Modding questions without answers...

This is the place for all questions related to modding Starshatter.
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DeSade
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Joined: Mon Mar 01, 2004 5:08 pm
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Modding questions without answers...

Post by DeSade »

.... or simply I can’t found them ;-) After fiddling with demo for few hours i’m almost convinced to buy full version, mainly for modding reasons. Hovever few questions are boggling me:

Strategic level:

1. As I understand, making dynamic campaigns is out of question as of now. Hovever, is it possible to create custom pre-scripted campaigns in style of tutorial campaign, consisted of chained scenarios (missions)?
2. Related to above – is it possible to set a trigger depending on outcome of given mission, which will change iff value for system (simulating capturing of star system)
3. Related to both above – is it possible to modify OOB for given mission (simulating for example relasing more forces from reserve) depending on result of previous misssion and/or mentioned iff system value.

Tactical level:

1. I suppose it should be no problem in modeling ship with mostly side-facing weapon hardpoints (correct me if i’m wrong). However, is AI algorithm taking into account maximizing firepower (in case of such a ship, will AI try to turn her sideways toward the enemy)?
2. Related to above – IF AI is taking into account maximizing firepower (which it definetly should IMHO), is it trying to maintain optimal distance beetween ship and enemy, for example keeping it above minimal torpedo range? After demo mission i have a feeling that cap ship combat looks like blind head-on attack and after closing to minimal distance converts to slow-motion fighter-style circle engagement. Any changes in full version?
3. Related to above – is it possible to script (in case of AI controlled ships) or command (in case of player controlled ships) to engage, but keep set distance from enemy (for example to simulate missile only duel)?
4. In demo custom mission editor has options to choose battleship and dreadnought class (but no models above destroyer class are present). Are these valid ship classes? If not, i understand that i can always model them as oversized cruiser-class ship, but aside of little mess in OOBs, can it have some side-effects related to class-specific rules and behaviours?

And last one: where can i find any ready-to-go ship model/models for trying purposes? I feel modelling ships will be the easiest part, so i prefer not to waste time on it before i’m sure i can overcome engine limitations. Can I use built-in ship models in some way?

Thanks for any help and thoughts you can spare ;-)
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