Help with .odf file -1 reply

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B3ta

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22nd April 2004

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#1 10 years ago

I'm in the process of making a shipyard that can produce twice the number of ships. I worked out how to do this by using a pod system. I replaces the fyard.odf, but ever time the game loads it crashes the game. Anyone got a clue where its going wrong?

#include "research.odf"

//********************************************************************** //MAIN DESIGN PARAMETERS

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

//tooltips tooltip = "FED_YARD" verboseTooltip = "FED_YARD_V"

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

//Amount of time required to build ship buildTime = 50.0

//Number of officers required to build this ship officerCost = 10

//Number of crew required to build ship & Starting crew crewCost = 1000

//Dilithium Cost to build dilithiumCost = 0

//Metal cost to build metalCost = 0

//Max Shield Strength & Begining Shield Strength <1000 maxHealth = 4000

//Rate at which shield recharges (points per second... we think) shieldRate = 2.5

//********************************************************************** //Construction Parameters

podHardpoints = "hp01" "hp02" buildItem0 = "fyardpod1" buildItem1 = "fyardpod2"

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

//Possible Craft Names possibleCraftNames = "Brahms Center" "Daystrom Center" "Soong Center" "Cochrane Center" "Planck Center" "Avogadro Center" "Doppler Center" "Frege Center"

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

// Hardpoints to hit for various systems and other locations. enginesTargetHardpoints = "hp07" "hp08" "hp09" "hp10" lifeSupportTargetHardpoints = "hp07" "hp08" "hp09" "hp10" weaponsTargetHardpoints = "hp07" "hp08" "hp09" "hp10" shieldGeneratorTargetHardpoints = "hp07" "hp08" "hp09" "hp10" sensorsTargetHardpoints = "hp07" "hp08" "hp09" "hp10" hullTargetHardpoints = "hp07" "hp08" "hp09" "hp10" criticalTargetHardpoints = "hp07" "hp08" "hp09" "hp10"

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

//The normalized intrinsic value of a target. High value craft make good //attack targets. (0.0=lowest value, 1.0=highest value) intrinsicValue = 1.00f

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

//********************************************************************** //MESSAGE & SOUND PARAMETERS //**********************************************************************

eventSelect = "ShipyardSelect" eventAcknowledge = "ShipyardAcknowledge" eventDecommission = "ShipyardDecommission"

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

//************************************************************ // Brian additions for context sensitive menus transporter = 1




delta_dids

What Lies Beyond...

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9th December 2006

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#2 10 years ago

besides indenting your possible names with a TAB, I can't see anything wrong with it.




B3ta

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#3 10 years ago

Yea it was the probelm in the tech.tt file, but i dont no why, but its fixed now, but now my station wont build both pods it just builds one....




delta_dids

What Lies Beyond...

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#4 10 years ago

are both pods in both tech1 and fulltech? Both pods have an odf right? Its amazing what I've forgotten to add to stuff like this




B3ta

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#5 10 years ago

Both buttons appear for both pods. But once i build one i cant the other. So i though must be a probelm with hard points or something. So i change the second build item to random station. And i found then, that both the first pod and the station would build....and the same holds true for the second pod and station.




Icewolf132

Only Slightly Insane

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1st June 2007

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#6 10 years ago

One question that's got to be asked is are you using the 1.2.5 patch?




B3ta

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#7 10 years ago

Yea im using 1.2.5 patch. Anyway one question down. One to go, ive now fixed my pervious probelm, but and now have a new one how do you set it so when the station is blown up, it will take the pods (in this case yards) with it?




Achilles

I stole fire from the lighter!

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13th January 2003

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#8 10 years ago

change one item in the build list of one of the pods.




Icewolf132

Only Slightly Insane

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#9 10 years ago

You'd have to set the yard's classlabel's as pods...but there's a diffrent way of doing that...go to the station.odf file and near the bottom there should be a line for what explosion file it uses...look into those, make a new explosion wave with a lot of damage but a short range...I apologize about the vage description, I've got to get going o.0




B3ta

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#10 10 years ago

Ok guys probelm 4? I know AI editting is rly rly hard to do, but i want my fed AI to build and currently it does. Basically i redesgined the AI to build the fyard (the middle bit) and then one of the pods. Which in this case is one of the yards, which has the same build list as the oringal yard. Now i know the tech tree alterations work. But the AI isnt. It competely ignores the building of fyard and fyardpod1. his one of the AI can anyone point out the probelm?

