are qathering strenghtes and resources, taking their time to get ready. Wars are always expensive, you know.


Ya, true... but not even a bit of conflict, at least in the border systems? Should be a bit "hot" in some zones right?

Stormcrow wrote:

It's been already discussed in the Russian thread. Улыбка Taking into account the number of crossroads, the game may be overloaded with bugs that, obviously, will spoil all fun. Besides, those missions in Star Wolves 2 were awfully boring. Зеваеца

What kind of problems, missions being sent to target systems that are prohibited to enter? Missions interrupting the storyline mission script? Surely there are flags and triggers to handle that kind of thing. Boringness also depends on the kinds of missions offered, should look to other games for inspiration. Oh well, I guess they gave up on this already.

Stormcrow wrote:

Every weapon type has a perk attached to it that improves accuracy and damage. It is called "favorite weapon". Yes, "reduce cannon dispersion" improves every gun. Even light.

I feel the problem is light weapons are underpowered past the midgame. Especially since most craft which use light guns only have a few slots.

Stormcrow wrote:

To my mind, it's higly controversial. I use not only Gunslinger Ts, but also Smilodons as missile carriers, Cheetahs for anti-missile defence and repairs and also Dragons and Serpents. I am talking about the final part, of course. It all depends on the game style. Улыбка

I'm not saying the other ships are totally not considered, but take support craft for example. Trident T: 3 light guns, 4 systems, 1 rocket slot. You're not going to find better support craft, I think. True, there's the Cheetah(?), trade a gun slot for a rocket slot, but rockets need ammo and the Trident T has better stats anyway. Also, you mentioned the Dragon. But why pick the Dragon when the Gunslinger T is clearly better? It's not like there's a difference in rocket slots or system slots to compare, the Gunslinger T is simply better overall.

I do think the light guns need to be boosted a bit. Maybe it's the whole "light guns = support ships; heavy guns = attack ships" thing. I guess they intend to keep it that way. If you discount the berserk lasers (laser defence, requires berserk adaption tech) and alien blasters (requires alien adaption tech - this one is especially hard since it's only available for a short time in most story paths), you're left with the Rof 102 machineguns. It does fire fast, but in other aspects (range, accuracy, damage), most heavy guns outclass it easily.

If we beef up light guns maybe we can have attack ships using light guns which can hold their own compared to the top gunships right now.

Stormcrow wrote:
They do prove themselves useful sometimes. When you need to distract enemies. A few times I even hired them because I needed more firepower.

Ah, they're not totally useless, but let's say you hire them for the long XT-54 to XT-41 mission to escort Alex. That's 5 systems, so 5 times you pay them. If you hire a very small team (2-3 mercs) it's entirely possible they'll be dead in XT-52 or XT-45 (let alone the numerous encounters in XT-93). If you hire a large team, the cost alone will eat up most of the reward. Not to mention you could've spent that money on buying a good ship.

I'm just saying they need a bit more balance. Expensive teams are already okay but the cost alone pretty much means you'll only use them for the end game. On the other hand, cheap teams shouldn't die too fast.
    Posted: 13:11 29-05-2010   
Stormcrow
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Trucidation wrote:
Ya, true... but not even a bit of conflict, at least in the border systems? Should be a bit "hot" in some zones right?

And there are fights. Most of them are tied to storyline, but I remember watching a few times dogfight between the Empires' squads that ran into each other.
Trucidation wrote:
Surely there are flags and triggers to handle that kind of thing.Boringness also depends on the kinds of missions offered, should look to other games for inspiration. Oh well, I guess they gave up on this already.

There may be ways to avoid these problems, but we were told that crating a bunch of random missions is just not worth a while. Let's not claim what the EGT has given up and what they haven't. Neither I nor you know it for sure. Подмигиваю
Trucidation wrote:
I feel the problem is light weapons are underpowered past the midgame. Especially since most craft which use light guns only have a few slots.

And what do you want from them? It is illogical to compare ligh and heave weapons in question of firepower. But if you wish to, have an example: Berserk Lasers MK. II. Give me a Raptor, Trident or Cheetah with MK II and I can give hell to fighters with heavy guns. And please, do not say that it's difficult to find someone who can adapt it. Улыбка
Trucidation wrote:
I'm not saying the other ships are totally not considered, but take support craft for example.

You did say this, but I'll pretend I haven't noticed. Да. It's strange that you wwant a support ship to overpower heavy fighters. Especially taking into account that some support crafts with a skilled pilot can take down heavies.
A good rocket can destroy Gunslinger T before its pilot realizes it.
As for Dragon. Maneuvreability is better, hull is traded for the shield, which may be regarded as an advantage, easier to find.
Trucidation wrote:
you're left with the Rof 102 machineguns. It does fire fast, but in other aspects (range, accuracy, damage), most heavy guns outclass it easily.

Don't forget about Simoto. Not as rapid, but firepower is better. Besides, the concept of a light gun that has better everything than a heavy gun is absurd. There will be no point in heave guns, then. And speak of a bit more realistic approach.
Trucidation wrote:
I'm just saying they need a bit more balance. Expensive teams are already okay but the cost alone pretty much means you'll only use them for the end game. On the other hand, cheap teams shouldn't die too fast.

Cheap team=worse equipment. Expensive team=better equipment. The balance is justified. You want for not much money a good company. This notion itselfs undermines the idea of the balance.
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    Posted: 21:02 29-05-2010   
Trucidation
 





Thank you for your replies!

Can we customise missile launch / detonation sounds? Currently rocket explosions seem to be hardcoded to s_rocket_explosion.wav. Also, if we add any reference to sound file in Rockets.XML (the work_sound tags), game will play the sounds but automatically crash when the missile hits target.

For passive perk behaviour, it appears to be hardcoded inside perkDispatcher.script and CalculatePilotSkills.script files. Can this be changed? For example use extra tags inside Perks.xml to define what the perk does, instead of forcing pilot:HavePerk() checks inside the two scripts.

Good day all! Улыбка

Edit:
Sorry, forgot one more thing. Missile turret slots for mothership? I see inside Modules.xml there is already LRM2_GK with "BIGSHIP_ONLY" to the attach tag. The main problem is mothership cannot toggle on/off missiles, and to reload we have to dock with station. If you enable drag missiles to slot during flight, then this problem can be solved.
    Posted: 09:09 17-06-2010   
GoblinWizard
 





Hello. Could someone explain why the release date was postponed again? Do you work simultaneously on other project and you don't have enough time for SW3:AoV or you just need more time to clear out the game from bugs? Any other reason?
While we wait it would be nice to see a new trailer or just a few screenshots.

Thanks
    Posted: 23:31 26-10-2011   
Kish
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http://www.elite-games.ru/conference/viewtopic.php?p=2695993#2695993

http://www.elite-games.ru/conference/viewtopic.php?t=53169
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    Posted: 00:45 27-10-2011   
Звездные волки 2: Гражданская война: «Topic for English speaking users»
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