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New Armada 2 Modding 2024

Rifraf

I know just enough to be a danger to myself
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Hi all. Getting back into modding A2 and thought I'd ask some questions here. First one is has anyone increased sensor range on ships? Maybe instead of stock 800? 1200? 1500? I'm curious if it would help the AI navigate better if it can see more around it and not have ships blunder into weapon range of bases? Also going to try to increase the sensor range while at warp for the same reason but thought I'd ask as well
 

Hath

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Hi Rifraf. Ya I've messed with sensor ranges. I have a wide spread of sensor ranges across my hole fleet. I don't think it really helped the AI. Only thing that it did help was the artillery ships with their long range torpedo. If you want a better AI the only way that I have had any success is to improve the AI's build list.

Here is a sample of mine for my custom mod. DO NOT COPY this into your game! I have a lot of custom ship names and this will crash your game! This is only for example. The many thing to do is to keep the AI making things. Instead of having a line like this:

// Syntax: "ODF name", number to build, base to build at, max number from this line, min tech level
"fdestroy", 4,0, 4, -5, // Defiant 32 second build time
"fresear", 1,0, -1, 2, // basic research 120s

Where the AI will build all four destroyers before starting the fresear. Do this instead:

"fdestroy", 1,0, 4, -5, // Defiant 32s
"fresear", 1,0, -1, 2, // basic research 120s
"fdestroy", 3,0, 4, -5, // Defiant 32s

This way all four destroyers will finish at the same time as the freseas and the AI can then start cruiser production. The best part is the AI can build cruisers 120 seconds sooner.


This is my FEDERATION OFFENCE LIST.AIP

// Load up the basic structures...
#include "aipdef.h"

// This aip needs to play by the rules
int checkTechnologyAvailable = 1;

Way_Better_Build_List_Element the_build_list[MAX_ELEMENTS] =
{
//--------------------------------------------------------------------
// Syntax: "ODF name", number to build, base to build at, max number from this line, min tech level
//
// Phase I. Base & Yard
//
"fbase", 1,0, -1, 1, // starbase 100s
"fconst", 1,0, -1, 0, // construction ship 17s
"fmining", 1,1, -1, 0, // 1 mining stations 50s
"forbital", 1,1, -1, 0, // 1 orbital station 50s
"ffreight", 2,0, -1, 0, // two freighters 13s
"fconst", 1,0, -1, 0, // 2 construction ship 17s
"fturret", 2,1, 4, -3, // basic mining defense 25s
"fyard", 1,0, -1, 0, // basic shipyard 25s
"fscout", 1,0, -1, 0, // scout 14s
"fdestroy", 2,0, 4, -5, // Defiant 32s
//
// Phase II. Research
//
"fresear", 1,0, -1, 2, // basic research 120s
"fintrepid", 2,0, 4, -2, // intrepid 13s
"forbital", 1,1, -1, 0, // 2 orbital station 50s
"fdestroy2", 2,0, 4, -2, // Saber 15s
"fmining", 1,2, -1, 0, // 2 mining station 50s
"fcruise3", 2,0, -1, -3, // norway 21s
"ffreight", 2,0, -1, 0, // mining freighters 13s
"fcolony", 1,0, 2, 0, // colony ship 25s
"fyard", 1,0, -1, 0, // 2 basic shipyard 25s
"fedpod4", 1,0, -1, 0, // (Antimatter mines) 40s
"fturret", 2,2, 4, -3, // mining defense 25s

"fcruise1", 2,0, 2, -2, // Akira 26s
"fedpod2", 1,0, -1, 0, // (Quick Repair) 80s
"fnova", 2,0, -1, -4, // Nova 26s
"fcruise3", 2,0, 2, -2, // norway 21s

"fedpod5", 1,0, -1, 0, // (Tachyon Detection Grid)
"fcruise1", 2,0, -1, -3, // Akira 26s
"ftrading", 1,0, -1, 0, // trading station 50s
//
// Phase III. Advanced Shipyard
//
"fyard2", 1,0, -1, 3, // advanced shipyard 100s
"fneworleans", 2,0, -1, -4, // New Orleans 24s
"fcruise1", 2,0, -1, -3, // Akira 26s
"fgalaxy", 1,0, -1, -3, // Galaxy 34s
"fexcel2", 2,0, -1, -4, // Excelsior 25s
"fgalaxy", 2,0, -1, 0, // Galaxy 34s
"fachilles", 2,0, -1, 0, // Achilles 24s
"forbital", 1,3, 2, 0, // 3 orbital processing 50s
"fmining", 1,3, 2, 0, // 3 mining station 50s
"ffreight", 2,0, -1, 0, // mining freighters 13s
"fedpod16", 1,0, -1, 0, // (Shield Enhancer) 160s
"fgalaxy", 2,0, -1, -4, // Galaxy 34s
"farcadia", 1,0, -1, -4, // Arcadia 24s
"fspecial", 1,0, -1, 0, // Nebula 35s
"fambassador", 2,0, -1, 0, // Ambassador 28s
"fgalaxy", 1,0, -1, -3, // Galaxy 34s
"ffrigate", 1,0, -1, -4, // Achilles 32s
"fspecial", 1,0, -1, 0, // Nebula 35s
//
// Phase IV. Advanced Research
//
"fconst", 1,0, -1, 0, // construction ship 17s
"fresear2", 1,0, -1, 4, // advanced research station 150s
"ffrigate", 1,0, -1, -4, // Achilles 32s
"fspecial", 1,0, -1, 0, // Nebula 35s
"fturret2", 1,1, -1, 0, // torpedo turret 30s
"fcruise2", 2,0, -1, -4, // Steamrunner 20s
"ftrading", 1,0, -1, 0, // another trading station 50s
"fturret2", 1,1, -1, 0, // torpedo turret 30s
"fcruise2", 2,0, -1, -4, // Steamrunner 20s
"fturret2", 1,1, -1, 0, // torpedo turret 30s
"fcargo", 2,0, -1, 0, // cargo ships 20s

