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翻訳の問題を報告
Also, I forgot that I changed the Lyran BB to have more ESGs than their DN, plus upgraded one Gorn CA to use more Plasma-G ( replaced two single-weapons, propably ph2 or PlasF, by three PlasG each... I really hope I also increased the BPV, or else that'll be quite unfair... ) .
Also, in skirmishes the AI seems to decide on it's ship by listplace instead of BPV... meaning I didn't yet get it to use my BB+ :( .
And the early game-end is a bit of a problem, too, since ofcourse the BB+'s should appear even after the normal BBs... ( don't like the idea to date the stock ships back )
Thanks very much. :)
Seems the arcs on that Klingon CA were LW/RW ... But looking on your chart, FLLX/FRRX seem even more obscure...
P.S.: I don't think putting anything except "ALL" for an ESG would be a good idea... or would it?
P.P.S.: How do I defeat a certain well-known space-creature (doomsday machine/world eater) in the Klingon campaign? I tried everything that came to mind, even scanning and using attack-probes, but nothing so much as scratched it - and I had a B11...
I do know the original(TV) solution, but didn't have such a spare available... ;)
(And yes, I destroyed it's command-ship and completed the mission, but the log said I should have destroyed the creature, too)
The raw BPV-value isn't as meaningful here, since phasers contribute to point-defense, while disruptors don't. :/
So I'll likely have to be a bit more careful there, and maybe even leave some ph1/ph2 in...
That may be worth looking into, I'll run some experiments to see if the skirmish missions really ignore ship BPVs (assuming they're not preset ships of course) when assigning them to the AI.
About the BB+'s dates there shouldn't be an issue with giving them later years... as long as the campaign character doesn't retire before they appear, in which case that would be problematic.
Glad I could help :)
Yep, those FLLX/FRRX are quite unique. They're used only by Federation ships AFAIK. (it may have something to do with having their warp drives in the way of their phaser hardpoints, something you definitely don't want to shoot through :P)
Regarding ESG arcs, you're right. Well, at best the game may ignore the firing arc, at worst the weapon may not fire at all or glitch out. (I should test that too just to see what happens)
If I recall correctly, that famous space creature will die if it tries to eat a ship bigger than a frigate (in fact one of the Federation elite missions have you killing one by putting a ship in its way), so if you manage to tractor another ship into its maw you'll kill it.
In any case, I wish you luck with your modding journey.
And what should I best use for converting meshes to and from this game?
I'd at least like to export the Hydran DN and make it broader for the BB, as the manual's description says it should be.
That's what I meant with the "TV"-solution. And well, it didn't die when my K-B11 unintentionally collided with it's maw, so...
But maybe it's control-ship is flagged as a sort of trigger? Will have to try maneuvering that one into it... Silly me even forgot to think of tractors, so thanks. :)
And if I remember correctly, then there are several of these creatures in one of the Federation-missions...
Has been a long time since I played them (on the CD-version) - so I don't remember what I did back then - , and I currently am going through the other species' campaigns, so I didn't want to start that one again just to find the answer.
And to complete making the species more specific ( ;o) ) , I'd switch out Gorn phasers for more Plasma-G and Hydran phasers for more Fusions & Hellbores (well, Hellbores mostly) , plus convert all plasmas on gorn ships to Plasma-G (guess where that letter comes from?) ...
That'll make Gorn-ships even more blunt bricks than they are now, but that sort of fits to them, doesn't it? (I'll propably increase their shields, too)
Except for the Klingons ( wasting 'good' offensive energy for 'pitiful' point-defense just isn't their style ;) ) and Lyrans, I'd leave a few phasers for most, though - but FEW is the keyword here, and I still haven't concluded how few exactly.
Meanwhile, did you find any info on the different disruptor-ranges?
