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View Full Version : Atemptes at modding full game -need help


Lancefighter
August 14th, 2005, 12:26 PM
im playing in the demo, and wondered if it was possible to put the battlestar galactica ships into the demo i love the battlestar series(how do you spell that?????)Somewone please help me!

Captain Kwok
August 14th, 2005, 01:58 PM
I can't recall offhand how restricted the demo is in terms of modding. But I don't think you'll be able to add new ships to it.

There are parts of a battlestar galatica mod for the full game around.

Lancefighter
August 14th, 2005, 02:22 PM
I have the battlestar galatica mod, unfourtunatly, i try to use it(pt it under caimpains) it says cannot read caimpaindata file and then closes to desktop
EDIT I know you can put ships into the demo, there is a thread on page 7 or so about modding the demo,
also i would like to create a new pd gun that targets ships only, a beam and has a range of 70
EDIT I tried putting all of the files (xfiles images data sounds) into the folders they belong, and left out the other files, and put the battlestar under main_purchaseshipsplayer bu i could not go to a different sector, it said that currentgame/map8 could not be read
also, after a made the ship byable(and gave it x10 tonnage) i tried to buyit and it said "cannot locate space object xfile colonial battlestar"
EDIT stategy first is currently selling the game as a dl, trail then buy thng so i minght just do that instad of modding the demo ill have to thing about it(only $19.99/threads/images/Graemlins/Flag_USA.gif) no shipping no handleing

Captain Kwok
August 15th, 2005, 07:41 AM
Perhaps if your purchase the game you can pick up where the original authors left off with the BSG mod?

AWOL_Joe
August 16th, 2005, 02:47 AM
Captain Kwok said:
Perhaps if your purchase the game you can pick up where the original authors left off with the BSG mod?


Actually, this a project I will be starting soon.

Captain Kwok
August 16th, 2005, 08:57 AM
That's good to here. I think an active modding community would really help to revive Star Fury. I wish I could spare the time to work on a version of my Space Food Empires mod for SF. Perhaps one day. http://forum.shrapnelgames.com/images/smilies/tongue.gif

Ed Kolis
August 16th, 2005, 01:28 PM
Hey, then we could really have those giant space cows with plasma udders! http://forum.shrapnelgames.com/images/smilies/tongue.gif

Lancefighter
August 17th, 2005, 07:53 PM
i did by the full game and noticed that the planets i could not go too, evory time i tryied it game me an error apart from that, (and the fact that the battlestar only has 1 shield slot for 2, 3, and 4) the mod is not so bad

Lancefighter
August 19th, 2005, 10:47 PM
How do you mod the game so you can play in a fighter?
i tried putting the fighter from enemy purchase ships, but it didnot work, i gut an error in starfury exe it didnot work

Suicide Junkie
August 20th, 2005, 04:46 AM
There is a second download for the landscape pictures.
http://imagemodserver.mine.nu/other/MM/SF/mods/

Episode 2 of my P&N mod includes the option of starting with a nifty fighter. Take a look there, and you may see what you were missing.

Lancefighter
August 20th, 2005, 09:43 AM
Thx i still have no clue what to do though, ill have to examine vwery carefally

Lancefighter
August 21st, 2005, 06:19 PM
I have no clue how still, and does anyone know where to find the right places to save the slotmodder? i have been haveing lots of truble with that lately.

Lancefighter
August 24th, 2005, 06:51 PM
oh well i dont need helping now anymore, i decieded to play with different files and found oe that works

Suicide Junkie
August 29th, 2005, 01:53 AM
You can put the slotmodder anywhere you like.

It opens and edits the "Main_ComponentConfigurationSlots<enemy/player>.txt" files.
When you run the slotmodder, just select file->open and browse to the one you want to edit.

Lancefighter
August 30th, 2005, 06:44 PM
oh stupid me that sounded like what type the components are Stupid me

Anyway i now have a nice little concept for torpedo ammuniton. i have been reading the st voyager sires lately(for those of you that dont know, voyager gut pulled to the other side of the galaxy, and has to find its way home) and i was thinking, that if something like mines were used this could happen, but i have no clue how!

Suicide Junkie
September 4th, 2005, 12:43 AM
I suppose you could use kamikaze fighters, if you can figure out how to make them suicidal.

Phoenix-D
September 4th, 2005, 01:41 AM
Which won't be easy. http://forum.shrapnelgames.com/images/smilies/happy.gif I tried modding the AI Script to get them to do just that, but they tend to stop 10LS away.

Lancefighter
September 4th, 2005, 09:01 AM
Oh well ill have to look into the files myself- or how about giving fighters a weopn of a range of 1? is that close enogh for it to crash?

Phoenix-D
September 4th, 2005, 04:21 PM
It might, assuming they'll close that much.

Suicide Junkie
September 5th, 2005, 03:16 AM
If you give the fighters a very low turn and acceleration rate, then they'll take a while to "lock on" and attack, but they'll also not be able to stop or turn to avoid a collision once they're on course http://forum.shrapnelgames.com/images/smilies/wink.gif

Lancefighter
September 5th, 2005, 06:35 PM
ill have to do some testing with thatill se what happens.

Just one problem, could anyone pint me in the direction of the file i would need to edit?

Suicide Junkie
September 5th, 2005, 10:25 PM
Main_PurchaseShipsEnemy.txt
Its not enemies, per se, but rather NPC ships in general.

Lancefighter
September 6th, 2005, 05:21 PM
how abot if i wanted to make fighters crash into enimy ships (a limited # of torpedos read above) is there a way to change the fighters i lauch crash into a enimy ship?

Suicide Junkie
September 6th, 2005, 06:06 PM
Suicide Junkie said:
If you give the fighters a very low turn and acceleration rate, then they'll take a while to "lock on" and attack, but they'll also not be able to stop or turn to avoid a collision once they're on course http://forum.shrapnelgames.com/images/smilies/wink.gif

AWOL_Joe
September 6th, 2005, 06:35 PM
I find the whole "fighters won't crash when you want them to" issue in this thread to be very amusing, considering the problems Starfury has normally...

Lancefighter
September 6th, 2005, 08:38 PM
im trying to get the fighter to charsh on putpose, not on accident with 8x time compression going 1000(1000x8 really) that is fast, (ever played as a fighter on the p&n mod (start a new caimpain 2) it is fun(exept that there are no "fighter reusppy satations you cant install l.r.s. on fighters and well lets just say i have those things on my game) now back on topic, i was thinking that mines might be able to move, ill have to look into that.