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[Request] StarGate & Mods Pretaining To It

swilson0907

Crewman 1at Class
Joined
13 Jan 2011
Messages
156
This is something nearly everyone has tried to work around at one time or another. From nearly the moment the game came out. The A2 game engine was originally developed for a modern mechanized ground combat game which was never developed further. The coding has references to all sorts of things like grenades and smoke rounds and such. Weapons and ships which can fire on multiple targets have always fired randomly at nothing as long as I can remember.

This is something down in the hard code of the game. I suspect the only way to fix it properly is with a .dll hook of some sort, a la Fleet Ops. Or, you could decompile the game engine code and then adjust what you wanted. Decompiling the code means the EULA is violated and it would be impossible for any responsible website to host such a mod due to legalities concerning intellectual property copyright violations. And yeah, we already know this sucks.

There have been some ingenious workarounds to cut down the amount of random firings by multi target weapons but AFAIK, no one has eliminated it completely.

As of right now, I don't have any plans on releasing my mod to the public (sorry to all who might want StarGate units, but the onese that I have are the same everyone else can get until I attempt to convert StarGate ships from Sins of a Solar Empire for exampele.

Thunderfoot, where can I find the game engine code for Armada II? Will it also allow me to create a true Hyperspace Window that works more like the ones seen in StarGate SG1 and Atlantis? What I really want to do is negate warp for all ships from StarGate and have them use a Hyperspace Window, (Four Versions: 1) Asgard/Tau'ri 2) Goa'uld 3) Ancients 4) Wraith. The Wraith version would be the weakest).

I don't mind, that's why I posted them. They're probably scavanged from something else anyway :D

Just note if you copy the railguns word for word that there's a reference to a sound file which I don't think is standard.

For the fighters it should just be a case of swapping the ship names in the file and adding the odf to the mothership and techtree. Simples.

Nope, railguns will still random fire if you select a target. No way round it, and we did spend a bit of time trying with the BSGHRM. But they do not target own ships.

I'll check about the Railguns further, I am using a pretty good version right now since all versions have the Multi-Targetting problems.

So what do you use 1.2.5 for if not the replace weapon and build limit?

I think it is time that I answer this question that I didn't have time to do so before.

I use the 1.2.5 Patch in my game but I have never used the buildlimit or the replace weapon except for certain ships in the form of the weapon.

Here is one question that I have, is the Replace Weapon the only way to acutally make a Fighter? I didn't want to have to lose the ships that will be launching the fighters because to be true to StarGate, every Tau'ri ship just about has F-302 Fighters aboard them and they launch them to help the bigger ships. I don't want to lose the bigger ships for fighters that I don't mind it they get destroyed. For my game, the Replace Weapon coding for fighters will ruin alot of the ingame tactics.

gwdarts
Code:
//Display name for this weapon
wpnName = "Wraith Dart"

//tooltips
tooltip = "Wraith Dart Squadron"
verboseTooltip = "The Wraith Hive Ship has the capability to launch Darts to attack the enemy on all fronts and to allow for the Hive Ship to take on either other Hive Ships, Ancient Facilities, and any other race that might be try to obliterate them or to prevent them from Culling their worlds. The Darts might be destroyed in the ensueing fights, but the Wraith aren't afraid to die if they have to."

// Mark this as a special weapon.
special = 1

//Location of the button in the speed panel
//buttonSlot = 2

//Type of border to use for this button.
//0 = No border.
//1 = Offensive border.
//2 = Defensive border.
buttonBorder = 2

//Time Delay between shots
shotDelay = 10.0

// Range within which the weapon will fire.
range = 2500.0f

//sod Reference
workerBeeName = "dart"

//ODF Reference
include = dart.odf

//Sound which is played when the weapon fires
fireSound = "drones.wav"

//Programming Stuff DO NOT CHANGE
//classLabel = "fighter"
classLabel = "drones_weapon"

// Need a target?
needTarget = 1

//The number of units which are subtracted from the Special Energy Reserve
specialEnergyCost = 50

//The base amount of damage which the ordinance does with each hit
damageBase = 320

//The amount of variance applied to the damage (i.e. 10 + or - 2)
damageVariance = 0

//The threshold which must be exceeded to cause crew casualties prior
//to shield exhaustion
damageThreshold = 2

//The multiplier by which any damage which exceeds the threshold is 
//multiplied by to calculate the percentage of crew lost with that hit
shieldCrewModifier = 0.2

//The multiplier by which any damage which is applied to the hull is
//multiplied by to calculate the percentage of crew lost with that hit
hullCrewModifier = 0.1

//Amount of time the ordinance will exists without hitting something
lifeSpan = 30.0

// The sound of the ordinance hitting the Target
hitSound = "drone****.wav"

// length the effect lasts
duration = 7

// number of drones for the visual effect
numDrones = 5

//How fast the shot moves
shotSpeed = 250

gf302
Code:
//Display name for this weapon
wpnName = "F302 Fighter"

//tooltips
tooltip = "F302 Fighter Squadron"
verboseTooltip = "The Enterprise Class Dreadnought-Carrier has the ability to not just build F302s but to also carry a squadron of them aboard to launch attacks on the enemy well protect the Enterprise Class, the Daedalus Class, and Ancient Cities like Atlantis. Some of the F302s might end up getting destroyed in this process, but they will mostly jsut return back to their Hanger Bay aboard the Enterprise Class."