( might be in the boardgame-rules if nowhere else, but I haven't looked into them yet )
Well unfortunately weapon modding in this game is limited to changing graphics, sounds, and labels... unless you know how to use a hex editor which would allow you to directly mod things like recharge rate, damage output, range, and more (this can be easily done in SFC II thanks to some people actually making a small program to do this without needing to know about hex editing). Graphics are located in the Textures folder (weapon effects) and in the Sprite.q3 file (UI related graphics); labels are located in the Strings.txt and handle most of the in-game text, including weapon names.
Regarding the ship models, Taldren released some plugins back in the day for 3ds Max 3, 4 and 5 that allow users to import/export the .mod files used by the game, and they're the same plugins the devs used. However there's also plugins for Gmax, a free version of the older 3ds Max releases, which may be easier to acquire. If you want I could create the custom BB's you need (besides, I could use some 3d modelling practice and these are excellent for that).
(For completeness sake I should mention that Milkshape 3D also has import and export capabilities, but it's much more limited.)
That would be quite interesting to see. If anything I'd like to see how strategies would adapt to these changes.
Oh right, I forgot to mention those :P
I'll update the ship modding guide with a disruptor range table, thanks for reminding me of that.
(I'll also add the rest of the ship UI's)
https://steamcommunity.com/sharedfiles/filedetails/?id=1417599214
So at least, if you can get your hands on this program, it'll work fine for your purposes.
It's easy to identify most others ( except the blue beam - is that used for tractors? ) , but there only seems to be *one* yellow/orange beamtexture. If that's used for both ph1 *and* ph2, your idea won't work... ( it's not essential, but would be a nice addition )
Also, what do I use to convert/edit the sprites.q3 ?
But good to know that's only the interface-graphics, I thought there might be more important parts in it, thanks. :)
And thanks too for the disruptor- and modelfile-info :) ; though I also could use a bit more practice modeling.
I got a bit out of step, but the Klingon BB+ is in, and I encountered my first AI-Federation-BB+, but not in skirmish - of course it *had* to be in "surprise reversed"... *RIP* poor old Klingon CA. :/
( Because of it's added weapon systems or whatever, I couldn't take it down in time, PLUS I had to ignore those cruisers firing on me... )
The AI-shipclasses seem indeed to be assigned to slots - I used DN-entries for my BB+'s, so they'll propably appear when the AI is wanting to use a DN... as exemplified above, that can make playability rather low ( but still better then if they were to replace FFs... ;o) ) .
Will have to see if I can get one in skirmish, using this info.
http://dynaverse.net
They've got forums and some tools that might be handy.
Oh and for viewing models, there IS a model viewer for SFC 1
http://www.dynaverse.net/downloads.php?id=29&game=all#download
And Frankenstein approves. ;o)
And yep, this thread got derailed harder than a train with no tracks, sorry about that :V
Maybe we should start a new thread for modding-related stuff?
Oh it's true, i thought ph1s and ph2s had different textures since they look slightly different... or maybe not and my brain played tricks on me :/
And regarding the sprites.q3 file, you'll need the Q3 Editor made by D4v1ks, you can find the most recent version in the Hot & Spicy forums[hotandspicyforums.com]. You can save or load any picture file in it, but make sure to use similar color formats to the originals (some use 8-bit color with palletes, other use 16-bit color, so be careful with that).
But yep, making a new thread would be ideal to make these things easy to find for those interested in learning about modding (also, why don't we have a workshop for this game? it would be perfect for sharing ships and the like!).
Well, I thought the title would still be indicative enough of the content... But it might indeed be better to open a new thread.
Well, propably because the game is so old and the publisher doesn't expect enough profit from such an undertaking? ( especially seeing that they didn't even bother to put SFC2 here... )
But I agree, workshop support would be useful, should it ever happen. :)
Well, I think they do look different in-game because the ph2 fades out faster with range...
Thanks for the info & link. :)
And yes, I do know about color-formats and such... had enough annoyances with them in other games ( especially with .dds-files, because I still don't know an editor/viewer that *displays* the dds-files' sub-format - I can select it upon saving, but I can't look which ones the original files use, which makes it trial-and-error... :/ )