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Altering ship stats.. ?
Tristan
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?
 
Mostly harmless
Your best bet is to use the ship file from 7.3.2 and then modify it from there.
 
Tristan
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?
 
Mostly harmless
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.
 
TelQuessir
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.
 
Tristan
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?
 
Tristan
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.
 
TelQuessir
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 Pfft It's more roleplaying game than RL Pfft

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 Pfft
 
Tristan

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.
 
Mostly harmless
Where are you putting the modified files? Whats the path?

If your doing alot of modifying try using notepad++. Its really quite handy.
 
Tristan

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.
 
Guilherme
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
 
TelQuessir
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)
 
Tristan
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.
 
Mostly harmless
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.
 
Snuff
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. Grin )

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. Wink

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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