// Mark this as a special weapon.
special = 1

//Location of the button in the speed panel
//buttonSlot = 2

//Type of border to use for this button.
//0 = No border.
//1 = Offensive border.
//2 = Defensive border.
buttonBorder = 2

//Time Delay between shots
shotDelay = 10.0

// Range within which the weapon will fire.
range = 2300.0f

//sod Reference
workerBeeName = "F302"

//ODF Reference
include = F302.odf

//Sound which is played when the weapon fires
fireSound = "drones.wav"

//Programming Stuff DO NOT CHANGE
//classLabel = "fighter"
classLabel = "drones_weapon"

// Need a target?
needTarget = 1

//The number of units which are subtracted from the Special Energy Reserve
specialEnergyCost = 40

//The base amount of damage which the ordinance does with each hit
damageBase = 220

//The amount of variance applied to the damage (i.e. 10 + or - 2)
damageVariance = 0

//The threshold which must be exceeded to cause crew casualties prior
//to shield exhaustion
damageThreshold = 2

//The multiplier by which any damage which exceeds the threshold is 
//multiplied by to calculate the percentage of crew lost with that hit
shieldCrewModifier = 0.2

//The multiplier by which any damage which is applied to the hull is
//multiplied by to calculate the percentage of crew lost with that hit
hullCrewModifier = 0.1

//Amount of time the ordinance will exists without hitting something
lifeSpan = 30.0

// The sound of the ordinance hitting the Target
hitSound = "drone****.wav"

// length the effect lasts
duration = 7

// number of drones for the visual effect
numDrones = 5

//How fast the shot moves
shotSpeed = 250

As you can see by how I have the files edited with the
Code:
//Programming Stuff DO NOT CHANGE
//classLabel = "fighter"
classLabel = "drones_weapon"
that I really wanted to have these fighters be true to the meaning of a fighter in StarGate. I would like them to leave the bays they are stored in and launch attacks on the enemy ships (doesn't have to be the one the main ships are firing on) well the bigger ships, the main battery of the attack force concentrates their fire on the enemies bigger ships. Is this possible? And how can I make this happen that way?

The following are my Railguns, I decided to post them again for your reference:

railgun1
Code:
#include "pulse.odf"

//Name of the ODF file for the ordinance for this weapon
ordName = "railpulse1o"

//Display name for this weapon
wpnName = "Pulse"

//Time Delay between shots
shotDelay = 0.1

//Sound which is played when the weapon fires
fireSound = "rgun1.wav"

//Firing Range
range = 650.0f

// Use this fire arc restriction
fireArc = 1.61
hitChance = 0.6
classLabel = "areacannon"
needTarget = 1
hitCondition = 2
maxTargets = 2

railpulse1o
Code:
#include "pulseo.odf"

//The base amount of damage which the ordinance does with each hit
damageBase = 1500

//The sprite which is used for this ordinance
Sprite = "pphaser"

//Phaser specific: this modifies the color of the phaser
shotColor = 227

// Time to play through the animation for the sprite in seconds
spriteDuration = 8.0

// Length of the beam.
Length = 19.0

//How fast the shot moves
shotSpeed = 900

//Phaser specific: this is the thickness of the beam
Radius = .2

//Amount of time the ordinance will exists without hitting something
lifeSpan = 5.0

//lightColor = 1.0 1.0 0.0
//lightFalloffStart = 50.0
//lightFalloffRange = 5.0

railgun3
Code:
#include "pulse.odf"

//Name of the ODF file for the ordinance for this weapon
ordName = "railpulse2o"

//Display name for this weapon
wpnName = "Pulse"

//Time Delay between shots
shotDelay = 0.1

//Sound which is played when the weapon fires
fireSound = "rgun1.wav"

// Firing Range
range = 500.0f

railpulse2o
Code:
#include "pulseo.odf"

//The base amount of damage which the ordinance does with each hit
damageBase = 2550

//The sprite which is used for this ordinance
Sprite = "pphaser"

//Phaser specific: this modifies the color of the phaser
shotColor = 227

// Time to play through the animation for the sprite in seconds
spriteDuration = 8.0

// Length of the beam.
Length = 20.0

//How fast the shot moves
shotSpeed = 1000

//Phaser specific: this is the thickness of the beam
Radius = .2

//Amount of time the ordinance will exists without hitting something
lifeSpan = 5.0

//lightColor = 1.0 1.0 0.0
//lightFalloffStart = 50.0
//lightFalloffRange = 5.0

Do you by any chance see any changes that I should make to my Railguns? Maybe in the length of the beams or the firing distances? Railgun1 is supposed to be less of a distance and in power than railgun3 is.
 

kjc733

Wibble
Staff member
Site Manager
Seraphim Build Team
Master Shipwright
Joined
30 Mar 2008
Messages
2,477
Age
39
Here is one question that I have, is the Replace Weapon the only way to acutally make a Fighter? I didn't want to have to lose the ships that will be launching the fighters because to be true to StarGate, every Tau'ri ship just about has F-302 Fighters aboard them and they launch them to help the bigger ships. I don't want to lose the bigger ships for fighters that I don't mind it they get destroyed. For my game, the Replace Weapon coding for fighters will ruin alot of the ingame tactics.

