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  #1  
Old February 28th, 2001, 06:12 AM

Codo Codo is offline
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Default *Possible* error in Components.txt

I was sorting out a list of the Family numbers for the different items from the components list and came across something that I wondered if it might cause a problem... Here are two excerpts from an unmodified Version of components.txt from v1.27


Name := Computer Virus I
Description := Computer virus which is beamed to an enemy ship and then destroys any Master Computers.
Pic Num := 167
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 500
Vehicle Type := Ship\Base\Sat\WeapPlat
Supply Amount Used := 20
Restrictions := None
General Group := Weapons
Family := 2045
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Computer Combat
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat
Weapon Damage At Rng := 20 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Only Master Computers
Weapon Reload Rate := 3
Weapon Display Type := Beam
Weapon Display := 12
Weapon Modifier := 0
Weapon Sound := ppbeam.wav
Weapon Family := 39


Name := Null - Space Projector I
Description := Projector which launches a cohesive ball of null-space at its target.
Pic Num := 226
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 800
Cost Organics := 0
Cost Radioactives := 800
Vehicle Type := Ship\Base\Sat\WeapPlat
Supply Amount Used := 20
Restrictions := None
General Group := Weapons
Family := 2045
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Null-Space Weapons
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat
Weapon Damage At Rng := 40 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Skips Shields And Armor
Weapon Reload Rate := 3
Weapon Display Type := Torp
Weapon Display := 26
Weapon Modifier := 0
Weapon Sound := ppbeam.wav
Weapon Family := 40


Now correct me if I'm wrong, especially since I'm new to this whole mod'ding bit, but shouldn't the family number for these two weapons be completely different since they are two different types of weapons? I notice that the weapon family number is different, but both of these components show a Family Number of 2045. Again, I haven't noticed if it has an effect upon the game...but....

Codo
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  #2  
Old February 28th, 2001, 09:56 AM
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Daynarr Daynarr is offline
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Default Re: *Possible* error in Components.txt

Whoa, a bug alert!

Yes, you are right, they shouldn't have the same family number. That may cause problems when you try to upgrade your ships with these components on them (then again maybe not, because they are both weapons).
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Old February 28th, 2001, 10:32 AM

God Emperor God Emperor is offline
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Default Re: *Possible* error in Components.txt

Not really sure that it is a problem (although it is almost certainly an error) as only the weapon number seems to be used in other files. So unless the exe file uses it in some way, I would think that it doesnt really matter.
It does highlight the lack of documentation though of what everything does in each of the various text files.
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Old February 28th, 2001, 03:25 PM

Tenryu Tenryu is offline
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Default Re: *Possible* error in Components.txt

Those are not the only duplications. Based on the componentfamliy list by Daynarr(handy list, thanks) , I down loaded from the board here, I have reordered the numbers and made some notations at the beginning which may help highlight the issue.

I am not sure, but some duplications seem fine and intended, ie; the engines, however, some of the others are probably bugs.

Can we get a consensus here on what to number what and get MM to fix it thus in next patch?

From my view point at least it looks like Ligthning Ray was surely supposed to be number 2031. Any other thoughts?


[This message has been edited by Tenryu (edited 28 February 2001).]

[This message has been edited by Tenryu (edited 28 February 2001).]
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  #5  
Old February 28th, 2001, 05:02 PM

Emperor Zodd Emperor Zodd is offline
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Default Re: *Possible* error in Components.txt

E-mail Aaron about it right away so he can make the corrections before the patch comes out next week.
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  #6  
Old February 28th, 2001, 05:49 PM

Codo Codo is offline
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Default Re: *Possible* error in Components.txt

No I think personally that the one I highlighted may be the only issue. I think the Lightning Ray is supposed to be an upgrade of the Electric Discharge. Same goes for Quantum Torpedoes being an upgrade of Anti-matter Torpedoes. I haven't looked at the stats though to check if Ripper Beam/Incenerator Beam/Wave-Motion Gun is a logical series. The same goes for the Hyper-Plasma Bolt/Plasma Discharge and Acid Globule/Enveloping Acid Globule, though just based on the names they sound like they should be grouped.

Although I did notice that on Weapon Family Numbers, that the Allegiane Subverter and Mental Flailer both are set to 35...Different Family Numbers, but the same Weapon Family number. At the same time, the three weapon series noted above are also grouped together with the same Weapon Family number, which leads me to beleive that their same Family Numbers are meant to be.

Codo
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