Selfmade ships in Campaign?

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Adonnay
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Selfmade ships in Campaign?

Post by Adonnay »

Well the topic is quite clear... is there a way to replace the Campaign ships with your own or do you have to stick to custom missions?
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Sky_walker
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I'm not sure...

Post by Sky_walker »

in Campaigns/Alliance.def file you have:

Code: Select all

  unit: {
     name:   "Sorrel",
     type:   "Frigate",
     design: "Berents",
     regnum: "947",
     },
Change it to yours Frigate, let's say "MyOwnShip":

Code: Select all

  unit: {
     name:   "Sorrel",
     type:   "Frigate",
     design: "MyOwnShip",
     regnum: "947",
     },
And is should work...
(I didn't test it, but its logical)
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Adonnay
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RE: I'm not sure...

Post by Adonnay »

That sounds right... but there isn't any campaign.def since it's all in the .dat-file =)
Is there a way to uncompress the .dat and use the unpacked files as source instead of the .dat?
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Sky_walker
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RE: I'm not sure...

Post by Sky_walker »

No... you have to download it from SSCentral... it was Campaigns.ace as I remember.
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Arkblade
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RE: I'm not sure...

Post by Arkblade »

Where is the Campaigns.ace?
i search SSCentral. but can't find Campaigns.ace.
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Sky_walker
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RE: I'm not sure...

Post by Sky_walker »

As far as I know there isn't such file at SSC - talk with SSC administrators - someone had to delete it and forget to put it back in new version.
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Sky_walker
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DOWNLOAD

Post by Sky_walker »

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Arkblade
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RE: DOWNLOAD

Post by Arkblade »

thx[:D]
Adonnay
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RE: DOWNLOAD

Post by Adonnay »

Thanks Sky_walker =)
gillbo
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RE: DOWNLOAD

Post by gillbo »

Where do you place these files when uncompressed?
Adonnay
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RE: DOWNLOAD

Post by Adonnay »

In the SS root dir... and you have to add the -filesys parameter to your starshatter shortcut so the game doesn't take the .datted version.
gillbo
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RE: DOWNLOAD

Post by gillbo »

Sweet, thanx Adonnay.

How did you fare introducing your ships into the game?

Did they balance out well with the SS stock ships?
gillbo
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RE: Selfmade ships in Campaign?

Post by gillbo »

Hi crew, long time away from SS but getting back into it.
One question before i continue though.
Well, has anyone had any success in keeping their own designs thru all the campaigns?
I know that Adonnay had used his own ships but after the first 2 campaigns, they didn'y work.

Any light on this?
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wdboyd
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RE: Selfmade ships in Campaign?

Post by wdboyd »

Hi Gillbo,

I haven't seriously delved into creating a dynamic campaign for my ships yet.

I believe Adonnay indicated that only the first two can be readily modded correctly because of lacking templates from campaign three onward. They were never released. [8|]

I've gone over some of the files... and it appears daunting. Changing the campaign ships for ones own creation is one thing.... creating an original dynamic campaign would really be difficult in my humble opinion. We simply don't have enough inside information at this time. Regardless, it is on my list of things to attempt once I complete my current static campaign. I want to turn it into a dynamic campaign. At least that's the plan. [:D]

I suspect that the games program makes data calls that we can't anticipate and plan for after the second dynamic campaign. Still, that won't keep me from trying. [:D]

By the way... your Pacifier (with minor field modifications) is flying for the dispicable Brotherhood in my missions. One may choose to fly the Pacifier attack craft from within the cockpit through the F2 view.

I hope you like what the Brotherhood has done to your design. Oh, and your creation credit is found in the Commanders' Checklist documents. [:'(]

For those of you that may not know... Gillbo was one of the modders that encouraged and helped me during my dunderhead days of modding. Thanks Gillbo. I haven't forgotten. [;)]

PS Conceptually, the dynamaic campaign is just a really sophisticated version of a random mission generator like you would find in Privateer or Star Wraith. Each mission is designed to meet objectives in the larger campaign, and events that occur during a mission have a lasting impact on the state of the campaign.

But the missions themselves are played in isolation. The simulation environment is active only when you are actually playing a mission, not when you are looking at the campaign screens. There is no "ongoing world" that you join and leave as there is in an MMORPG.

The reason for this design is time scale. In the real world, fighter pilots typically fly only one or two missions per day. In Starshatter, a typical mission lasts from five to fifteen minutes. If the game were to let you fly a mission every ten minutes, the whole war would be over in a simulated day or two - an unrealistically short period of time.

Instead, the campaign engine plans missions to occur at hourly intervals. When one is at the campaign screen, you can easily skip ahead an hour or two of simulated time to get to your next scheduled mission.
"Time is a great teacher, but unfortunately it kills all its pupils!"
gillbo
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RE: Selfmade ships in Campaign?

Post by gillbo »

Cheers wd.

Awesome to see you now giving me the lowdown on how it goes. And thanx for the mention wd. I have seen you work, tested your work, and like your work. I am really glad you are still at it.

Hopefully i will be able to finish of a few fighter designs i have started. But i still lack the talent to do some textures. Can't have it all i guess.

I think i will just stick to the normal campaigns and keep my stuff for other missions.

Cheers
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wdboyd
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RE: Selfmade ships in Campaign?

Post by wdboyd »

Hey Gillbo,

Consider creating a static campaign utilizing your many ship creations.

The good thing about using ones own creations in missions is the capabilty to ensure balance or imbalance as the mission may dictate. It's all up to you and you get to see your ships in action all across the Starshatter galaxy if you so desire.

It's a challenge to create interesting, challenging but not overwhelming missions. [:D]
"Time is a great teacher, but unfortunately it kills all its pupils!"
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