Creating a Race -1 reply

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Flash525

The Carbon Comrade

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14th July 2004

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#1 12 years ago

Ok, maybe a decieving title, but we'll see. Could someone.. 'talk me through' the following. What is in Red is what I have put, the black is what I am in need of assistence with.// Name used to refer to the race in the code and scripts. name = "federation" // Name displayed in the interface for this race. displayKey = "GUI_RD_FEDERATION" // Instant action slot, negative means not playable instantActionSlot = 0 // Name of the interface configuration and sprite files. interfaceConfiguration = "gui_fed.cfg" interfaceSprites = "gui_federation.spr"

// Label for admirals log creation creationLabel = "ADM_COMMISSIONED" recycledLabel = "ADM_DECOMMISSIONED" // Music play list. singlePlayerMusic = ".wav" multiPlayerMusic = ".wav" // Transporter sprite transportSprite = "ftransport" // How quickly this race repairs. Bigger is slower repairStrength = 7.0f // How strong this race is when fighting as a boarding party or // against a boarding party. boardingStrength = 1.0f // When this race will retreat from battle retreatStrength = 0.15f //shield percentage crewRetreatRatio = 0.10f //crew percentage //number of crew added to the team per second per starbase //also used as base for planetary civilian rate crewAccumulationRate = 4.0 //the modifier for the crewAccumulationRate for a starbase if it is close to a planet planetCrewAccumulationModifier = 1.25

Spoiler: Show
Don't Understand This. Considering that this has no effect with Armada II...

// Name of the city texture, "" means none cityTextureName = "ECFR" // atmosphere tint (white) atmosphereTint = 1.0 1.0 1.0 // # of cities in the city texture numCities = 35.0

Spoiler: Show
Can we not just have planets with no 'city-lights'. Don't quite get where this is going either...

//********************************************************************** //CREW STATUS MULTIPLIERS

//The percentage at which the crew enters yellow status (ex. 0.75f) crewYellowStatus = 0.4f //The percentage at which the crew enters red status (ex. 0.25f) crewRedStatus = 0.2f //The multiplier for the repair time while in yellow status repairYellow = 1.5f //The multiplier for the repair time while in red status repairRed = 2.0f //The multiplier for the delay between shots for weapons while in yellow status weaponYellow = 1.0f //The multiplier for the delay between shots for weapons while in red status weaponRed = 2.0f //*************************** //ODF for officer upgrade for starbases officerUpgradeODF = "fedoff" // the things you get when you ask for minimal default units (instead of the map units) minimalUnits1 = "fconst.odf" // construction ship // the things you get when you ask for standard default units (instead of the map units) standardUnits1 = "fconst.odf" // construction ship standardUnits2 = "fconst.odf" // construction ship standardUnits3 = "fbase.odf" // starbase standardUnits4 = "fscout.odf" // starbase // the things you get when you ask for superside units (instead of the map units) superUnits1 = "bconst.odf" // borg construction ship superUnits2 = "fconst.odf" // federation construction ship superUnits3 = "kconst.odf" // klingon construction ship superUnits4 = "rconst.odf" // romulan construction ship

Spoiler: Show

The part where it has 'Default Units', 'Standard Units' or 'Superside Units' - this only applied to Armada I, as Armada II doesn't have that option. Thus, do we need to keep all this gibberish?

Also, what does 'fedoff' mean.

ctfUnits1 = "ctf_fbase.odf" ctfUnits2 = "ctf_fconst.odf" ctfUnits3 = "ctf_fconst.odf" ctfUnits4 = "fscout.odf"

Spoiler: Show
I'm *assuming* this is what we need to work on, due to these vessels being the ones that you generally start with. If so, how do they work, and what is with the 'ctf' part? I can't find any .odf file with the above names.

