Prometheus Help -1 reply

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#1 10 years ago

I downloaded the prometheus from here: Prometheus Class (MVAM), Star Trek: Armada 2 Downloads, Star Trek: Armada 2 TNG, DS9, VOY and Future

However I am having problems with it. Pacsouljah And STGamerNew2002 Pacsouljah:"the ships are classed as stations at the begining where you have "# include battle.odf", that might be why it's not moving, just change it to a craft classlabel and it should work fine. as for the initial and final distance, yes that might need some tweaking, but it works fine for me. (finally, a REAL MVAM that doesn't require you to lose your galaxy class or have one ship build another, which of course is silly) but the new classlabel works very well, now we can have the best of both worlds!!! ; )"

STGamerNew2002:"Thank you VERY MUCH, pacsouljah! I thought that was the problem but didn't get into it until you mentioned it, and NOW after re-editing the seperate ships(mostly the Saucer section) they all work in reintergration mode." "Hey hey all, since AdmarilRyan done the impossible POSSIBLE here, I thought to take it further to see if it works for Bombomadil's seperating Sovereign Class mod;

Seperating Sovereign Class, Star Trek: Armada 2 Downloads, Star Trek: Armada 2 TNG, DS9, VOY and Future and YES YES YES - it does! With a few editing of the seperator/intergrating odf files here, it can too! I done so with my game last night and BINGO - it looks so lovely. So, DOUBLE KUDOS to you, AdmarilRyan for making this SO POSSIBLE!"

Pacsouljah:"For those having issues with this mod, make sure all the ship classlabels are either craft, cruise1, cruise2 or cruise3 (and not classed as a station, since stations do not move), and if you're having trouble getting the three sections to reintegrate on the first try, it's probably because your ship parts are too big, in this case either adjust your scalesod smaller or increase the initial and final distance for the reintegration weapon. After you have done that, there should be no problem.

STgamer you have just answered my question about whether this works for other ships, thanks. Now the game will allow any ships to seperate and reintegrate, and not limited to just the prometheus and galaxy classes."

If anyone understands what they are talking about please explain. I tried editing the odf's myself but it kept crashing.

I tried to send them messages but they aren't answering them.

Thank You Very Much!:bows::bows::bows::bows::bows::bows::bows::bows::bows: Michael B.




StarBlade

www.starbase34.net

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7th January 2006

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#2 10 years ago

As far as I know, the recent set of "true MVAM" Prometheus mods we've had all require the use of the FleetOps-produced unofficial "1.2.5" patch, which should be available for download here. However, be advised that I am one of several A2 modders who had nothing but issues and huge problems after installing that patch. While it makes it possible to have the Prometheus do what it does, fact is I'd much rather use the clunky old Gonwee / Bombomadil version. Given how rarely I even build a Prometheus class battleship in game, of course.

But that may be the reason you're experiencing problems: the new MVAM stuff only works in 1.2.5-compliant versions of A2.

:cool:




DOCa Cola

Enjoy the real thing ;)

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15th April 2003

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#3 10 years ago

i have seen one or two reports of that the patch project is causing some problems, however i never got a detailed report about those issues. one issue i have read about was that the physics project is not working while A2PP is installed. I could not confirm that, as i downloaded it for testing it worked without any issue. Others are reporting the same. given that A2PP is used with total conversions like the babylon 5 mod sucessfully and is used in stock A2 online games there shouldn't be a backward compatibility problem with A2PP at all.

i do know about one very rare bug actually that squirejames reported to me some time ago. that bug is still on my todo list. however that bug is not affecting gameplay but prevents starting the game at all (due to a crash), so you would now instantly if you are affected or not ;)

if there are really other issues with the patch project i don't know about please report them to me or ask those several other A2 modders to email their issues :) i am not activision, so i do read bug reports. ;)




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#4 10 years ago

Doca, I tried out Patch 1.2.5 when I was testing A2PhysProj. What happened was a CTD event. I am fairly sure sure it is something in my personal install, which I use for all my testing, which caused the problem. Others have reported to me they have Patch 1.2.5 and A2PhysProj working together without flaws or lockups. I have had no luck at all there. My personal install has about 2.1GB of mods in it. I have a stock install of A2 with Patch 1.2.5 installed which works fine.

