Bug Reports - Help wanted

Talk about anything related to old versions of Armada.
1, 2, 3, 4, 5
posted on September 29th, 2011, 8:47 pm
Last edited by jetnova16 on September 30th, 2011, 7:39 pm, edited 1 time in total.
Dominus_Noctis wrote:Is your Remodulation weapon a self-targeting weapon: if so, that is your problem. A2 cannot deal with self targeting weapons for the AI or special weapons autonomy.


I don't know. It is the same weapon as the Stock Borg Sphere Regeneration Weapon, which actually targets the sphere itself, not another ship. The activation buttons are even the same.

gregen.odf
Code: Select all
//Display name for this weapon
wpnName = "Regeneration"

//tooltips
tooltip = "BORG_POD3"
verboseTooltip = "BORG_POD3_V"

//Time Delay between shots - not used
shotDelay = 0.0

//Location of the button in the speed panel
buttonSlot = 2

// location of the button in the popup palette
popupSlot = 3

// Priority of button in the speed panel, this is only
// used if it is non-zero.
buttonPriority = 10

//Type of border to use for this button.
//0 = No border.
//1 = Offensive border.
//2 = Defensive border.
buttonBorder = 2

// Special stuff - denote special weapon
special = 1

// Range within which the weapon will fire - not used.
range = 0.0f

//Sound which is played when the weapon fires - temp sound
fireSound = "swbreg.wav"

//Programming Stuff DO NOT CHANGE
classLabel = "regeneration"

// Chance of hitting the target. - not used
hitChance = 1.00

// Special energy cost for the Shield Regenerator
specialEnergyCost = 80

// Regen modifier
regenModifier = 30

//this special weapon can be assimilated by the borg tech assimilator
//assimilatable = "borpod3"

hotkeyLabel = "HOTKEY_F2"


I don't think it inovolves the AI or this weapon because it is fine when I activate it and I have staged tests and found that the ship does use it. As I said, this is a new problem and I have had the "Hull Polarization" (Remodulation) weapon in the game prior to starting the Spanning The Generations concept.

Correction: It isn't like regneration for the Borg Sphere, but instead the Remodulation Weapon that the Borg Diamonds use.

gremod.odf
Code: Select all
//Display name for this weapon
wpnName = "Shield Remodulation"

//tooltips
tooltip = "BORG_POD6"
verboseTooltip = "BORG_POD6_V"

//Name of the ODF file for the ordinance for this weapon
ordName = "remod"

//Location of the button in the speed panel
buttonSlot = 1

// location of the button in the popup palette
popupSlot = 7

// Priority of button in the speed panel, this is only
// used if it is non-zero.
buttonPriority = 5

//Type of border to use for this button.
//0 = No border.
//1 = Offensive border.
//2 = Defensive border.
buttonBorder = 2

// Special stuff - denote special weapon
special = 1

//Time Delay between shots - not used
shotDelay = 3.5

// Range within which the weapon will fire.
range = 700.0f

//Sound which is played when the weapon fires - temp sound
fireSound = "swbsremf.wav"

//Programming Stuff DO NOT CHANGE
classLabel = "cannon"

//    HIT_EVERYONE = 0,
//   HIT_ALLIES = 1,
//   HIT_ENEMIES = 2
hitCondition = 2

// set target restrictions
targetAlliedCraft = 1
targetAlliedBuildings = 1
targetEnemyCraft = 0
targetEnemyBuildings = 0

// this weapon needs a target
needTarget = 1

//ship shouldn't automatically switch to attack mode after using this "weapon"
switchToAttack = 0

// Chance of hitting the target. - not used
hitChance = 1.00

// Don't shoot my own guys.
beneficial = 1

//this special weapon can be assimilated by the borg tech assimilator
//assimilatable = "borpod6"

hotkeyLabel = "HOTKEY_F9"

Attachments

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posted on September 30th, 2011, 2:17 am
k_merse wrote:I don't think that anyone would read this through. That's the main reason why you have to check your game after every modification you made, or you end up in a mysterious crash-loop like that.
In cases like that I do the following:
1. If I have problem with a shipyard somewhere, I remove it from the game with all of its buid options (delete from the techtree is enough) and see if it crashes. YES: It wasn't the shipyard. NO: Continue
2. Put back the shipyard and remove the buildlist. Check if it crashes. YES: You have a problem with the shipyard's ODF. NO: Continue.
3. Place a shipyard in the mapeditor Crashes? YES: Problem with the yard's ODF or with the weapons ODFs used by the shipyard. NO: Continue
4. Put back every construction option one by one and repeat points 2 and 3 every time.
5. Once you've found the ODF you can check it line by line. You may have to remove weapons of ships just as you did with the construction options to find the bug.

