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Ship audit for version eleven
TelQuessir
Tonight the existing latest PDS version will be extensively tested. Strong warriors shall be rewarded with progression into the next gen battle line. The clumsy and weak shall be scrapped. Simple as that.
 
Komo val
Darwinian selection meets the battlespace of the future.
Edited by Komo val on 11-06-2008 10:08
 
McOdd
I think I registered a little too late. I made a custom variant of the LiiHra replacing most of the PDS systems for AMS Pulsars and most of its missile payload to hm1-1.

Fighter defenses are thus reduced to missile salvoes, so if you spend your initial one in a battlecruiser and there are support corvettes there, you would feel pain, although the AMS could spare some of the damage and give you a 2nd chance to retaliate, but ending too damaged to confront the big guns. If you scouted the area and could target the strikecraft first, you would be in a far better position to crush the battlecruiser next.

I did that because the LiiHra shown weakness against missile armed fighters.

And speaking of the Cutlass, I swapped two metalstorm pods by AC50s, adjusted the stats and made a variant for fast marine assault Grin

So you have some Cutlass squadrons flying there and then suddenly a 'squadron' of one breaks off to sound marine boarding alerts and start blasting through a destroyer bulkheads. Grin

Although the sounds of battle are there, I didn't manage to show the blue assault beam effect. And the ship just slips into the enemy hull instead of waiting just some feets over the hull :s

Anyway, I did it just for fun: a Lavi hull would be more appropiate for that.
Edited by McOdd on 24-06-2008 21:37
 
TelQuessir
Awesome stuff, I would like to see Smile

And YES I'm definitely happy at seeing someone finally mod ships to their own tastes (without annihilating the balance of the universe.. lol)
 
McOdd
Marine assault frig-... wait! wat?
img255.imageshack.us/img255/3534/firesupportcutlassfronter0.th.jpg

img255.imageshack.us/img255/5237/firesupportcutlassportvvy5.th.jpg

Grin
Edited by McOdd on 26-06-2008 09:33
 
McOdd
Backup hgn_lightcruiser.ship and replace these lines with these values:

NewShipType.visualRange = 10000 -- It was inexplicably set to 1000.

StartShipWeaponConfig(NewShipType,"hm1-1","Weapon_NoseCannon","")
StartShipWeaponConfig(NewShipType,"PLSR-2GW-AMS","Weapon_Port1","")
StartShipWeaponConfig(NewShipType,"PLSR-2GW-AMS","Weapon_Port2","")
StartShipWeaponConfig(NewShipType,"PLSR-2GW-AMS","Weapon_Port3","")
StartShipWeaponConfig(NewShipType,"PLSR-2GW-AMS","Weapon_Port4","")
StartShipWeaponConfig(NewShipType,"PLSR-2GW-AMS","Weapon_Starboard1","")
StartShipWeaponConfig(NewShipType,"PLSR-2GW-AMS","Weapon_Starboard2","")
StartShipWeaponConfig(NewShipType,"PLSR-2GW-AMS","Weapon_Starboard3","")
StartShipWeaponConfig(NewShipType,"PLSR-2GW-AMS","Weapon_Starboard4","")
StartShipWeaponConfig(NewShipType,"hm1-1","Weapon_VLS","")
StartShipWeaponConfig(NewShipType,"hm1-1","Weapon_TorpVLS","")
StartShipWeaponConfig(NewShipType,"hm1-1","Weapon_MRAM","")
 
McOdd
Backup hgn_marinefrigate.ship and replace it with these new document:

NewShipType = StartShipConfig()
NewShipType.displayedName = "Cutlass VA"
NewShipType.sobDescription = "Close Assault Corvette"
NewShipType.maxhealth = 480000 -- More armour = less payload: nuclear rockets out (still not enough, I think)
NewShipType.regentime = 600
NewShipType.minRegenTime = 600
NewShipType.rearArmourDamage = 2
NewShipType.isTransferable = 1
NewShipType.useEngagementRanges = 0
NewShipType.unitCapsNumber = 3
NewShipType.SquadronSize = 1
NewShipType.passiveFormation = "Spear"
NewShipType.defensiveFormation = "X"
NewShipType.aggressiveFormation = "Claw"
NewShipType.mass = 60
-- NewShipType.collisionMultiplier = 3
NewShipType.collisionMultiplier = 1
NewShipType.thrusterMaxSpeed = 450
NewShipType.mainEngineMaxSpeed = 600
NewShipType.rotationMaxSpeed = 90
NewShipType.thrusterAccelTime = 7
NewShipType.thrusterBrakeTime = 3
NewShipType.mainEngineAccelTime = 8
NewShipType.mainEngineBrakeTime = 3
NewShipType.rotationAccelTime = 1.2
NewShipType.rotationBrakeTime = 0.6
NewShipType.thrusterUsage = 0.25
NewShipType.accelerationAngle = 170
NewShipType.mirrorAngle = 30
NewShipType.secondaryTurnAngle = 90
NewShipType.maxBankingAmount = 85
NewShipType.descendPitch = 0
NewShipType.goalReachEpsilon = 5
NewShipType.slideMoveRange = 0
NewShipType.controllerType = "Ship"
NewShipType.tumbleStaticX = 10
NewShipType.tumbleStaticY = 20
NewShipType.tumbleStaticZ = 5
NewShipType.tumbleDynamicX = 2
NewShipType.tumbleDynamicY = 10
NewShipType.tumbleDynamicZ = 5
NewShipType.tumbleSpecialDynamicX = 800
NewShipType.tumbleSpecialDynamicY = 1000
NewShipType.tumbleSpecialDynamicZ = 700
NewShipType.relativeMoveFactor = 6
NewShipType.swayUpdateTime = 2
NewShipType.swayOffsetRandomX = 10
NewShipType.swayOffsetRandomY = 10
NewShipType.swayOffsetRandomZ = 10
NewShipType.swayBobbingFactor = 0.05
NewShipType.swayRotateFactor = 0.1
--
NewShipType.useTargetRandom = 1
NewShipType.targetRandomPointXMin = -0.5
NewShipType.targetRandomPointXMax = 0.5
NewShipType.targetRandomPointYMin = -0.65
NewShipType.targetRandomPointYMax = 0.45
NewShipType.targetRandomPointZMin = -0.9
NewShipType.targetRandomPointZMax = 0.6
--
NewShipType.dustCloudDamageTime = 0
NewShipType.nebulaDamageTime = 0
NewShipType.MinimalFamilyToFindPathAround = "MotherShip"
NewShipType.mirrorAboveManeuver = "ImmelMann, OneEightyDegRightTurn, OneEightyDegLeftTurn, ImmelMann, ImmelMann, ImmelMann"
NewShipType.mirrorBelowManeuver = "Split_S, OneEightyDegRightTurn, OneEightyDegLeftTurn, Split_S, Split_S, Split_S"
NewShipType.specialTurnLeftManeuver = "NinetyDegLeftTurn, None, None"
NewShipType.specialTurnRightManeuver = "NinetyDegRightTurn, None, None"
NewShipType.testManeuver1 = "RollCW"
NewShipType.testManeuver2 = "RollCCW"
NewShipType.testManeuver3 = "Loop"
NewShipType.BuildFamily = "Corvette_Hgn"
NewShipType.AttackFamily = "Capturer"
NewShipType.DockFamily = "Corvette"
NewShipType.AvoidanceFamily = "Frigate"
NewShipType.DisplayFamily = "Corvette"
NewShipType.AutoFormationFamily = "Fighter"
NewShipType.CollisionFamily = "Big"
NewShipType.ArmourFamily = "Composite"
NewShipType.UnitCapsFamily = "Corvette"
NewShipType.UnitCapsShipType = "CaptureFrigate"
NewShipType.fighterValue = 0
NewShipType.corvetteValue = 10
NewShipType.frigateValue = 0
NewShipType.neutralValue = 0
NewShipType.antiFighterValue = 10
NewShipType.antiCorvetteValue = 0
NewShipType.antiFrigateValue = 0
NewShipType.totalValue = 8
NewShipType.buildCost = 1200
NewShipType.buildTime = 60
NewShipType.buildPriorityOrder = 20
NewShipType.retaliationRange=20000
NewShipType.retaliationDistanceFromGoal=160
NewShipType.visualRange=1000
NewShipType.prmSensorRange=12000 -- Simpler, lighter sensors
NewShipType.secSensorRange=12000
NewShipType.detectionStrength = 1
NewShipType.TOIcon = "Triangle"
NewShipType.TOScale = 1
NewShipType.TODistanceFade0 = 7000
NewShipType.TODistanceDisappear0 = 5000
NewShipType.TODistanceFade1 = 2500
NewShipType.TODistanceDisappear1 = 2000