The short version of the problem is it is a CTD issue. I was able to enter the game through the Editor and then CTRL- A into the game. This usually got as far as the mission cinematic before the CTD occurred. I think it may just be a simple case of what order the mods are installed in. However, I'd like to be certain this is it before I tell anyone something that locks up their game.

I have not yet gotten back to investigating this further to determine where the problem is. Mostly because of RL issues which cropped up and needed immediate attention. It was the only real problem I had when I was testing things out. I felt it would be irresponsible for me to release A2PhysProj and not at least warn people there might be a problem. I did not ever intend to offend anyone or imply to people the two would not work together at all. My sincere apologies to all if this is how it has been read or perceived the FleetOps Team.




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#5 10 years ago

I do have the patch 1.25 installed since it said that the Prometheus required it. Pacsouljah:"the ships are classed as stations at the begining where you have "# include battle.odf", that might be why it's not moving, just change it to a craft classlabel and it should work fine." Pacsouljah: "...ship classlabels are either craft, cruise1, cruise2 or cruise3 (and not classed as a station, since stations do not move)"

I am trying to do that in the odfs to change the saucer section from a station to a cruise1 or something but I am unsure how to make the change without it crashing the game.

Ok Here is the original odf for the Prometheus Saucer section:

#include "station.odf"

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

//Name of Ship class in Ship Display window & in edit mode & tooltip unitName = "Saucer Section"

//tooltips tooltip = "Saucer Section" verboseTooltip = "Saucer Section of the prometheus in the multi vector assault mode"

//Amount of time required to build ship buildTime = 0.0

//Number of officers required to build this ship officerCost = 4

//Number of crew required to build ship & Starting crew crewCost = 200

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

//Dilithium Cost to build dilithiumCost = 0

//Metal Cost to build metalCost = 0

//Max Shield Strength & Begining Shield Strength <500 maxHealth = 1500

// Hitpoints

shieldGeneratorHitPoints = 150 enginesHitPoints = 120 weaponsHitPoints = 120 lifeSupportHitPoints = 150 sensorsHitPoints = 110

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

//Maximum Value of Special Energy maxSpecialEnergy = 2000

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

//Shield absorbs all damage until it's gone shieldProtection = 1.0

//********************************************************************** //Construction Parameters buildItem0 = "fphigh" buildItem1 = "fplow"

//Hardpoint location for building. buildHardpoint = "hp21" //**********************************************************************

//SHIP NAMES

//Possible Craft Names possibleCraftNames = "Prometheus Saucer Section"

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

// Weapon Name (ex. "gphaser" -> gphaser.odf) weapon1 = "fsaucerphas" weaponHardpoints1 = "hp02" "hp06" "hp08" "hp14" "hp15" "hp19" "hp24"

// Weapon Name (ex. "gphaser" -> gphaser.odf) weapon2 = "fsaucerphas" weaponHardpoints2 = "hp01" "hp03" "hp09" "hp13" "hp16" "hp20" "hp22" "hp23"

// prom reIntegrator weapon3 = "promint" //********************************************************************** //MESSAGE & SOUND PARAMETERS

eventSelect = "BattleSelect" eventAcknowledge = "BattleAcknowledge" eventAttack = "BattleAttack" eventStop = "BattleStop" eventMove = "BattleMove" eventRepair = "BattleRepair"

// 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" //**********************************************************************

physicsFile = "battphys.odf"

//********************************************************************** //PROGRAMMING PARAMETERS WHICH SHOULD NOT BE CHANGED & UNUSED PARAMETERS

//Runtime class label for instantiation of object. classLabel = "starbase"