Fighters are a problem in A2 - no doubt about it (and this is when someone usually jumps in and says switch to FLOps as they have proper fighter abilities now). In stock A2 you are pretty much limited to two options:

1. A drone weapon. Though as you have seen, there are limitations to that (like the trails etc). But some mods pull it off - B5 for example.
2. Make the motherships shipyards so that they can build fighters. This is what we did for BSGHRM, our vipers and raptors deploy from the flightpods. But whilst the mothership is building it can't do anything else, and you have the standard building problems.

the FlOps 1.2.5 patch adds a third option - the replace weapon. Again this has pro's and cons. Ity can be used to deploy a large group of fighters instantly, and you can make it so that the fighters have to be recovered before the mothership can launch again. But there are problems as I stated before. With the Replace Weapon, you don't "have" to lose your mothership (in fact, I'm not sure why you'd set it up that way :confused: ). If you look at my ship list:

Code:
replacement0Class0 = "302.odf" // Peregrine Squadron
replacement1Class0 = "302.odf" // Peregrine Squadron
replacement2Class0 = "302.odf" // Peregrine Squadron
replacement3Class0 = "302.odf" // Peregrine Squadron
replacement4Class0 = "302.odf" // Peregrine Squadron
replacement5Class0 = "302.odf" // Peregrine Squadron
replacement6Class0 = "302.odf" // Peregrine Squadron
replacement7Class0 = "302.odf" // Peregrine Squadron
replacement8Class0 = "302.odf" // Peregrine Squadron
replacement9Class0 = "302.odf" // Peregrine Squadron
replacement10Class0 = "302.odf" // Peregrine Squadron
replacement11Class0 = "302.odf" // Peregrine Squadron
replacement12Class0 = "302.odf" // Peregrine Squadron
replacement13Class0 = "tenterprise.odf" // Akira Class wo/ fighters

you'll see that you replace the Enterprise with 12x 302s and another Enterprise. I've forgotton what all the numbers mean (I do have it all written down somewhere), but I think in this version damage is carried over. So if the Enterprise was damaged before launching, it (and all the fighters!) will be damaged by the same proportion after launch.

Do you by any chance see any changes that I should make to my Railguns? Maybe in the length of the beams or the firing distances? Railgun1 is supposed to be less of a distance and in power than railgun3 is.

I'll take a better look later on when I find time, but just at a glance I'm still surprised by the damage base considering the fire rate. Your ships must be built very tough compared to stock (by comparison, the BSG ships we did have about 1-2k damage - so a single 0.1 second burst from some of those guns could take one out!). I set mine low because in the series, railguns seemed to do little against shielded vessels (except against smaller ships). But it all depends how you want the gameplay to be - it is your mod after all.
 

swilson0907

Crewman 1at Class
Joined
13 Jan 2011
Messages
156
Fighters are a problem in A2 - no doubt about it (and this is when someone usually jumps in and says switch to FLOps as they have proper fighter abilities now). In stock A2 you are pretty much limited to two options:

1. A drone weapon. Though as you have seen, there are limitations to that (like the trails etc). But some mods pull it off - B5 for example.
2. Make the motherships shipyards so that they can build fighters. This is what we did for BSGHRM, our vipers and raptors deploy from the flightpods. But whilst the mothership is building it can't do anything else, and you have the standard building problems.

the FlOps 1.2.5 patch adds a third option - the replace weapon. Again this has pro's and cons. Ity can be used to deploy a large group of fighters instantly, and you can make it so that the fighters have to be recovered before the mothership can launch again. But there are problems as I stated before. With the Replace Weapon, you don't "have" to lose your mothership (in fact, I'm not sure why you'd set it up that way :confused: ). If you look at my ship list:

Code:
replacement0Class0 = "302.odf" // Peregrine Squadron
replacement1Class0 = "302.odf" // Peregrine Squadron
replacement2Class0 = "302.odf" // Peregrine Squadron
replacement3Class0 = "302.odf" // Peregrine Squadron
replacement4Class0 = "302.odf" // Peregrine Squadron
replacement5Class0 = "302.odf" // Peregrine Squadron
replacement6Class0 = "302.odf" // Peregrine Squadron
replacement7Class0 = "302.odf" // Peregrine Squadron
replacement8Class0 = "302.odf" // Peregrine Squadron
replacement9Class0 = "302.odf" // Peregrine Squadron
replacement10Class0 = "302.odf" // Peregrine Squadron
replacement11Class0 = "302.odf" // Peregrine Squadron
replacement12Class0 = "302.odf" // Peregrine Squadron
replacement13Class0 = "tenterprise.odf" // Akira Class wo/ fighters

you'll see that you replace the Enterprise with 12x 302s and another Enterprise. I've forgotton what all the numbers mean (I do have it all written down somewhere), but I think in this version damage is carried over. So if the Enterprise was damaged before launching, it (and all the fighters!) will be damaged by the same proportion after launch.

There are a few reasons why I personally wouldn't want to use the Replace Weapon for creating Fighters and one of the reasons is replacing the ships that are launching the fighters, there are just to many ships that would need that code and thus with the weapon I have for launching F-302 fighters and even Darts would require multiple files per the launching ship(s). Does this make sense? I'm not sure of a really good way to explain this because I don't want to be harsh or even rude. I'll try to be nice in my spoiler to explain this further...

