My own Assimilated Sovereign -1 reply

Please wait...

superknijn

You guys rule!

50 XP

5th March 2004

0 Uploads

220 Posts

0 Threads

#1 13 years ago

I am in the process of creating an Assimilated Sovereign, and i have the code about complete, and added the ship to the borg yard, but i have not added it to the tech files, scince i do not know what exactly to add, since my mod only is a new odf, no new tga's and such.

the code:

#include "fbattle.odf"

//Name of Ship class in Ship Display window & in edit mode & tooltip unitName = "Taker (Assimilated Sovereign)"

//tooltips tooltip = "FED_BATTLE" verboseTooltip = "FED_BATTLE_V"

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

//Amount of time required to build ship buildTime = 22.0

//Number of officers required to build this ship officerCost = 9

//Number of crew required to build ship & Starting crew crewCost = 600

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

//Dilithium Cost to build dilithiumCost = 480

//Metal Cost to build metalCost = 200

//Max Shield Strength & Begining Shield Strength <500 maxHealth = 1000

// Hitpoints

shieldGeneratorHitPoints = 300 enginesHitPoints = 150 weaponsHitPoints = 150 lifeSupportHitPoints = 160 sensorsHitPoints = 120

//Rate at which shield recharges (points per second... we think) shieldRate = 10

//Maximum Value of Special Energy maxSpecialEnergy = 1000

//Rate at which special energy recharges (points per second... we think) specialEnergyRate = 15

// max number of assimilated weapons maxExtraWeapons = 1

//********************************************************************** //SHIP NAMES

//Possible Craft Names possibleCraftNames = "S842-46743" "S842-35432" "S842-47518" "S842-58787" "S842-48345" "S842-21248" "S842-34219" "S842-68548" "S842-32174" "S842-87888" "S842-79277" "S842-98484" "S842-98344" "S842-34497" "S842-75387" "S842-98167" "S842-35752" "S842-04145" "S842-52371" "S842-24975" "S842-17868" "S842-73282" "S842-76264" "S842-31611"

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

// phaser weapon1 = "bb3phas" weaponHardpoints1 = "hp01" "hp02" "hp03" "hp04" "hp05" "hp26" "hp27" "hp28"

// Photon Torpedo weapon2 = "bbphot" weaponHardpoints2 = "hp29" "hp30" "hp31" "hp32" "hp32" "hp33"

//Self Destruct weapon3 = "gselfdes" weaponHardpoints3 = "hp34" "hp35" "hp36"

// Technology Assimilation Beam weapon4 = "gTechAssimBeam" weaponHardpoints4 = "hp01" "hp02" "hp03"

// Photon torpedos weapon5 = "sovroc" weaponHardpoints5 = "hp21" "hp22" "hp23" "hp24" "hp25"

// Hardpoints to hit for various systems and other locations. enginesTargetHardpoints = "hp06" "hp07" "hp08" "hp09" "hp10" lifeSupportTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15" weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp26" "hp27" "hp28" "hp29" "hp30" "hp31" "hp32" "hp33" "hp34" "hp35" "hp36" shieldGeneratorTargetHardpoints = "hp16" "hp17" "hp18" "hp19" "hp20" sensorsTargetHardpoints = "hp21" "hp22" "hp23" "hp24" "hp25" hullTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15" criticalTargetHardpoints = "hp21" "hp22" "hp23" "hp24" "hp25"

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

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

//An abstract number that represents how much extra strength must be //used to attack this craft due to its weapons. // (0.0=no weapons, 0.5 = average weapons, 1.0=many good weapons) attackPower = 1.00f

//The normalized intrinsic value of a target. High value craft make good //attack targets. (0.0=lowest value, 1.0=highest value) intrinsicValue = 0.50f

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

//********************************************************************** //CREW STATUS MULTIPLIERS //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 = 1.0f //**********************************************************************

//change the scale ScaleSOD = 1.4

//********************************************************************** //KEYMAP LABEL // Obsolete, use hotkeyLabel // keymapLabel = "fed_battle" hotkeyLabel = "HOTKEY_F4"

as you see, i have added a new weapon, sovroc, and i changed the above to include fbattle.odf, from include battle.odf.

