Modding questions (single thread)

This is the place for all questions related to modding Starshatter.
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Dragonlead
Posts: 303
Joined: Sun May 16, 2004 6:25 am

RE: Modding questions (single thread)

Post by Dragonlead »

The easier solution is simply to turn the auto-repair feature on, in the fighter class ships. it requires deffing stock ships to do it, but is otherwise not difficult and means more fighters come home, as opposed to tracking down corpses in useless machines.

V/R
USAF Ret.
Avimimus
Posts: 29
Joined: Thu Jan 18, 2007 2:11 pm

RE: Modding questions (single thread)

Post by Avimimus »

Either solution should work! The problem will be solved. All that needs to be done is to fix up each fighter, modify the Marakan OOB to include the new destroyers, run a couple of tests and assemble the first release.

Avimimus
Posts: 29
Joined: Thu Jan 18, 2007 2:11 pm

RE: Modding questions (single thread)

Post by Avimimus »

I'm back and I discovered a new problem:
- Some ships (namely the tiger class) start with their PDBs set to manual. This appears to effect the AI which can only fire one type of weapon at a time (rendering Tiger class completely vulnerable to torpedoes). What determines whether a weapon's default setting is to manual, auto or def.

Other than that I am very close to an initial release.
Avimimus
Posts: 29
Joined: Thu Jan 18, 2007 2:11 pm

RE: Modding questions (single thread)

Post by Avimimus »

I figured it out. I just had to turn all of the frigates into destroyers and now they use all of their weapons...

I am just finishing up the mod, making a few cosmetic tweaks to sounds, attempting to decrease the amount of ramming and it will be done. It should also take the form of a multiplayer compatible patch.
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