Bug Reports - Help wanted
Talk about anything related to old versions of Armada.
posted on September 8th, 2011, 11:39 pm
The best thing to do when adding other peoples odfs and mods into your own, is to just grab the non-odf work and use their odf's to build your own. Add small things at a time, like work on one faction at a time. And after successfully testing them back it up to a sub-folder called Mod or something or even a zip archive.
Generally as long as the race doesn't have units on the map, removing them from the races.odf file disables them. The game only loads what is going to be used on the map, so if no AI or Human is playing them and there are no map units you should be fine.
Generally as long as the race doesn't have units on the map, removing them from the races.odf file disables them. The game only loads what is going to be used on the map, so if no AI or Human is playing them and there are no map units you should be fine.
posted on September 9th, 2011, 3:13 am
Majestic wrote:The best thing to do when adding other peoples odfs and mods into your own, is to just grab the non-odf work and use their odf's to build your own. Add small things at a time, like work on one faction at a time. And after successfully testing them back it up to a sub-folder called Mod or something or even a zip archive.
Generally as long as the race doesn't have units on the map, removing them from the races.odf file disables them. The game only loads what is going to be used on the map, so if no AI or Human is playing them and there are no map units you should be fine.
Good advice.
Other than making my own ODF files, I mostly do what you have said all the time.
I do check ODF files though everytime I get new ones, I add or remove weapons at times especially if they aren't in my game already, I also sometimes edit the ship names. O I check the ODF's for any mistakes before I get them, that is why I said most of the errors with the ships ans stations crashing are just the weapons.
I also test alot of ships that I'm not sure of in the Map Editor. I actually put them up against ships that I know that work and control the combat scenario for the non-testing ship to find out how strong, the size of, and any problems the ship I am testing might have.
When I edit the ships and stations of an entire race, I copy them out of the game and paste them into a new Modding Folder named by that races name. And once I have completed the work on them, I paste them back into the game and over right the originals but I always have a backup made, actually I do backups weekly of both the game and the work that I am modding and then place it on an External Hard Drive.
I learned from reading the psts at Armada2files, well I was a member there and also at your MSFC when I was allowed there. Seeing some of the experts lossing work if they're computer suffered a crash or something unforseen happend.
posted on September 9th, 2011, 7:36 pm
Terra_Inc wrote:Concerning the max number of races, I think it's fifteen, though I'm not sure whether that includes the ferengi npc or not. You might want to check - just comment some of them out. The whole race should be disabled then, and if that's the problem, it should work then.
I commented the Hirogen Race out of my race.odf file and set the game to 15 races and the problems with loading still continued with the Romulans and the same can be said for the Gorn-Tholian Alliance. Both of these races normally work just fine.
For the Romulans, there is no change in the ships that were in the game prior to deciding to to have the building of these ships proceed through Eras, (The Enterprise Era - the TNG/Distant Future Era). Thus the ships and stations are exactly the same (I did remove some from the tech1 file and the shipyards and construction ships but anything that was dependent on them were edited to be dependent on something else).
For the Gorn-Tholian Alliance, the game doesn't crash on loading, it just freezes a quarter of the wayy in or about 10%. Then I have to do CTRL, ALT DEL and bring up the Task Manager and quite the game like that. I haven't really edited the Events.dat file, I havbe done some minor adding of text to the Dynamic_Localized_Strings.H file but I have always stayed within the "" marks and the , and lastly, I have edited the Input.MAP & Label.MAP files to add some minor comapigns into them that I created, just realy maps. This is where I noticed that the Armada I missions are actually labeled into Armada II!
Attachments
[The extension has been deactivated and can no longer be displayed.]
Dynamic_Localized_Strings.h
- (146.17 KiB) Downloaded 509 times
[The extension has been deactivated and can no longer be displayed.]
[The extension has been deactivated and can no longer be displayed.]
posted on September 9th, 2011, 10:39 pm
If it freezes at 10% that is a techtree error. Did you post those yet? 