"fturret2", 2,2, -1, 0, // torpedo turret 30s
"fedpod7", 1,0, -1, 0, // (Shield Disruptor) 140s
"fturret2", 2,0, -1, 0, // torpedo turret 30s
"ffrigate", 1,0, -1, -4, // Achilles 32s
"fturret2", 2,2, -1, 0, // torpedo turret 30s
//
// Phase V. Ship Upgrade and Endgame
//
"fupgrade", 1,0, -1, 5, // ship upgrade station 150s
"fassault", 2,0, -1, 0, // Asgard 33s
"fprometheus", 1,0, -1, 0, // Prometheus 52s
"fbattle", 1,0, -1, 0, // Sovereign 40s
"fsrepair", 2,0, -1, 0, // repair ship 16s
"fbattle", 1,0, -1, 0, // Sovereign 40s

"fbattle", 1,0, -1, 0, // Sovereign 40s
"fedpod1", 1,0, -1, 0, // (Corbomite Reflector) 160s
"ffrigate", 1,0, -1, 0, // Achilles 32s
"fbattle", 1,0, -1, 0, // Sovereign 40s

"fedpod11", 1,0, -1, 0, // (weapon upgrade level 2) 120s
"fbattle", 2,0, -1, 0, // Sovereign 40s
"fcruise2", 2,0, -1, 0, // Steamrunner 20s
"fcentury", 2,0, -1, 0, // Century 45s
"ffrigate", 1,0, -1, 0, // Achilles 32s
"fproteus", 2,0, -1, 0, // Proteus 55s

"fedpod12", 1,0, -1, 0, // (shield upgrade level 2) 120s
"fdawnstar", 1,0, -1, 0, // Dawnstar 75s
"fsuperbl", 1,0, -1, 0, // superweapon 375s
"fdawnstar", 1,0, -1, 0, // Dawnstar 75s

"fedpod14", 1,0, -1, 0, // (engine upgrade level 2) 120s
"fspecial", 1,0, -1, 0, // Nebula 35s
"fbattle", 2,0, -1, 0, // Sovereign 40s
"fcruise2", 2,0, -1, 0, // Steamrunner 20s
"fbattle", 2,0, -1, 0, // Sovereign 40s
"fsrepair", 1,0, -1, 0, // repair ship 16s
"fyard2", 1,0, -1, 0, // 2 advanced shipyard 100s
"fbase", 1,2, -1, 0, // starbase 100s

"fedpod15", 1,0, -1, 0, // (life support upgrade level 2) 120s
"fedpod8", 1,0, -1, 0, // (Engineering Team) 140s
"fbattle", 4,0, -1, 0, // Sovereign 40s
"fedpod6", 1,0, -1, 0, // (Gemini Effect) 140s

"fedpod21", 1,0, -1, 0, // (weapon upgrade level 3) 240s
"fbattle", 2,0, -1, 0, // Sovereign 40s
"fedpod9", 1,0, -1, 0, // (Point Defense Phaser) 120s
"fbattle", 2,0, -1, 0, // Sovereign 40s
"fcentury", 2,0, -1, 0, // Century 45s
"fedpod22", 1,0, -1, 0, // (shield upgrade level 3) 240s

"fbattle", 4,0, -1, 0, // Sovereign 40s
"fedpod24", 1,0, -1, 0, // (engine upgrade level 3) 240s
"fproteus", 2,0, -1, 0, // Proteus 55s
"fdawnstar", 2,0, -1, 0, // Dawnstar 75s
"fedpod13", 1,0, -1, 0, // (sensor upgrade level 2) 120s
"fdawnstar", 2,0, -1, 0, // Dawnstar 75s

"fedpod23", 1,0, -1, 0, // (sensor upgrade level 3) 240s
"ftitan", 2,0, -1, 0, // Titan 125s
"fedpod25", 1,0, -1, 0, // (life support upgrade level 3) 240s
"fbase", 1,3, -1, 0, // starbase 100s
"fbattle", 100,0, -1, 0, // Sovereign 40s

};
 

Rifraf

I know just enough to be a danger to myself
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Thanks, Hath. Looks very similar to the build list progression from the Upgrade Project mod. I do have my AI build up to battleships as quickly as possible then skip most everything else in the endgame phase.

Another question. Does anyone know if it's hardcoded for the rangeScan of ships to shrink to a few hundred units or so during warp? I can't find anything in the physics files or the RTS_CFG file that has a setting for sensor range at warp.
 

Hath

The COON !!!
Leader of the Trash Panda Horde
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I did look for a warp sensor range and I can't find anything. It maybe hard coded. You may try adjusting the damagedScan = 125.0 range and see if that affects warp scan range. Its just a wild ass guess but its all I've got.
 

Rifraf

I know just enough to be a danger to myself
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Appreciate the input @CptBenSisko and @Hath. I'll try the damagedScan and see if that increases range at warp. It's so silly some of the things the devs decided to hardcode if this turns out to be the case.
 

