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Harcourt Fenton Mudd

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7th October 2010

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#1 8 years ago

Im working on a small personal mod of my install of ghosts compilation mod (or rather, re-starting my year plus old personal mod of it that I deleted by mistake last night, meant to delete a differnt mod folder)

Most of the changes were quite easy to make, simple balance tweaking for my personal prefrences.

However, I decided to try a few things differnt this time when moding the Galaxy class. I added a second phaser. Then I edited it to only use odd numberd hitpoints, from the ones it started with. Then gave the origonal one only the even hitpoints.

The end result is it fires two phasers at once, from two different hard points.

Which leads to this post

In the past I've seen charts showing were all of the hitpoints on vessels were located.

Does anyone have those still, or know how to find out the locations (aside from the trial and error method of giving a beam weapon one hitpoint at a time for testing) ?

Second question: Is it possible to set ships to NOT spin like a top to point at the target when immobile, but rather just fire with weapons that bear on the target ?




C.A.B.A.L.

Intermittently Connected

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13th March 2009

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#2 8 years ago

I'm not sure about A2, but A1 had a program that would let you view the hardpoints on a model so you could figure out where to put everything. If there is an A2 version of the program, this would be it.

As to the second question, I have no idea. I don't know enough about the game's AI or physics to help. That is a feature I would like, though, especially with large ships.




pepperman

Cloaked in the Neutral Zone

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5th February 2004

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#3 8 years ago

For stock ships you could use the modelling program called Milkshape and the Armada II importer to view the harpoints.




Harcourt Fenton Mudd

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7th October 2010

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#4 8 years ago

C.A.B.A.L.;5405630I'm not sure about A2, but A1 had a program that would let you view the hardpoints on a model so you could figure out where to put everything. If there is an A2 version of the program, this would be it. [/QUOTE]

Thanks, I'll see if that works.

edit: Far as I can tell it doesnt, however the 'readme' that came with it is quite incomplete so Ill tinker with it some.

No huge deal even if it wont, as I could trial and error my way into figuring out what I need to know.

[QUOTE=C.A.B.A.L.;5405630]

As to the second question, I have no idea. I don't know enough about the game's AI or physics to help. That is a feature I would like, though, especially with large ships.

I know enough to know the AI is extremly limited.

Reading thru various files, I've found hints of the AI being intended to be made very realistic (IE: NOT send a miner to the same deut moon that has defences that blew up the last 100 miners the AI player sent to that area) however Ive been unable to implement them much.

That said, all Im pushing for here is seeing things look more like something from an episode of DS9 or what not, IE: larger ships are more likley to just sit there and shoot their heavy guns which have a good arc of fire, while smaller ships manuver more.

Ive somewhat got this working by adding additonal phasers to a ship, and just split the weapon hardpoints evenly amongst the weapons.




C.A.B.A.L.

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#5 8 years ago

Freyr is the resident AI master around here and may know more about the AI's capabilities than most of the developers. He actually has a tutorial on AI making here and a demonstration of what it can do over here. It scared the beta testers.




Harcourt Fenton Mudd

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#6 8 years ago

Heh, sounds like I need to give that a read.

Doubt I'll pubicly publish too much tho, I mostly tend to treat A2 like sins of a solar empire and play long matches (with high resource cost settings) on huge maps, with stations set to take up few if any pop slots allowing for more ships with a low pop limit, which ends up turning it into a case of being streched thin everywere. Quite fun if you tweak things right.

Of course, the problem there is how utterly stupid the AI tends to be. Got a slight defence arround a resource node ? AI mining ships always blow up ? AI keeps sending them anyway.




Guest

I didn't make it!

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#7 8 years ago

Try this to help with your Physics problems. http://armada2.filefront.com/file/gofetch/ZmlsZWZyb250fHx8OTc1Mzh8fHxRVElnVUdoNWMybGpjeUJRY205cVpXTjBJRlpsY25OcGIyNGdXQ3dnVlhCa1lYUmxaQT09fHx8MjAwOCBXaW5uZXI6IEdhbWVwbGF5fHx8MzZ8fHwvTW9kcy9QaHlzaWNzfHx8YTJwcF94X3ZlcnNpb25fMS4yLnppcHx8fDg2NDc2Mjk3NTM4MjQxMg== On the tactics side of things keep your ships moving and makesure that the weapons reflect that moving targets are harder to hit.




Harcourt Fenton Mudd

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#8 8 years ago

Guess I'll give that a look too, thanks.




Freyr VIP Member

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#9 8 years ago

You may find that if you install the Klingon AI mod that Cabal linked to the AI in general becomes a lot more intelligent on the "hard" difficulty level. I'm not sure if that will prevent the AI from playing lemmings with it's miners, the AI only uses so many mining ships per moon and others are sent to further resources so this is actually controlled in a roundabout way by the build list rather than the personality part of the AIP's.

I'm pretty confident that with that added the AI would at least make a credible attempt at eliminating anything threatening it's mining operations. It's very, very good at that.




Harcourt Fenton Mudd

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7th October 2010

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#10 8 years ago

I guess Ill give it a try then. The problem with ghosts comp mod is that the Fed side is too damned strong, and the AI isnt really a threat to me at all (at least not yet, Im slowley re-balancing the other stuff, currently working on the vanilla borg that the mod has, plan to eventualy remove the fusion cube, and turn the regular cubes into propper large cubes. setscale 4.0 works great for that)