posted on September 10th, 2011, 2:30 am
Adm. Zaxxon wrote:If it freezes at 10% that is a techtree error. Did you post those yet? :blush:
Since I am working on testing each race for errors seperately, I am using a multiple Techtree (tech1) system. What I mean is I have a backup techtree from before I decided to Span The Generations for building purposes and the race that I am testing has its newer form of the tech1 file information well everything else is the same as it was prior to Spanning The Generations for the other races. I am doing it this way because I really thought that the new setup for the Tech1 file would work but when the Spanning The Generations full tech1 file failed to load the game at 10% as a whole, I knew something was up. This was the ingenious plan I could think of to test each race seperatly.
Right now the main work is being done/saved on my External Hard Drive so I only have two tech1 versions at my disposal to post. The one for the Gorn-Tholian Alliance is all I have right now. and the one that is working for the Terran Empire Races. I'll have to post the full version later.
Attachments
[The extension has been deactivated and can no longer be displayed.]
[The extension has been deactivated and can no longer be displayed.]
posted on September 10th, 2011, 3:16 am
Last edited by Anonymous on September 10th, 2011, 3:22 am, edited 1 time in total.
at breif glance, it looks pretty solid, however I am not sure if you can have 6 requirements for one ship. 
Does it freeze up when you start from any team, or just from the gorn?
EDIT: I think I found it. This line "bloodlust.odf 2 gresear2.odf" is probably what is causing the freeze.

Does it freeze up when you start from any team, or just from the gorn?
EDIT: I think I found it. This line "bloodlust.odf 2 gresear2.odf" is probably what is causing the freeze.

posted on September 10th, 2011, 3:35 am
Adm. Zaxxon wrote:at breif glance, it looks pretty solid, however I am not sure if you can have 6 requirements for one ship.
Does it freeze up when you start from any team, or just from the gorn?
EDIT: I think I found it. This line "bloodlust.odf 2 gresear2.odf" is probably what is causing the freeze.
For the Techtree right there, it is for only testing the Gorn-Tholian Alliance, but it freezes up with not just the Gorn-Tholian Alliance, especailly, but the only race I really play well using that techtree is the Gorn-Tholians because not doing so would by pass the purpose of testing them out.
posted on September 10th, 2011, 5:12 am
ok. Be sure to check that though. I looked through most of the other one, but it could take an hour to look through it all and make sure it is all perfect.
You will really have to do that yourself. 


posted on September 10th, 2011, 5:35 am
Adm. Zaxxon wrote:EDIT: I think I found it. This line "bloodlust.odf 2 gresear2.odf" is probably what is causing the freeze.
That might be it!

posted on September 11th, 2011, 3:55 am
Terra_Inc wrote:EDIT: I think I found it. This line "bloodlust.odf 2 gresear2.odf" is probably what is causing the freeze.
That might be it!
When I was going through the file, I never found or actually noticed that, thank you. I did notice that the Tholian ship tholian2.odf was needing itself in order to be built, that was actually supposed to be tholian1.odf as part of its requirements.
Ok, I am posting the full Star Trek Armada 2 Spanning The Generations Mod Tech1 file, the full version has all the ships and stations of almost every race set into building era, (The Enterprise Era all the way to the TNG/Distant Future Era).
I am also posting a download link to a .ZIP File that holds many of the bugreports from a few months ago when I only thought that my mod's crashing and loading problems were in relation to my laptop overheating.
MEGAUPLOAD - The leading online storage and file delivery service
Attachments
[The extension has been deactivated and can no longer be displayed.]
posted on September 11th, 2011, 9:32 pm
The Gorn-Tholian Alliance is finally working in game. Thank you for finding the missing tech1 information that I overlooked. It seems like that could be an easy thing to do sometimes.
