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Altering ship stats.. ?
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| Tristan |
Posted on 01-05-2007 14:54
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Posts: 304 Joined: June 28 2006 |
Because I love PDS v11 so much, I wanted to play the campaign as-is. But since the mothership dies in about 2 hits since the stat-change from stock HW2 to PDS11 is so drastic, I decided to try and add a ton of health to it. Opening the stock HW2 mothership .ship file, I see a ton of gibberish, with no area for stat-addition. Compared to the neat arrangement of PDS .ship files, where I can change anything. I decided to add a couple lines, namely max health and regen. But now the mod crashes upon loading of the first mission. Any advice to get it to work? |
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| Mostly harmless |
Posted on 01-05-2007 15:10
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Posts: 141 Joined: September 15 2005 |
Your best bet is to use the ship file from 7.3.2 and then modify it from there. |
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| Tristan |
Posted on 02-05-2007 07:04
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Posts: 304 Joined: June 28 2006 |
Thanks. That helped. I had to up both the Mothership's and the Vagyr Hyperspace platform's armor pretty high. (since they all got killed in two or three shots.) Not I have issues with mission 2. The Bishop class tanker's stats won't change. I buffed the Sp_tanker1-6 files, but those in the mission won't change at all. They're as weak as they were in stock Homeworld. I checked the .level file to make certain they were included, and sure enough, everything seemed in order. Ideas? |
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| Mostly harmless |
Posted on 02-05-2007 11:43
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Posts: 141 Joined: September 15 2005 |
Similarly you may want to copy the 7.3.2 .level file to v11? You may need to fiddle with some of the ships as some names may have changed. Open the ship folder and compare. |
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| TelQuessir |
Posted on 03-05-2007 05:23
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Posts: 2598 Joined: August 30 2005 |
The bishop transports use different .ship files than the hgn_mcs. You may use the v7 bishop files, or modify the .level file so the bishops all use the hgn_mcs ship. |
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| Tristan |
Posted on 03-05-2007 07:59
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Posts: 304 Joined: June 28 2006 |
In order to do that, must I replace every single sp_tanker spot with hgn_mcs? For example; addSquadron("Sp_Tanker05", "Sp_Tanker5", {-17114, 1352, -32026}, 0, {0, 23.651, 0}, 0, 0) Do I replace both Sp_Tanker's with just hgn_mcs? |
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| Tristan |
Posted on 03-05-2007 08:27
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Posts: 304 Joined: June 28 2006 |
There's something severely wrong with the .level file. Any changes I make to the tankers are not being picked up. They're just staying as base, stock HW2 ships and are perishing before the game even starts. |
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| TelQuessir |
Posted on 03-05-2007 08:49
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Posts: 2598 Joined: August 30 2005 |
The first sp_tanker05 is the SOBgroup identity used for mission control scripting. The second is which ship model the game will use. Second one should be changed. It's strange that the changes are not being picked up by the game. Are you sure the modified files were placed correctly? Or are you using a .big file version? Not sure if .big mod plus -overridebigfile has the effect of 'patching' an older .big file mod. In any case I will try to make some progress on a stock SP campaign conversion, but I'm having trouble getting the V11 dev't process back on track. RL is being a bitch with the new responsibilities I hold. No one wishes to play the role of quality control where people are involved, so I get to play Inquisitor It's more roleplaying game than RL ![]() Add that to my reading and fiction-writing sessions and I don't find that 24 hours are enough each day. Not with the sleep requirement ![]() |