Time costly indeed, but it's better than asking for help hopelessly for days...


I already do that every time I add anything to the game. The reason I am posting these is because they shouldn't be happening. The key here is that the units that are all causing this problem used to be in my game already and worked just fine. I never edited them, just changed their order around in the tech1 file to put them into their correct errors. I also removed the units that I didn't like how they performed.

What you are telling me to do I already know, infact it is my only strategy that I actually use since I can only understand certain text coding in the Bug Reports. I also do all of my unit testing in the Map Editor and test only one unit at a time. The fact here is as I already said though, all these units used to work in the game and I didn't make changes to their ODF Files until recently well attempting to find out what is causing the problems.

I know how to find the bugs in ODF files and have strategies that work. The reason I am posting the problems here is because the strategies and everything that you have suggested in your post actually hasn't been working or I get crashes and my desktop background replaced by a black screen without being able to get to the game to run tests, and then I either don't get a Bug Report when that happens or one that always keeps mentioning the technologytree.

Come to think about it K_merse, you always say the same thing no matter what when I post problems that I am having in my game, and the fact is I always have tried what you have already said before hand with not success at all, if it was working why would I be posting the Bug Reports and looking for a second set of eyes or more to spot the problem??


PS. Sorry if I was rude or ignorant in the reply but I am always getting tired of hearing the same redundant information. I have already learned it.

****************************************************************************
Now on to the relivant information...
****************************************************************************

Ok, I fixed the fDY500.odf problem, it had nothing to do with the ship, it was actually related to its laser weapons. Figured that out by giving its weapons to another ship and finding out the same thing happened.

Also though, I am still getting the Black Screen taking over my background at times on my desktop and other times the game loads (Map Editor) and doesn't cause it, its like it has a mind of its own. Still want to hunt this problem down though.

I am going to see if the whole Federation techtree will load later in the game (and hopefully not cause a crash to the desktop during loading and give me a black background again).

Another thing I don't get, is the crash with the Hull Polarization, sometimes it works and other times it doesn't. The attached screen shot is of it working, the ship that uses it targets itself.

Attachments

USS Concord (Yorktown-class) using Hull Polorization Weapon.png
posted on September 30th, 2011, 4:23 am
Well, I did tell you why it occurs  ^-^
Dominus_Noctis wrote:Is your Remodulation weapon a self-targeting weapon: if so, that is your problem. A2 cannot deal with self targeting weapons for the AI or special weapons autonomy.

I assume you used a ToggleWeapon or NebGeneration weapon with needTarget = 0 (and special = 1).
posted on September 30th, 2011, 7:37 pm
Last edited by jetnova16 on September 30th, 2011, 9:02 pm, edited 1 time in total.
Dominus_Noctis wrote:Well, I did tell you why it occurs  ^-^I assume you used a ToggleWeapon or NebGeneration weapon with needTarget = 0 (and special = 1).


I tested your theory and the results are "No Crash", and it involves a Self Targetting weapon.

The file isn't mine, the Hull Polarization weapon was made by another modder, and released in another Full Compulation Mod, if I remember correctly, it was from Star Trek Armada II Birth of the Federation. I have had this weapon in the game for over a year with NO problems with it, including the fact that the ships that use it target themselves (I never changes the files, so they are the original from Birth of the Federation).

And as I said, they work in the game. I staged a test in the Map Editor without a crash. I set the ship that is was controling and another one of the same class (both with the Hull Polarization weapon) and had them engage each other in combat. Both ended up using their Hull Polarization WITHOUT a crash. The screen shot that I posted of the Yorktown-class above using the Hull Polarization weapon was after the balle, of course I got my ship to survive by activiating the weapon quicker.

This test though proves that it has nothing to do with the Polarization Weapon, as I said, the crash in game possbily involved it but I was only following/keeping an eye on one of my ships that I didn 't want to get destroyed, and the game crashed, it could have been anything, including something in a later era that I can't test yet because of this crash.