For my Gorn-Tholian Alliance, the Tholian Ships need Biomatter to build along with Dilithium and Metal, the Gorn only need Metal and Dilithium and latinum, I am using the Gorn's GUI though and the amount of Biomatter that I have availiable doesn't show up. Also my Gorn mining freighter doesn't want to mine, instead it fires its weapons at the mining target, yes its armed to defend itself but unlike my other races freighters that are armed, this is the only one that attacks its mining target well orbiting it, it just won't mine. I have tried finding a code in the gfreight.odf file that could be causing this to happen but I am not seeing something that would do that.
Also, I was wondering how do I make the Gorn-Tholian Alliance GUI show the amount of Biomatter, Metal and also Dilithium? I like the look of the Gorn GUI the best so I choose to use that, but the Tholian one has the amount of Biomatter listed and doesn't use latinum.
Ok, I'll attach the GUI files for both the Gorn and the Tholians here and I'll put the code for the mining freigher below this as text.
gfreignt.odf
For my Gorn-Tholian Alliance, the Tholian Ships need Biomatter to build along with Dilithium and Metal, the Gorn only need Metal and Dilithium and latinum, I am using the Gorn's GUI though and the amount of Biomatter that I have availiable doesn't show up. Also my Gorn mining freighter doesn't want to mine, instead it fires its weapons at the mining target, yes its armed to defend itself but unlike my other races freighters that are armed, this is the only one that attacks its mining target well orbiting it, it just won't mine. I have tried finding a code in the gfreight.odf file that could be causing this to happen but I am not seeing something that would do that.
Also, I was wondering how do I make the Gorn-Tholian Alliance GUI show the amount of Biomatter, Metal and also Dilithium? I like the look of the Gorn GUI the best so I choose to use that, but the Tholian one has the amount of Biomatter listed and doesn't use latinum.
Ok, I'll attach the GUI files for both the Gorn and the Tholians here and I'll put the code for the mining freigher below this as text.
gfreignt.odf
- Code: Select all
#include "freight.odf"
//**********************************************************************
//A2PHYSPROJV1.1 PARAMETERS
physicsFile = "trek_snoncombat2phys.odf"
rangeScan = 1150.5f
avoidanceClass = 6
//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Dilithium Freighter"
//Tooltips
tooltip = "Dilithium Freighter"
verboseTooltip = "Mines Dilithium from Dilithium Moons and also Metal and Latinum and delivers it to the Mining Station."
//Race which can build ship & starting race of ship
race = "tpact"
//Amount of time required to build ship
buildTime = 45.0
//Number of officers required to build this ship
officerCost = 2
//Number of crew required to build ship & Starting crew
crewCost = 115
//Dilithium Cost to build
dilithiumCost = 215
//Metal Cost to build
metalCost = 9
//This is the cargo capacity of the freighter
maxMetal = 800
// which resources can this station process?
resourcesCanHandle = "dilithium" "metal" "latinum"
//Max Shield Strength & Begining Shield Strength <1000
maxHealth = 368
// Hitpoints
shieldGeneratorHitPoints = 110
enginesHitPoints = 70
weaponsHitPoints = 52
lifeSupportHitPoints = 62
sensorsHitPoints = 42
//Rate at which shield recharges (points per second... we think)
shieldRate = 1.9
//Maximum Value of Special Energy
maxSpecialEnergy = 2400
//Rate at which special energy recharges (points per second... we think)
specialEnergyRate = 10
//**********************************************************************
// Ship's full throttle forward speed when under impluse power.
