Matt_el_g's new RSS Mod -1 reply

Please wait...

Nateanite

GF is my bext friend *hugs GF*

50 XP

4th March 2003

0 Uploads

941 Posts

0 Threads

#1 16 years ago
Originally posted by matt_el_g Lol, well I said thanks in the e-mail, didn't think you were greedy :P. Thanks again, anyway.

E-mail me if you get any more major updates and I'll post them.:) :dance: :thumbsup: :borg: :assimilate: :stallard:




Mr. Matt VIP Member

#BanRadioActiveLobster

356,997 XP

17th June 2002

7 Uploads

33,695 Posts

780 Threads

#2 16 years ago
Its just a shame that DITL isn't exactly classed as canon seeing as its "written" information.

Maybe not, but you don't really get much technical info onscreen that could help anyone mod a game, and the figures it provides in terms of hull and shield ratings, weapons, etc are pretty easily implanted into A2. I've used a few books too, mainly to make a compromise between the Akira's 'stated' number of torpedo launchers. I can't think of a more canon way of doing things, short of getting the directors, producers and script writers from the show to come feed me info :D I think DITL is quite accurate in most areas; i certainly can't find a better source.

Nearly done now. I've downgraded all the weapons to make ship-to-ship combat last longer (finally decided), all except the torpedoes (which will now be an important weapon as its actually significanly more damaging than phasers!!!), Borg weapons (most of them) and 8472 weapons. Species 8472 weapons have been upped up again (a massive 2000 hitpoints for the spbphas, but at a nearly tripled refire delay)... they weren't actually damaging the Borg much before :S. Cardassian weapons have been lowered even more than the others, but to compensate their ships are VERY cheap and fast to make, and their officer requirements have been reduced by half. I might reduce the officer requirement again, but I doubt I will.

I've also written a pretty comprehensive Starship List text file to go in the mod. It's got details on the general hull hitpoints, shield hitpoints and how many weapons arrays each ship has/what type. They've also got a little bit of extra canon info such as their development requirements (Defiant), or their performance in the Dominion War (Cardassian Ships). If the ship wasn't from the Trek universe, I came up with appropriate setups for them based upon that particular races usual building characteristics, and comparable ships in other fleets. And I added some extra info which sounds pretty reasonable. If you're not interested in that sort of stuff, you can still use it to see what kind of changes there have been to each individual ship without having to go through the odfs. Though it is pretty 'beefy', so if you do plan on reading it, make sure you have a bit of time on your hands.

Finally, I've sorted out most of the bugs, inconsistencies and undesirables after many 'Start A2' -> 'Quit A2' -> 'Start A2' -> 'Quit A2' loops whuch drive you mad. There'll probably be more, but I've given myself a couple more nights to try and work them out.

Things still to do... either upgrade or remove some of the damage-inflicting special weapons (i.e. Akira's bouncy torpedo thing), so they actually have some effect on the new hitpoints. That was a problem I never realised with the last mod, which had even higher hitpoints than this...

Also, some fine-tuning of things like weapons balance, the non-canon ships that were shipped with this game (I'm still not happy with some of them), and there's one or two ships that I feel need rescaling size-wise.

'Bout all for now. [edit]

E-mail me if you get any more major updates and I'll post them.

Sure thing, thanks. I'll probably keep posting it here by mistake though :S, at least people who don't check the news very often will know. Like I've done now. Not that I don't pay attention or anything :D I'll send you this message up-to this part, in case you don't check the forums and its easier for you. [/edit]

Looks fantastic! I have 56K, and ordering CDs everytime a good mod comes out is tough (and costly) so thus'll be great. I visit DITL a lot also, so I am a stickler for authenticity in mods.

Thanks, man, that was the aim ;). You shouldn't have to order a CD for this one: if I manage to upload it, you should have no problems downloading it :S. I hate my modem.... Its currently weighing in at a measly 1.52MB, and thats in its uncompressed state (though knowing my luck it'll somehow grow in size when I zip it... sigh, I really hate my modem). Submitting for Friday unless I accidentally delete it all...




Lord Evilblobs

Revenge was here.

