Another small update on my Kilrathi mod and Campaign, for those of you who are interested in WC but don't read in WC forums:
Campaign:
- Missions 1 to 7 are done, except voice acting and testing. They also lack real briefings because I don't know to do them yet. I explain everything in command briefings at the moment
- Mission 8 is almost done, just missing messages and all that which is also missing in M1-7
- Mission 9 and 10: Not started yet, but the plan is complete.
- Story... well, I'm a bit stuck. I'm working on it.
Mod:
- Strakha is now ok to fly, including cloaking for wingmen as ordered by the player (there are still some minor issues with the Strakha but I can live with those for now since it would take too much of my time to fix them and I want to finish the things needed for the campaign first)
- Kofar-class support ship is ingame. I scripted the docking for refueling/rearming since I am either too dumb to add a support ship that actually does something or refueling/rearming is broken in the Saga build (the first possibility being the more likely one I guess)
It just works once per mission now, but I will try to fix that.
- I fixed the Bloodfang, so now it has a normal map, a working docking point and I also corrected the engines.
- I changed a few things on some Kilrathi ships to make them more suitable as player ships. In most cases that meant that I changed the number of decoys a bit.
I also added Glide to the Darket so it is more fun to fly.
I nerfed the Gothri a bit. It is a torpedo bomber, with a rear turret, good armor and good shields. It is also quite fast (as fast as a medium fighter). So I made it a bit less agile, otherwise it would make no sense at all to fly a Dralthi. Now it feels more like a fast bomber. It is still nimble for a bomber but not more than a medium fighter.
- I created two events that allow ships to lay mines (or turret mines if they are capships). First I had some problems because I couldn't despawn the turret mines again, I couldn't reference them in events because of their random names. But then I figured out how to change that so they now have previously defined names.
- Main hall is still missing, but I found someone who wants to do it and already did a concept. The plan is to have a rendered, animated main hall like Saga, but if it isn't finished for release it is not the end of the world. I will build a simple main hall to use in the first release if necessary.
And here are some questions to you:
- Is there a possibility to concatenate Strings in SEXPs? I solved my naming problem with ship-create using a different approach, but I wonder whether it would be possible to spawn a ship named "Zulu" + "<variable>" or to change the cargo of a ship depending on the time that has passed from "20 lifeforms" to "17 lifeforms", with one life form dying every 30 seconds or something.
- How can I use variables in debriefings (for example when I want my CO to say "You killed <variable> enemies more than your wingman! You are the greatest")?
- How do I disable a subsystem without destroying it? For example if I want to have a ship that has a turret (and the player can destroy it) but it doesn't use it until a certain point in the mission. Same goes for engines. When I have a ship that docks somewhere I want to disable the engine glow. But I don't know how.