NewShipType.TODistanceFade2 = 12000
NewShipType.TODistanceDisappear2 = 35000
NewShipType.TOGroupScale = 1.5
NewShipType.TOGroupMergeSize = 0
NewShipType.mouseOverMinFadeSize = 0.045
NewShipType.mouseOverMaxFadeSize = 0.1
NewShipType.healthBarStyle = 0
NewShipType.nlips = 0.0005
NewShipType.nlipsRange = 6000
NewShipType.nlipsFar = 0.0003
NewShipType.nlipsFarRange = 10000
NewShipType.SMRepresentation = "HardDot"
NewShipType.meshRenderLimit = 10400
NewShipType.dotRenderLimit = 10
NewShipType.visibleInSecondary = 1
NewShipType.minLOD = 0.25
NewShipType.goblinsStartFade = 200
NewShipType.goblinsOff = 200
NewShipType.upLOD = 500
NewShipType.upLOD = 750
NewShipType.upLOD = 2500
NewShipType.downLOD = 515
NewShipType.downLOD = 765
NewShipType.downLOD = 2515
NewShipType.minimumZoomFactor = 0.75
NewShipType.selectionLimit = 150000
NewShipType.preciseATILimit = 0
NewShipType.selectionPriority = 75
NewShipType.militaryUnit = 1
addAbility(NewShipType, "MoveCommand", 1, 0)
addAbility(NewShipType, "CanDock", 1, 1)
NewShipType.dockTimeBetweenTwoFormations = 0.5
NewShipType.dockTimeBeforeStart = 0.5
NewShipType.dockNrOfShipsInDockFormation = 1
NewShipType.dockFormation = "dockline"
NewShipType.queueFormation = "n_delta"
NewShipType.ignoreRaceWhenDocking = 0
addAbility(NewShipType, "CanLaunch")
NewShipType.launchTimeBetweenTwoFormations = 0.5
NewShipType.launchTimeBeforeStart = 0.5
NewShipType.launchNrOfShipsInDockFormation = 1
NewShipType.launchFormation = "n_delta"
addAbility(NewShipType, "ParadeCommand", 1)
addAbility(NewShipType, "WaypointMove")
addAbility(NewShipType,"CaptureCommand",1,-50)
addAbility(NewShipType,"CanAttack",1,2,0,0,0.35,1.5,"SmallCapitalShip, BigCapitalShip, Mothership, Frigate, Corvette, Fighter, Capturer, ResourceLarge,  Utility","flyby_strikefighter_vs_capship",{
  SubSystem = "frontalvssubsystem",
},{
  Fighter = "flyby_bomber_vs_fighter",
},{
  Corvette = "flyby_bomber_vs_fighter",
},{
  Frigate = "flyby_strikefighter_vs_capship",
})
addAbility(NewShipType, "GuardCommand", 1, 1000, 500)
addAbility(NewShipType, "HyperspaceViaGateCommand", 1, 3, 1, 0.3)
addAbility(NewShipType,"HyperSpaceCommand",0,1,300,500,0,3)
addAbility(NewShipType, "RetireAbility", 1, 0)
LoadSharedModel(NewShipType, "hgn_assaultcorvette")
addAbility(NewShipType,"DefenseFieldAbility",0,0,500,4000,4000,-1,0.1,0.6,"none")
addAbility(NewShipType,"MinelayerAbility",1,3.5)
StartShipWeaponConfig(NewShipType, "hgn_heavyplasmarepeater-fixed", "Weapon_FrontGun", "Fire")
StartShipHardPointConfig(NewShipType,"MWS1","Weapon_DslTurret","Weapon","Innate","Indestructible","hgnws_2xAC50")
StartShipWeaponConfig(NewShipType, "hgn_MRAC100-hvyftr", "Weapon_Coaxial", "")
-- StartShipWeaponConfig(NewShipType, "hgn_AC275-MetalStormPod", "Weapon_LWing", "")
StartShipWeaponConfig(NewShipType, "sm3er-4", "Weapon_LNacelle", "MRAMPod1")
StartShipHardPointConfig(NewShipType,"MSW2","Hardpoint_MslPod1","System","Innate","Indestructible","hgnws_2xAC50")
-- StartShipHardPointConfig(NewShipType,"MSW3","Hardpoint_MslPod2","System","Innate","Indestructible","hgnws_2xAC50")
StartShipWeaponConfig(NewShipType, "hgn_medplasma-ftr", "Weapon_LTorpedo", "PlascannonCooling1")
StartShipWeaponConfig(NewShipType, "hgn_MRAC100-hvyftr", "Weapon_OverwingTorpedoL", "")
-- StartShipWeaponConfig(NewShipType, "hgn_AC275-MetalStormPod", "Weapon_RWing", "")
StartShipWeaponConfig(NewShipType, "hgn_AC275-MetalStormPod", "Weapon_RNacelle", "")
StartShipHardPointConfig(NewShipType,"MSW4","Hardpoint_MslPod4","System","Innate","Indestructible","hgnws_2xAC50")
-- StartShipHardPointConfig(NewShipType,"MSW5","Hardpoint_MslPod5","System","Innate","Indestructible","hgnws_2xAC50")
StartShipWeaponConfig(NewShipType, "hgn_medplasma-ftr", "Weapon_RTorpedo", "PlascannonCooling2")
StartShipWeaponConfig(NewShipType, "hgn_MRAC100-hvyftr", "Weapon_OverwingTorpedoR", "")
-- StartShipWeaponConfig(NewShipType, "hm1-1", "Weapon_CenterTorpLaunch", "Torpedo")