****
Addition:
I have combed through the tech1 file and have removed some units that I decided not to use. And I also have a nive Enterprise Era Starbase that looks like its massive - (parts of different stations researched and connected) (here is a link to its page, it was for Armada I and the concept works in Armada II tested through the Map Editor. I am extreamly thankful for Pepperman sometime ago telling me that some mods for Armada I will work in Armada II - If  Iuse an A1 mod I test it right away like everything else. - http://www.armadafleetcommand.com/afc/modules.php?name=Downloads&d_op=viewdownloaddetails&lid=297)

I know that the problem with this crash occuring has something to do with the technology tree because every Bug Report has the following Coding:
Code: Select all
Main ($1210):
0049af9b +00000b Armada2.exe   TechnologyTree.obj
0049afa7 +000017 Armada2.exe   TechnologyTree.obj
0049ae74 +0000e4 Armada2.exe   TechnologyTree.obj
0049add6 +000046 Armada2.exe   TechnologyTree.obj
00499fda +00038a Armada2.exe   TechnologyTree.obj
0049a854 +000084 Armada2.exe   TechnologyTree.obj
006024ed +00025d Armada2.exe   LoadSaveGame.obj
00602fb4 +0002a4 Armada2.exe   LoadSaveGame.obj
00484d70 +000030 Armada2.exe   Program.obj
00485897 +000117 Armada2.exe   Program.obj
00487246 +000166 Armada2.exe   Program.obj
00486b44 +000544 Armada2.exe   Program.obj
0047608d +000023 Armada2.exe   ArmadaWin.obj
00476042 +0000d2 Armada2.exe   ArmadaWin.obj
006734f4 +22507c Armada2.exe   savegame.obj
75bfd307 +000010 kernel32.dll  BaseThreadInitThunk


In the stackdump section, that is where I notice the changes that I mention:
This is from the newest one:
Code: Select all
stack dump:
0012f738  a4 a8 25 09 04 9e 25 09 - a4 a8 25 09 5c f7 12 00  ..%...%...%....
0012f748  ac af 49 00 a4 a8 25 09 - a4 a8 25 09 54 9e 25 09  ..I...%...%.T.%.
0012f758  a4 a8 25 09 74 f7 12 00 - ac af 49 00 a4 a8 25 09  ..%.t.....I...%.
0012f768  a4 a8 25 09 54 df 25 09 - f4 a8 25 09 9c f7 12 00  ..%.T.%...%.....
0012f778  79 ae 49 00 a4 a8 25 09 - e8 90 0d 09 08 65 0d 09  y.I...%......e..
0012f788  64 de 25 09 28 86 0d 09 - 08 00 00 00 98 ea 0d 09  d.%.(...........
0012f798  f4 a8 25 09 c0 f7 12 00 - db ad 49 00 38 92 0d 09  ..%.......I.8...
0012f7a8  e0 64 0d 09 b4 06 26 09 - 8c 24 e1 82 fe ff ff ff  .d....&..$......
0012f7b8  7a 11 d6 76 64 de 25 09 - e4 f7 12 00 db ad 49 00  z..vd.%.......I.
0012f7c8  38 95 0d 09 20 66 0d 09 - 04 e9 25 09 28 f8 12 00  8....f....%.(...
0012f7d8  08 00 00 00 e4 04 00 00 - b4 06 26 09 08 f8 12 00  ..........&.....
0012f7e8  db ad 49 00 f8 f2 0d 09 - e0 69 0d 09 04 fd 25 09  ..I......i....%.
0012f7f8  7e eb dc 76 68 f8 12 00 - 00 00 00 00 04 e9 25 09  ~..vh.........%.
0012f808  2c f8 12 00 db ad 49 00 - b8 f3 0d 09 c8 68 0d 09  ,.....I......h..
0012f818  34 e1 25 09 50 d1 58 05 - 52 00 00 00 00 01 00 00  4.%.P.X.R.......
0012f828  04 fd 25 09 50 f8 12 00 - db ad 49 00 78 95 0d 09  ..%.P.....I.x...
0012f838  58 6a 0d 09 94 d6 25 09 - ef f4 2d 75 00 00 00 00  Xj....%...-u....
0012f848  00 00 12 01 34 e1 25 09 - 74 f8 12 00 db ad 49 00  ....4.%.t.....I.
0012f858  28 96 0d 09 30 6a 0d 09 - 64 a2 25 09 68 f8 12 00  (...0j..d.%.h...
0012f868  f8 2c 2a 09 e8 2f 12 01 - 94 d6 25 09 98 f8 12 00  .,*../....%.....