50 XP

21st February 2003

0 Uploads

2,029 Posts

0 Threads

#3 16 years ago

I'm Defenatly getting this, I'm tired of downloading mods overnight




Mr. Matt VIP Member

#BanRadioActiveLobster

356,997 XP

17th June 2002

7 Uploads

33,695 Posts

780 Threads

#4 16 years ago

Well, I've submitted it a few mintutes ago after some last-minute weapons balancing, so I guess you'll see if its worth staying online overnight or DLing a 900-odd kilobyte file in a few minutes :D.

Bear in mind when you DL this that it was about 65%/45% biased towards canon over playability. Should the strength of Borg cubes and tactical cubes, and the power of 8472's main weapon prove to be serious problems, I'll change them a little. But, despite the fact you need a veritable mini-fleet to take out a tactical cube with standard vessels, it should be OK thanks to the large construction times and costs.

Anyone who does actually DL this, please gimme some honest feedback, I'd like to improve it as much as possible. I would guess that it will be online on Monday or Tuesday, so DL and see what you think. (you might want to back up your files in case you DON'T like it... lol, it alters gameplay a lot and only the Dauntless (P81), Norway (Deemon) and Hutet (Zorg) class ships are taken into account, so you will loose the ability to construct any other ships you've DLed, till you go and change the build lists again.

Thanks everyone who was optimistic about what I said it was going to be. IN a few days you'll find out... please come back and tell me if I did something terribly wrong!

P.S. Someone pointed out in the news section that I keep typing DITL.com... I'm using DITL.org for the figures. DITL.org. Got to fix that .org in my head so I don't do it again...




Mr. Matt VIP Member

#BanRadioActiveLobster

356,997 XP

17th June 2002

7 Uploads

33,695 Posts

780 Threads

#5 16 years ago

I've submitted it, and luckily it was a corrupt upload so I could add a warning to the readme before resending it. Now, it has a problem, but I haven't corrected it yet. I thought I may as well wait and see what people think about the mod before I make a patch. But the problem is that the two types of fusion cube appear to have a faulty ODF... every time you merge them it crashes the game. The main problem is... I can't see whats wrong with them. So I've put the two odfs on here, in the hope someone can point out what keeps making them crash. Usually a second opinion finds something like this. I corrected another ship by simply rewriting the whole code, but I would like to know WHY I had to do that in the first place. So, could anyone look at the two odfs and try and see whats wrong with them, I'd be in your debt. Thanks in advance.

Here's the first fusion cube odf:

#include "battle.odf"

//Name of Ship class in Ship Display window & in edit mode & tooltip unitName = "Fusion Cube"

//tooltips tooltip = "BORG_BATTLE3" verboseTooltip = "BORG_BATTLE3_V"

//Race which can build ship & starting race of ship race = "borg"

//Amount of time required to build ship buildTime = 40.0

//Number of officers required to build this ship officerCost = 80

//Number of crew required to build ship & Starting crew crewCost = 40000

//Dilithium Cost to build dilithiumCost = 9400

//Metal Cost to build metalCost = 4000

//Max Shield Strength & Begining Shield Strength <500 maxHealth = 21700

// Hitpoints

shieldGeneratorHitPoints = 21700 enginesHitPoints = 17000 weaponsHitPoints = 1675 lifeSupportHitPoints = 17000 sensorsHitPoints = 17000

//********************************************************************** //SYSTEM DAMAGE DISTRIBUTION //The following section's values should add up to 100 //Percent Chance out of 100 of engines being destroyed enginesHitPercent = 10.0f

//Percent Chance out of 100 of life support being destroyed lifeSupportHitPercent = 2.5f

//Percent Chance out of 100 of weapons being destroyed weaponsHitPercent = 2.0f

//Percent Chance out of 100 of shields being destroyed shieldGeneratorHitPercent = 8.0f

//Percent Chance out of 100 of sensors being destroyed sensorsHitPercent = 13.0f

//Percent Chance out of 100 of hull being hit (crew dying) crewHitPercent = 2.5f

//Percent Chance out of 100 of entire ship exploding hullHitPercent = 62.0f //**********************************************************************