I have a few reasons why I don’t want to use the Replace Weapon Code for my StarGate ships, like I have already said; all of my Tau’ri ships can launch fighters. Using the Replace Weapon will force these ships to lose their counter abilities. Also the Enterprise Class isn’t just a carrier for my Tau’ri fleet; it is also a mobile shipyard. It does build F-302s and also Puddle Jumpers but the facts are that the Tau’ri to stick to cannon uses their F-302s in battle well the carrier ships is also engaged in combat, (I’ll quote that you sometimes hear in some of the episodes of SG1 “Scramble the F-302s†and in Atlantis “Launch all fighters†was a line in The Siege Part III when the Daedalus engages the Wraith Hiveship and the Wraith Cruiser and along the Darts.
I also don’t want to replace one ship with another, don’t want to have to deal with the name issue either. It isn’t cool in my opinion for a ship to have the same name or to have duplicate names unless it was pre-set like that by me to happen, not by some Special Weapon code like the Replace Weapon that in my opinion from what you said makes me think that the weapon thinks that it knows better than me.
The Daedalus Class, the CV-401 Enterprise Class, the 303 (Prometheus Class), BC-304s, BB67 (Achilles Class), the C-301, and the DC404 all launch fighters using the same gF302 Special Weapon, they would all need their own coded separate file to even use the Replace Weapon coding, that is a lot of not needed nonsense work to do when one Special Weapon file should do the same thing, the already created gF302 file. Then you got on top of that, you also got the Wraith Hiveship and given its size in game, it doesn’t just build Darts, it too is to launch fighters (Darts) just like it could in StarGate Atlantis. In a way, I am just wanting to keep my game true to StarGate as possible and also true to Star Trek as well. Is there anything wrong with wanting to do that?
Below are just two of many of my Tau’ri ships that have this launching weapon for gF302. The same can be said for both my hero unit for the Wraith ZPM Powered Hiveship and the regular Hiveship when it comes to the gDarts launching weapon.
Daedalus
Code:
 #include "battle.odf"

//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Daedalus Class"

//tooltips
tooltip = "Daedalus Class - USAF Dreadnaught"
verboseTooltip = "The BC-304, most commonly known as the Daedalus Class is the Second-Generation line of Earth's battlecruisers, designed to combat massive ships such as the Goa'uld motherships, succeeding the Prometheus. There are currently three active spacecraft in the Daedalus class, the Daedalus, Odyssey and Korelev (in the StarGate SG-1 and Atlantis series, the USSR Korelev was destroyed by the Ori though). The new Daedalus Class, and the refits of the Daedalus, Appolo, Odessey and the Korelev could now make the journey to the planet that Atlantis was on much quicker even when traveling between the Milky Way and Pegusas Galaxies."

//Race which can build ship & starting race of ship
race = "ancients"

//Amount of time required to build ship
buildTime = 15.0

//Number of officers required to build this ship
officerCost = 17

//Number of crew required to build ship & Starting crew
crewCost = 750

//Dilithium Cost to build
dilithiumCost = 250

//Metal Cost to build
metalCost = 275

// We Have Shields
shieldProtection = 1

//Max Shield Strength & Begining Shield Strength <500
maxHealth = 99800
            
// Hitpoints
shieldGeneratorHitPoints = 56250
engine****Points = 56220
weapon****Points = 56420
lifeSupportHitPoints = 56450
sensor****Points = 56210

//Rate at which shield recharges (points per second... we think)
shieldRate = 5

//Maximum Value of Special Energy
maxSpecialEnergy = 32550

//Rate at which special energy recharges (points per second... we think)
specialEnergyRate = 5

//**********************************************************************
//SHIP NAMES
//Possible Craft Names
possibleCraftNames = 
	"USAF Daedalus" "USAF Odyssey" "USAF Apollo" "USAF Phoenix" 
	"USAF The General Hammond" "USSR Korelev"

//**********************************************************************
//ART PARAMETERS & WEAPON NAMES

// Forward Railguns
weapon1 = "railgun3"
weaponHardpoints1 = "hp01" "hp02" 

// Forward Railguns
weapon2 = "railgun1"
weaponHardpoints2 = "hp03" "hp04" "hp29" "hp30" 

// Forward Railguns
weapon3 = "railgun3"
weaponHardpoints3 = "hp05" "hp06" 

// Back Railguns
weapon4 = "railgun1"
weaponHardpoints4 = "hp07" "hp08" "hp09" "hp10"

// Back Railguns
weapon5 = "railgun1"
weaponHardpoints5 = "hp11" "hp12" 

// Tactical Missile
weapon6 = "tvlaunch"
weaponHardpoints6 = "hp13" "hp14" "hp15" "hp16" "hp17" "hp18" "hp19" "hp20" "hp21" "hp22" "hp23" "hp24" "hp25" "hp26" "hp27" "hp28"

// Self Destruct
weapon7 = "gselfdes"
weaponHardpoints7 = "hp02" "hp06" "hp08" "hp10" 

// Asgard Beam Weapon
weapon8 = "asgardbeam"
weaponHardpoints8 = "hp05" "hp06" "hp07" "hp08" "hp09" "hp10"

// Ancient Deflective Shield
weapon9 = "ancientshield"
weaponHardpoints9 = "hp02" "hp06" "hp08" "hp10"

// Military Thrust
weapon10 = "mthrust"
weaponHardpoints10 = "hp34"

// Nuclear Warhead Beaming
weapon11 = "ttransnuke"
weaponHardpoints11 = "hp34"

// Launch F302 Fighters
weapon12 = "gF302"
weaponHardpoints12 = "hp25" "hp26"

// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp23" "hp24" "hp25" "hp26" "hp27" "hp28" "hp29" "hp30" "hp31"
lifeSupportTargetHardpoints = "hp17" "hp18" "hp19" "hp10" 
weaponsTargetHardpoints = "hp14" "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp15" "hp16"
shieldGeneratorTargetHardpoints = "hp20" "hp21" "hp22" "hp23" "hp24" "hp25" "hp26" "hp27" "hp28" "hp29" "hp30" "hp31" "hp32" "hp33" "hp34"
sensorsTargetHardpoints = "hp20" "hp21" "hp22" "hp23" "hp24" "hp25" "hp26" "hp27" "hp28" "hp29" "hp30" "hp31" "hp32" "hp33" "hp34"
hullTargetHardpoints = "hp11" "hp20" "hp21" "hp22" "hp23" "hp24" "hp25" "hp26" "hp27" "hp28" "hp29" "hp30" "hp31" "hp32" "hp33" "hp34"
criticalTargetHardpoints = "hp20" "hp21" "hp22" "hp23" "hp24" "hp25" "hp26" "hp27" "hp28" "hp29" "hp30" "hp31" "hp32" "hp33" "hp34"

//**********************************************************************
//CREW STATUS MULTIPLIERS
//The multiplier for the delay between shots for weapons while in yellow status
weaponYellow = 1.0f

//The multiplier for the delay between shots for weapons while in red status
weaponRed = 2.0f

//**********************************************************************
//physics file for all other physics stuff
physicsFile = "sdreadphys.odf"
trekPhysicsFile = "trek_sspecialphys.odf"

//**********************************************************************
//change the scale
ScaleSOD = 4.75

SG1A-Enterprise
Code:
 #include "battle.odf"

//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Enterprise Class"

//tooltips
tooltip = "Enterprise Class - USAF Dreadnaught-Carrier"
verboseTooltip = "Due to the threat of the Wraith against Atlantis after stopping and destroying the ZPM Enhanced Wraith Hiveship over Earth thanks to Atlantis' Wormhole Drive, and after sending the USAF Atlantis, a Daedalus Class Mk. II Dreadnought to Atlantis; StarGate Command and the USAF designed the Enterprise Class Dreadnoght-Carrier. These ships were conmissioned for use in both the Milky Way and Pegusas Galaxies. They are designed to be mobile facilities capable of repairing damaged ships. Equiped with improved armor and weapons, these ships/facilities are able to hold their own in firefights longer well deploying F-302 Fighters into the fight. Besides the ability to launch fighters, the new weapon system includes the incorporation of Atlantian or Ancient Drones instead of missels, the Ancient Deflective Shield and the incorporation of the Asgard Beam Weapons. There are also Railguns for a secondary arsenal of weapons. The shipc class also has the ability to build Puddle Jumpers and F302 Fighters."

//Race which can build ship & starting race of ship
race = "ancients"

//Amount of time required to build ship
buildTime = 15.0

//Number of officers required to build this ship
officerCost = 17

//Number of crew required to build ship & Starting crew
crewCost = 2750

// don't use the horrible old % crew loss on damage
saneCrewLossMethod = 1

//Dilithium Cost to build
dilithiumCost = 250

//Metal Cost to build
metalCost = 275

// We Have Shields
shieldProtection = 1

//Max Shield Strength & Begining Shield Strength <500
maxHealth = 99800
            
// Hitpoints
shieldGeneratorHitPoints = 56250
engine****Points = 56220
weapon****Points = 56420
lifeSupportHitPoints = 56450
sensor****Points = 56210

//Rate at which shield recharges (points per second... we think)
shieldRate = 5

//Maximum Value of Special Energy
maxSpecialEnergy = 32550

//Rate at which special energy recharges (points per second... we think)
specialEnergyRate = 5

//**********************************************************************
//SHIP NAMES
//Possible Craft Names
possibleCraftNames = 
	"USAF Enterprise CV-401" "USAF Atlantis II" "USAF Tau'ri" 
	"USAF Asgard" "USAF Pegusas" "USAF Ori Killer" "USAF Hammond"
	"USAF Milky Way" "USAF Ori Slayer" "USAF IOA Command Front" 

//**********************************************************************
//ART PARAMETERS & WEAPON NAMES

// Ancient Drone Weapons
weapon1 = "drone"
weaponHardpoints1 = "hp01" "hp02"

// Forward Railguns
weapon2 = "railgun3"
weaponHardpoints2 = "hp01" "hp02"

// Ancient Drone Weapons
weapon3 = "drone2"
weaponHardpoints3 = "hp03" "hp04"

// Forward Railguns
weapon4 = "railgun1"
weaponHardpoints4 = "hp05" "hp06"

// Ancient Drone Weapons
weapon5 = "drone"
weaponHardpoints5 = "hp09" "hp10"

// Back Railguns
weapon6 = "railgun3"
weaponHardpoints6 = "hp11" "hp12"

// Ancient Drone Weapons
weapon7 = "drone2"
weaponHardpoints7 = "hp13" "hp14"

// Back Railguns
weapon8 = "railgun1"
weaponHardpoints8 = "hp15" "hp16"

// Ancient Drone Weapons
weapon9 = "drone"
weaponHardpoints9 = "hp27"

// Ancient Drone Weapons
weapon10 = "drone2"
weaponHardpoints10 = "hp27"

// Tactical Missile
weapon11 = "tvlaunch"
weaponHardpoints11 = "hp17" "hp18" "hp19" "hp20" "hp21" "hp22" "hp23" "hp24"