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

//********************************************************************** //KEYMAP LABEL // Obsolete, use hotkeyLabel // keymapLabel = "starbase" hotkeyLabel = "HOTKEY_F6"

// added to change to a Shipyard from a construction ship..this is the name of the SOD baseName = "fpsaucer"

// So it recomputes the rally point. alwaysRecomputeRallyPoint = 1

//************************************************************ // Brian additions for context sensitive menus alert = 1 combat = 1 transporter = 1 facility = 0 ship = 1 is_starbase = 0 builder_ship = 1 SHOW_MOVEMENT_AUTONOMY = 1 SHOW_SW_AUTONOMY = 1 can_repair = 0 can_sandd = 1 can_explore = 1

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

Here is my edit: #include "battle.odf"

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

//Name of Ship class in Ship Display window & in edit mode & tooltip unitName = "Saucer Section"

//tooltips tooltip = "Saucer Section" verboseTooltip = "Saucer Section of the prometheus in the multi vector assault mode"

//Amount of time required to build ship buildTime = 0.0

//Number of officers required to build this ship officerCost = 4

//Number of crew required to build ship & Starting crew crewCost = 200

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

//Dilithium Cost to build dilithiumCost = 0

//Metal Cost to build metalCost = 0

//Max Shield Strength & Begining Shield Strength <500 maxHealth = 1500

// Hitpoints

shieldGeneratorHitPoints = 150 enginesHitPoints = 120 weaponsHitPoints = 120 lifeSupportHitPoints = 150 sensorsHitPoints = 110

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

//Maximum Value of Special Energy maxSpecialEnergy = 2000

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

//Shield absorbs all damage until it's gone shieldProtection = 1.0

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

//SHIP NAMES

//Possible Craft Names possibleCraftNames = "Prometheus Saucer Section"

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

// Weapon Name (ex. "gphaser" -> gphaser.odf) weapon1 = "fsaucerphas" weaponHardpoints1 = "hp02" "hp06" "hp08" "hp14" "hp15" "hp19" "hp24"

// Weapon Name (ex. "gphaser" -> gphaser.odf) weapon2 = "fsaucerphas" weaponHardpoints2 = "hp01" "hp03" "hp09" "hp13" "hp16" "hp20" "hp22" "hp23"

// prom reIntegrator weapon3 = "promint" //********************************************************************** //MESSAGE & SOUND PARAMETERS

eventSelect = "Cruiser1Select" eventAcknowledge = "Cruiser1Acknowledge" eventAttack = "Cruiser1Attack" eventStop = "Cruiser1Stop" eventMove = "Cruiser1Move" eventRepair = "Cruiser1Repair"

// 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" //**********************************************************************

physicsFile = "battphys.odf"

//********************************************************************** //PROGRAMMING PARAMETERS WHICH SHOULD NOT BE CHANGED & UNUSED PARAMETERS

//Runtime class label for instantiation of object. classLabel = "craft"

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

//********************************************************************** //KEYMAP LABEL // Obsolete, use hotkeyLabel // keymapLabel = "craft" hotkeyLabel = "HOTKEY_F6"

// added to change to a Shipyard from a construction ship..this is the name of the SOD baseName = "fpsaucer"

// So it recomputes the rally point. alwaysRecomputeRallyPoint = 1

//************************************************************ // Brian additions for context sensitive menus alert = 1 combat = 1 transporter = 1 facility = 0 ship = 1 is_starbase = 0 builder_ship = 0 SHOW_MOVEMENT_AUTONOMY = 1 SHOW_SW_AUTONOMY = 1 can_repair = 0 can_sandd = 1 can_explore = 1

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

I haven't tried this latest edit, but can anyone think of what I might be doing wrong?

Also is there something in station.odf and Battle.odf that needs to be changed so the Prometheus saucer section will be okay as a normal ship?




Cpt.BenSisko

Battlestations!!!!