combatSpeed = 27
impulseSpeed = 78
warpSpeed = 0
//*********************************************************************
//SHIP NAMES
//Possible Craft Names
possibleCraftNames =
"GNS Ragnarok" "GNS Ikbar" "GNS Llanos" "GNS Rodan"
"GNS Gojira" "GNS Thod" "GNS Bilbok" "GNS Nicthar"
"GNS Lerok" "GNS Bejok" "GNS Grossth" "GNS Holk"
"GNS Githzar" "GNS Niszzak" "GNS Banwier" "GNS Sakina"
"GNS Furtules" "GNS Mazzakar" "GNS Voidsaa" "GNS Raptorkan"
"GNS Kublakan" "GNS Ritklass" "GNS Buthlaza" "GNS Surazza"
"GNS Vidgan" "GNS Bolivar" "GNS Mihmok" "GNS Bibvazz"
"GNS Chabeksz" "GNS Hrugros"
//**********************************************************************
//ART PARAMETERS & WEAPON NAMES
// Dilithium Mining Beam
weapon1 = "gmineDilithium"
weaponHardpoints1 = "hp01" "hp02"
// Metal Mining Beam
weapon2 = "gmineMetalBorg"
weaponHardpoints2 = "hp03" "hp10"
// Latinum Mining Beam
weapon3 = "gmineLatinum"
weaponHardpoints3 = "hp03" "hp10"
// Heavy Phaser Array
weapon4 = "kc12phas"
weaponHardpoints4 = "hp01" "hp02"
// Heavy Plasma Torpedos
weapon5 = "plasma"
weaponHardpoints5 = "hp03" "hp10"
// Enveloping Plasma Weapon
weapon6 = "genvplas"
weaponHardpoints6 = "hp01"
// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp11" "hp13"
lifeSupportTargetHardpoints = "hp04" "hp05" "hp06"
weaponsTargetHardpoints = "hp04" "hp05" "hp06"
shieldGeneratorTargetHardpoints = "hp04" "hp05" "hp06"
sensorsTargetHardpoints = "hp04" "hp05" "hp06"
hullTargetHardpoints = "hp07" "hp08" "hp09" "hp14"
criticalTargetHardpoints = "hp04" "hp05" "hp06"
//We Have A Latinum Spray
latinum_spray_hardpoint = "hp14"
//**********************************************************************
//Message & Sound Sound Parameters
//**********************************************************************
eventSelect = "GornSelect"
eventAcknowledge = "GornAcknowledge"
eventAttack = "GornAttack"
eventRedAlert = "GornRedAlert"
eventYellowAlert = "GornYellowAlert"
eventGreenAlert = "GornGreenAlert"
eventStop = "GornStop"
eventMove = "GornMove"
eventRepair = "GornRepair"
eventDecommission = "GornDecommission"
//**********************************************************************
// Tara additions for context sensitive menus
alert = 1
combat = 1
can_sandd = 1
// Explosion to use
fireball = "gxplod12"
Attachments
[The extension has been deactivated and can no longer be displayed.]
[The extension has been deactivated and can no longer be displayed.]
[The extension has been deactivated and can no longer be displayed.]
[The extension has been deactivated and can no longer be displayed.]
posted on September 11th, 2011, 11:14 pm
Does the freighter mine when you remove its weapons? If not, then you've made a mistake with its mining weapons, if it does, put back one weapon, check, then put back the other, check.
You should be able to apply the information here Graphical User Interface - The Hitchhiker's Guide to Fleet Operations to figure out how to add the resources to the GUI
You should be able to apply the information here Graphical User Interface - The Hitchhiker's Guide to Fleet Operations to figure out how to add the resources to the GUI

posted on September 12th, 2011, 2:54 am
Dominus_Noctis wrote:Does the freighter mine when you remove its weapons? If not, then you've made a mistake with its mining weapons, if it does, put back one weapon, check, then put back the other, check.
You should be able to apply the information here Graphical User Interface - The Hitchhiker's Guide to Fleet Operations to figure out how to add the resources to the GUI
The freigher doesn't mine at all when it has no weapons either just travels in circles. The Mining Beams are all stock material and copied from just the Borg Freighter and the Federation's freighter. No edits have been done to the files either.
