.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

BCT Commander- Save $6.00
World Supremacy- Save $10.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: Starfury

Reply
 
Thread Tools Display Modes
  #1  
Old September 25th, 2005, 01:50 AM

Campeador Campeador is offline
Corporal
 
Join Date: Feb 2004
Location: Ohio
Posts: 126
Thanks: 0
Thanked 19 Times in 19 Posts
Campeador is on a distinguished road
Default Re: Star Blazers Mod

Suicide Junkie,

"Simply move the UI and Components folders inside the starblazers\images folder instead."

If that works, then it will make all easier. I am not an expert in modding Starfury, actually there are alot of things that I still have not figure out. Whatever errors you guys notice, just keep informing me.

I discover a real bug. Something that I had installed during testing, that I forgot to remove before relesing the mod. Somewere in Pluto sector there is an invisible warp point that will get you into Minerva sector. If that happens to you, just get back to Pluto. I will note it, and will have it fix, but I will wait incase someting else shows up. I do not want to have many versions of the Mod floating around.

About the Wave Motion Gun, I have to do a balance in power in the game. The Yamato is very strong as it is. The WMG was used mainly to take down a base or many ships, not just one smaller ship. The chance of the WMG to hit is as good as any of the other weapons. Most of the ships have weapons in sets of three, and if you noticed sometimes one or two of the three misses to hit, and sometimes all the three miss. The Gamilons have the same components of evesion as the Earth forcess, like ECM (Electromagnetic counter measures that decrease the chance for enemies to target the ship), Combat Sensors, Scanner Jammer, etc. All this components will reduce the chance to hit or being hit. It is a random thing about which components the enemy will have.
I did not want to mess with it. If the WMC hits its target 100% then some players will be firing, running away, waithing for it to charge and firing again, too easy.
In the original story they do not use the WMG unless they are in a really thight situation. So do not relay too much on it. You can still beat the game without it (at least the first part) if you want to, but it is really cool to destroy a starbase or ship in a single blast!

Another issue, is not a bug, it has to do with each computer. In the original game the ships can fire up to 4 weapons at once, depending on the firing arcs. In this mod the big ships can fire up to 11 or 12 weapons simultaneusly (not to mention the explosions), and you can see each beam/torpedo/bolt at the same time (it does look great!) but, that can be alot of "candy" for some PC systems that may not have enogh graphic power or ram, and may crash. So save the game as you start each mission just in case.

The beguining of the game can be a little hard (not a real problem for the Starfury veterans). I did not wanted to start the story with the Yamato. I want the player to try the best that the EDF forcess had before the Yamato. They only had fighters, cruisers, and torpedo destroyers, and all of those were slightly smaller than the Gamilon destroyers! Very unlikely to defeat the Gamilons with those. This way the player can really apreciate the power of the Yamato. As the captain of the Gamilon carrier said "it is not a base but a battleship, the biggest I have ever seen".

As in the original game there is alot of random enemy apearances so every time the scenario will be different, therefore some times it can be easy and others hard. But a good entretainment for at least a couple of hours. The second part will be longer!
Reply With Quote
  #2  
Old September 25th, 2005, 04:02 AM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
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.
Reply With Quote
  #3  
Old September 25th, 2005, 09:34 AM
Q's Avatar

Q Q is offline
Colonel
 
Join Date: Jan 2001
Posts: 1,661
Thanks: 0
Thanked 0 Times in 0 Posts
Q is on a distinguished road
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.
Reply With Quote
  #4  
Old September 25th, 2005, 11:10 PM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
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
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #5  
Old September 26th, 2005, 03:59 AM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
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.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 11:41 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.