// Ancient Drone Weapons
weapon12 = "drone2"
weaponHardpoints12 = "hp17" "hp18" "hp19" "hp20" "hp21" "hp22" "hp23" "hp24"

// Back Railguns
weapon13 = "railgun3"
weaponHardpoints13 = "hp17" "hp18" "hp19" "hp20" "hp21" "hp22" "hp23" "hp24"

// Self Destruct
weapon14 = "gselfdes"
weaponHardpoints14 = "hp25" "hp26" "hp27"

// Asgard Beam Weapon
weapon15 = "asgardbeam"
weaponHardpoints15 = "hp27" "hp01" "hp02" "hp15" "hp16"

// Ancient Deflective Shield
weapon16 = "ancientshield"
weaponHardpoints16 = "hp25" "hp26" "hp27"

// Launch F302 Fighters
weapon17 = "gF302"
weaponHardpoints17 = "hp25" "hp26"

// Military Thrust
weapon18 = "mthrust"
weaponHardpoints18 = "hp23" "hp24" "hp25" "hp26"

// Nuclear Warhead Beaming
weapon19 = "ttransnuke"
weaponHardpoints19 = "hp23" "hp24"

// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp23" "hp24" "hp25" "hp26" "hp27" "hp28" "hp29" "hp30" "hp31"
lifeSupportTargetHardpoints = "hp17" "hp18" "hp19" "hp10" 
weaponsTargetHardpoints = "hp14" "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"
shieldGeneratorTargetHardpoints = "hp20" "hp21" "hp22" "hp23" "hp24" "hp25" "hp26" "hp27" "hp28" "hp29" "hp30" "hp31" "hp32" "hp33" "hp34"
sensorsTargetHardpoints = "hp20" "hp21" "hp22" "hp23" "hp24" "hp25" "hp26" "hp27" "hp28" "hp29" "hp30" "hp31" "hp32" "hp33" "hp34"
hullTargetHardpoints = "hp11" "hp20" "hp21" "hp22" "hp23" "hp24" "hp25" "hp26" "hp27" "hp28" "hp29" "hp30" "hp31" "hp32" "hp33" "hp34"
criticalTargetHardpoints = "hp20" "hp21" "hp22" "hp23" "hp24" "hp25" "hp26" "hp27" "hp28" "hp29" "hp30" "hp31" "hp32" "hp33" "hp34"

//**********************************************************************
// Builds F302 Fighters To Launch At The Enemy
//Construction Parameters
buildItem0 = "F302"
buildItem1 = "puddlejumper"

//Hardpoint location for building.
buildHardpoint = "build"
repairHardpoint = "build"

//**********************************************************************
//Worker Bee Parameters
// Name of the worker bee SOD.
workerBeeName = "fbee"
weldingBeamWidth = 5.0

//**********************************************************************
// Ship Class Lable
classLabel = "shipyard"

// Compute Rally Point
alwaysRecomputeRallyPoint = 1

//**********************************************************************
//CREW STATUS MULTIPLIERS
//The multiplier for the delay between shots for weapons while in yellow status
weaponYellow = 1.0f

//The multiplier for the delay between shots for weapons while in red status
weaponRed = 2.0f

//**********************************************************************
//physics file for all other physics stuff
physicsFile = "sdreadphys.odf"
trekPhysicsFile = "trek_sspecialphys.odf"
rangeScan = 3550

//**********************************************************************
// Tara Additions For Context Sensitive Menus
ship = 1
facility = 1
builder_ship = 1
has_hitpoints = 1
has_crew = 1
SHOW_MOVEMENT_AUTONOMY = 1
can_explore = 1

//**********************************************************************
//change the scale
ScaleSOD = 2.75
I don’t really want to risk these ships and have to make more Special Weapon ODF files for each of these ships to do the exact same thing when it comes to launching their fighters.

There is always another option than using the Replace Weapon coding and also the Drone coding code, that these ships loss their Fighter Special Weapons and stick with building their fighters then they are more vulnearable well building their defensive fighters especially when the AI won't be building fighters at that point, it will be attacking and obliterating the fleets of Tau'ri vessels. There has to be another possible way, maybe new coding or a new ODF file that could be created to govern the fighters in the same format as every ship has the line:
Code:
include ??.odf (replace ?? with cruise1 or what ever you feel fit)

Here is my idea on such a file, but it is in the drafting stage for it was originally meant for fighters that were being built in a shipyard or a starbase:
fighter.odf
Code:
#include "craft.odf"

//General file for Fighters
//This is for stat accumulation
shipclass = "fighter"

//Maximum Value of Special Energy
maxSpecialEnergy = 2000

//Rate at which special energy recharges (points per second... we think)
specialEnergyRate = 10

//**********************************************************************
//AI system parameters
//These parameters influence how the AI evaluates and compares craft.
//An abstract number that represents how much extra strength must be
//used to attack this craft due to its weapons. 
// (0.0=no weapons, 0.5 = average weapons, 1.0=many good weapons)
attackPower = 0.2f

//The normalized intrinsic value of a target.  High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 0.2f

//**********************************************************************
//SYSTEM HITPOINTS
//These values are the hitpoint values of the systems
//If the value is set to zero the ship does not have that system
engine****Points = 10
lifeSupportHitPoints = 10
weapon****Points = 10
shieldGeneratorHitPoints = 10
sensor****Points = 10