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| Tristan |
Posted on 03-05-2007 09:12
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Posts: 304 Joined: June 28 2006 |
Quote TelQuessir wrote: The first sp_tanker05 is the SOBgroup identity used for mission control scripting. The second is which ship model the game will use. Second one should be changed. It's strange that the changes are not being picked up by the game. Are you sure the modified files were placed correctly? Or are you using a .big file version? Not sure if .big mod plus -overridebigfile has the effect of 'patching' an older .big file mod. I changed the second. Recompiled it back into .big format, played it, same problem. Changed the group-names so they all coordinated. Recompiled, same issue. Yes, using .big and bigar to reformat the .big file. I'm on a Mac. |
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| Mostly harmless |
Posted on 03-05-2007 14:51
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Posts: 141 Joined: September 15 2005 |
Where are you putting the modified files? Whats the path? If your doing alot of modifying try using notepad++. Its really quite handy. |
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| Tristan |
Posted on 04-05-2007 01:25
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Posts: 304 Joined: June 28 2006 |
Quote Mostly harmless wrote: Where are you putting the modified files? Whats the path? If your doing alot of modifying try using notepad++. Its really quite handy. (in the .big file.) "leveldata/campaign/ascension/m02_hiigara" I'm using textedit. Which, I think, is the most basic text program for Macintosh. |
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| Guilherme |
Posted on 07-05-2007 18:16
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Posts: 12 Joined: May 02 2007 |
If someone could do some moddings in campaing mode, it would be very good... I love to play in campain mode, and with new ships its very cool... Can someone fix the problems so we can play until the end of the campain,it?s awesome with PDS V11..then make a patch to put in the data directory like we do with PDS V11... Hehe, i think i?m asking too much...sorry...i?m new in this thing...hehe :no: Sorry for my poor english...i?m braziliam..hehe
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| TelQuessir |
Posted on 08-05-2007 01:41
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Posts: 2598 Joined: August 30 2005 |
Give me another week, you should get something, I'm hammering my RL responsibilities into bite-sized pieces. Vive la delegation! (goes back to playing inquisitor) |
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| Tristan |
Posted on 08-05-2007 11:14
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Posts: 304 Joined: June 28 2006 |
The patches don't seem to work for me, even when I remake them into .big format. I assume it's because non-mac-friendly coding has been updated. |
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| Mostly harmless |
Posted on 09-05-2007 00:12
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Posts: 141 Joined: September 15 2005 |
If you want to change the campaign you need to copy over the ascension.campaign file into leveldata\campaign\. There is one in 7.3.2 that you can borrow. |
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| Snuff |
Posted on 10-07-2007 05:24
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Posts: 23 Joined: September 26 2005 |