CptBenSisko

The Emissary
Joined
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Pro Tip for you boys when making your texture LODs (some of you might know this) - never rescale multiple times on the same image file. It will create artifacts on the texture or alpha map. Always resize from the original.

example - 4096x4096 -> 2048x2048, and then go back to the original size and resize 4096x4096 -> 1024x1024.

Do not go 4096 -> 2048 -> 1024. Going down to 1024 from 2048 will create some weirdness with the textures
 

Chiletrek

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Hello:
I know sensor ranges are in each ship type file, like scoutbase.odf, or cruise1.odf. The code can be transplanted into any ship odf for custom values.
 

Chiletrek

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As far as I know? nope. I will poke around too, just in case.
 

Rifraf

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Had a chance to mess around with it and I believe it to be hardcoded. When stock rangeScan is 800 a ship at warp sees ~400 units each direction from the ship. As soon as the ship stops it can see it's full range again. I made sensors 1200 and at warp it appears to see ~600. Using the grid overlay on screen it actually sees about 200 units more than what you set which is also strange, but Activision.

I set damagedScan to the same as rangeScan and it had no effect other than a ship having full sensor range when damaged.
 

Chiletrek

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I tried but also got new results.

But I've got to find out we can seemingly have custom techtree files. Useful for full conversion mods without having to overclutter tech1.tt.
 

Admiral*Alex

Petty Officer 2nd Class
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I'd like to jump in as well. Where can I find the Sensor Range modifier files/line of code? I can't seem to recall where they are.
 

Hath

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The Sensor range code lines can be found in craft.odf Be aware that scouts scan range are different and can be found in scoutbase.odf

If you want to change a certain ships scan range just add the scan code to that ships odf and mod it there. Need code lines:

rangeScan = 800.0f
damagedScan = 125.0
 

Rifraf

I know just enough to be a danger to myself
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I checked the Big Book Of Modding as well and there's just an explanation of rangeScan and damagedScan. I don't see anything else in there. The game seems to roughly divide the rangeScan value in half when a ship is at warp and all it can see is that smaller range until it comes out of warp.
 

Admiral*Alex

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I checked the Big Book Of Modding as well and there's just an explanation of rangeScan and damagedScan. I don't see anything else in there. The game seems to roughly divide the rangeScan value in half when a ship is at warp and all it can see is that smaller range until it comes out of warp.
A thought; what about creating a 'weapon' that is a sensor array that only fires at Warp Speed? By the game's code, it's a weapon, but in practice it's a sensory device. That way to can have it scout at warp without having a super massive sensor range when not at warp.
 

Hath

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Maybe you could mod the cardy sensor scrambler. gsensorscram.odf

And try modding the percentReduction = 0.5 rate. I don't know if increasing the value to hole numbers would increase the scan range?
 

Rifraf

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Appreciate all the feedback. Nice that people are still playing and modding. This is for stock A2 though so I should have mentioned that. So, modding is fairly limited. For now I decided to make rangeScan 1200. I get that for game play reasons shorter ranges made sense but when the average ship can scan the whole sector I think I can live with a larger area exposed by each ship.

I was messing around with the sensor upgrade that each race can perform through research and in SensorUpgradePod.odf there is this:

isShipUpgrade = 1
upgradeLevel = 2
upgradeMultiplier = 1.25
upgradeSystem = "sensors"

I can plug those lines into a ships' odf file and nothing crashes but I can't really tell if the sensor range increases any. I know you have to research the upgrade to get the benefits, but my thinking was if I just plugged it into a ship odf that it would just have better sensors. I tried a multiplier of 2.0 but it didn't double sensor range. I wonder if setting isShipUpgrade = 0 would do anything? I'll have to keep playing around with it.
 

Chiletrek

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Hello:
Those codes are for the upgrade pod, so it is when that pod is researched, the sensors are increased.
 

Hath

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Hi Rifraf. If I remember right I tried that too to no avail. When you upgrade the sensors the game builds a pod onto your research center. I think the game is hard coded to require a pod to make the upgrade work. At least I was never able to get a upgrade to work without a pod.

One work around is to make the fupgrade.odf station to be build sooner. Mine can be build after the first research station. You can also turn down the time it takes to build the upgrade.

Something else to consider is you don't have to have all of you ships with the same scan range. Put the scan codes in each ships odf and mod it there to overright the craft.odf stock range. Code needed:

rangeScan = 800.0f
damagedScan = 125.0

This way, if you do it like I did, your destroyer class ships have a long scan range, cruiser are medium, and light battleships (build in my yard1) have short as in stock scan range. Yard2 ships are medium and long range. Even one long range scan ship will give your fleet good vision. ;)

Happy Modding!
 

Rifraf

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Hi Hath. I'm actually thinking of doing away with scouts as they are. Big sensor range and hardly any defense, I don't like the concept of them. I'm thinking of making a destroyer class type ship a scout that has weapons like other ships and can hold its own better. Do away with tiny scouts, use bigger ships in a scouting role, make sensor ranges all the same, vary all weapons damage somewhat but a torpedo of a galaxy won't do much more damage than a torpedo of an Intrepid.

It may all fail but trying new things. :)
 

CptBenSisko

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in my personal mod, i actually build a few Intrepids and send them out to scout.. They are capable of handling most of the races scout type ships one-on-one.. but can be easily overwhelmed.. all fed ships in my mod rotate targets when firing weapons.. so they will at least do some damage to all enemies if they have to run.
 

