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I wonder if warp is disabled in FO by means of the physics files rather than a game or map setting? That might be the issue (if that is indeed what's happening)@CptBenSisko No biggie on the warp issue, its just a heads-up for the instant action warp disabled command. Everything else is super smooth. I can finally call some Descents and Odysseys during battles.
For the AI, its pretty much carry-on with your files Rifraf. I just added a few lines of code for my modded ships.
In A2 patched to 1.2.5, yes. I don't know if that same code works in FO or how it would interact with the warp-in system.Really is it just simply adding maxbuildablenumber = x to a ship odf?
And is the build cap lists a separate file as well?
maxbuildablenumber was from FO 3.0.5 i believe.. when they went to 3.1.0 or 3.2.7 came out, they went to actual buildcap listsReally is it just simply adding maxbuildablenumber = x to a ship odf?
And is the build cap lists a separate file as well?
Has anyone had any luck adding a new race to FO Classic? I'm trying to figure out the absolute bare-bones minimum I need to get a new race into the game, and I'll branch out from there, but I'm not sure where to find tutorials on adding a new race
I would say, start with an existing race file... and copy all of their files, gui, configs, etc.. and use an existing ship to see if it loads into the game. if it does.. you have a start and can branch out from there..
That was fun. I miss it and have been getting the itch to get back into modding again. Have you by chance figured out anything to make the AI play any better, like a big Ah Ha moment?
The biggest weakness of the AI is actually coded into the ODF's. The line "attackPower 0.5" needs changing to "attackPower = 1.0" on all turrets and starbases. It not having this means that the AI discounts the strength of bases by 50%, and therefore underestimates what's required to destroy them by this amount, leading to the AI always undercommitting forces to any starbase or turret assualt and pointlessly losing loads of ships.
Also, ensure that the "intrinsicValue" is appropriately set on strategic targets so the AI knows what's worth attacking strategically.
If this is sorted out then the AI can actually be capable of some near human tactics. My favourite moment was when an AI warped into a mass of turrets and starbases and then promptly realised, turned around and did a long loop around this line of defences to shoot up what they were defending.
I then sent a fleet to stop them, and the AI's fleet then promptly legged it when my fleet showed up, just as a human would do instead of doing a "let's pointlessly fight to the death" as the AI does out of the box.
AIP's only get you part of the way, ODF modding is just as important as a good AIP.
Holy Cow, Freyr is still around. Awesome. I think you pioneered the attackPower = 1.0 setting back in the day. You helped teach me all about the AI and I have printed out and utilized a ton of your old posts from over at FF over the years. Over the years I've played close to 100 games just in testing AI and all those personality parameters and making notes. I still have a long way to go as I find it fun and equally frustrating when the AI does something different than what you'd expect.
Freyr!!! Whats up man!!!!! Holy Cow everybody is coming back!! Its becoming like 2008 all over again!. Any who... what should we set intrinsicValue to for important targets like starbases and turrets?
Hello Freyr:
Those little lines of coding are very understimated, for what it seems, I should have known better
Is this for stock A2 or a mod in FO? As for 1) In the audio.odf you have to play with the values: Here's what I used in the 2014 Upgrade Project mod:Hey, two questions:
1) Does anyone know if there is a setting that will reduce the cacophony of noises you get on loading a game in A2 Classic? Like is there a play distance setting or something for audio?
2) Got a new race slowly starting, but for some reason, the selection bubbles around all of my targets are square (or the default, busted/missing SOD). Anyone know what I need to change to fix this? Thanks!
As for 2) it sounds like you're missing the texture for the selection reticle picture and related odf? I could be wrong, but I ran into that when I used the FO selection graphic in my mod.
Freyr!!! Whats up man!!!!! Holy Cow everybody is coming back!! Its becoming like 2008 all over again!. Any who... what should we set intrinsicValue to for important targets like starbases and turrets?
Yup, we're all starting to look like *The Expendables* up in here.
I've always wondered how this would turn out and maybe its been answered before. But about the AI, what happens if all the ships/stations have the same value.
attackPower = 0.5f
intrinsicValue = 0.5f
If I put the same value for all ships on a match, how would the AI react and which object would it shoot first since everyone is 0.5?
according to the FLOPS site.. attackpower also considers maxhealth as well so its maxshields+maxhealth = xxxxx / attackpower...
So for example.. I have my Galaxy Class in my mod... And I want it to be a primary target... so I gave it a higher attackpower so as to lower the shield strength modifer. That way it gets targeted first instead of some of the weaker ships... Is my thinking correct?
Galaxy 7962 total (shields+hull) / 6.1 = 1305.
Saber 1326 total (shields+hull)/1 = 1326
By this math.. if presented with two targets... the AI should attack the Galaxy Class first.. unless a random shot hits the Saber and its total health drops below the Galaxy.. then it will switch to the Galaxy