//Rate at which shield recharges (points per second... we think) shieldRate = 40

//Maximum Value of Special Energy maxSpecialEnergy = 4000

//Rate at which special energy recharges (points per second... we think) specialEnergyRate = 40

// max number of assimilated weapons maxExtraWeapons = 3

// don't use the horrible old % crew loss on damage saneCrewLossMethod = 1

//**********************************************************************

//********************************************************************** //SHIP NAMES

//Possible Craft Names possibleCraftNames = "C842-46743" "C842-35432" "C842-47518" "C842-58787" "C842-48345" "C842-21248" "C842-34219" "C842-68548" "C842-32174" "C842-87888" "C842-79277" "C842-98484" "C842-98344" "C842-34497" "C842-75387" "C842-98167" "C842-35752" "C842-04145" "C842-52371" "C842-24975" "C842-17868" "C842-73282" "C842-76264" "C842-31611"

//**********************************************************************

//********************************************************************** //ART PARAMETERS & WEAPON NAMES

// Phaser weapon1 = "bb3phas" weaponHardpoints1 = "hp35" "hp40" "hp45" "hp50" "hp55" "hp60"

// Phaser weapon2 = "bb3phas" weaponHardpoints2 = "hp31" "hp36" "hp41" "hp47" "hp51" "hp59"

// Phaser weapon3 = "bb3phas" weaponHardpoints3 = "hp33" "hp39" "hp42" "hp49" "hp52" "hp58" // Photon Torpedo weapon4 = "bb3phot" weaponHardpoints4 = "hp05" "hp10" "hp15" "hp20" "hp25" "hp30"

// Photon Torpedo weapon5 = "bb3phot" weaponHardpoints5 = "hp01" "hp06" "hp11" "hp17" "hp21" "hp29"

// Photon Torpedo weapon6 = "bb3phot" weaponHardpoints6 = "hp03" "hp09" "hp12" "hp19" "hp22" "hp28"

//Transwarp Drive weapon7 = "gtwarpd" weaponHardpoints7 = "hp02" "hp07" "hp12" "hp17" "hp22" "hp27"

// Regeneration weapon8 = "gregen" weaponHardpoints8 = "01"

// Holding Beam weapon9 = "gholdbm" //weapon9 = "gholdbm" weaponHardpoints9 = "hp04" "hp08" "hp14" "hp18" "hp24" "hp27"

//Self Destruct weapon10 = "gselfdes" weaponHardpoints10 = "hp32"

//Technology Assimilation Beam weapon11 = "gTechAssimBeam" weaponHardpoints11 = "hp02" "hp07" "hp13" "hp16" "hp23" "hp26"

// Towing Beam weapon12 = "gtracbm" weaponhardpoints12 = "hp12"

// Hardpoints to hit for various systems and other locations. enginesTargetHardpoints = "hp06" "hp07" "hp08" "hp09" "hp10" lifeSupportTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15" weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" shieldGeneratorTargetHardpoints = "hp16" "hp17" "hp18" "hp19" "hp20" sensorsTargetHardpoints = "hp21" "hp22" "hp23" "hp24" "hp25" "hp26" "hp27" hullTargetHardpoints = "hp06" criticalTargetHardpoints = "hp01"

//**********************************************************************

//********************************************************************** //AI system parameters //These parameters influence how the AI evaluates and compares craft.

//An abstract number that represents how much extra strength must be //used to attack this craft due to its weapons. // (0.0=no weapons, 0.5 = average weapons, 1.0=many good weapons) attackPower = 1.00f

//The normalized intrinsic value of a target. High value craft make good //attack targets. (0.0=lowest value, 1.0=highest value) intrinsicValue = 1.0f

//**********************************************************************

//********************************************************************** //CREW STATUS MULTIPLIERS //The multiplier for the delay between shots for weapons while in yellow status weaponYellow = 1.5f

//The multiplier for the delay between shots for weapons while in red status weaponRed = 5.0f //**********************************************************************

//********************************************************************** //PHYSICS PARAMETERS

//physics file for all other physics stuff physicsFile = "bbatphys.odf"

//John avoidance stuff DO NOT CHANGE avoidanceClass = 9 //********************************************************************** //KEYMAP LABEL keymapLabel = "borg_battle"

The second is on the next post.




