Dynaverse.net
Taldrenites => General Starfleet Command Forum => Topic started by: Daew Anahos on January 24, 2003, 02:47:09 am
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How does one make shuttles more like fighters by adding more weapons or heavier weapons?
I've tried changing the Default load out to have better phasers & the shuttles launched but you couldn't see them in the game and they wouldn't fire!
Help!
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I changed the ones in mine,
SAVE A BACKUP OF EVERYTHING BEFORE YOU CHANGE IT
1.) Use the HP editor to add the hardpoints you want.
2.) Open Default core with Excel (just for ease) & weapon items.gf & poweritems.gf from "assets\commonsettings" (with a text editor)
3.) Assign HP's to the shuttle in Excel.
4.) Work out the Weight of your weapons and enter that
5.) Work out the power required. and enter that in the ?-SH-1 in the WARP section --- ? = Race letter
6.) Open Defaultloadout, and add the weapons to their HP's.
7.) SaveEverything
8.) Run the game and exit.
9.) Open invalidships.txt and make sure that the shuttle is not listed in here
10.) Run game and Play.
This worked for me, and i have lots of lovely new models in the game.
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I want shuttles with fusions!
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If they can't bring back fighters, or PFs, or missiles, or T-bombs, why not add some variety to the standard shuttles to give a quick stand-in. I don't think you can sneak mod shuttles into a multi-player but would it be possibile to add some shuttle options to a next patch?
Fighter: upgraded weapons
PF: REALLY upgraded (like in the previous posts)
Missile: an option on the controls to ram and explode own core
T-bomb (captor mine): an option to proceed to a spot and detonate with a proximity sensor
Assault shuttle: loose some weapons and power in favor of Marine capacity or transporters
Weasel: loose weapons and power in favor of ECM suite
Decoy: since this is more TNG, a holo emitter to mimick other vessels
(could be spoofed with only a probe or weapons hit)
-
How does one make shuttles more like fighters by adding more weapons or heavier weapons?
I've tried changing the Default load out to have better phasers & the shuttles launched but you couldn't see them in the game and they wouldn't fire!
Help!
-
I changed the ones in mine,
SAVE A BACKUP OF EVERYTHING BEFORE YOU CHANGE IT
1.) Use the HP editor to add the hardpoints you want.
2.) Open Default core with Excel (just for ease) & weapon items.gf & poweritems.gf from "assets\commonsettings" (with a text editor)
3.) Assign HP's to the shuttle in Excel.
4.) Work out the Weight of your weapons and enter that
5.) Work out the power required. and enter that in the ?-SH-1 in the WARP section --- ? = Race letter
6.) Open Defaultloadout, and add the weapons to their HP's.
7.) SaveEverything
8.) Run the game and exit.
9.) Open invalidships.txt and make sure that the shuttle is not listed in here
10.) Run game and Play.
This worked for me, and i have lots of lovely new models in the game.
-
I want shuttles with fusions!
-
If they can't bring back fighters, or PFs, or missiles, or T-bombs, why not add some variety to the standard shuttles to give a quick stand-in. I don't think you can sneak mod shuttles into a multi-player but would it be possibile to add some shuttle options to a next patch?
Fighter: upgraded weapons
PF: REALLY upgraded (like in the previous posts)
Missile: an option on the controls to ram and explode own core
T-bomb (captor mine): an option to proceed to a spot and detonate with a proximity sensor
Assault shuttle: loose some weapons and power in favor of Marine capacity or transporters
Weasel: loose weapons and power in favor of ECM suite
Decoy: since this is more TNG, a holo emitter to mimick other vessels
(could be spoofed with only a probe or weapons hit)