If anyone would really download the Bug Reports (Exception.txt) files you'd also see this, after all, I posted them for a reason. :)

Attachments

exception 9.txt
(20.96 KiB) Downloaded 242 times
exception 10 - Newest & Different.txt
(21.19 KiB) Downloaded 267 times
exception 11 - Newest - first for 9-30-2011.txt
(21.49 KiB) Downloaded 261 times
NX-era Starbase.jpg

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posted on September 30th, 2011, 9:49 pm
Well, I downloaded the BotF mod, looked at its ODFs (garmour and armour) and sure enough, needTarget = 0, classlabel = toggleweapon. It's gonna crash when the AI or special weapons autonomy activates it  ^-^

Just tested it now, and sure enough, crash  ^-^
posted on September 30th, 2011, 9:56 pm
Dominus_Noctis wrote:Well, I downloaded the BotF mod, looked at its ODFs (garmour and armour) and sure enough, needTarget = 0, classlabel = toggleweapon. It's gonna crash when the AI or special weapons autonomy activates it  ^-^

Just tested it now, and sure enough, crash  ^-^


Ok then.

One, How would you create a authentic Hull Polarization Weapon?  (Possibly one that doesn't have anything going around the ship).

Two How come it isn't crashing in my game when I was testing it?

Three, that doesn't answer the problem of the Black Screen happening when the game crashes and the "technologytreeobject"?
posted on September 30th, 2011, 11:35 pm
Remember that Yorktown is by me, it isn't just a direct port, I did edit the mesh as did Jetfreak edit the textures, so can't be released outside MSFC.

Not a fan of that Starbase, doesn't at all look like what a ENT era STarbase would, you'd be better off using some TOS ones.

I too have been looking into Hull Polarized weapons, but I really haven't come up with anything, mined I am using FO not A2 Stock. I was hoping to be able to adjust the Phase Plates from the Romulan destroyer but no luck, As I don't know how the FO Devs did the texture, if I could duplicate the texture glow patterns I would be able to get something to at least look right. However for every ship, it would need a unique weapon. Plus they would need to be activated manually to work right.
posted on October 1st, 2011, 1:27 am
@Majestic: In FO you can use a self targeting CannonImp with your choice of ordnance (like a remodulation, plasmaordnance etc) :) . A replaceWeapon is only necessary if you want to change stats like shield/hull rather than fire rate or subsystem repair rate (or extra weapons). If you wanted the hull polarization to be invulnerable, remodulation would be good, though I don't think that's what you were going for.  :sweatdrop: .

Perhaps it would be enough to replace the texture of the replaced vessel with one that was whitish (or had lots of glows) if you aren't married to the animation stuff. I believe also if you linked a cannonimp with a replaceweapon (causing the cannonimp to fire an ultritium beam, spawn a u_ball_obj, and replace the original vessel) you could get the AI to use it as well.

@Jetnova: In stock A2 you cannot make a perfect self targeting special weapon to my knowledge that can be used by the AI/special weapons autonomy without crashing. You can however use the NebGeneration Weapon and have needTarget = 1. The weapon will self-activate properly without a crash, though it will require a player to click on a target to activate it.
NebulaGeneration - The Hitchhiker's Guide to Fleet Operations
posted on October 1st, 2011, 1:36 am
Majestic wrote:Remember that Yorktown is by me, it isn't just a direct port, I did edit the mesh as did Jetfreak edit the textures, so can't be released outside MSFC.

Not a fan of that Starbase, doesn't at all look like what a ENT era STarbase would, you'd be better off using some TOS ones.  


I know Majestic that it is yours I think you made the Poseidon-class as well since it to is a port from Star Trek Legacy. I love both ships. Do you recommend any size for the Poseidon-class? I might have increased its size and now her size matches the Yorktown-class and puts the NX-class at the smallest. I also have two other ships for Starfleet by you that I haven't added yet, by far I really like your Ent. Era models the best. :)

I think you might like this:
fyorktown.odf
Code: Select all
#include "battle.odf"

//**********************************************************************
//A2PHYSPROJV1.1 PARAMETERS
physicsFile = "trek_scruise3phys.odf"
rangeScan = 1000.0f
avoidanceClass = 6

//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Yorktown-class"

//tooltips
tooltip = "Yorktown-class"
verboseTooltip = "An outgrowth of the NX-class, the Yorktown-class was a large and heavily armed battleship for its day. Its bulky and robust design was capable of surviving many battles and several examples served well into the early 23rd century."