//**********************************************************************
//CREW CASUALTY FOR SYSTEM DESTRUCTION
enginesCrewLoss = 0.0125f
lifeSupportCrewLoss = 0.0125f
weaponsCrewLoss = 0.0125f
shieldGeneratorCrewLoss = 0.0125f
sensorsCrewLoss = 0.0125f
lifeSupportLoss = 0.0125f

//**********************************************************************
//SYSTEM DAMAGE DISTRIBUTION
//The following section's values should add up to 100
engine****Percent = 5.0f
lifeSupportHitPercent = 2.5f
weapon****Percent = 15.0f
shieldGeneratorHitPercent = 0.0f
sensor****Percent = 2.0f
crewHitPercent = 0.5f
hullHitPercent = 75.0f

//**********************************************************************
//this is the size of the build animation sparks.
weldingRadius = 0.25

//**********************************************************************
//MESSAGE & SOUND PARAMETERS
//**********************************************************************
eventSelect = "FighterSelect"
eventAcknowledge = "FighterAcknowledge"
eventAttack = "FighterAttack"
eventStop = "FighterStop"
eventMove = "FighterMove"
eventRepair = "FighterRepair"

//**********************************************************************
// Tara additions for context sensitive menus
combat = 1
alert = 1
can_sandd = 1

//Explosion to use
fireball = "xfirebsm"

// ship type for formations
shipType = "S"

Does anyone possibly know some additional lines that would make thsi ODF file work to create a true to the fact (and true to StarGate) Fighters?

I'll take a better look later on when I find time, but just at a glance I'm still surprised by the damage base considering the fire rate. Your ships must be built very tough compared to stock (by comparison, the BSG ships we did have about 1-2k damage - so a single 0.1 second burst from some of those guns could take one out!). I set mine low because in the series, railguns seemed to do little against shielded vessels (except against smaller ships). But it all depends how you want the gameplay to be - it is your mod after all.

Thank you in advance for taking alook at the Railgun files, if you got any ideas for editing them, please let me know.
 

kjc733

Wibble
Staff member
Site Manager
Seraphim Build Team
Master Shipwright
Joined
30 Mar 2008
Messages
2,477
Age
39
As I said, it's your mod, you have to decide what you do and don't want. I was just laying out the options, you're the one who has to decide which pro's you want and which cons to live with, as none of the options are perfect. I personaly prefer the ReplaceWeapon, but B5 has used drones well and BSGHRM uses the build technique.

I do believe there has been a slight miscommunication somewhere, so for the sake of ensuring you have the correct info for an informed choice, I'll just explain a few points (I'm not trying to push you in any direction here, honest):

there are just to many ships that would need that code and thus with the weapon I have for launching F-302 fighters and even Darts would require multiple files per the launching ship(s).
I don’t really want to risk these ships and have to make more Special Weapon ODF files for each of these ships to do the exact same thing when it comes to launching their fighters.
Every carrier would need a single weapon added to their odf, that's it. This is no different to what you have at the moment (just a different weapon name). This weapon would be a single odf file as given in the previous post. Each carrier type would need a different weapon odf that included itself (so for example, you couldn't use the 304 weapon on a 303 because when you pressed the button the 303 would turn into a 304 + 12 302s). You would thus need a weapon for the 303, and a different weapon for the 304. This could be done by simply duplicating the odf file, calling it something different, and swapping where it says 304 with 303.

I find that this is beneficial in that it allows different numbers of fighters. So for example you could set the 304 to have 8 fighters, and the 303 to have 4 (or whatever you want).

I used to do this on my personnal BSG install, all my capital ships had different fighter deployments. The Mercury dropped 24 viper7s and 2 raptors, the Valkayrie 6 vipers and 4 raptors, and the Gal 12 viper2s (or something like that). This would be a total of three special weapon odfs, one for each carrier. In this respect it is very flexible.

Using the Replace Weapon will force these ships to lose their counter abilities. Also the Enterprise Class isn’t just a carrier for my Tau’ri fleet; it is also a mobile shipyard.
Not sure what you mean by "counter abilities". The carriers lose no abilities whatsoever. Unlike the build method, the ships can continue to fight. You can also mix and match methods, if you wanted you could use replace, build and drone all on the same ship.

I also don’t want to replace one ship with another, don’t want to have to deal with the name issue either. It isn’t cool in my opinion for a ship to have the same name or to have duplicate names unless it was pre-set like that by me to happen, not by some Special Weapon code like the Replace Weapon that in my opinion from what you said makes me think that the weapon thinks that it knows better than me.
This is a definate con. And that's why I only have 1 heavy carrier, it only has one name and thus that's the name always used (albeit with an A sometimes).

The Daedalus Class, the CV-401 Enterprise Class, the 303 (Prometheus Class), BC-304s, BB67 (Achilles Class), the C-301, and the DC404 all launch fighters using the same gF302 Special Weapon, they would all need their own coded separate file to even use the Replace Weapon coding, that is a lot of not needed nonsense work to do when one Special Weapon file should do the same thing, the already created gF302 file. Then you got on top of that, you also got the Wraith Hiveship and given its size in game, it doesn’t just build Darts, it too is to launch fighters (Darts) just like it could in StarGate Atlantis. In a way, I am just wanting to keep my game true to StarGate as possible and also true to Star Trek as well. Is there anything wrong with wanting to do that?
Nothing at all wrong with that. You need seperate fighter weapons for the Wraith as you do the Tau'ri anyway, this is just customising for specific ships. The B5 mod used drones on two carriers if I recall, and they were different (TBolts from one and Starfuries from the other). It all comes down to how much work you want to put into this, and quite frankly I'm surprised seeing how you're diving into the whole end-to-end modding experience that you'd shy away from some relatively simple odf copying. I've probably spent longer typing this response than it'd have taken to produce the odfs.

