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Mod Help
I've gotten some ideas for a mod of my own, and need a few answers:
What are all the 'effects' that can be attached to components that I can make use of? What are all the 'requirements' (thus far I've only seen one: 'One Component allowed'). Folks? |
Re: Mod Help
As mentioned, all the effects are in the effects.txt file in the Starfury Data directory; I've listed them here anyway. The only other requirements you can use are Two Components allowed through I think Ten Components allowed.
This file gives a listing and general description for all of the effects in the game. Crew Amount +X Crew Armor Amount +X Armor Amount Shields Amount +X Shields Amount Energy Amount +X Energy Amount Hull Amount +X Hull Amount Shields Maximum +X Shields Energy Maximum +X Energy Crew Maximum +X Crew Hull Regeneration +X Hull Regeneration Armor Regeneration +X Armor Regeneration Shields Regeneration +X Shields Regeneration Energy Regeneration +X Energy Regeneration Crew Regeneration +X Crew Regeneration Attack Rating +X Attack Rating Defense Rating +X Defense Rating Negotiation +X Negotiation Resist Shield Piercing +X% Resist Shield Piercing Resist Armor Piercing +X% Resist Armor Piercing Resist Crew Toxins +X% Resist Crew Toxins Resist Energy Absorption +X% Resist Energy Absorption Resist Psychic Attack +X% Resist Psychic Attack Resist Speed Reduction +X% Resist Speed Reduction Resist All +X% Resist All Propulsion Base X Propulsion Propulsion Bonus +X Propulsion Bonus Acceleration Bonus +X Acceleration Bonus Turn Rate Bonus +X Turn Rate Bonus Reduce Resist All -X% Reduce Resist All Reduce Target Attack Rating -X Target Attack Rating Reduce Target Defense Rating -X Target Defense Rating Increase Value +X% Increased Value Phased Shields Maximum +X Phased Shields Damage Resistance +X% Damage Resistance Radar Map Range +X ls Range Radar Map Show Cloaked Ships +X% To Detect Cloaked Ships Allow Radar Display Allows the Radar Display to show Allow Target Readout Display Allows the Target Readout Display to show Allow Self Readout Display Allows the Self Readout Display to show Allow System Map Allows the System Map to be displayed Allow Galaxy Map Allows the Galaxy Map to be displayed Prevent Crew Death Prevents X crew death per second Attack Rating Versus Fighters +X Attack Rating when firing on Fighters Attack Rating Versus Satellites +X Attack Rating when firing on Satellites Hull Tonnage +X tonnage allowance for the Hull Cargo Hold Tonnage +X tonnage allowance for the Cargo Hold section Additional Tonnage Structure +X Tonnage structure for the component (this ability is not displayed for the component, the amount is just added in to the tonnage structure of the component). Additional Energy Consumption +X Energy Consumption for the component (this ability is not displayed for the component, the amount is just added in to the energy consumption of the component). Long Range Scan Distance +X Long Range Scan Distance (when target within LR Scan Distance, the LRS button on the target readout is available). Regenerate Shields From Damage +X shields per 1 point of damage Regenerate Energy From Damage +X energy per 1 point of damage Lays Mines Can lay mines in space Is Unit This component will become a unit when launched. The Space Object XFile Name field indicates the class name of the fighter in the Main_Enemies.txt file. The fighter when launched will be the same level as the parent ship, and will be of the same race (for enemy determination). |
Re: Mod Help
And another question:
In the components file each item has a 'class name'... what is the function of that line (since the line directly under it generally says the same thing), and what else needs to be changed (where) if that line is altered? Also: Can the effects.txt file be changed to put more effects into the game? I've got an idea for a weapon intercooler that reduces weapon reload times. http://forum.shrapnelgames.com/images/smilies/cool.gif A great way to spend that huge bankroll that I get after maxing out my desired ship. http://forum.shrapnelgames.com/images/smilies/happy.gif How difficult would it be, if possible? |
Re: Mod Help
Also if you want lots of components on your ships you can break the functions of one component into several. Like take the power regeneration from the power generator and create a different component, let's say power conduit. Now if your ship is damaged you can have more systems damaged and more accurate situation. Like if the power conduits gets blown to bits you can fire once.