The weapons work on the Klingon Freighter and all the other freighters and they even do their job and mine, it is only the Gorn Freighter that isn't mining but firing on its mining target.
posted on September 12th, 2011, 3:15 am
Please post the ODF of a mining freighter that does work in your mod 

posted on September 12th, 2011, 4:25 am
Dominus_Noctis wrote:Please post the ODF of a mining freighter that does work in your mod
There are many different freighters that I can post so I'll just put almost all of them, the Romulan and Klingon freighers even cloak and still mine well cloaked. All the freighter odf files look the same though, just armed with different weapons.
ffreight.odf
- Code: Select all
#include "freight.odf"
//**********************************************************************
//A2PHYSPROJV1.1 PARAMETERS
physicsFile = "trek_snoncombat2phys.odf"
rangeScan = 1150.5f
avoidanceClass = 6
//Race which can build ship & starting race of ship
race = "federation"
//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Mining Freighter"
//tooltips
tooltip = "FED_FREIGHT"
verboseTooltip = "FED_FREIGHT_V"
//Amount of time required to build ship
buildTime = 13.0
//Number of officers required to build this ship
officerCost = 1
//Number of crew required to build ship & Starting crew
crewCost = 100
//Dilithium Cost to build
dilithiumCost = 150
//Metal Cost to build
metalCost = 0
//Max Shield Strength & Begining Shield Strength <500
maxHealth = 250
// Hitpoints
shieldGeneratorHitPoints = 75
enginesHitPoints = 40
weaponsHitPoints = 40
lifeSupportHitPoints = 50
sensorsHitPoints = 40
//Rate at which shield recharges (points per second... we think)
shieldRate = 2.5
//Maximum Value of Special Energy
maxSpecialEnergy = 2000
//Rate at which special energy recharges (points per second... we think)
specialEnergyRate = 10
// which resources can this station process?
resourcesCanHandle = "dilithium" "latinum"
//**********************************************************************
//SHIP NAMES
//Possible Craft Names
possibleCraftNames =
"USS Everest" "USS Antononia" "USS Baker" "USS Batu" "USS Cameroon"
"USS Voralpe" "USS Borj" "USS Indrasan" "USS Fuji" "USS Cristo"
"USS Elgon" "USS Kenya" "USS Kilimanjaro" "USS Meru" "USS Stanley"
"USS Tafelberg" "USS Wolfberg" "USS Corazon" "USS Pierce" "USS Owen"
"USS Temple" "USS Steele" "USS Regan" "USS Remmel" "USS Oxford" "USS Boston"
//**********************************************************************
//ART PARAMETERS & WEAPON NAMES
// Mining Beam for dilithium
weapon1 = "gmineDilithium"
weaponHardpoints1 = "hp01" "hp02" "hp03" "hp10"
// Mining Beam Latinum
weapon2 = "gmineLatinum"
weaponHardpoints2 = "hp01" "hp02" "hp03" "hp10"
// Phaser Array
weapon3 = "ffphas"
weaponHardpoints3 = "hp04" "hp05" "hp06" "hp01" "hp02"
// Phaser Array
weapon4 = "ffphas"
weaponHardpoints4 = "hp04" "hp05" "hp06" "hp01" "hp02"
// Quantum Torpedo
weapon5 = "quantum1"
weaponHardpoints5 = "hp04" "hp05" "hp06"
// Myotron
weapon6 = "gmyotron"
weaponHardpoints6 = "hp01"
// Corbimite Refractor
weapon7 = "hcorbom"
weaponHardpoints7 = "hp05" "hp26"
// Secondary Shielding
weapon8 = "dcandss"
weaponHardpoints8 = "hp05"
// Self Destruct
weapon9 = "gselfdes"
weaponHardpoints9 = "hp34" "hp35" "hp36"
// Transphasic Torpedo
weapon10 = "gtransphasic"
weaponHardpoints10 = "hp01" "hp02" "hp03" "hp04"
// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp11" "hp13"
lifeSupportTargetHardpoints = "hp04" "hp05" "hp06"
weaponsTargetHardpoints = "hp04" "hp05" "hp06"
