Torpedoes (On and Off) -1 reply

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São Magnífico

Modern-day warrior

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2nd April 2009

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#11 11 years ago

It'd be great if the Fleet Ops team would release a new version of their upgrade patch giving replaceweapon AI functionality. That would solve a lot of our troubles, I believe...

BTW, the Descent-class kicks major ass.




S618-18741

Captin Prozack

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18th January 2004

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#12 11 years ago

I think the reason that the FO team haven't released a replace weapon the AI can use might involve the problems of telling the AI when to use the weapon.

Anyway if you used a replaceWeapon and had it default to torpedoes on then the AI would always use them but you yourself could turn them off.




Freyr Advanced Member

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#13 11 years ago
Aerilon;4908727In regards to the AI not using these special weapons, they use the cloak don't they? That is pretty much an on / off weapon.

The cloak is controlled by the AI having an X % chance of using it for "long" moves in RTS_CFG.H as I recall. It doesn't use anything else of this type.

Why not just make it a normal special weapon? You could control on and off through the special weapons autonomy then.




staingar - A

Holder of the golden phaser

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29th January 2007

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#14 11 years ago

The idea sounds good and as far as that goes why not just make it a regular special weapon as was said above and if needed just set the energy use to zero. Would take up alot less space I think in the odf folder.




Guest

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#15 11 years ago

In every other Star Trek based game I have ever played, Photon Torpedoes were the heavy, 'glamour' weapon. I like the idea of ships holding them in reserve until the right moment. Fits in nicely with what we've seen all these years. It should be easily doable given all the ideas expressed here already.

The thought of being able to launch a torpedo barrage on command at a target is sending chills down my spine.




StarBlade

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#16 11 years ago
Aerilon;4908365Torpedo's would be controlled much alike special weapons (alike the Cloaking ability). You'd have to turn them on to allow them to be used, and for ships with more than one type of Torpedo, you'd only be able to use one at a time, IE, you'd not be able to fire Photons and Quantum's simultaneously.

There's no weapon in the game that allows you to toggle it to fire. You have to direct it to fire, or let the ship fire it on its own initiative. If you simply change them all to special weapons, you're technically getting an on/off ability if you toggle the use of specials, but the problem is that they'll also be using the weapons enhancers, sensor jammers, and other special weapons housed onboard.

The best way I can think of to make this happen involves a really complicated and possibly ineffective .ODF setup you may not particularly like, but if I were trying this, I'd start with something like this:

Set all your torpy to have ridiculously short ranges, like 5.0f or so. You have to do this to ALL photons. This may take a while, make coffee first. ;)

Put together a weapons enhancer (wenhance.odf in stock) that enhances the range by an equally ridiculous measure. Stock is 1.5 --so you'd probably want 100.0 or so. And set the "damageFactor" modifier to 1.0 as well. Then call it "Torpedo Range Enabled". If your torpedoes' range is typically 5.0f, it'll now become 500.0f --more than sufficient for your typical photon or quantum torpy. Then equip this weapon on every ship you want to have ready and waiting to fire its photons. You may want to severely limit how long this weapon lasts for in order to avoid vicious amounts of over-torpedoing.

As long as you're playing with the Fog of War on, and the sensor ranges on your ships are reasonable, the ranges of your average torpy will now be lengthened to be sufficient to hit the target, and the phasers' range will be limited by the relative sensor ranges of the various ships. The AI won't let you shoot what you can't see.

Your phasers, for at least a little while, will have effective ranges of anywhere from 4500f to 9000f ---bigger than some maps. That's a major downside but it's nothing that can't be worked around with a few modifications to the rangeScan values of your various ships (you'll definitely want to make a point of SEVERELY reducing access to any of the several special weapons which boost sensor range, too).

Hope this works. Best I could come up with on short notice.

:cool:




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#17 11 years ago

There is a toggle weapon setting in the code but I don't think it works for everything. I used to set the torps up to burst fire. Give the ship say a 4 round burst with a 1 sec recharge. As long as the ship is not standing still you get several small torpedo bursta over the battle but a still ship gets the first burst nad then 1 at a time. Keeps the AI from abusing it like it will most semi realistic Definet setups. The only problem with this is a ship just coming out of warp won't have time to charge a burst for its torps.