Ah, The Ever Elusive Ship Tune.... Lemme break in down for ya a bit. Let's say you have HEALTH issues you want to take care of, or perhaps you want to change the ANGLES at which you bank/descend/ascend. Perhaps you want to alter your SENSOR RANGE between the primary and secondary spheres of fidelity or maybe you want to get a certain ICON shape. Want more SPEED? Here you can also go deeper and change the "inertial" aspects of your vessel, to make it appear quick and nimble or large and lumbering. (Cruisers don't stop on the proverbial Dimes, kids. )If that is the case, then the highlighted areas are really the only areas you need to play with and experiment with. There is of course much more to this, but I am just going to point out the basics. Here we have a nice Carrier to look at; NewShipType = StartShipConfig() NewShipType.displayedName = "Imperator IV CVF" NewShipType.sobDescription = "Capital Class\nImperator IV Fleet Carrier\nDesignation: CVF" NewShipType.maxhealth = 250000 NewShipType.regentime = 600 NewShipType.minRegenTime = 333 NewShipType.sideArmourDamage = 1.2 NewShipType.rearArmourDamage = 1 NewShipType.isTransferable = 0 NewShipType.useEngagementRanges = 1 NewShipType.unitCapsNumber = 1 NewShipType.addedUnitCaps = 101 NewShipType.paradeData = "hgn_carrier_parade" NewShipType.SquadronSize = 1 NewShipType.passiveFormation = "Spear" NewShipType.defensiveFormation = "x" NewShipType.aggressiveFormation = "Claw" NewShipType.mass = 1000 NewShipType.collisionMultiplier = 1 NewShipType.thrusterMaxSpeed = 60 NewShipType.mainEngineMaxSpeed = 200 NewShipType.rotationMaxSpeed = 8 NewShipType.thrusterAccelTime = 6 NewShipType.thrusterBrakeTime = 6 NewShipType.mainEngineAccelTime = 30 NewShipType.mainEngineBrakeTime = 30 NewShipType.rotationAccelTime = 10 NewShipType.rotationBrakeTime = 10 NewShipType.thrusterUsage = 1 NewShipType.accelerationAngle = 30 NewShipType.mirrorAngle = 0 NewShipType.secondaryTurnAngle = 0 NewShipType.maxBankingAmount = 75 NewShipType.descendPitch = 75 NewShipType.goalReachEpsilon = 25 NewShipType.slideMoveRange = 350 NewShipType.controllerType = "Ship" NewShipType.tumbleStaticX = 2 NewShipType.tumbleStaticY = 4 NewShipType.tumbleStaticZ = 3 NewShipType.tumbleDynamicX = 1 NewShipType.tumbleDynamicY = 2 NewShipType.tumbleDynamicZ = 1 NewShipType.tumbleSpecialDynamicX = 1 NewShipType.tumbleSpecialDynamicY = 2 NewShipType.tumbleSpecialDynamicZ = 1 NewShipType.relativeMoveFactor = 1 NewShipType.swayUpdateTime = 10 NewShipType.swayOffsetRandomX = 10 NewShipType.swayOffsetRandomY = 10 NewShipType.swayOffsetRandomZ = 10 NewShipType.swayBobbingFactor = 0 NewShipType.swayRotateFactor = 0 NewShipType.useTargetRandom = 1 NewShipType.targetRandomPointXMin = -0.2 NewShipType.targetRandomPointXMax = 0.53 NewShipType.targetRandomPointYMin = -0.4 NewShipType.targetRandomPointYMax = 0.5 NewShipType.targetRandomPointZMin = -0.8 NewShipType.targetRandomPointZMax = 0.55 NewShipType.dustCloudDamageTime = 0 NewShipType.nebulaDamageTime = 0 NewShipType.MinimalFamilyToFindPathAround = "MotherShip" NewShipType.BuildFamily = "SuperCap_Hgn" NewShipType.AttackFamily = "SmallCapitalShip" NewShipType.DockFamily = "SuperCap" NewShipType.AvoidanceFamily = "SuperCap" NewShipType.DisplayFamily = "Capital" NewShipType.AutoFormationFamily = "CapShip" NewShipType.CollisionFamily = "Big" NewShipType.ArmourFamily = "HeavyArmour" NewShipType.UnitCapsFamily = "Capital" NewShipType.UnitCapsShipType = "Carrier" NewShipType.fighterValue = 0 NewShipType.corvetteValue = 0 NewShipType.frigateValue = 10 NewShipType.neutralValue = 5 NewShipType.antiFighterValue = 5 NewShipType.antiCorvetteValue = 0 NewShipType.antiFrigateValue = 0 NewShipType.totalValue = 15 NewShipType.buildCost = 2800 NewShipType.buildTime = 65 NewShipType.buildPriorityOrder = 30 NewShipType.retaliationRange = 6000 NewShipType.retaliationDistanceFromGoal = 160 NewShipType.visualRange = 1000 NewShipType.prmSensorRange = 5000 NewShipType.secSensorRange = 6000 NewShipType.detectionStrength = 1 NewShipType.TOIcon = "Rectangle" NewShipType.TOScale = 1 NewShipType.TODistanceFade0 = 14000 NewShipType.TODistanceDisappear0 = 12000 NewShipType.TODistanceFade1 = 5500 NewShipType.TODistanceDisappear1 = 5000 NewShipType................ The rest of the shipfile doesn't have anything to do with basics. THAT gets more complicated the further down you go. ![]() But there you have it. Be forewarned....once you start tinkering with this, you may become bored with your newfound invincibility. It is always best to make a copy of the origianl so that after you get over infinite health and want a challenge again, you can go back to the original stats. :werd: Edited by Snuff on 10-07-2007 05:41 I am a Ghost.
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It's more roleplaying game than RL
)