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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
Quote:
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. |
Re: Mod Help
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Re: Mod Help
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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? |
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