// for the computer voice computerShipConstructionBegin1 = "gvofc022.wav" computerShipConstructionBegin2 = "gvofc023.wav" computerShipConstructionComplete1 = "gvofc024.wav" computerFacilityConstructionBegin1 = "gvofc022.wav" computerFacilityConstructionBegin2 = "gvofc023.wav" computerFacilityConstructionComplete1 = "gvofc024.wav" computerWeaponsOffline1 = "gvofc01.wav" computerEnginesOffline1 = "gvofc03.wav" computerEnginesOffline2 = "gvofc05.wav" computerShieldGeneratorOffline1 = "gvofc09.wav" computerLifeSupportOffline1 = "gvofc011.wav" computerSensorsOffline1 = "gvofc07.wav" computerUnderAttack1 = "" // Fed are average at recycling // Recycling efficiency recycleDilithiumFraction = .8 recycleMetalFraction = .8

Spoiler: Show
Don't Understand This

// How relatively fast we mine any resource miningRateModifier = 1.0 // what event should we use when we run out of officers? insufficientOfficersEvent = "InsufficientFedOfficers"

Spoiler: Show
Don't Understand This

// for normal and lots of resource games, we need to specify how much // of each resource this race should get

Spoiler: Show
Don't Understand This

// NORMAL normalDilithium = 3500 normalMetal = 2000 normalLatinum = 500 normalCrew = 1200 // LOTS lotsDilithium = 30000 lotsMetal = 30000 lotsLatinum = 30000 lotsCrew = 30000I think thats about it. I'm also trying to work out how the Map Race works, so if anyone can enlighten me on that, then thanks.




Freyr VIP Member

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6th February 2005

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#2 12 years ago

SupaStarAsh;3411777Ok, maybe a decieving title, but we'll see. Could someone.. 'talk me through' the following. What is in Red is what I have put, the black is what I am in need of assistence with.// Name used to refer to the race in the code and scripts. name = "federation" // Name displayed in the interface for this race. displayKey = "GUI_RD_FEDERATION" // Instant action slot, negative means not playable instantActionSlot = 0 // Name of the interface configuration and sprite files. interfaceConfiguration = "gui_fed.cfg" interfaceSprites = "gui_federation.spr"

// Label for admirals log creation creationLabel = "ADM_COMMISSIONED" recycledLabel = "ADM_DECOMMISSIONED" // Music play list. singlePlayerMusic = ".wav" multiPlayerMusic = ".wav" // Transporter sprite transportSprite = "ftransport" // How quickly this race repairs. Bigger is slower repairStrength = 7.0f // How strong this race is when fighting as a boarding party or // against a boarding party. boardingStrength = 1.0f // When this race will retreat from battle retreatStrength = 0.15f //shield percentage crewRetreatRatio = 0.10f //crew percentage //number of crew added to the team per second per starbase //also used as base for planetary civilian rate crewAccumulationRate = 4.0 //the modifier for the crewAccumulationRate for a starbase if it is close to a planet planetCrewAccumulationModifier = 1.25

Spoiler: Show
Don't Understand This. Considering that this has no effect with Armada II...
// Name of the city texture, "" means none cityTextureName = "ECFR" // atmosphere tint (white) atmosphereTint = 1.0 1.0 1.0 // # of cities in the city texture numCities = 35.0
Spoiler: Show
Can we not just have planets with no 'city-lights'. Don't quite get where this is going either...

//********************************************************************** //CREW STATUS MULTIPLIERS

//The percentage at which the crew enters yellow status (ex. 0.75f) crewYellowStatus = 0.4f //The percentage at which the crew enters red status (ex. 0.25f) crewRedStatus = 0.2f //The multiplier for the repair time while in yellow status repairYellow = 1.5f //The multiplier for the repair time while in red status repairRed = 2.0f //The multiplier for the delay between shots for weapons while in yellow status weaponYellow = 1.0f //The multiplier for the delay between shots for weapons while in red status weaponRed = 2.0f //*************************** //ODF for officer upgrade for starbases officerUpgradeODF = "fedoff" // the things you get when you ask for minimal default units (instead of the map units) minimalUnits1 = "fconst.odf" // construction ship // the things you get when you ask for standard default units (instead of the map units) standardUnits1 = "fconst.odf" // construction ship standardUnits2 = "fconst.odf" // construction ship standardUnits3 = "fbase.odf" // starbase standardUnits4 = "fscout.odf" // starbase // the things you get when you ask for superside units (instead of the map units) superUnits1 = "bconst.odf" // borg construction ship superUnits2 = "fconst.odf" // federation construction ship superUnits3 = "kconst.odf" // klingon construction ship superUnits4 = "rconst.odf" // romulan construction ship

Spoiler: Show

The part where it has 'Default Units', 'Standard Units' or 'Superside Units' - this only applied to Armada I, as Armada II doesn't have that option. Thus, do we need to keep all this gibberish?

