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As for the Apocalypto I suspect you can unlock it by editing your savegame. How exactly I don't know. Better wait for somebody smart like a dev or a modder to pitch in on that.
I think the campaign in Origins is pretty well-balanced. It feels more difficult than the SPG2 campaign did and I kinda like that. Running through the Story with an Apocalypto sounds a bit tedious though. You will have zero challenge I suspect which might kill the game for you.
In any case it's probably just a question of unlocking something in your savegame. Hope you get a useful answer.
Safe Travels Captain!
Edit: Savegames have a line called "Garage" with the garage info in it. All ships have different ID's and I can't tell which is which (well I could go over them all one by one but I don't wanna).
Maybe the Apocalypto will have the last ID number as it is probably the last added. So if you know the total amount of ships (in unmodded version I would think) and add the last number (84 for instance, then just copy/paste the ship colors and loadouts from another garaged ship).
And thank you for the timely reply:)
As per your recommendation, I have been able to find the ''Garage'' scríptline in my savegame file. And all my ships are listed there.
I believe that I have also found the ID of Apocalypto. Its supposed to be 76, me thinks.
(Here: DLC/Origins/Spg2/Base/Ships.wdt - found it on this link: https://steamcommunity.com/app/236150/discussions/0/523890046883713432/ )
´
ALAS, here is the problem:
I have the ''ship ID'', BUT I do not have any ''statistical information'' about it :(
What do I mean?
On the ''Garage List'' (in savefile) Not only the ID of each ship is listed, BUT ALSO IT SEEMS that their ''properties'' are also listed (all the way from the color/emblem of the ship to its weapons batteries etcatera).
But I have no idea about the statistics of Apocalypto (since its ''hidden'' from the player until he/she finishes the Campaign).
And considering that ALL the other ships that I have listed in my garage save-file have BOTH their ID and other information provided there,
I Believe that JUST adding the ship ID WITHOUT the rest of the information can only lead to break my game somehow (OR AT LEAST the ship wouldnt be available anyways).
As you have wisely suggested, I COULD makeup my own ship statistics for the apocalypto along the way (copy&pasting from other ships in the garage and editing as I wish).......... but its supposed to be a unique ship, so it might even have ''UNEXPECTED/extra'' properties/values decided by the devs. And since I do not have access to that information, it MIGHT lead to some problems, me thinks ).
So, im kinda confused.
BUT HEY, it feels like we are making some headway, so its Always good :)
Edit: I think loading the model (ship) from the Ship ID line will adjust the points that Ship ID will carry. So a Ship ID of 72 will carry that exact ships shield and hull points and doesn't differ. The add-ons (enhancements) will probably auto-adjust any buffs I imagine.
You were right. Adding the proper ''ID'' (even *without* the original values of the ship) NOT ONLY added it into the game, BUT ALSO the game automatically adjusted its statistics to the correct values that it ''ought to'' have (like the right amount of Max Hull HP, Shields, Weapon Recharge etc, etc) :)
Thank you for the help bro :)
JUST ONE more thing.
I noticed that this ships turret banks have ''omni-direction'' - meaning that the front turrets (I can only see front-mounted turrets anyways) can SHOOT RIGHT-THROUGH THE HULL to hit enemies in any direction.
Sure, its super-effective, but it looks kinda .... odd.
Is this intentional by the developers, I wonder?
(OR is it a bug/glitch = AS IN I haven't been able to properly ''code-in'' the ship to my save-file?)
Edit: Sounds like a modelling bug. Do a screenshot of it and send it to oliver@starpointgemini.com and they'll fix it.
I don't Think that the tactial overlay dots coincide with where the turrets can actually shoot.
Again, dunno if its itentional by the devs (since Apocalypto is considered an uber-ship, or if its actually a bug/glitch) .. Hmm..
Apocalypto was added directly to SPG2 game files and thus is available for modding even in SPG-2 and not only in Origins universe, only thing that is required in SPG2 is to edit ships database to match apocalypto ship path.
Nothing was changed and it should've worked from the start, just that if you used it on original SPG2 you needed to make small adjustments whereas Origins always worked if you changed ID.
There was an turret angle compromise which allows weapons to slightly fire through front part of the hull to allow for playing first person. If your Apocalypto can fire 360° that is not okay and something is wrong with your files.