Flash525

The Carbon Comrade

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13th July 2004

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#18 11 years ago
Freyr;4908954Why not just make it a normal special weapon? You could control on and off through the special weapons autonomy then.[/QUOTE]Would this work with the AI though? Would they use / disuse the weapon at random, or would it always be on / off?
staingar - A;4909013The idea sounds good and as far as that goes why not just make it a regular special weapon as was said above and if needed just set the energy use to zero.[/QUOTE]I would set it to Zero anyway. :) I wouldn't want it to drain any excess energy.
thunderfoot006;4909042The thought of being able to launch a torpedo barrage on command at a target is sending chills down my spine.
:thumbsup: [QUOTE=the Starfleet Kid;4909098]There's no weapon in the game that allows you to toggle it to fire. You have to direct it to fire, or let the ship fire it on its own initiative. If you simply change them all to special weapons, you're technically getting an on/off ability if you toggle the use of specials, but the problem is that they'll also be using the weapons enhancers, sensor jammers, and other special weapons housed onboard. The best way I can think of to make this happen involves a really complicated and possibly ineffective .ODF setup you may not particularly like, but if I were trying this, I'd start with something like this: Set all your torpy to have ridiculously short ranges, like 5.0f or so. You have to do this to ALL photons. This may take a while, make coffee first. ;) Put together a weapons enhancer (wenhance.odf in stock) that enhances the range by an equally ridiculous measure. Stock is 1.5 --so you'd probably want 100.0 or so. And set the "damageFactor" modifier to 1.0 as well. Then call it "Torpedo Range Enabled". If your torpedoes' range is typically 5.0f, it'll now become 500.0f --more than sufficient for your typical photon or quantum torpy. Then equip this weapon on every ship you want to have ready and waiting to fire its photons. You may want to severely limit how long this weapon lasts for in order to avoid vicious amounts of over-torpedoing. As long as you're playing with the Fog of War on, and the sensor ranges on your ships are reasonable, the ranges of your average torpy will now be lengthened to be sufficient to hit the target, and the phasers' range will be limited by the relative sensor ranges of the various ships. The AI won't let you shoot what you can't see. Your phasers, for at least a little while, will have effective ranges of anywhere from 4500f to 9000f ---bigger than some maps. That's a major downside but it's nothing that can't be worked around with a few modifications to the rangeScan values of your various ships (you'll definitely want to make a point of SEVERELY reducing access to any of the several special weapons which boost sensor range, too).
haha, quite a lot to take in there, though it may be worth a look. I thank you for your input. :) [QUOTE=starfox1701;4909284]There is a toggle weapon setting in the code but I don't think it works for everything. I used to set the torps up to burst fire. Give the ship say a 4 round burst with a 1 sec recharge. As long as the ship is not standing still you get several small torpedo bursta over the battle but a still ship gets the first burst nad then 1 at a time. Keeps the AI from abusing it like it will most semi realistic Definet setups. The only problem with this is a ship just coming out of warp won't have time to charge a burst for its torps.

Zero Hour isn't featuring warp, so that wouldn't be a problem.




São Magnífico

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#19 11 years ago

The long workaround might be using a replaceweapon to turn a ship into one armed with torpedoes (each of which causes it to hemorrhage special energy, which either wouldn't recharge or would recharge very slowly while in that state, as so to dissuade players from simply parking all their ships in torpedo mode), then to simulate AI functionality until such a time as the Flops crew releases a patch where AI can use replaceweapon intelligently (as they can in Fleet Ops itself), give them separate race entries for instant action and multiplayer purposes where they build ships already armed with torpedoes, either as standard weapons that cost special energy (I have torpedo cruisers like the Akira and the D'deridex set up this way) meaning they'll fire a volley whenever they enter battle, or as special weapons that they simply trigger.

All in all, I think it'd probably work fine, but it might take a tedious while duplicating every ship and station and race file and editing them to compensate for AI stupidity.




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