Chiletrek

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Hello:
in my personal mod, i actually build a few Intrepids and send them out to scout.. They are capable of handling most of the races scout type ships one-on-one.. but can be easily overwhelmed.. all fed ships in my mod rotate targets when firing weapons.. so they will at least do some damage to all enemies if they have to run.
That is actually a very smart idea! To make the Intrepid be used as it was intended too :thumbsup:
 

Hath

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If you ain't failing you ain't modding :lol2:

List of my ships, shields, and damage per second
fconst.odf 0 //F1 Ballista Class - 350 shields, 31 Dps
ffreight.odf 1 fmining.odf //F2 mining freighter - 350 shields
fcargo.odf 2 fbase.odf ftrading.odf //F3 Miranda Class - 300 shields, 26 Dps
fcolony.odf 2 fyard.odf fresear.odf //F4 colony ship - 350 shields, 11 Dps
fsrepair.odf 2 fbase.odf fresear.odf //F5 Centaur Class - 420 shields, 40 Dps
fSeeker.odf 1 fyard.odf // Seeker class - 800 shields, 88 Dps
farcadia.odf 2 fyard.odf fresear.odf //F7 Arcadia class - 605 shields, 56 Dps
fbalmung.odf 2 fyard.odf fresear.odf // Balmung Class - 850 shields, 80 Dps
fzealous.odf 1 fyard.odf // Zealous class - 625 shields, 45 Dps
fadmiral.odf 0 //F9 Admiral Sovereign class - 1450 shields, 152 Dps
fsupremus.odf 1 fyard2.odf // Supremus class - 1000 shields, 121 Dps
fventure.odf 0 //F10 USS Venture NCC-79231 - 3000 shields, 150 Dps
fsov.odf 0 //F11 USS Sovereign NCC-73811 - 3500 shields, 150 Dps
fente.odf 0 //E USS Enterprise NCC-1701-E - 3500 shields, 150 Dps
fdefiant.odf 0 //F8 USS Defiant NX-74205 - 3000 shields, 152 Dps
feagle.odf 0 // Eagle class - 1400 shields, 140 Dps
fregent.odf 0 // Regent class - 950 shields, 111 Dps
fHecate.odf 2 fyard2.odf fresear2.odf //F5 Hecate class - 1100 shields, 131 Dps

fluna.odf 2 fyard.odf fresear.odf // Luna class - 850 shields, 81 Dps

fscout.odf 1 fyard.odf //F1 Duantless class - 175 shields, 26 Dps
ftaurus.odf 1 fyard.odf //R Taurus - 450 shields, 40 Dps
fintrepid.odf 1 fyard.odf //F2 Intrepid class - 460 shields, 40 Dps
fdestroy2.odf 1 fyard.odf //F3 Sabre class - 585/700 shields, 45 Dps
fcruise3.odf 1 fyard.odf //F4 Norway class - 605/720 shields, 45 Dps
fexcel2.odf 1 fyard.odf //F5 Excelsior class - 685 shields, 65 Dps
fneworleans.odf 1 fyard.odf //F6 New orleans class - 700 shields, 70 Dps
ffrigate.odf 2 fyard.odf fresear.odf //F7 Achilles class - 750 shields, 91 Dps
fnova.odf 2 fyard.odf fresear.odf //F8 Nova class - 775 shields, 87 Dps
fcruise1.odf 2 fyard.odf fresear.odf //F9 Akira class - 800/850 shields, 81 Dps
fassault.odf 2 fyard.odf fresear2.odf //F10 Asgard class - 950 shields, 100 Dps
fcruise2.odf 2 fyard.odf fresear2.odf //F11 Steamrunner class - 575/630 shields, 52 Dps
fambassador.odf 2 fyard.odf fresear.odf //F12 Ambassador class - 850 shields, 80 Dps
fdestroy.odf 1 fyard.odf //D Defiant class - 950 shields, 120 Dps

frenegade.odf 1 fyard2.odf // Renegade - 850 shields, 80 Dps
ffore.odf 1 fyard2.odf //F1 Forerunner class - 900 shields, 100 Dps
fgalaxy.odf 1 fyard2.odf //F2 Galaxy class - 1000 shields, 121 Dps
fspecial.odf 1 fyard2.odf //F3 Nebula class - 975 shields, 100 Dps
fprometheus.odf 2 fyard2.odf fresear2.odf //F4 Prometheus class - 1100 shields, 126 Dps
fbattle2.odf 2 fyard2.odf fresear2.odf //F5 Dreadnought class - 1100 shields, 131 Dps
fcentury.odf 2 fyard2.odf fresear2.odf //F6 Century class - 1150 shields, 131 Dps
fbattle.odf 2 fyard2.odf fupgrade.odf //F7 Sovereign class - 1200/1400 shields, 140 Dps
fproteus.odf 2 fyard2.odf fupgrade.odf //F8 Proteus class - 1250 shields, 140 Dps
fdawnstar.odf 2 fyard2.odf fupgrade.odf //F9 Dawnstar class - 1600 shields, 146 Dps
ftitan.odf 2 fyard2.odf fsuperbl.odf //F10 Titan class - 1800 shields, 150 Dps
fleonidas.odf 2 fyard2.odf fresear2.odf //F7 Sovereign class - 1400 shields, 140 Dps

fed_peregrine.odf 0 //F6 Peregrine fighter - 55 shields, 36 Dps
fpremonition.odf 1 fyard2.odf //F Premonition Class - 1100 shields, 135 Dps
ffrigate1.odf 1 fyard.odf // new orleans class - 700 shields, 83 Dps
fambat.odf 1 fyard.odf // ambassador class - 800 shields, 121 Dps
fapollo.odf 1 fyard.odf // apollo class - 750 shields, 83 Dps
fconst1.odf 1 fbase.odf // bradbary class - 300 shields, 31 Dps
fdread1.odf 2 fyard2.odf fsuperbl.odf // titan class - 3000 shields, 169 Dps
 

