Star Trek Armada II: Fleet Operations

Fleet Operations => Feature Request => Topic started by: Acidpunk on May 13, 2003, 07:05:27 AM



Title: Action
Post by: Acidpunk on May 13, 2003, 07:05:27 AM
Hi Optec have you found a way to edit attack patterns or restore directors cut to a2


Title: Action
Post by: Optec on May 13, 2003, 07:23:59 AM
not till now.. but ive found a way to make the ships follow your orders more directly (less auto formating and force to stay in an formation).. this will do for Fleet Operations


Title: Action
Post by: Acidpunk on May 13, 2003, 12:16:10 PM
could u explain how?


Title: Action
Post by: Optec on May 13, 2003, 12:19:46 PM
You can change a few settings in the RTS_CFG.h and the physics odf files. in the RTS_CFG.h there is an option to disable auto formations.. this will make your ships behave more like in armada1, but you will have to adap the physics (look forward paramteres) to aure your vessels won't hit every astroid field


Title: Action
Post by: Acidpunk on May 13, 2003, 01:16:13 PM
kool thx


Title: Action
Post by: Acidpunk on May 13, 2003, 01:19:39 PM
// COMBAT

// Instead of standing perfectly still, should we circle in place near our
// weapon range?
int CIRCLE_IN_PLACE_DURING_COMBAT = 0;
float CIRCLE_RADIUS_DIVISOR = 6.0;

is this directors cut ? the Circle in place?


Title: Action
Post by: Acidpunk on May 13, 2003, 01:23:58 PM
im gonna test some settings ive made will report later


Title: Action
Post by: Acidpunk on May 13, 2003, 01:59:25 PM
NOTHING SO FAR  :(  but ill keep trying i like the no auto formate optec its kool i did edit one thing however one time i edited it and it look like a debug mode


Title: Action
Post by: Acidpunk on May 13, 2003, 02:32:24 PM
Something strange happend :D  

I decided to try a random thing i copyed the Rts_Cfg.h from A2 to A1 and there was an interesting side affect my ships had flashing lights like on a2 also the Graphics where almost identical i wonder if i copyed all the settings that do Graphics i could keep the effects and put them into A1 also i might be able to Add more race slots and even more sources! :D

i might be on the wrong track but its at least a start  


Title: Action
Post by: DOCa Cola on May 13, 2003, 03:08:45 PM
many engine commands used in armada 2 were available in armada 1 but hold back that they can get out some features for a new armada version easily :)
Many commands from armada 2 also work in armada 1, but not all

DOCa Cola


Title: Action
Post by: Acidpunk on May 13, 2003, 03:10:01 PM
i see  


Title: Action
Post by: NieKnight on May 14, 2003, 08:41:14 PM
Just woundering as your talking about AI is there a way of stopping the ships taking the longway round a nebular and just go though it? thanks :blink:  


Title: Action
Post by: DOCa Cola on May 14, 2003, 08:43:33 PM
in the next beta big changes to the pathfinding will be made :)

DOCa Cola


Title: Action
Post by: Sugar Spice on May 15, 2003, 11:03:55 PM
Quote
You can change a few settings in the RTS_CFG.h and the physics odf files. in the RTS_CFG.h there is an option to disable auto formations.. this will make your ships behave more like in armada1, but you will have to adap the physics (look forward paramteres) to aure your vessels won't hit every astroid field


Can you tell us what to change in the physics files?


Title: Action
Post by: Optec on May 16, 2003, 05:35:02 AM
when editing physik files, you will have to carefuly look at our other settings and environments.
pathLeadDistance
will allow you to make ships break earlier if heading at an asteroid field. you should increase this value if your ships fly smooth and dont have an rapid break


Title: Action
Post by: NieKnight on May 21, 2003, 07:36:28 PM
k thanks for that :D