shieldGeneratorTargetHardpoints = "hp07" "hp09" "hp14"
sensorsTargetHardpoints = "hp04" "hp05" "hp06"
hullTargetHardpoints = "hp07" "hp08" "hp09" "hp14"
criticalTargetHardpoints = "hp04" "hp05" "hp06"
// We Carry Latinum at times, we have a latinum spray
latinum_spray_hardpoint = "hp08"
//**********************************************************************
// Tara Additions For Context Sensitive Menus
alert = 1
combat = 1
can_sandd = 1
// Scale The SOD
ScaleSOD = 0.48
bfreight.odf
- Code: Select all
#include "freight.odf"
//Race which can build ship & starting race of ship
race = "borg"
//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Resource Collector"
tooltip = "BORG_FREIGHT"
verboseTooltip = "BORG_FREIGHT_V"
//Amount of time required to build ship
buildTime = 15.0
//Number of officers required to build this ship
officerCost = 1
//Number of crew required to build ship & Starting crew
crewCost = 100
//Dilithium Cost to build
dilithiumCost = 150
//Metal Cost to build
metalCost = 0
//Max Shield Strength & Begining Shield Strength <500
maxHealth = 9150
//Maximum Value of Special Energy
maxSpecialEnergy = 1000
//Rate at which special energy recharges (points per second... we think)
specialEnergyRate = 10
// Hitpoints
shieldGeneratorHitPoints = 9540
enginesHitPoints = 9525
weaponsHitPoints = 9525
lifeSupportHitPoints = 9525
sensorsHitPoints = 9525
//Rate at which shield recharges (points per second... we think)
shieldRate = 2.5
//This is the cargo capacity of the freighter
// only the borg freighter can carry metal, so only it get's a max metal value
maxMetal = 300
// which resources can this station process?
resourcesCanHandle = "dilithium" "metal"
//**********************************************************************
//SHIP NAMES
//Possible Craft Names
possibleCraftNames =
"M148-89416" "M148-48084" "M148-78466" "M148-15145"
"M148-16458" "M148-08450" "M148-84015" "M148-68405"
"M148-47850" "M148-48469" "M148-99456" "M148-98259"
"M148-69696" "M148-94535" "M148-84055" "M148-48486"
"M148-98741" "M148-78456" "M148-08054" "M148-10564"
"M148-96569" "M148-84264" "M148-16054" "M148-80584"
//**********************************************************************
//**********************************************************************
//ART PARAMETERS & WEAPON NAMES
// Mining Beam
weapon1 = "gmineDilithiumBorg"
weaponHardpoints1 = "hp06" "hp07" "hp08" "hp09" "hp10"
// Planet mining beam for mining metal
weapon2 = "gmineMetalBorg"
weaponHardpoints2 = "hp06" "hp07" "hp08" "hp09" "hp10"
// Phaser
weapon3 = "bb3phas"
weaponHardpoints3 = "hp06" "hp07" "hp08" "hp09" "hp10"
// Seconday Phaser
weapon4 = "gbmtp"
weaponHardpoints4 = "hp06" "hp07" "hp08" "hp09" "hp10"
// Photon Torpedo
weapon5 = "bb3phot"
weaponHardpoints5 = "hp06" "hp07" "hp08" "hp09" "hp10"
// Seconday Photon
weapon6 = "gbmtt"
weaponHardpoints6 = "hp06" "hp07" "hp08" "hp09" "hp10"
// Assimilated Transphasic Torpedoes
weapon7 = "atranstorp"
weaponHardpoints7 = "hp06" "hp07" "hp08" "hp09" "hp10"
// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp06" "hp07" "hp08" "hp09" "hp10"
lifeSupportTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15"
weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05"
shieldGeneratorTargetHardpoints = "hp16" "hp17" "hp18" "hp19" "hp20"
sensorsTargetHardpoints = "hp21" "hp22" "hp23" "hp24" "hp25"
hullTargetHardpoints = "hp06"
criticalTargetHardpoints = "hp01"
//************************************************************
// Tara additions for context sensitive menus
alert = 1
combat = 1
can_sandd = 1