Rifraf

I know just enough to be a danger to myself
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Nice layout Hath. I couldn't decide how high to go with shield strength as I set up my mod. As a baseline I started with Sovy at 1000 with torps doing 85 damage/4 seconds and phasers doing 50 damage/3 seconds then the Galaxy at 750 health with torps doing 72 damage/4 secs and phasers doing 40 damage/3 secs. I didn't know how to scale everything with higher figures like yours. Still mulling it around.

Is your dps figure for all weapons combined?
 

Hath

The COON !!!
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I don't think my mod is 100 percent balanced but I did try.

// Photon Torpedoes 100/1.4= 71.4 4 shot max 600f
100 base torpedo damage
1.4 second shot delay
4 shots of "saved fire" only fires 4 torpodoes on first volley and then 1 torpedo after until more torpeboes can be saved up outside of combat
600f range of torpedoes

#include "battle2.odf"
physicsFile = "sfedbatt2phys.odf"
unitName = "Galaxy Class - Venture Refit"
tooltip = "Galaxy Class - 1000 shields, 121 hp, Torpedeo burst"
verboseTooltip = "Refited during the Dominain wars the Venture variants pack a punch."
race = "federation"
buildTime = 34
officerCost = 8
crewCost = 500
saneCrewLossMethod = 1
dilithiumCost = 400
metalCost = 75

maxHealth = 1000
maxShields = 1000
shieldRate = 10.5
shieldProtection = 1.0
// Hitpoints
shieldGeneratorHitPoints = 250
enginesHitPoints = 200
weaponsHitPoints = 250
lifeSupportHitPoints = 200
sensorsHitPoints = 100
//maxSpecialEnergy = 1000//specialEnergyRate = 8.25
//**********************************************************************
possibleCraftNames = "USS Odyssey" "USS Ulysses" "USS Argo" "USS Pequod" "USS Goodman" "USS Taylor" "USS Berry"
"USS Frontier" "USS Geronimo" "USS Scimitar" "USS Trident" "USS Citadel" "USS Persia" "USS Valhalla"
"USS Andromeda" "USS Dominance" "USS Reverent" "USS Formidable" "USS Perseus" "USS Renown" "USS Rylander"
//**********************************************************************
//WEAPON total hp = 121.4
// Phaser 100/2= 50 600f
weapon1 = "fgphas"
weaponHardpoints1 = "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17" "hp18" "hp19" "hp20" "hp21" "hp22" "hp23" "hp24" "hp25" "hp26" "hp27" "hp28" "hp29" "hp31" "hp32" "hp33" "hp34"

// Photon Torpedoes 100/1.4= 71.4 4 shot max 600f
weapon2 = "fgalaxyburstphot"
weaponHardpoints2 = "hp01" "hp02" "hp10"

// Towing Beam
weapon3 = "gtracbm"
weaponhardpoints3 = "hp12"

// Saucer Separator
weapon4 = "ggalseparator"

// Photon Torpedoes 100/1.4= 71.4 600f
//weapon2 = "fgalaxyphot"
//weaponHardpoints2 = "hp01" "hp02" "hp10"
// Photon Torpedoes 100/5.3= 18.9 600f
//weapon3 = "fgalaxy1phot"
//weaponHardpoints3 = "hp01" "hp02" "hp10"
// Photon Torpedoes 100/5.4= 18.5 600f
//weapon4 = "fgalaxy2phot"
//weaponHardpoints4 = "hp01" "hp02" "hp10"
// Photon Torpedoes 100/5.5= 18.2 600f
//weapon5 = "fgalaxy3phot"
//weaponHardpoints5 = "hp01" "hp02" "hp10"
// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp06" "hp07" "hp08" "hp09" "hp10"
lifeSupportTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15"
weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp26" "hp27" "hp28" "hp29" "hp30"
shieldGeneratorTargetHardpoints = "hp16" "hp17" "hp18" "hp19" "hp20"
sensorsTargetHardpoints = "hp21" "hp22" "hp23" "hp24" "hp25"
hullTargetHardpoints = "hp06" "hp08" "hp10" "hp12" "hp14" "hp16" "hp18" "hp20" "hp22"
criticalTargetHardpoints = "hp07" "hp09" "hp11" "hp13" "hp17" "hp19" "hp21" "hp23"
//**********************************************************************
//MESSAGE & SOUND PARAMETERS
eventSelect = "Cruiser1Select"
eventAcknowledge = "Cruiser1Acknowledge"
eventAttack = "Cruiser1Attack"
eventStop = "Cruiser1Stop"
eventMove = "Cruiser1Move"
eventRepair = "Cruiser1Repair"

enginesRepairTime = 1.25f
lifeSupportRepairTime = 0.1f
weaponsRepairTime = 1.75f
shieldGeneratorRepairTime = 2.0f
sensorsRepairTime = 1.0f

