Please help me with .odf files. -1 reply

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Glorfinder

I'm too cool to Post

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30th May 2004

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#1 14 years ago

I'm just a who has just bought Armada II, but i was very dissapointed to notice that now there are eaven larger armadas than in the first part, so i tried to edit the .odf files, but it seems to have no effect. So could anybody tell me how to properly edit the ship strenghts.




Captain_Reisen

Chief Tactician, First Fleet

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23rd April 2003

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#2 14 years ago

NOTE: You don't include the quote marks in the .odf file for pure numerical values...they are included here to separate the tag line from the main text

To increase shield and hull strength, all you have to do is increase the value of the "maxHealth" line. If you wish to make a ship with a strong hull but weak shields, you add the line "maxShields" and set it to a lower value than the "maxHealth" line. You'll probably want to increase shield regeneration rates too; just alter the "maxShieldRate" line to a higher value.

To make weapons, shields, life support, engines, and sensors almost impossible to be destroyed, increase the "HitPoints" lines found in many (but not all) .odf files (weapons = "weaponsHitPoints", shields = "ShieldGeneratorHitPoints", life support = "LifeSupportHitPoints", sensors = "sensorsHitPoints", and engines = "enginesHitpoints"). Most vessels and bases keep their hitpoint values in a separate .odf file (the "class" file...for example, a Borg scout has the "bscout.odf" file but it gets its base values for all scouts from the "scoutBase.odf" file). You can either edit the "class" file, making all ships or bases of that type equally strong or you can increase the hit points on a single .odf file to make one ship superior to all others.

You can also make repairing any damage a snap by adding "RepairTime" lines to the file (in this case, less is more so a value of 0.5 is better than a value of 1000).

To make crew almost unkillable, the line "crewHitPercent" can be utilized (a terrific thing to use for Borg vessels...a value of 0.001 keeps a cube's crew almost intact until the hull integrity dips to near zero). Also, "SaneCrewLossMethod" works well for vessels with heavy crew requirements (e.g. Borg).

For a list of all .odf tag lines, I suggest you check out WestWorld's Big Book of Modding, which covers many (though not quite all) aspects of .odf editing. Good luck and hope this is of some help to you.




Slider17

I want to be like the Admins

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15th February 2004

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#3 14 years ago

Make sure to get the v1.1 patch too, it fixes some of the imballances




Glorfinder

I'm too cool to Post

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30th May 2004

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#4 14 years ago

Is this Correct:

#include "battle.odf"

//Name of Ship class in Ship Display window & in edit mode & tooltip unitName = "Sovereign Class"

//tooltips tooltip = "FED_ENTERPRISE" verboseTooltip = "FED_ENTERPRISE_V"

//This ship is a hero. isHero = 1

//Ship label provided because this is a unique ship. label = "Enterprise NCC 1701-E-Test Version"

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

//Amount of time required to build ship buildTime = 80.0

//Number of officers required to build this ship officerCost = 80

//Number of crew required to build ship & Starting crew crewCost = 750

//Dilithium Cost to build dilithiumCost = 2000

//Metal Cost to build metalCost = 300

//Max Shield Strength & Begining Shield Strength < 1000000000 maxHealth = 100000000

//Hitpoints

shieldGeneratorHitPoints = 1200 enginesHitPoints = 1200 weaponsHitPoints = 1200 lifeSupportHitPoints = 1200 sensorsHitPoints = 1200

//Rate at which shield recharges (points per second... we think) shieldRate = 15.0

//Maximum Value of Special Energy maxSpecialEnergy = 3000

//Rate at which special energy recharges (points per second... we think) specialEnergyRate = 20

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

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

//Possible Craft Names possibleCraftNames = "USS Enterprise-E"

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

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

// Photon torpedos weapon2 = "fbattlephot" weaponHardpoints2 = "hp29" "hp30" "hp31" "hp32" "hp32" "hp33"

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

//Corbimite Refractor weapon3 = "hcorbom" weaponHardpoints3 = "hp34" "hp35" "hp36"

// 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"

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

//********************************************************************** //SYSTEM HITPOINTS //These values are the hitpoint values of the systems //If the value is set to zero the ship does not have that system enginesHitPoints = 20 lifeSupportHitPoints = 20 weaponsHitPoints = 20 shieldGeneratorHitPoints = 20 sensorsHitPoints = 20 //**********************************************************************

//********************************************************************** //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 = 0.60f //**********************************************************************

//********************************************************************** //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 = 2.0f //**********************************************************************

//********************************************************************** //MESSAGE & SOUND PARAMETERS

eventSelect = "PicardSelect" eventAcknowledge = "PicardAcknowledge" eventAttack = "PicardAttack" eventRedAlert = "PicardRedAlert" eventYellowAlert = "PicardYellowAlert" eventGreenAlert = "PicardGreenAlert" eventStop = "PicardStop" eventMove = "PicardMove" eventRepair = "PicardRepair" eventDecommission = "PicardDecommission" eventTransport = "PicardTransport" eventSelfDestruct = "PicardSelfDestruct"

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

//change the scale ScaleSOD = 1.7




Major A Payne

The 6th Day

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7th August 2002

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#5 14 years ago

//Max Shield Strength & Begining Shield Strength < 1000000000 maxHealth = 100000000

any particular reason for increasing the number this high??

Instead of having this number this high lower it to around 50000 and just change the shieldrate number to match. Also increase the SYSTEM HARDPOINTS to around 50000 as well. You should find that the vessel is now more or less to imune to be destroyed or even losing any shield strength. The only thing that will still effect the ship are special weapons whcih disable systems.




Glorfinder

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30th May 2004

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#6 14 years ago

Yep, but even with this shield strenght Starbase destroys vessel with only 3 all-out shots So what is done incorrectly?