Mr. Matt VIP Member

#BanRadioActiveLobster

356,997 XP

17th June 2002

7 Uploads

33,695 Posts

780 Threads

#6 16 years ago

Here's the tactical fusion cube odf:

#include "battle.odf"

//Name of Ship class in Ship Display window & in edit mode & tooltip unitName = "Tactical Fusion Cube"

//tooltips tooltip = "BORG_BATTLE4" verboseTooltip = "BORG_BATTLE4_V"

//Race which can build ship & starting race of ship race = "borg"

//Amount of time required to build ship buildTime = 40.0

//Number of officers required to build this ship officerCost = 96

//Number of crew required to build ship & Starting crew crewCost = 48000

//Dilithium Cost to build dilithiumCost = 10600

//Metal Cost to build metalCost = 5200

//Max Shield Strength & Begining Shield Strength <500 maxHealth = 23500

// don't use the horrible old % crew loss on damage saneCrewLossMethod = 1

// Hitpoints

shieldGeneratorHitPoints = 23500 enginesHitPoints = 30440 weaponsHitPoints = 1700 lifeSupportHitPoints = 30440 sensorsHitPoints = 30440

//********************************************************************** //SYSTEM DAMAGE DISTRIBUTION //The following section's values should add up to 100 //Percent Chance out of 100 of engines being destroyed enginesHitPercent = 10.0f

//Percent Chance out of 100 of life support being destroyed lifeSupportHitPercent = 2.5f

//Percent Chance out of 100 of weapons being destroyed weaponsHitPercent = 2.0f

//Percent Chance out of 100 of shields being destroyed shieldGeneratorHitPercent = 8.0f

//Percent Chance out of 100 of sensors being destroyed sensorsHitPercent = 13.0f

//Percent Chance out of 100 of hull being hit (crew dying) crewHitPercent = 2.5f

//Percent Chance out of 100 of entire ship exploding hullHitPercent = 62.0f //**********************************************************************

//Rate at which shield recharges (points per second... we think) shieldRate = 60

//Maximum Value of Special Energy maxSpecialEnergy = 5000

//Rate at which special energy recharges (points per second... we think) specialEnergyRate = 50

// max number of assimilated weapons maxExtraWeapons = 4

//**********************************************************************

//********************************************************************** //SHIP NAMES

//Possible Craft Names possibleCraftNames = "C642-63454" "C642-47555" "C642-65344" "C642-74747" "C642-74746" "C642-46563" "C642-39866" "C642-95877" "C642-75839" "C642-19218" "C642-31113" "C642-98875" "C642-36444" "C642-62454" "C642-83637" "C642-02132" "C642-63313" "C642-64546" "C642-55884" "C642-84958" "C642-04231" "C642-98346" "C642-51151" "C642-65345" "C642-26554" "C642-20136" "C642-64564" "C642-35216" "C642-98376" "C642-84899"

//**********************************************************************

//********************************************************************** //ART PARAMETERS & WEAPON NAMES

// Phaser weapon1 = "bb4phas" weaponHardpoints1 = "hp35" "hp40" "hp45" "hp50" "hp55" "hp60"

// Phaser weapon2 = "bb4phas" weaponHardpoints2 = "hp31" "hp36" "hp41" "hp47" "hp51" "hp59"

// Phaser weapon3 = "bb4phas" weaponHardpoints3 = "hp33" "hp39" "hp42" "hp49" "hp52" "hp58"

// Phaser weapon4 = "bm4phas" weaponHardpoints4 = "hp35" "hp40" "hp45" "hp50" "hp55" "hp60"

// Phaser weapon5 = "bm4phas" weaponHardpoints5 = "hp31" "hp36" "hp41" "hp47" "hp51" "hp59"

// Phaser weapon6 = "bm4phas" weaponHardpoints6 = "hp33" "hp39" "hp42" "hp49" "hp52" "hp58"