//**********************************************************************
//PHYSICS PARAMETERS
physicsFile = "borgconstphys.odf"
// Disable banking (by making the maximum bank angle 1 degree)
maxRoll = 1
hotkeyLabel = "HOTKEY_F2"
rfreight.odf
- Code: Select all
#include "freight.odf"
//**********************************************************************
//A2PHYSPROJV1.1 PARAMETERS
physicsFile = "trek_sdestphys.odf"
rangeScan = 1050.0f
avoidanceClass = 3
//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Neriax Class"
//tooltips
tooltip = "Neriax Class"
verboseTooltip = "ROM_FREIGHT_V"
//Race which can build ship & starting race of ship
race = "romulan"
//Amount of time required to build ship
buildTime = 22.0
//Number of officers required to build this ship
officerCost = 2
//Number of crew required to build ship & Starting crew
crewCost = 21
// don't use the horrible old % crew loss on damage
saneCrewLossMethod = 1
//Dilithium Cost to build
dilithiumCost = 87
//Metal cost to build
metalCost = 12
//Max Shield Strength & Begining Shield Strength <500
maxHealth = 1300
//Shield absorbs all damage until it's gone
shieldProtection = 1.0
// Hitpoints
shieldGeneratorHitPoints = 1051
enginesHitPoints = 1051
weaponsHitPoints = 1051
lifeSupportHitPoints = 1051
sensorsHitPoints = 1051
//Rate at which shield recharges (points per second... we think)
shieldRate = 1.9
//Maximum Value of Special Energy
maxSpecialEnergy = 6000
//Rate at which special energy recharges (points per second... we think)
specialEnergyRate = 10
// Ship's full throttle forward speed when under impluse power.
combatSpeed = 21
impulseSpeed = 78
warpSpeed = 30
// which resources can this station process?
resourcesCanHandle = "dilithium" "latinum"
//**********************************************************************
//SHIP NAMES
//Possible Craft Names
possibleCraftNames =
"V'cassia" "Centes" "Citutia" "Conia" "Halvonis" "Horiaccius" "Jular"
"Laenia" "Liulfa" "Lopan" "Lorius" "Malchio" "Megutilo" "Mininius"
"Motutius" "Naepius" "Navrus" "Neriax" "Olpia" "Orceius" "Partius"
"Perrix" "Piussus" "Ponunenius" "Potruso" "Pusis" "Samens" "Secistonus"
//**********************************************************************
//ART PARAMETERS & WEAPON NAMES
// Mining Beam for Dilithium
weapon1 = "gmineDilithium"
weaponHardpoints1 = "hp11" "hp12"
// Mining Beam for latinum
weapon2 = "gmineLatinum"
weaponHardpoints2 = "hp11" "hp12"
// phaser
weapon3 = "rbphas"
weaponHardpoints3 = "hp15" "hp16" "hp17" "hp18" "hp19"
// Multi Targetting Phaser
weapon4 = "multiphas"
weaponHardpoints4 = "hp15" "hp16" "hp17" "hp18" "hp19"
// Self Destruct
weapon5 = "gselfdes"
weaponHardpoints5 = "hp13"
// Corbimite Refractor
weapon6 = "hcorbom"
weaponHardpoints6 = "hp13"
// Heated Plasma
weapon7 = "gplasmaw"
weaponHardpoints7 = "hp15"
// Theleron Beam
weapon8 = "gtheleronbeam"
weaponHardpoints8 = "hp12" "hp13" "hp14" "hp15" "hp16" "hp17" "hp18" "hp19"
// Cloaking Device
weapon9 = "grcloak"
weaponHardpoints9 = "hp13"
// Scimitar Theleron Cloak
weapon10 = "grscimcloaken"
weaponHardpoints10 = "hp13"
// Shield Inversion Field
weapon11= "hshieldi"
weaponHardpoints11 = "hp12" "hp13" "hp14" "hp15" "hp16" "hp17" "hp18" "hp19"
// Arrenhe’hwiua Telecapture Device
weapon12 = "gcapture"
weaponHardpoints12 = "hp13"
// Heated-Plasma Weapon
weapon13 = "gplasmaw"
weaponHardpoints13 = "hp01"
// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp10"
lifeSupportTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp10"
weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp10"
shieldGeneratorTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp10"
sensorsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp10"
hullTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp10"
criticalTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp10"
latinum_spray_hardpoint = "hp09"
kfreight.odf
- Code: Select all
#include "freight.odf"
//**********************************************************************
// Revised to A2PPX Parameters 12/23/08
physicsFile = "A2PPnoncombatphys.odf"
rangeScan = 450.0f
avoidanceClass = 4
//Race which can build ship & starting race of ship
race = "klingon"
//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Mining Freighter"
//tooltips
tooltip = "KLI_FREIGHT"
verboseTooltip = "KLI_FREIGHT_V"
//Amount of time required to build ship
buildTime = 10.0
//Number of officers required to build this ship
officerCost = 1
//Number of crew required to build ship & Starting crew
crewCost = 50
//Dilithium Cost to build
dilithiumCost = 750
//Metal Cost to build
metalCost = 750
//Max Shield Strength & Begining Shield Strength <500
maxHealth = 170
// Hitpoints
shieldGeneratorHitPoints = 40
enginesHitPoints = 47
weaponsHitPoints = 60
lifeSupportHitPoints = 50
sensorsHitPoints = 42
//Rate at which shield recharges (points per second... we think)
shieldRate = 4.5
//Maximum Value of Special Energy
maxSpecialEnergy = 2000
//Rate at which special energy recharges (points per second... we think)
specialEnergyRate = 10
// which resources can this station process?
resourcesCanHandle = "dilithium" "latinum" "metal"
//**********************************************************************
//SHIP NAMES
//Possible Craft Names
possibleCraftNames =
"IKS Tong'Duj" "IKS VeQ'Duj" "IKS MajloDHom" "IKS QAM'DIng"
"IKS YIH'suQ" "IKS Seng'QaS" "IKS MoH'SoS" "IKS Ram'tlhon"
//**********************************************************************
//ART PARAMETERS & WEAPON NAMES
// Mining Beam for Dilithium
weapon1 = "gmineDilithium"
weaponHardpoints1 = "hp01" "hp02" "hp05"
// Mining Beam for latinum
weapon2 = "gmineLatinum"
weaponHardpoints2 = "hp01" "hp02" "hp05"
// Planet mining beam for mining metal
weapon3 = "gmineMetalBorg"
weaponHardpoints3 = "hp01" "hp02" "hp05"
// Phaser
weapon4 = "kc1phas"
weaponHardpoints4 = "hp01" "hp02" "hp03"
// Cloaking Device
weapon6 = "gkcloak"
weaponHardpoints6 = "hp02"
// Self Destruct
weapon6 = "ktphot"
weaponHardpoints6 = "hp02"
// Plasma Cannon
weapon7 = "hplasmac"
weaponHardpoints7 = "hp01"
// Shield Inversion Field
weapon8 = "hshieldi"
weaponHardpoints8 = "hp01"
//Corbimite Refractor
weapon9 = "hcorbom"
weaponHardpoints9 = "hp02"
// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp10" "hp12" "hp15" "hp18" "hp21" "hp22"
lifeSupportTargetHardpoints = "hp10" "hp12" "hp15" "hp18" "hp21" "hp22"
weaponsTargetHardpoints = "hp01" "hp02" "hp03"
shieldGeneratorTargetHardpoints = "hp10" "hp12" "hp15" "hp18" "hp21" "hp22"
sensorsTargetHardpoints = "hp10" "hp12" "hp15" "hp18" "hp21" "hp22"
hullTargetHardpoints = "hp10" "hp12" "hp15" "hp18" "hp21" "hp22"
criticalTargetHardpoints = "hp10" "hp12" "hp15" "hp18" "hp21" "hp22"
// We have a Latinum Spray
latinum_spray_hardpoint = "hp10"
//************************************************************
// Tara additions for context sensitive menus
alert = 1
combat = 1
can_sandd = 1
// We need to identify out SOD file for proper In Game Appearance:
baseName = kfreight2
// Scale The SOD
scaleSOD = 1.4
Who is online
Users browsing this forum: No registered users and 3 guests