-- StartShipHardPointConfig(NewShipType, "1", "Hardpoint_MslPod1", "Weapon", "Generic", "Indestructible", "vgr_rocketpak")
StartShipHardPointConfig(NewShipType, "2", "Hardpoint_MslPod2", "Weapon", "Generic", "Indestructible", "vgr_rocketpak")
StartShipHardPointConfig(NewShipType, "3", "Hardpoint_MslPod3", "Weapon", "Generic", "Indestructible", "hgn_gunpod")
-- StartShipHardPointConfig(NewShipType, "4", "Hardpoint_MslPod4", "Weapon", "Generic", "Indestructible", "vgr_rocketpak")
StartShipHardPointConfig(NewShipType, "5", "Hardpoint_MslPod5", "Weapon", "Generic", "Indestructible", "vgr_rocketpak")
StartShipHardPointConfig(NewShipType, "Torp1", "Hardpoint_LTorpedo", "Weapon", "Generic", "Indestructible", "hgn_gunpod")
-- StartShipHardPointConfig(NewShipType, "Torp2", "Hardpoint_CtrTorpedo2", "Weapon", "Generic", "Indestructible", "hgn_lsf_mram")
StartShipHardPointConfig(NewShipType, "Torp3", "Hardpoint_RTorpedo", "Weapon", "Generic", "Indestructible", "hgn_gunpod")
StartShipHardPointConfig(NewShipType, "Torp4", "Hardpoint_OverwingTorpedoL", "Weapon", "Generic", "Indestructible", "hgn_gunpod")
StartShipHardPointConfig(NewShipType, "Torp5", "Hardpoint_OverwingTorpedoR", "Weapon", "Generic", "Indestructible", "hgn_gunpod")
AddShipMultiplier(NewShipType, "SensorDistortion", "ThisShipOnly", "Linear", 0.3, 0.3,0)
addShield(NewShipType, "EMP", 150, 3)
NewShipType.sobDieTime = 0.1
NewShipType.sobSpecialDieTime = 2
NewShipType.specialDeathSpeed = 40
NewShipType.chanceOfSpecialDeath = 0.25
NewShipType.deadSobFadeTime = 0
setEngineTrail(NewShipType,0,5,"trail_ribbon.tga",0.1,0.5,0.025,2)
setEngineTrail(NewShipType,1,5,"trail_ribbon.tga",0.1,0.5,0.025,2)
setEngineBurn(NewShipType, 35, 0.5,1,15,0,0.7,0.15,30)
loadShipPatchList(NewShipType,"data:sound/sfx/ship/Hiigaran/Corvette/",0,"Engines/HCorvetteEng","",1,"Ambience/HCorvetteAmb","")

Edited by McOdd on 26-06-2008 10:28
 
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