(I would write more but I'll have to go or I'll miss my bus) |
Re: Mod Help
I'd rather not break things down into so many small parts like that... Doing that would require that I put a lot more slots on ships for the pieces and parts.
I just make new things.. http://forum.shrapnelgames.com/image...es/biggrin.gif Q: In the bottom of the components.txt file there are several little tidbits of information about the items in the file. For example: <font color="blue">Ion Engine - Sets movement rate. Sets acceleration rate. EngineIon.bmp</font> I have not been able to find anywhere 'engineion.bmp'... [/i](or any other .bmp item image files that it names)[/i]is the game actually referring to that filesomewhere or what? http://forum.shrapnelgames.com/image...s/confused.gif |
Re: Mod Help
1 Attachment(s)
*grumble* http://forum.shrapnelgames.com/images/smilies/mad.gif http://forum.shrapnelgames.com/image...s/confused.gif
Okay, now I've done something and it won't let me launch a new campaign. I have no idea what, since I completely wiped the game and reinstalled clean, and patched. Currently all I am attempting to use is a new components.bmp image file and an edited components.txt file - but each time I attempt to launch a new campaign it gets to the 'generating campaign' splash at 90% and halts. Alt-F4 brings me back to the game menu. http://forum.shrapnelgames.com/images/smilies/Sick.gif The .BMP file works fine, it's something in the .txt file that I cannot figure out. http://forum.shrapnelgames.com/image...s/confused.gif Anyone care to look at offer assistance in figuring out this headache? http://forum.shrapnelgames.com/images/smilies/Sick.gif <edit> After some experimentation I have some clues... For instance, I've created 3 different types of 'bridge', (basic, advanced, elite). For some strange reason the starting ship loads the one with the highest 'level' requirement. I do not know why. The game chokes during startup just to do that with the bridge, and I guess if I have the other parts likewise (crew quarters, life support, et al) It just can't take the multiple instances. Why, being my question? I've put 'min level' requirements on them, but it's apparently being ignored? http://forum.shrapnelgames.com/image...s/confused.gif |
Re: Mod Help
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Class name: APB Name: Anti-Proton Beam I Class name: APB Name: Anti-Proton Beam II Then put APB into the stores file, and when the game loads and selects the APB to put into the store, it would randomly choose between APB I and APB II. No, effects.txt cannot be edited; its for information purposes only. EDIT: the stuff at the bottom doesn't do anything and in most cases its actually quite out of date. Ignore it. |
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A debug like SEIV had would be soooo very nice. Anyway... I've realized that it was choking on just your example: APB I and APB II - I did that with the enhanced systems (Bridge, Advanced Bridge, Elite Bridge) while the class name remained: Bridge. It stuck the elite bridge on my starting ship... and choked doing that. When I added in other 'enhanced' systems, that choking got worse until with 4 such iterations it crashed (or worse, froze the comp solid). Do I need to create an entirely new 'class' for each iteration of such systems? I was hoping to limit access to those by level - but that does not seem to be working right. Dunno. I might be using that line wrong. http://forum.shrapnelgames.com/images/smilies/smirk.gif On a better note: The components.bmp file works perfectly this time! I forgot to add a few things, but I'll put them in as time goes by. http://forum.shrapnelgames.com/images/smilies/cool.gif |
Re: Mod Help
Weapons:
I've been trying to make a few high-speed, low damage weapons, but I'm finding out that 'point blank' actually occurs after the first 10 range. The anti-proton beam, for example, level one starts at 0 at range 1, and goes up to 180 damage at range 10, and *THEN* the damage listing (as shown in the bottom of components.txt) comes into play at range 11... http://forum.shrapnelgames.com/image...s/confused.gif Any way to reduce the damage in that first range area? |
Re: Mod Help
You don't tell Windows. You start Starfury, click the setup button and instead of selecting your resolution you select windowed.
