how to stop crew from being killed off.... -1 reply

Please wait...

weyoun782

JJ Abrams is ruining trek

50 XP

15th December 2008

0 Uploads

90 Posts

0 Threads

#1 10 years ago

despite the fact that the shields are up? for instance for the mod I am working on, I have borg cube that has 20000 crew, but when it goes into battle the cube loses alot of crew, what can I edit so that the crew are not affected?




CanadianBorg

Resistance is futile, eh?

50 XP

30th July 2008

0 Uploads

503 Posts

0 Threads

#2 10 years ago

Go into the cube's .odf file (assuming this is A2), then add this line:

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

This will prevent the insane crew loss we know and hate in A2. A1 didn't really have this problem, I don't think. At least, that's from what I recall, because I haven't played A1 since I got A2.




StarBlade

www.starbase34.net

50 XP

7th January 2006

0 Uploads

1,705 Posts

0 Threads

#3 10 years ago
weyoun782;4753201I have borg cube that has 20000 crew, but when it goes into battle the cube loses alot of crew

This is the problem-- you can use whatever crew loss method or shield damage system you want, but as soon as the AI sees a crew over about 5000 on any ship or station, the crew damage ends up being hideously monstrous. There's no way to make a canon Borg cube with hundreds of thousands of drones aboard in Armada, I'm afraid.

:cool:




weyoun782

JJ Abrams is ruining trek

50 XP

15th December 2008

0 Uploads

90 Posts

0 Threads

#4 10 years ago

it's actually for armada 1.




CanadianBorg

Resistance is futile, eh?

50 XP

30th July 2008

0 Uploads

503 Posts

0 Threads

#5 10 years ago

Well, A1 doesn't have a problem with that, last I checked.




eluvatar

RIP Eluvatar The Second

50 XP

18th December 2006

0 Uploads

201 Posts

0 Threads

#6 10 years ago

lol I did not know people even moded a1 still I guess if thats all you have but ouch. I would say increase the life support ? maby idk it has been a long time




Icewolf132

Only Slightly Insane

50 XP

1st June 2007

0 Uploads

182 Posts

0 Threads

#7 10 years ago

Yesh, I'm to use to modding Armada 2...I opened my addons folder expecting ODFs be in there...well, big surprise! :lol:

Anyways, there is good news and there is bad news Weyoun. The good news is that there is a way to fix that, but the bad news is it involves changing a lot of ODF weapon files, and it will do the same for all other units.

In pretty much all of the weapon Ordanace files (fbphaso, bpulseo, ect whatever has an o at the end.) there should be these lines;

damageBase =

damageVariance =

damageThreshold =

shieldCrewModifier =

hullCrewModifier =

damageBase is now much damage the weapon will do.

damageVariance controls how much that damage will varey, an example, lets say you give a phaser a damage base of 30, and a variance of 5...in the end, the phaser could do anywhere from 25 to 35 points of damage. You can't make it go into a negitive number though, if I recall right Armada hates doing that.

Now for the strings you'll want to pay attention for...

damageThreshold is the point of damage that has to be reached to start killing crew, so in the example above, if we put 32, crew will die every time the damage output goes over that number.

shieldCrewModifier and hullCrewModifier control how many crew die when the above happens, the diffrence between the two is obvious; if it hits shielding or hull. This is a percent value, and where you can fix your problem. if you put in 0.0 then no one will die, even if the damage goes past the threshold. Or you could be evil and put it at 1.0, but that's more Reman than anything :P




Guest

I didn't make it!

0 XP

 
#8 10 years ago

Icewolf is right. These commands work together to better allow you to taylor weapons-ship interaction.




Fireball_VI

I follow teh Moo!

50 XP

6th June 2008

0 Uploads

626 Posts

0 Threads

#9 10 years ago

Right on, you control this stuff on the weapons rather than the ships!