// // Borg_Build_List.aip // // Contains a default build list for the klingon AI // // edited by the Nord

// Load up the basic structures... #include "aipdef.h"

// This aip needs to play by the rules int checkTechnologyAvailable = 1;

Way_Better_Build_List_Element the_build_list[MAX_ELEMENTS] = { //--------------------------------------------------------------------

// // Syntax: "ODF name", number to build, base to build at, max number from this line, min tech

level //

// // Phase I. Base & Yard //

"fbase", 1,0, -1, 1, // starbase "fconst", 1,0, -1, 0, // construction ship "fconst", 1,0, -1, 0, // second construction ship "fscout", 1,0, -1, 0, // scout "fmining", 1,1, -1, 0, // mining stations "fturret", 2,1, 4, -3, // basic mining defense "forbital", 1,1, -1, 0, // build an orbital station "ffreight", 2,0, -1, 0, // mining freighter - two freighters for each station "fyard", 1,0, -1, 0, // basic shipyard "fyardpod1", 1,0, -1, 0, // basic shipyardpod "fdestroy", 2,0, 4, -2, // Defiant

// // Phase II. Research // "fresear", 1,0, -1, 2, // basic research "fcolony", 1,0, 4, 0, // colony ship "forbital", 1,1, -1, 0, // second orbital station "fdestroy2",2,0, 4, -2, // Defiant "fmining", 1,2, -1, 0, // second mining station "ffreight", 2,0, -1, 0, // mining freighters "fturret", 2,2, 4, -3, // mining defense

"fcruise1", 2,0, 2, -2, // Akira "fedpod2", 1,0, -1, 0, // Chain Reaction Pulsar (Akira) "fcruise3", 2,0, 2, -2, // Intrepid

"fcruise1", 2,0, -1, -3, // Akira "fcruise3", 2,0, -1, -3, // Intrepid "fedpod5", 1,0, -1, 0, // Tachyon Detection Grid (scout)

"ftrading", 1,0, -1, 0, // trading station

// // Phase III. Advanced Shipyard //

"fyard2", 1,0, -1, 3, // advanced shipyard "fcruise1", 2,0, -1, -3, // Akira "fcruise3", 2,0, -1, -3, // Intrepid "fgalaxy", 3,0, -1, -3, // Galaxy (Battleship) "fgalaxy", 3,0, -1, -4, // Galaxy (Battleship) "forbital", 1,3, 2, 0, // third orbital processing facility "fmining", 1,3, 2, 0, // third mining station "fgalaxy", 3,0, -1, -4, // Galaxy (Battleship)

// // Phase IV. Advanced Research // "fconst", 1,0, -1, 0, // construction ship "fresear2", 1,0, -1, 4, // advanced research station "ffrigate", 1,0, -1, -4, // Aegian "fcruise2", 2,0, -1, -4, // Steamrunner (Artillery) "fspecial", 1,0, -1, 0, // Nebula "fcruise2", 2,0, -1, -4, // Steamrunner (Artillery) "fturret2", 3,1, -1, 0, // torpedo turret "fedpod16", 1,0, -1, 0, // Shield Enhancer "fturret2", 3,2, -1, 0, // torpedo turret "fedpod7", 1,0, -1, 0, // Shield Disruptor "fturret2", 3,0, -1, 0, // torpedo turret "ffrigate", 1,0, -1, -4, // Aegian

// // Phase V. Ship Upgrade and Endgame //

"fupgrade", 1,0, -1, 5, // ship upgrade station "fbattle", 4,0, -1, 0, // Sovereign "fsrepair", 2,0, -1, 0, // repair ship "fassault", 2,0, -1, 0, // Iwo Jima

"fbattle", 4,0, -1, 0, // Sovereign "fedpod1", 1,0, -1, 0, // Corbomite Reflector "ffrigate", 1,0, -1, 0, // Aegian

"fspecial", 1,0, -1, 0, // Nebula "fbattle", 4,0, -1, 0, // Sovereign "fcruise2", 2,0, -1, 0, // Steamrunner (Artillery) "ffrigate", 1,0, -1, 0, // Aegian

"fsuperbl", 1,0, -1, 0, // superweapon

"fspecial", 1,0, -1, 0, // Nebula "fbattle", 4,0, -1, 0, // Sovereign "fcruise2", 2,0, -1, 0, // Steamrunner (Artillery) "fsrepair", 1,0, -1, 0, // repair ship

"fedpod11", 1,0, -1, 0, // weapon upgrade level 2 "fedpod12", 1,0, -1, 0, // shield upgrade level 2 "fedpod14", 1,0, -1, 0, // engine upgrade level 2 "fedpod6", 1,0, -1, 0, // Gemini Effect "fedpod9", 1,0, -1, 0, // Point Defense Phaser

"fbattle", 4,0, -1, 0, // Sovereign "fedpod8", 1,0, -1, 0, // Engineering Team "fedpod21", 1,0, -1, 0, // weapon upgrade level 3 "fedpod22", 1,0, -1, 0, // shield upgrade level 3

"fbattle", 4,0, -1, 0, // Sovereign "fedpod24", 1,0, -1, 0, // engine upgrade level 3 "fedpod13", 1,0, -1, 0, // sensor upgrade level 2 "fedpod23", 1,0, -1, 0, // sensor upgrade level 3 "fedpod15", 1,0, -1, 0, // life support upgrade level 2 "fedpod25", 1,0, -1, 0, // life support upgrade level 3

"fbattle", 100,0, -1, 0, // Sovereign

};

exactly how it appears in the AI file