ODF files -1 reply

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Guest

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#1 12 years ago

I've been playing with the AI and ODF files, making borg a bit tougher. I feel it's about right, but the cubes lose crew too fast, you can actually win by taking them over when they have no crew and building your own borg fleet, without ever making your own ships. I've tried using saneCrewLossMethod but it make no noticable difference. I believe there's a MaxCrewMembersKilled , but I can't see any examples of its use. Anyone any ideas?




[Sonic]uk

known before as paulhanselluk

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26th June 2005

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#2 12 years ago

Just remove all the hitpoints for life support for the cube, that should do the trick...




Guest

I didn't make it!

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#3 12 years ago

well, that didn't work, the cube lost crew while it was just sitting there. Only thing so far that has made a difference is shieldProtection = 1 cube now takes no damage until sheilds are down, now I have to lower the stats to make it possible to defeat, lol. 5 sovereigns didn't even take it off green :-D




KaBoom1701

I want to be like the Admins

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10th April 2004

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#4 12 years ago

Change these and you'll get better results: //********************************************************************** //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




kel333

IWL: Klingon Defense Force

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10th June 2005

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#5 12 years ago

Good call, KaBoom. There's also a section (in the craft.odf file) right below that... //********************************************************************** //SYSTEM DAMAGE DISTRIBUTION //The following section's values should add up to 100 //Percent Chance out of 100 of engines being destroyed enginesHitPercent = 5.0f //Percent Chance out of 100 of life support being destroyed lifeSupportHitPercent = 8.5f //Percent Chance out of 100 of weapons being destroyed weaponsHitPercent = 5.0f //Percent Chance out of 100 of shields being destroyed shieldGeneratorHitPercent = 8.0f //Percent Chance out of 100 of sensors being destroyed sensorsHitPercent = 8.0f [COLOR=red]//Percent Chance out of 100 of hull being hit (crew dying) crewHitPercent = 8.5f[/COLOR] //Percent Chance out of 100 of entire ship exploding hullHitPercent = 57.0f //********************************************************************** Notice the red section? I believe that's the easiest way to edit crew death affects. I haven't fully tested it, but I modified the one in the planet.odf and it seemed to slow the attrition rate. Now, if you only want to affect Borg ships/stations, you'll have to do a little work... There're 2 ways to do this: 1) (EASIEST WAY) Either adjust these numbers (remember they should total 100%), then paste the section into all of the Borg vessels/stations that you want to affect or, 2) (MORE WORK) You know about the #include command structure Armada II uses? Well, you'd have to look at all the files you want to change, find their #include(d) file names, rename those files (just make them something like battle2.odf and craft2.odf), paste your adjustments into your new craft2.odf file, and then change the references in all Borg vessels/stations to match the new filenames. I strongly recommend option #1. It's WAY easier and harder to make a mistake. One word of caution... The crew loss/hull strength of most vessels is pretty well balanced. If you change it too much one way, you'll end up with allot of derelict ships with little damage. The other way you'll have ships dying with most of their crew. Nothing wrong with either way (personal preference), just thought I'd mention the benefits/drawbacks.




Guest

I didn't make it!

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#6 12 years ago

I did try the "crewHitPercent = 0.1f" trick, but it made no difference. I will try the others as well tho. Making the borg tough is quite a challenge, hehe.




kel333

IWL: Klingon Defense Force

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#7 12 years ago

Hmm... I guess I'll have to test it some more... make sure it does what I think it does. :)




kel333

IWL: Klingon Defense Force

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#8 12 years ago

I thought of another something. Strange I didn't think of it before. Just go into the borg.odf and look for: boardingStrength = 1.75f

It's so simple... Boost the number till you find the effect you want. I've thought of doing that, myself. To simulate not just the strength of the Borg drones, but also the effect of them assimilating the opposing crew. Be much more realistic if they were turning your assault teams against you, as they fight. Don't go quietly into that dark night...