There is always another option than using the Replace Weapon coding and also the Drone coding code, that these ships loss their Fighter Special Weapons and stick with building their fighters then they are more vulnearable well building their defensive fighters especially when the AI won't be building fighters at that point, it will be attacking and obliterating the fleets of Tau'ri vessels.
Ok, maybe I complicated things in my previous post. It all depends how you set it up. You can set it up so that the carrier is replaced by the same carrier plus fighters. So for example, you have your 304 and you press the button. You now have a 304 and a dozen 302s. That 304 still has the button which you could press again and again ad infinitum spamming fighters to your hearts content.

Alternatively you can set it up so that you press the button and you have the 304 and a dozen 302s, and no button, or a button that merges 12 302s and a 304 into a single 304. But for this you need two 304 odfs, each with a different fighter weapon. I don't bother with this because the fighters tend to die pretty fast anyway when I use them.

One last thing to note - the AI will not use the replace weapon.

Right, I'm not going to say any more on this unless you ask any specific questions, I've put in my two pennith (and more), and it really is your mod. Just saying how I do it.

As for the railguns, I withdraw my objections, your ships have some pretty high values there to compensate. Have you changed the stock fleet ships as well cos they won't last long? Or are you only considering SG vs SG scenarios? Balencing isn't easy.
 

swilson0907

Crewman 1at Class
Joined
13 Jan 2011
Messages
156
As I said, it's your mod, you have to decide what you do and don't want. I was just laying out the options, you're the one who has to decide which pro's you want and which cons to live with, as none of the options are perfect. I personaly prefer the ReplaceWeapon, but B5 has used drones well and BSGHRM uses the build technique.

I do believe there has been a slight miscommunication somewhere, so for the sake of ensuring you have the correct info for an informed choice, I'll just explain a few points (I'm not trying to push you in any direction here, honest):

I know, I am sorry that I made you think that I thought you were pushing me in a direction to go.

Every carrier would need a single weapon added to their odf, that's it. This is no different to what you have at the moment (just a different weapon name). This weapon would be a single odf file as given in the previous post. Each carrier type would need a different weapon odf that included itself (so for example, you couldn't use the 304 weapon on a 303 because when you pressed the button the 303 would turn into a 304 + 12 302s). You would thus need a weapon for the 303, and a different weapon for the 304. This could be done by simply duplicating the odf file, calling it something different, and swapping where it says 304 with 303.

I find that this is beneficial in that it allows different numbers of fighters. So for example you could set the 304 to have 8 fighters, and the 303 to have 4 (or whatever you want).

I used to do this on my personnal BSG install, all my capital ships had different fighter deployments. The Mercury dropped 24 viper7s and 2 raptors, the Valkayrie 6 vipers and 4 raptors, and the Gal 12 viper2s (or something like that). This would be a total of three special weapon odfs, one for each carrier. In this respect it is very flexible.

It would actually be more than 3 ODFs for me, about 6 - 7, there are alot moe Tau'ri ships that I have that carry F302s as fighters, I just gave you a small example.

Ok, maybe I complicated things in my previous post. It all depends how you set it up. You can set it up so that the carrier is replaced by the same carrier plus fighters. So for example, you have your 304 and you press the button. You now have a 304 and a dozen 302s. That 304 still has the button which you could press again and again ad infinitum spamming fighters to your hearts content.

Alternatively you can set it up so that you press the button and you have the 304 and a dozen 302s, and no button, or a button that merges 12 302s and a 304 into a single 304. But for this you need two 304 odfs, each with a different fighter weapon. I don't bother with this because the fighters tend to die pretty fast anyway when I use them.

One last thing to note - the AI will not use the replace weapon.

Right, I'm not going to say any more on this unless you ask any specific questions, I've put in my two pennith (and more), and it really is your mod. Just saying how I do it.

Really I don't like spamming ships, or weapons (in this case), what I just want is like 5 - 6 fighters (F-302s for the Tau'ri and Darts for the Wraith) to be able to be launched as fighters to protect the main ship (possibly the fleets) and draw away fire well the bigger ships deal with the ships now most likely attacking the fighters. I also would like it if the AI would use the fighters to, the AI seems to use the Special Weapons on most of the ships I play against of the other races and I like to see this be the case here too for I really don't care if the fighters get destroyed, their for hit and run raids/protection (by taking/drawing the shots).

I see we both have our own ideas on how the fighter aspects should work, individulaty is a good thing.

As for the railguns, I withdraw my objections, your ships have some pretty high values there to compensate. Have you changed the stock fleet ships as well cos they won't last long? Or are you only considering SG vs SG scenarios? Balencing isn't easy.

For the StarGate units, my ships do have high values, but right now they obliterate the stock game units because the only strong ships I have are the Borg (see ODFs pasted in Freyr's AI Thread - MSFC).

With a small buildlist right now and not any major stations, my StarGate race (Ancients as a whole) took out an entire Klingon Force, and the same happened with the Cardassians and as for the Borg, many disabled Borg ships were the result because of their high values (see the other thread I mentioned).
 
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