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23rd March 2004

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#6 10 years ago

you don't need to have anything as a station for the patch 1.2.5 to work to get a working MVAM. All you need are your normal ship odfs for each section and the proper code for the special weapon..here is my prometheus joined and separated and the mvam and rejoing odfs fpromlow.odf #include "battle.odf" //Name of Ship class in Ship Display window & in edit mode & tooltip unitName = "Prometheus Class" //tooltips tooltip = "Lower StarDrive Section" verboseTooltip = "When initiated, the Prometheus Multi Vector Assault Mode separates the U.S.S. Prometheus into three separate vessels, each capable of independent flight making the ship a dangerous opponent" //Race which can build ship & starting race of ship race = "federation" //Amount of time required to build ship buildTime = 1.0 //Number of officers required to build this ship officerCost = 0 // Crew on the lower drive section crewCost = 65 // don't use the horrible old % crew loss on damage saneCrewLossMethod = 1 //Dilithium Cost to build dilithiumCost = 2 //Metal Cost to build metalCost = 0 //Max Shield Strength & Begining Shield Strength <500 maxHealth = 8875 curHealth = 8875 healthRate = 8.875 shieldGeneratorHitPoints = 8282 enginesHitPoints = 8282 weaponsHitPoints = 8282 lifeSupportHitPoints = 8282 sensorsHitPoints = 8282 maxShields = 6666 curShields = 6666 shieldRate = 206.00 //Maximum Value of Special Energy maxSpecialEnergy = 1000.00 specialEnergyRate = 0 //********************************************************************** //physics file for all other physics stuff physicsFile = "fedprometheus_physics.odf" trekPhysicsFile = "fedprometheus_physics.odf" //********************************************************************** //SHIP NAMES //Possible Craft Names possibleCraftNames = "Prometheus StarDrive Section Lower" //********************************************************************** //ART PARAMETERS & WEAPON NAMES // 10 x Type XII Phaser Arrays weapon1 = "fc12phaspromBoost" weaponHardpoints1 = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp10" "hp11" // Type XII Phaser Arrays(multi-target) weapon2 = "fxiiphasDpromBoost" weaponHardpoints2 = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp10" "hp11" // 1 x Type 'A' Rapid-Fire Quantum torpedo weapon3 = "frapquana" weaponHardpoints3 = "hp09" // Multi-Vector-Assault-Mode Reintegration Sequence weapon4 = "promint" // Hardpoints to hit for various systems and other locations. enginesTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" lifeSupportTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" shieldGeneratorTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" sensorsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" hullTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" criticalTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" //********************************************************************** //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 = "Cruiser1Select" eventAcknowledge = "Cruiser1Acknowledge" eventAttack = "Cruiser1Attack" eventStop = "Cruiser1Stop" eventMove = "Cruiser1Move" eventRepair = "Cruiser1Repair" //********************************************************************** ScaleSOD = 0.8 show_sw_autonomy = 0 fpromhigh.odf #include "battle.odf" //Name of Ship class in Ship Display window & in edit mode & tooltip unitName = "Prometheus Class" //tooltips tooltip = "Upper StarDrive Section" verboseTooltip = "When initiated, the Prometheus Multi Vector Assault Mode separates the U.S.S. Prometheus into three separate vessels, each capable of independent flight making the ship a dangerous opponent" //Race which can build ship & starting race of ship race = "federation" //Amount of time required to build ship buildTime = 1.0 //Number of officers required to build this ship officerCost = 0 // Crew on the lower drive section crewCost = 65 // don't use the horrible old % crew loss on damage saneCrewLossMethod = 1 //Dilithium Cost to build dilithiumCost = 2 //Metal Cost to build metalCost = 0 //Max Shield Strength & Begining Shield Strength <500 maxHealth = 8875 curHealth = 8875 healthRate = 8.875 shieldGeneratorHitPoints = 8282 enginesHitPoints = 8282 weaponsHitPoints = 8282 lifeSupportHitPoints = 8282 sensorsHitPoints = 8282 maxShields = 6666 curShields = 6666 shieldRate = 206.00 //Maximum Value of Special Energy maxSpecialEnergy = 1000.00 specialEnergyRate = 0 //********************************************************************** //physics file for all other physics stuff physicsFile = "fedprometheus_physics.odf" trekPhysicsFile = "fedprometheus_physics.odf" //********************************************************************** //SHIP NAMES //Possible Craft Names possibleCraftNames = "Prometheus StarDrive Section Upper" //********************************************************************** //ART PARAMETERS & WEAPON NAMES // 4 x Type XII Phaser Arrays weapon1 = "fc12phaspromBoost" weaponHardpoints1 = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" // Type XII Phaser Arrays(multi-target) weapon2 = "fxiiphasDpromBoost" weaponHardpoints2 = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" // 1 x Pulse-Fire Photon torpedos weapon3 = "fclass5trapidProm" weaponHardpoints3 = "hp11" // 1 x Pulse-Fire Photon torpedos weapon4 = "fclass5trapidProm" weaponHardpoints4 = "hp12" // Multi-Vector-Assault-Mode Reintegration Sequence weapon5 = "promint" // Hardpoints to hit for various systems and other locations. enginesTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" lifeSupportTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" shieldGeneratorTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" sensorsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" hullTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" criticalTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" //********************************************************************** //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 = "Cruiser1Select" eventAcknowledge = "Cruiser1Acknowledge" eventAttack = "Cruiser1Attack" eventStop = "Cruiser1Stop" eventMove = "Cruiser1Move" eventRepair = "Cruiser1Repair" //********************************************************************** ScaleSOD = 0.8 show_sw_autonomy = 0 fpromsaucer.odf #include "battle.odf" //Name of Ship class in Ship Display window & in edit mode & tooltip unitName = "Prometheus Class" //tooltips tooltip = "Saucer Section" verboseTooltip = "When initiated, the Prometheus Multi Vector Assault Mode separates the U.S.S. Prometheus into three separate vessels, each capable of independent flight making the ship a dangerous opponent." //Race which can build ship & starting race of ship race = "federation" //Amount of time required to build ship buildTime = 22.0 //Number of officers required to build this ship officerCost = 0 // Crew on the saucer section crewCost = 50 // don't use the horrible old % crew loss on damage saneCrewLossMethod = 1 //Dilithium Cost to build dilithiumCost = 450 //Metal Cost to build metalCost = 100 //Max Shield Strength & Begining Shield Strength <500 maxHealth = 8875 curHealth = 8875 healthRate = 8.875 shieldGeneratorHitPoints = 8282 enginesHitPoints = 8282 weaponsHitPoints = 8282 lifeSupportHitPoints = 8282 sensorsHitPoints = 8282 maxShields = 6666 curShields = 6666 shieldRate = 206.00 //Maximum Value of Special Energy maxSpecialEnergy = 1000.00 specialEnergyRate = 0 //********************************************************************** //physics file for all other physics stuff physicsFile = "fedprometheus_physics.odf" trekPhysicsFile = "fedprometheus_physics.odf" //********************************************************************** //SHIP NAMES //Possible Craft Names possibleCraftNames = "Prometheus Saucer Section" //********************************************************************** //ART PARAMETERS & WEAPON NAMES // 6 x Type XII Phaser Arrays weapon1 = "fc12phaspromBoost" weaponHardpoints1 = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17" "hp18" "hp19" "hp20" "hp21" "hp22" "hp23" "hp24" // Type XII Phaser Arrays (multi-target) weapon2 = "fxiiphasDpromBoost" weaponHardpoints2 = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17" "hp18" "hp19" "hp20" "hp21" "hp22" "hp23" "hp24" // Multi-Vector-Assault-Mode Reintegration Sequence weapon3 = "promint" // Hardpoints to hit for various systems and other locations. enginesTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" lifeSupportTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp35" "hp36" shieldGeneratorTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" sensorsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" hullTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" criticalTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" //********************************************************************** //********************************************************************** //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 = 2.0f //********************************************************************** ScaleSOD = 0.8 show_sw_autonomy = 0 //********************************************************************** //KEYMAP LABEL // Obsolete, use hotkeyLabel // keymapLabel = "fed_battle" hotkeyLabel = "HOTKEY_F4" fprom.odf #include "battle.odf" //Name of Ship class in Ship Display window & in edit mode & tooltip unitName = "Prometheus Class" //tooltips tooltip = "Prometheus Class" verboseTooltip = "Federation Long Range Tactical Vessel." //This ship is a hero. isHero = 1 //Ship label provided because this is a unique ship. label = "U.S.S. Prometheus NCC-59650" //Race which can build ship & starting race of ship race = "federation" //Amount of time required to build ship buildTime = 252.0 //Number of officers required to build this ship officerCost = 0 //Maximum of ships or stations in game maxBuildableNumber = 3 //Number of crew required to build ship & Starting crew crewCost = 175 // don't use the horrible old % crew loss on damage saneCrewLossMethod = 1 //Dilithium Cost to build dilithiumCost = 2105 //Metal Cost to build metalCost = 970 // Regenerative Shield Strength maxHealth = 26625.0 curHealth = 26625.0 healthRate = 26.625 // Hitpoints shieldGeneratorHitPoints = 24848 enginesHitPoints = 24848 weaponsHitPoints = 24848 lifeSupportHitPoints = 24848 sensorsHitPoints = 24848 // Regenerative Shield Strength maxShields = 20000 curShields = 20000 shieldRate = 220.00 //Maximum Value of Special Energy maxSpecialEnergy = 1000 specialEnergyRate = 0 //This is the range in meters which the ships sensors can see (LOS) rangeScan = 1050.0f //********************************************************************** //physics file for all other physics stuff physicsFile = "fedprometheus_physics.odf" trekPhysicsFile = "fedprometheus_physics.odf" //********************************************************************** //SHIP NAMES //Possible Craft Names possibleCraftNames = "U.S.S. Prometheus NCC-59650" "U.S.S. Prometheus NCC-59650" //********************************************************************** //ART PARAMETERS & WEAPON NAMES // 12 x Type XII Phaser weapon1 = "fc12phasprom" weaponHardpoints1 = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17" "hp18" "hp19" "hp20" "hp21" "hp22" "hp23" "hp24" "hp25" "hp26" "hp27" "hp28" "hp29" "hp30" "hp31" "hp32" "hp33" "hp34" "hp35" "hp36" "hp37" "hp38" // Type XII Phaser (multi-target) weapon2 = "fxiiphasDprom" weaponHardpoints2 = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17" "hp18" "hp19" "hp20" "hp21" "hp22" "hp23" "hp24" "hp25" "hp26" "hp27" "hp28" "hp29" "hp30" "hp31" "hp32" "hp33" "hp34" "hp35" "hp36" "hp37" "hp38" // 2 x Type 'A' Rapid-Fire Quantum torpedo weapon3 = "frapquana" weaponHardpoints3 = "hp39" "hp40" // Type 'A' Quantum torpedo weapon4 = "fclassat" weaponHardpoints4 = "hp39" "hp40" // Type 'A' Quantum torpedo weapon5 = "fclassat" weaponHardpoints5 = "hp39" "hp40" // Self Destruct weapon6 = "gcselfdes" weaponHardpoints6 = "hp39" // Multi-Vector-Assault-Mode weapon7 = "MVAM" // Hardpoints to hit for various systems and other locations. enginesTargetHardpoints = "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14" lifeSupportTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" shieldGeneratorTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" sensorsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" hullTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" criticalTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" //********************************************************************** //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 = 2.0f //********************************************************************** //KEYMAP LABEL // Obsolete, use hotkeyLabel // keymapLabel = "fed_battle" hotkeyLabel = "HOTKEY_F4" scaleSod = 0.8 Now..here is the code for the MVAM weapon MVAM.odf //Display name for this weapon wpnName = "M.V.A.M." //tooltips tooltip = "Multi-Vector-Assault-Mode (M.V.A.M)" verboseTooltip = "Multi Vector Assault Mode enables the Promtheus Class starship to separate into three independently powered vessels. Each is heavily armed and capable of warp power." //Time Delay between shots - not used //shotDelay = 0.0 //Location of the button in the speed panel //buttonSlot = 4 // location of the button in the popup palette //popupSlot = 5 // Priority of button in the speed panel, this is only // used if it is non-zero. buttonPriority = 10 //Type of border to use for this button. //0 = No border. //1 = Offensive border. //2 = Defensive border. //buttonBorder = 2 special = 1 //Programming Stuff DO NOT CHANGE classLabel = "replaceweapon" //this special weapon can be assimilated by the borg tech assimilator //assimilatable = "fedpod1" replacement0Class0 = "fpromlow.odf" // Create Lower Stardrive replacement1Class0 = "fpromhigh.odf" // Create Upper Stardrive replacement2Class0 = "fpromsaucer.odf" // Create Saucer replacementCreationType = 3 // Vessel is reported as separated in Admirals Log replacement0Class0Position = 0,0,100 // x,y,z replacement1Class0Position = 0,100,100 // x,y,z replacement2Class0Position = 100,100,100 // x,y,z hotkeyLabel = "HOTKEY_F6" and of course the code for the reintegration promint.odf // Mark this as a special weapon. special = 1 //Display name for this weapon wpnName = "Prometheus Intergrator" tooltip = "Prometheus Intergrator" verboseTooltip = "Prometheus Intergrator - this intergrates the three sections of the Prometheus into one, whole unit." //Location of the button in the speed panel //buttonSlot = 1 buttonSlot = 2 // Priority of button in the speed panel, this is only // used if it is non-zero. buttonPriority = 5 //Type of border to use for this button. //0 = No border. //1 = Offensive border. //2 = Defensive border. buttonBorder = 2 // Looping sound that gets played as the move together firesound = "gcubeint.wav" // One shot that gets played on the new ship when it converts. offsound = "gcubeintoff.wav" //Time Delay between shots shotDelay = 5.0 // Range within which the weapon will fire. range = 0 //Programming Stuff DO NOT CHANGE classLabel = "fusingweapon" // HIT_EVERYONE = 0, // HIT_ALLIES = 1, // HIT_ENEMIES = 2 hitCondition = 0 //Don't automatically switch to attack mode switchToAttack = 0 fusedClass = "fprom" // this specifies what parts are needed and how many of each multiReqClass0 = "fpromsaucer" multiReqMin0 = 1 multiReqClass1 = "fpromhigh" multiReqMin1 = 1 multiReqClass2 = "fpromlow" multiReqMin2 = 1 // These are the initial and final // formation distances initialDistance = 100 finalDistance = 10 // Dont speak on attacking, it does special stuff. speakOnAttack = 0 // Here's what you do say eventFire = "CubeFusion" eventCancel = "CubeFusionCancel" hotkeyLabel = "HOTKEY_F8" And there ya go. of course you need to balance the ship to your game and replace weapons and such as you won't have the same set of phasers and torpedos on your prometheus...but this should get you started..as you can see..there is no need to have and #include station.odf command.. its simply not needed..you could have a sovereign separate and get replaced by a galaxy and defiant if you wanted...it would look silly of course and would make no sense...or you could have a DS9 with a docked defiant and then have a replace weapon that would launch the defiant and then allow the ship to dock or rejoin with it..Hey thats not a half bad idea..i should have thought of that earlier..two sods for the station one with the defiant and one without..damn..i am a genius. LOLOLOL