// Photon Torpedo weapon7 = "bm4phot" weaponHardpoints7 = "hp05" "hp10" "hp15" "hp20" "hp25" "hp30"

// Photon Torpedo weapon8 = "bm4phot" weaponHardpoints8 = "hp01" "hp06" "hp11" "hp17" "hp21" "hp29"

// Photon Torpedo //weapon9 = "bm4phot" //weaponHardpoints9 = "hp03" "hp09" "hp12" "hp19" "hp22" "hp28"

//Transwarp Drive weapon10 = "gtwarpd" weaponHardpoints10 = "hp02" "hp07" "hp12" "hp17" "hp22" "hp27"

// Regeneration weapon11 = "gregen" weaponHardpoints11 = "hp01"

// Holding Beam weapon12 = "gholdbm" weaponHardpoints12 = "hp04" "hp08" "hp14" "hp18" "hp24" "hp27"

//Self Destruct weapon13 = "gselfdes" weaponHardpoints13 = "hp32"

// Technology Assimilation Beam weapon14 = "gTechAssimBeam" weaponHardpoints14 = "hp02" "hp07" "hp13" "hp16" "hp23" "hp26"

// Towing Beam weapon15 = "gtracbm" weaponhardpoints15 = "hp12"

// Hardpoints to hit for various systems and other locations. enginesTargetHardpoints = "hp06" "hp07" "hp08" "hp09" "hp10" lifeSupportTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15" weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" shieldGeneratorTargetHardpoints = "hp16" "hp17" "hp18" "hp19" "hp20" sensorsTargetHardpoints = "hp21" "hp22" "hp23" "hp24" "hp25" "hp26" "hp27" hullTargetHardpoints = "hp06" criticalTargetHardpoints = "hp01"

//**********************************************************************

//********************************************************************** //AI system parameters //These parameters influence how the AI evaluates and compares craft.

//An abstract number that represents how much extra strength must be //used to attack this craft due to its weapons. // (0.0=no weapons, 0.5 = average weapons, 1.0=many good weapons) attackPower = 1.00f

//The normalized intrinsic value of a target. High value craft make good //attack targets. (0.0=lowest value, 1.0=highest value) intrinsicValue = 0.50f

//**********************************************************************

//********************************************************************** //CREW STATUS MULTIPLIERS //The multiplier for the delay between shots for weapons while in yellow status weaponYellow = 1.5f

//The multiplier for the delay between shots for weapons while in red status weaponRed = 5.0f //**********************************************************************

//********************************************************************** //PHYSICS PARAMETERS

//physics file for all other physics stuff physicsFile = "bbatphys.odf"

//John avoidance stuff DO NOT CHANGE avoidanceClass = 9 //********************************************************************** //KEYMAP LABEL keymapLabel = "borg_battle"

Thanks for any help you can offer.




Porty

Warrior Ant

50 XP

21st August 2002

0 Uploads

505 Posts

0 Threads

#7 16 years ago

// Regeneration weapon8 = "gregen" weaponHardpoints8 = "01"

from the first ODF should be -

// Regeneration weapon8 = "gregen" weaponHardpoints8 = "hp01"

Though I don't know if it would cause the crash you are talking about unless you tried to use the weapon!! :confused:




Mr. Matt VIP Member

#BanRadioActiveLobster

356,997 XP

17th June 2002

7 Uploads

33,695 Posts

780 Threads

#8 16 years ago

Lol, thanks, didn't see that one. I'll change that regardless of whether it causes the crash, though sods law it won't do any good. Still doesn't explain the second one, the tactical fusion cube. Guess I'm going to just have to re-write that one.




borg121

I am a modder in need of help

50 XP

27th December 2002

0 Uploads

680 Posts

0 Threads

#9 16 years ago

Which one is the most recent?




Mr. Matt VIP Member

#BanRadioActiveLobster

356,997 XP

17th June 2002

7 Uploads

33,695 Posts

780 Threads

#10 16 years ago

Sorry... some nasty modem problems, hence the lag behind responses.

Anyway, all working now.

Does it really matter which one is most recent? The tactical fusion cube would be the most recent; I did them all in order of strength.