Question: A1 odf command -1 reply

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*ConspiracieS*

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25th January 2004

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#1 8 years ago

Hypothesis: Similar to Armada 2, there exists a upgrade function in Armada 1. Evidence to support the theory: Within the stock set of object definition files exists a file called bupgrade.odf. Within this file, the following odf command exists: isUpgrade. In context, it appears this command is associated with the pod classLabel. //********************************************************************** //PROGRAMMING PARAMETERS WHICH SHOULD NOT BE CHANGED & UNUSED PARAMETERS //programming thing DO NOT CHANGE classLabel = "pod" // Mark as special upgrade pod. isUpgrade = 1 //********************************************************************** Note the similarity to the A2 command extracted from one of the A2 upgrade files. isShipUpgrade = 1 upgradeLevel = 3 upgradeMultiplier = 1.50 upgradeSystem = "engines" Using a HEX editor, it is clear that isUpgrade is in the A1 code in some form or fashion. The question that I have for you is whether or not anyone has experimented with this and figured out how it works and what does it upgrade or how one specifies which system to upgrade. //** BUPGRADE.ODF FROM A1 ********************************************************** //MAIN DESIGN PARAMETERS //Name of Ship class in Ship Display window & in edit mode & tooltip unitName = "Research Upgrade" //Base name for upgrade. baseName = "bresear2" //Race which can build ship & starting race of ship race = "borg" //Amount of time required to build ship buildTime = 30.0 //Number of officers required to build this ship officerCost = 0 //Number of crew required to build ship & Starting crew crewCost = 0 //Dilithium Cost to build dilithiumCost = 400 //Max Shield Strength & Begining Shield Strength <1000 maxHealth = 500 //Rate at which shield recharges (points per second... we think) shieldRate = 15 //Delay before shield begins recharging once it has reached zero (secs) shieldDelay = 3.0f //Maximum Value of Special Energy maxSpecialEnergy = 0 //Rate at which special energy recharges (points per second... we think) specialEnergyRate = 5 //This is the range in meters which the ships sensors can see (LOS) rangeScan = 700.0f //This is the range in meters which the ships sensors can see when destroyed damagedScan = 100.0f //************************************************************ //CREW STATUS MULTIPLIERS //The percentage at which the crew enters yellow status (ex. 0.75f) crewYellowStatus = 0.75f //The percentage at which the crew enters red status (ex. 0.25f) crewRedStatus = 0.25f //The multiplier for the repair time while in yellow status repairYellow = 2.0f //The multiplier for the repair time while in red status repairRed = 4.0f //The multiplier for the delay between shots for weapons while in yellow status weaponYellow = 1.5f //The multiplier for the delay between shots for weapons while in red status weaponRed = 2.5f //********************************************************************** //********************************************************************** //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 = 0 lifeSupportHitPoints = 0 weaponsHitPoints = 0 shieldGeneratorHitPoints = 0 sensorsHitPoints = 0 //********************************************************************** //********************************************************************** //SYSTEM DAMAGE DISTRIBUTION //The following section's values should add up to 100 //Percent Chance out of 100 of engines being destroyed enginesHitPercent = 0.0f //Percent Chance out of 100 of life support being destroyed lifeSupportHitPercent = 0.0f //Percent Chance out of 100 of weapons being destroyed weaponsHitPercent = 0.0f //Percent Chance out of 100 of shields being destroyed shieldGeneratorHitPercent = 0.0f //Percent Chance out of 100 of sensors being destroyed sensorsHitPercent = 0.0f //Percent Chance out of 100 of hull being hit (crew dying) hullHitPercent = 0.0f //Percent Chance out of 100 of entire ship exploding criticalHitPercent = 100.0f //********************************************************************** //********************************************************************** //SYSTEM REPAIR RATES //This is the amount of time in seconds to repair ONE hitpoint of damage //modified by race and crew status enginesRepairTime = 10.0f lifeSupportRepairTime = 10.0f weaponsRepairTime = 10.0f shieldGeneratorRepairTime = 10.0f sensorsRepairTime = 10.0f //********************************************************************** //********************************************************************** //CREW CASUALTY FOR SYSTEM DESTRUCTION //The percentage of crew killed when the engines are destroyed enginesCrewLoss = 15.0f //The percentage of crew killed when the lifesupport is destroyed lifeSupportCrewLoss = 10.0f //The percentage of crew killed when the weapons are destroyed weaponsCrewLoss = 5.0f //The percentage of crew killed when the shields are destroyed shieldGeneratorCrewLoss = 15.0f //The percentage of crew killed when the sensors are destroyed sensorsCrewLoss = 5.0f //The percentage of crew lost every second while life support is disabled lifeSupportLoss = 5.0f //********************************************************************** //********************************************************************** //MESSAGE & SOUND PARAMETERS diedMsg = "abetty3.wav" soundDeploy = "avsave5.wav" soundUndeploy = "avsave6.wav" soundThrust = "avsave0.wav" //********************************************************************** //********************************************************************** //PHYSICS PARAMETERS physicsFile = "destphys.odf" //********************************************************************** //********************************************************************** //PROGRAMMING PARAMETERS WHICH SHOULD NOT BE CHANGED & UNUSED PARAMETERS //programming thing DO NOT CHANGE classLabel = "pod" //This tells the program that this object is a starbase is_starbase = 1 // Mark as special upgrade pod. isUpgrade = 1 //NOT USED CURRENTLY periodScan = 0.0f //Not USED CURRENTLY velocJam = 5.0f //********************************************************************** //AI stuff aiName = "CraftProcess"