enginesCrewLoss = 5.0f
lifeSupportCrewLoss = 1.5f
weaponsCrewLoss = 2.5f
shieldGeneratorCrewLoss = 2.0f
sensorsCrewLoss = 1.0f
lifeSupportLoss = 0.5f //The percentage of crew lost every second while life support is disabled

enginesHitPercent = 9.0f
lifeSupportHitPercent = 2.0f
weaponsHitPercent = 7.5f
shieldGeneratorHitPercent = 13.5f
sensorsHitPercent = 5.0f
crewHitPercent = 5.0f //Percent Chance out of 100 of hull being hit (crew dying)
hullHitPercent = 58.0f //Percent Chance out of 100 of entire ship exploding

weaponYellow = 1.0f
weaponRed = 1.5f

ScaleSOD = 1.15
hotkeyLabel = "HOTKEY_F3"

#include "battle2.odf"
physicsFile = "sfedbatt2phys.odf"
baseName = "fbattle"
unitName = "Sovereign Class"
tooltip = "Sovereign Class - 1400 shields, 140 hp, Corbomite Reflector."
verboseTooltip = "FED_BATTLE_V"
race = "federation"
buildTime = 40
officerCost = 9
crewCost = 400 //650
saneCrewLossMethod = 1
dilithiumCost = 600
metalCost = 205

maxShields = 1400 //1600
maxHealth = 1400 //1600
shieldRate = 14 //16
shieldProtection = 1.0
// Hitpoints
shieldGeneratorHitPoints = 360
enginesHitPoints = 355
weaponsHitPoints = 350
lifeSupportHitPoints = 335
sensorsHitPoints = 150
maxSpecialEnergy = 1200
specialEnergyRate = 10
//**********************************************************************
//WEAPON total hp = 140.4
// Phaser 100/1.5625 = 64 650f
weapon1 = "fsovphas"
weaponHardpoints1 = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp15" "hp16"
"hp17" "hp18" "hp19" "hp20" "hp21" "hp22" "hp23" "hp24" "hp25" "hp26" "hp27" "hp28" "hp29" "hp30" "hp31" "hp32" "hp33" "hp34"

// Quantum torpedoes 105/1.375 = 76.4 650f
weapon2 = "fsovphot"
weaponHardpoints2 = "hp19" "hp66" "hp67" "hp68"

//Corbimite Refractor
weapon3 = "gcorbom"
weaponHardpoints3 = "hp39" "hp40" "hp41"

// Towing Beam
weapon4 = "gtracbm"
weaponhardpoints4 = "hp65" "hp68"
// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp06" "hp07" "hp08" "hp09" "hp10"
lifeSupportTargetHardpoints = "hp11" "hp12" "hp13"
weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp14" "hp32" "hp33" "hp34" "hp35" "hp36" "hp37" "hp38" "hp39"
shieldGeneratorTargetHardpoints = "hp16" "hp17" "hp18" "hp19" "hp20"
sensorsTargetHardpoints = "hp21" "hp22" "hp23" "hp24" "hp25"
hullTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15"
criticalTargetHardpoints = "hp21" "hp22" "hp23" "hp24" "hp25"
//**********************************************************************
possibleCraftNames = "USS Saratoga" "USS Rand" "USS Archangel" "USS Atlas" "USS Legacy" "USS Challenger" "USS Justice"
"USS Integrity" "USS Alexandra" "USS Endurance" "USS Majestic" "USS Avatar" "USS Avalon" "USS Yamato" "USS Hope"
"USS Horizon" "USS Nimitz" "USS Aries" "USS Leviathan" "USS Sentinel" "USS Tiberius" "USS Odin" "USS Providence"
"USS Formidable" "USS Destiny" "USS Tempest" "USS Cavalier"
//**********************************************************************//"USS Sovereign"
attackPower = 1.00f
intrinsicValue = 0.50f

enginesRepairTime = 1.0f
lifeSupportRepairTime = 0.1f
weaponsRepairTime = 2.0f
shieldGeneratorRepairTime = 2.0f
sensorsRepairTime = 1.0f

enginesCrewLoss = 5.0f
lifeSupportCrewLoss = 1.5f
weaponsCrewLoss = 2.5f
shieldGeneratorCrewLoss = 2.0f
sensorsCrewLoss = 1.0f
lifeSupportLoss = 0.5f //The percentage of crew lost every second while life support is disabled

enginesHitPercent = 8.0f
lifeSupportHitPercent = 2.0f
weaponsHitPercent = 7.0f
shieldGeneratorHitPercent = 12.0f
sensorsHitPercent = 5.0f
crewHitPercent = 5.0f //Percent Chance out of 100 of hull being hit (crew dying)
hullHitPercent = 61.0f //Percent Chance out of 100 of entire ship exploding

weaponYellow = 1.0f
weaponRed = 1.5f
//**********************************************************************
ScaleSOD = 2.1
hotkeyLabel = "HOTKEY_F8"