Do non-Borg ships that are built from a borg-shipyard automaticly use the "assimilated" texture? That's what i assumed from the other mods.0




Slider17

I want to be like the Admins

50 XP

15th February 2004

0 Uploads

239 Posts

0 Threads

#2 13 years ago

Hi superknijn,

Well, first about the weapon, did you create ordinace files too? Is it a speacial weapon? Well, in anycase, you'll have to add the ship odf and the weapon odf to the tech tree files. Just put "filename.odf 0" in the list, or put a requirement after it if you want. However, I think since you changed the race to borg, it won't use the borg texture, and you may also have to copy the sov.sod to create a duplicate to match your odf name. Hope that helps! :smokin:




superknijn

You guys rule!

50 XP

5th March 2004

0 Uploads

220 Posts

0 Threads

#3 13 years ago

I created odf's for that weapon, its a missile with a large recharge rate, Enterprise + normal Sovereign.

Cuold you help me more with the

and you may also have to copy the sov.sod to create a duplicate to match your odf name.

part? The orignal file was fbattle.odf, the new one bfbattle.odf (simple)

It tryed the game, with bfbattle.odf 0 byard2.odf bresear2.odf // assimilated sovereign in tech1.tt, and it got stuck at the loading screen..... :( It does work when i take it out of tech1.tt and fyard2.odf, but then i ofcourse can't use the ship.




Slider17

I want to be like the Admins

50 XP

15th February 2004

0 Uploads

239 Posts

0 Threads

#4 13 years ago

Hi, yeah, i forgot the name of the sod. But, try changing the 0 to a 1 or 2, only put 0 if there's nothing after it. (like in fulltech, which you may also want to update if you play with no tech, or use fulltech to test so you don't have to wait.):nodding:




superknijn

You guys rule!

50 XP

5th March 2004

0 Uploads

220 Posts

0 Threads

#5 13 years ago

It doen;t work, the game can't load beyond the initial small bar in the beginning. No error whatsover, and CTRL0-alt-Del doesn't work, i have to restart it. Can anyone test the odf's in the included zip file?




The Joelteon7

The cake is a lie.There is no cake.

50 XP

13th November 2004

0 Uploads

3,926 Posts

0 Threads

#6 13 years ago

I can't see an immediate problem, though it will be because of the SODS. However here is one suggestion. The hp points on the sovy for "sovroc" fire from the sensors...just something you may wanna watch out for.




superknijn

You guys rule!

50 XP

5th March 2004

0 Uploads

220 Posts

0 Threads

#7 13 years ago

I use that for other mods, and i haven't had any problems with it. I just hate to use HP's twice.

I have copied and renamed the SOD, but i just came up with the idea that i had to add something to the sprite file. the question is, what?




Slider17

I want to be like the Admins

50 XP

15th February 2004

0 Uploads

239 Posts

0 Threads

#8 13 years ago

Well, if you've changed odf's, and try to load an old map or a saved game, it probably won't work. Try loading a blank map in the editor and put things in untill it crashes. Also, try taking out all the weapons (just put // infront) untill the ship works, then add things one at a time. Hope it helps! :uhoh:




superknijn

You guys rule!

50 XP

5th March 2004

0 Uploads

220 Posts

0 Threads

#9 13 years ago

I have edited file tech1.tt, copyed/renamed the sod and copyed/renamed the borg textures. (as bfbattle.tga, bfbattle_1.tga and bfbattle_2.tga). I can play the game, but can't make the unit. :(

I think i have to edit the sprites, but i don't know what to add. can anyone help me with this?




superknijn

You guys rule!

50 XP

5th March 2004

0 Uploads

220 Posts

0 Threads

#10 13 years ago

It works! I only need buttons and wireframes, could someone help me with those? I also have want to make some screens, but, i don't know A) wich key to press (F12?) and B) what the folder is where they go to.