How do I reduce crew loss? + Warp question. -1 reply

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><FISH'>

I don't spend enough time here

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9th January 2005

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#1 11 years ago

One of my modded ships loses crew by the hundreds. How do I fix it so it doesn't lose crew at all?

Also, how do I add warp drive to some ships?




Chiletrek

Warriors from Fluidic Space

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8th August 2004

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#2 11 years ago

The system used by the game o kill the crew can be altered in the craft.odf in the odf\ships folder. These are the original values: //CREW CASUALTY FOR SYSTEM DESTRUCTION //The percentage of crew killed when the engines are destroyed enginesCrewLoss = 5.0f //The percentage of crew killed when the lifesupport is destroyed lifeSupportCrewLoss = 3.0f //The percentage of crew killed when the weapons are destroyed weaponsCrewLoss = 2.0f //The percentage of crew killed when the shields are destroyed shieldGeneratorCrewLoss = 2.0f //The percentage of crew killed when the sensors are destroyed sensorsCrewLoss = 2.0f //The percentage of crew lost every second while life support is disabled lifeSupportLoss = 2.0f I think those are pecentage, but you can alter those values, to make them smaller, by changing in this file it will run for all ships, but you can add those values to a specific ship's odf and the alterations will run only for that unit. And about the warp drives, they are specificated in the odf\others folder, in the physics file for each type of ship (destroyer, science) to add warp for a construction ship (for example), open sconstphys.odf and change: warpSpeed = 0 to warpSpeed = 200 (slow warp, but you can change this value) I hope this can help you :)




firewarrior1705

For the Greater Good

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15th October 2007

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#3 11 years ago

If you want your ships not to loose crew until their shields are down here's what you need to do: either go to the craft.odf folder and add bellow the ship properties lines that Chiletrek mentioned the following line shieldProtection = 1.0 or, if you have modded ships add this line above the line where the weapons start(or anywhere above the weapons lines)




Chiletrek

Warriors from Fluidic Space

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8th August 2004

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#4 11 years ago

Hello: I agree, that method can really help a ship to survive more time in combat or when dealing with hazardous nebulas.




Guest

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#5 11 years ago

You could also try adding this line // don't use the horrible old % crew loss on damage saneCrewLossMethod = 1 (Naturally you don't need the comment, but i added it as it helps explain what it does a little) I am not sure what exactly this changes, or what method it uses rather than % loss but, it seems to work quite well in KA2. Sometimes ships become derelicts due to crew casualties, but not too often. A good realistic balance I think.




Chiletrek

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8th August 2004

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#6 11 years ago

Hello: I think that method was created for Armada2 since this game uses a different style of damage system for their battles than Armada1. that code saves a lot of crew, specially during long or constant battles.




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#7 11 years ago

Well I had presumed he was talking about A2, since he referred to Warp Drive, which A1 had in the code but it wasn't implemented in a way we'd recognise (A1 Warp Speed = A2 Impulse Speed, A1 Impulse Speed = A2 Combat Speed)




Chiletrek

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8th August 2004

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#8 11 years ago

Hello: That's good to know indeed, specially if I ever mod Armada1 again. But as we said, we can add warp speed to a ship by changing the value in their physics file in the odf\other folder. I hope you'll get the results you want >