#include "battle2.odf"
physicsFile = "sfedbattphys.odf"
unitName = "Sovereign Class"
tooltip = "Sovereign Class - 1450 shields, 151 hp, Corbomite Reflector."
verboseTooltip = "FED_BATTLE_V"
race = "federation"
buildTime = 50
officerCost = 8
crewCost = 400 //700
saneCrewLossMethod = 1
maxBuildableNumber = 4
dilithiumCost = 665
metalCost = 300

maxShields = 1450 //1650
maxHealth = 1450 //1650
shieldRate = 15 //16
shieldProtection = 1.0
// Hitpoints
shieldGeneratorHitPoints = 390
enginesHitPoints = 375
weaponsHitPoints = 350
lifeSupportHitPoints = 385
sensorsHitPoints = 150
maxSpecialEnergy = 1400
specialEnergyRate = 14
rangeScan = 1150.0f
//**********************************************************************
possibleCraftNames = "USS Saratoga" "USS Rand" "USS Archangel" "USS Atlas" "USS Legacy" "USS Challenger" "USS Justice"
"USS Integrity" "USS Alexandra" "USS Endurance" "USS Majestic" "USS Avatar" "USS Avalon" "USS Yamato" "USS Hope"
"USS Horizon" "USS Nimitz" "USS Aries" "USS Leviathan" "USS Sentinel" "USS Tiberius" "USS Odin" "USS Providence"
"USS Formidable" "USS Destiny" "USS Tempest" "USS Cavalier"
//**********************************************************************//"USS Sovereign"
//WEAPON total hp = 151
// Phaser 100/1.5625 = 64 650f
weapon1 = "fsovphas"
weaponHardpoints1 = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp15" "hp16"
"hp17" "hp18" "hp19" "hp20" "hp21" "hp22" "hp23" "hp24" "hp25" "hp26" "hp27" "hp28" "hp29" "hp30" "hp31" "hp32" "hp33" "hp34"

// Quantum torpedoes 121/1.39 = 87 6 shot max 650f
weapon2 = "fsovburstphot"
weaponHardpoints2 = "hp19" "hp66" "hp67" "hp68"

//Corbimite Refractor
weapon3 = "hcorbom"
weaponHardpoints3 = "hp39" "hp40" "hp41"

// Towing Beam
weapon4 = "gtracbm"
weaponhardpoints4 = "hp33" "hp34" "hp65" "hp68"

// Quantum torpedoes 121/1.375 = 88 650f
//weapon2 = "fsov2phot"
//weaponHardpoints2 = "hp19" "hp66" "hp67" "hp68"
// Quantum torpedoes 105/5.2 = 20.2 650f
//weapon3 = "fsov3phot"
//weaponHardpoints3 = "hp19" "hp66" "hp67" "hp68"
// Quantum torpedoes 105/5.3 = 19.8 650f
//weapon4 = "fsov4phot"
//weaponHardpoints4 = "hp19" "hp66" "hp67" "hp68"
// Quantum torpedoes 105/5.4 = 19.4 650f
//weapon5 = "fsov5phot"
//weaponHardpoints5 = "hp19" "hp66" "hp67" "hp68"
// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp06" "hp07" "hp08" "hp09" "hp10"
lifeSupportTargetHardpoints = "hp11" "hp12" "hp13"
weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp14" "hp32" "hp33" "hp34" "hp35" "hp36" "hp37" "hp38" "hp39"
shieldGeneratorTargetHardpoints = "hp16" "hp17" "hp18" "hp19" "hp20"
sensorsTargetHardpoints = "hp21" "hp22" "hp23" "hp24" "hp25"
hullTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15"
criticalTargetHardpoints = "hp21" "hp22" "hp23" "hp24" "hp25"
//**********************************************************************
attackPower = 1.00f
intrinsicValue = 0.50f

enginesRepairTime = 0.8f
lifeSupportRepairTime = 0.05f
weaponsRepairTime = 1.75f
shieldGeneratorRepairTime = 1.75f
sensorsRepairTime = 0.8f

enginesCrewLoss = 5.0f
lifeSupportCrewLoss = 1.5f
weaponsCrewLoss = 2.5f
shieldGeneratorCrewLoss = 2.0f
sensorsCrewLoss = 1.0f
lifeSupportLoss = 0.25f //The percentage of crew lost every second while life support is disabled

enginesHitPercent = 8.0f
lifeSupportHitPercent = 2.0f
weaponsHitPercent = 7.0f
shieldGeneratorHitPercent = 12.0f
sensorsHitPercent = 5.0f
crewHitPercent = 5.0f //Percent Chance out of 100 of hull being hit (crew dying)
hullHitPercent = 61.0f //Percent Chance out of 100 of entire ship exploding

weaponYellow = 1.0f
weaponRed = 1.5f
//**********************************************************************
ScaleSOD = 1.75

hotkeyLabel = "HOTKEY_F9"

#include "battle2.odf"
physicsFile = "sfedbattphys.odf"
unitName = "Sovereign Class"
tooltip = "Sovereign Class - 3500 shields, 157 hp, Corbomite Reflector."
verboseTooltip = "FED_ENTERPRISE_V"
maxBuildableNumber = 1
isHero = 1
label = "Enterprise NCC 1701-E"
race = "federation"
buildTime = 60
officerCost = 8
crewCost = 750
saneCrewLossMethod = 1
dilithiumCost = 1200
metalCost = 800

maxShields = 3500
maxHealth = 3000
shieldRate = 20
shieldProtection = 1.0
// Hitpoints
shieldGeneratorHitPoints = 800
enginesHitPoints = 760
weaponsHitPoints = 750
lifeSupportHitPoints = 790
sensorsHitPoints = 400
maxSpecialEnergy = 2000
specialEnergyRate = 21
rangeScan = 1200.0f
//**********************************************************************
possibleCraftNames = "USS Enterprise NCC-1701-E"
//**********************************************************************
//WEAPON total hp = 157.4
// Phaser 110/1.5625 = 70.4 650f
weapon1 = "ftitanphas"
weaponHardpoints1 = "hp13" "hp14" "hp15" "hp16" "hp17" "hp18" "hp19" "hp20" "hp21" "hp22" "hp23" "hp32" "hp33"
//"hp01" "hp02" "hp03" "hp04" "hp05" "hp26" "hp27" "hp28"