Also, what does 'fedoff' mean.

ctfUnits1 = "ctf_fbase.odf" ctfUnits2 = "ctf_fconst.odf" ctfUnits3 = "ctf_fconst.odf" ctfUnits4 = "fscout.odf"
Spoiler: Show
I'm *assuming* this is what we need to work on, due to these vessels being the ones that you generally start with. If so, how do they work, and what is with the 'ctf' part? I can't find any .odf file with the above names.
// for the computer voice computerShipConstructionBegin1 = "gvofc022.wav" computerShipConstructionBegin2 = "gvofc023.wav" computerShipConstructionComplete1 = "gvofc024.wav" computerFacilityConstructionBegin1 = "gvofc022.wav" computerFacilityConstructionBegin2 = "gvofc023.wav" computerFacilityConstructionComplete1 = "gvofc024.wav" computerWeaponsOffline1 = "gvofc01.wav" computerEnginesOffline1 = "gvofc03.wav" computerEnginesOffline2 = "gvofc05.wav" computerShieldGeneratorOffline1 = "gvofc09.wav" computerLifeSupportOffline1 = "gvofc011.wav" computerSensorsOffline1 = "gvofc07.wav" computerUnderAttack1 = "" // Fed are average at recycling // Recycling efficiency recycleDilithiumFraction = .8 recycleMetalFraction = .8
Spoiler: Show
Don't Understand This
// How relatively fast we mine any resource miningRateModifier = 1.0 // what event should we use when we run out of officers? insufficientOfficersEvent = "InsufficientFedOfficers"
Spoiler: Show
Don't Understand This
// for normal and lots of resource games, we need to specify how much // of each resource this race should get
Spoiler: Show
Don't Understand This
// NORMAL normalDilithium = 3500 normalMetal = 2000 normalLatinum = 500 normalCrew = 1200 // LOTS lotsDilithium = 30000 lotsMetal = 30000 lotsLatinum = 30000 lotsCrew = 30000I think thats about it. I'm also trying to work out how the Map Race works, so if anyone can enlighten me on that, then thanks.

1) This is leftover from A1. It has no effect that I am aware of.

2) This affects the number of cities that you see on the planet it you look closely. You could have a fully colonised planet without any visible sign of colonisation, but its not that realistic is it? (consider what earth looks like from space!)

3) Probably not.

4) Federation officer upgrades, a leftover from A1 (shame it wasen't included actually...)

5) you looking in the wrong place, CTF is Capture The Flag mod for multi. Scroll up a bit to the StandardUnits bit. You just list the ODF name in between the brackets and its there when you start. Ignore the comments, as you can see from the scout being listed as a starbase it has no effect.

6) Recycling is when you decommission something, how much of it do you get back. (eg, .8 = 80%)

7) the event in the events.dat it should call to play the insufficient officers sound file and message.

8) If you are at "normal" and "lots" in the advanced option of the race in the skirmish/multi how much cash should you get.

Wow, I know more about A2 than somebody else.... :eek:




Flash525

The Carbon Comrade

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14th July 2004

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#3 12 years ago

Thank You :) Would you imagine these files would still work if I were to remove the Armada I parts?




Freyr VIP Member

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#4 12 years ago

I imagine that removing them will have no effect, but the only way to find that out is by trying it.

Have a go and see what happens.

[edit]

I think thats about it. I'm also trying to work out how the Map Race works, so if anyone can enlighten me on that, then thanks.

I don't understand what you mean by trying to figure them out. What are you trying to do?[/edit]




Flash525

The Carbon Comrade

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14th July 2004

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#5 12 years ago
Freyr;3411956I don't understand what you mean by trying to figure them out. What are you trying to do?

Well, I want to have different 'map races' One for random cargo transports, one for 'thieves' and another, that come onto the map, randomly, attack you, then run away (hit & run).




Freyr VIP Member

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#6 12 years ago

oh, now your asking :)

There is a side "0" which is used for trading and salvaging.

1-8 are the human/AI players, if you set say, 6 players and then have your pirates set as side number 7 or 8 it should work. AFAIK, the ship has to be placed off of the grid to come onto the map. (its done in the map editor, per map)

I think thats how it works anyway, I must confess I don't know thought because I haven't ever tried altering anything in my installation.