I still suggest turning the min level back down to 1 just in case. As for the class thing- your bridges must all be seperate components still, just with the same class name. Your point blank damage will always be the same as the damage listed initially in the component. |
Re: Mod Help
By jove I've got it werking... http://forum.shrapnelgames.com/image...es/biggrin.gif http://forum.shrapnelgames.com/images/smilies/cool.gif
In going through it line by line to address my new image slots I detected two major faults: http://forum.shrapnelgames.com/images/smilies/shock.gif Cargo bays had 2 effects stated, but only one in use (cargo tonnage). http://forum.shrapnelgames.com/image...ies/tongue.gif I fixed that back to 1. And I had a double-line at the end of a record. http://forum.shrapnelgames.com/images/smilies/Sick.gif I've reset everything back to level 1 and it's working fine thus far (with game reloads, I've not yet tried starting a new game). If starting a new game works, I'll go back and start tinkering with the levels again. Wish me luck! http://forum.shrapnelgames.com/images/smilies/cool.gif |
Re: Mod Help
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From ranges 1 to 10 the damage is coming from somewhere else. Perhaps the 'beam' definition in one of the other files, I'll have to look into it tomorrow. Until then, I'm satisfied with what I've gotten working so far, and I'm off to watch the season opener for CSI (Vegas). http://forum.shrapnelgames.com/images/smilies/evil.gif |
Re: Mod Help
Double lines are a bad thing. http://forum.shrapnelgames.com/image...ies/tongue.gif I've never seen what you're talking about for the 0-10 damage, so I can't help you there.
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Re: Mod Help
BTW: Windowed mode does NOT work for me. I get an error message:
<font color="blue">TDirectX.startall - creating primary This process has already created a primary surface</font> Quote:
In my game no matter how I set my weapons, the first ten blocks count damage upward from 0. For my level 1 anti-proton beams it's 0 in damage block 1 and 180 in damage block 10. Then whatever damage is set as 'point blank', and whatever follows that as defined by the components.txt file on out to damage block 20. Anti - Proton Beam <font color="red">0 20 40 60 80 100 120 140 160 180 12 8 6 4 2 0 0 0 0 0</font> Depleted Uranium Cannon <font color="red">0 10 20 30 40 50 60 70 80 90 12 12 12 12 12 12 0 0 0 0</font> It does this even with the unmodded game, patched. I just cannot find where it defines these damage classes. |
Re: Mod Help
*sigh*
Well, the new comps look sharp in the game. Unfortunately I get vomited out with a floating point violation whenever I try to start a new game. http://forum.shrapnelgames.com/images/smilies/frown.gif It doesn't like something in there... and aint about to tell me what. I can *load* an existing game just fine, however. |
Re: Mod Help
Umm. Just FYI, the numbers on the top row are the RANGE, not the damage. The in-game damage bar figures out what range your weapon goes out to, then divides it into 10 squares of display.
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Re: Mod Help
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Now it makes a whole lot more sense. http://forum.shrapnelgames.com/images/smilies/cool.gif http://forum.shrapnelgames.com/images/smilies/wink.gif On that display, however, mines have a range of 90 (damage out to 30!). Or is that just the game parsing some arbitrary minimum range instead of just filling the boxes with zeros? |
Re: Mod Help
Now, on to other things.
Any ideas on what might be causing my Floating Point error when trying to start a new game? http://forum.shrapnelgames.com/images/smilies/frown.gif I have made no mods to the starting ships at all. |
Re: Mod Help
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Re: Floating Point
I'm a sw dev. and every time there's a floating point error one should check for some dangerous ZERO somewhere.
i.e.: if something must be calculated dividing the Range of a weapon by its Power, then if you give Power a value of zero, you could get a f.p. error somewhere... I'm only trying to guess, hope it helps http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Mod Help
Hey... ah, I just checked something in my files...
Is there a 'maximum' speed for ships in the game? I've noticed that fighters max out at 1.5 (1500), so I've been adjusting my other ship hulls to be able to come closer to that (1200 peak ATM with the lightest hulls). |
Re: Mod Help
See other thread..
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Re: Mod Help
This maybe a "Dumb" question..but...how do you get itto play in "Windowed"?
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Re: Mod Help
Windowed runs fine....I like the "FULL" screen better http://forum.shrapnelgames.com/images/smilies/happy.gif
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