// Quantum torpedoes 121/1.39 = 87 6 shot max 650f
weapon2 = "fsovburstphot"
weaponHardpoints2 = "hp02" "hp29" "hp30" "hp31" "hp32" "hp33"

//Corbimite Refractor
weapon3 = "hcorbom"
weaponHardpoints3 = "hp34" "hp35" "hp36"

// Towing Beam
weapon4 = "gtracbm"
weaponhardpoints4 = "hp12"

//Detect Cloak
weapon5 = "gdetectf"
weaponHardpoints5 = "hp05"

// Quantum torpedoes 121/1.375 = 88 650f
//weapon2 = "fsov2phot"
//weaponHardpoints2 = "hp02" "hp29" "hp30" "hp31" "hp32" "hp33"
//Quantum Torpedo Burst 105/5.2 = 20.2 650f
//weapon3 = "fsov3phot"
//weaponHardpoints3 = "hp02" "hp29" "hp30" "hp31" "hp32" "hp33"
//Quantum Torpedo Burst 105/5.3 = 19.8 650f
//weapon4 = "fsov4phot"
//weaponHardpoints4 = "hp02" "hp29" "hp30" "hp31" "hp32" "hp33"
//Quantum Torpedo Burst 105/5.4 = 19.4 650f
//weapon5 = "fsov5phot"
//weaponHardpoints5 = "hp02" "hp29" "hp30" "hp31" "hp32" "hp33"

//Quantum Torpedo Burst 121/6.05 = 20 650f //weapon3 = "fsovburstphot" //weaponHardpoints3 = "hp02" "hp29" "hp30" "hp31" "hp32" "hp33"
//weapon2 = "fentesecphas"//weaponHardpoints2 = "hp13" "hp14" "hp32" "hp33"
// Quantum Torpedoes 132/1.55= 85.2//weapon4 = "fsov2phot"//weaponHardpoints4 = "hp02"
// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp06" "hp07" "hp08" "hp09" "hp10"
lifeSupportTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15"
weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp26" "hp27" "hp28" "hp29" "hp30" "hp31" "hp32" "hp33" "hp34" "hp35" "hp36"
shieldGeneratorTargetHardpoints = "hp16" "hp17" "hp18" "hp19" "hp20"
sensorsTargetHardpoints = "hp21" "hp22" "hp23" "hp24" "hp25"
hullTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15"
criticalTargetHardpoints = "hp21" "hp22" "hp23" "hp24" "hp25"
//**********************************************************************
attackPower = 1.00f
intrinsicValue = 0.60f

enginesRepairTime = 0.8f
lifeSupportRepairTime = 0.05f
weaponsRepairTime = 1.75f
shieldGeneratorRepairTime = 1.75f
sensorsRepairTime = 0.8f

enginesCrewLoss = 5.0f
lifeSupportCrewLoss = 1.5f
weaponsCrewLoss = 2.5f
shieldGeneratorCrewLoss = 2.0f
sensorsCrewLoss = 1.0f
lifeSupportLoss = 0.25f //The percentage of crew lost every second while life support is disabled

enginesHitPercent = 8.0f
lifeSupportHitPercent = 2.0f
weaponsHitPercent = 7.0f
shieldGeneratorHitPercent = 12.0f
sensorsHitPercent = 5.0f
crewHitPercent = 5.0f //Percent Chance out of 100 of hull being hit (crew dying)
hullHitPercent = 61.0f //Percent Chance out of 100 of entire ship exploding

weaponYellow = 1.0f
weaponRed = 1.5f
//**********************************************************************
//MESSAGE & SOUND PARAMETERS
eventSelect = "PicardSelect"
eventAcknowledge = "PicardAcknowledge"
eventAttack = "PicardAttack"
eventRedAlert = "PicardRedAlert"
eventYellowAlert = "PicardYellowAlert"
eventGreenAlert = "PicardGreenAlert"
eventStop = "PicardStop"
eventMove = "PicardMove"
eventRepair = "PicardRepair"
eventDecommission = "PicardDecommission"
eventTransport = "PicardTransport"
eventSelfDestruct = "PicardSelfDestruct"
//**********************************************************************
ScaleSOD = 1.65
hotkeyLabel = "HOTKEY_E"
 

Hath

The COON !!!
Leader of the Trash Panda Horde
Joined
6 Mar 2019
Messages
780
Yes my dps is for all combined weapons. Minus special weapons and extra "burst" torpedoes for initial volley firing.
 

Rifraf

I know just enough to be a danger to myself
Joined
25 Aug 2013
Messages
1,236
Age
51
By chance, has anyone hardpointed Aad's Luna class cruiser (or any of those ships) that he released here in a pack with 3 other ships that we just model and textures? Curious if anyone completed that release for him?
 

Rifraf

I know just enough to be a danger to myself
Joined
25 Aug 2013
Messages
1,236
Age
51
Thanks Hath. I had seen that file but thought they were all kitbashes. Now I see it contains the original. Appreciate it.

Another questions. Does anyone know why if you give construction ships warp capability why the AI still only flies across the map at impulse and never utilizes warp?
 
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