//Race which can build ship & starting race of ship
race = "federation"

//Amount of time required to build ship
buildTime = 2.0

//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 = 12

//Max Shield Strength & Begining Shield Strength <500
maxHealth = 90
maxShields = 0

// Hitpoints
shieldGeneratorHitPoints = 12
enginesHitPoints = 12
weaponsHitPoints = 12
lifeSupportHitPoints = 12
sensorsHitPoints = 12

//Rate at which shield recharges (points per second... we think)
shieldRate = 0

//Maximum Value of Special Energy
maxSpecialEnergy = 2000

//Rate at which special energy recharges (points per second... we think)
specialEnergyRate = 10

//**********************************************************************
//SHIP NAMES
//Possible Craft Names
possibleCraftNames =
   "Yorktown" "Washington" "Adams" "Wilson" "Valisma" "Germanotta"
        "Venturas" "Colton" "Aurbach" "Boston" "Commonwealth" "Concord"
   "Fenway" "Liberty" "Paul Revere" "Mujari"

// Max Buildable #
maxBuildableNumber = 16
           
//**********************************************************************
//ART PARAMETERS & WEAPON NAMES

// Phaser Array
weapon1 = "d2phas"
weaponHardpoints1 = "hp10" "hp11" "hp12" "hp13" "hp14" "hp15"

// Pulse Phaser
weapon3 = "fapulse"
weaponHardpoints2 = "hp10" "hp11" "hp12"

// Pulse Phaser
weapon3 = "fapulse"
weaponHardpoints3 = "hp13" "hp14" "hp15"

// Photonic Torpedos
weapon4 = "fc1phot"
weaponHardpoints4 = "hp01" "hp02" "hp03" "hp08"

// Photonic Torpedos
weapon5 = "fc1phot"
weaponHardpoints5 = "hp01" "hp02"

// Photonic Torpedos
weapon6 = "fc1phot"
weaponHardpoints6 = "hp03" "hp08"

// Grappler
weapon7 = "ggrap"
weaponHardpoints7 = "hp23"

// Hull Polarization
weapon8 = "gpolarization"
weaponHardpoints8 = "hp07" "hp08"

// Self Destruct
weapon9 = "gselfdes"
weaponHardpoints9 = "hp07" "hp08"

// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp06" "hp07" "hp08" "hp09" "hp10"
lifeSupportTargetHardpoints = "hp14" "hp15" "hp16" "hp17" "hp18"
weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05"
shieldGeneratorTargetHardpoints = "hp19" "hp20" "hp21" "hp22" "hp23"
sensorsTargetHardpoints = "hp24" "hp25" "hp26" "hp27" "hp28" "hp29"
hullTargetHardpoints = "hp30" "hp31" "hp32" "hp33" "hp34" "hp11" "hp12" "hp13"
criticalTargetHardpoints = "hp03" "hp16"

//**********************************************************************
//AI system parameters
//These parameters influence how the AI evaluates and compares craft.
//An abstract number that represents how much extra strength must be
//used to attack this craft due to its weapons.
// (0.0=no weapons, 0.5 = average weapons, 1.0=many good weapons)
attackPower = 0.1f

//The normalized intrinsic value of a target.  High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 0.1f

//**********************************************************************
//CREW STATUS MULTIPLIERS
//The multiplier for the delay between shots for weapons while in yellow status
weaponYellow = 2.0f

//The multiplier for the delay between shots for weapons while in red status
weaponRed = 3.0f

//**********************************************************************
//Message & Sound Parameters
//**********************************************************************
eventSelect = "Yorktownselect"
eventAcknowledge = "Yorktownack"
eventAttack = "YorkAttack"
eventMove = "Yorktownselect"
eventRepair = "Yorktownrepair"
eventStop = "Yorktownstop"

//**********************************************************************
//PHYSICS PARAMETERS
// Scripted 3D Attack paths
attack_path0 = "p2.pth"
attack_path1 = "p3.pth"

//**********************************************************************
// Scale The SOD
ScaleSOD = 1.33


fposeidon.odf
Code: Select all
#include "cruise1.odf"

//**********************************************************************
//A2PHYSPROJV1.1 PARAMETERS
physicsFile = "trek_scruise1phys.odf"
rangeScan = 510.5f
avoidanceClass = 5

//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Poseidon-class"

//tooltips
tooltip = "Poseidon-class"
verboseTooltip = "A derivative of the NX-class, the Poseidon-class was designed as a strike vessel with emphasis on offensive capability. Its multiple weapon banks and strong

engines helped to secure many victories during the Earth-Romulan War."

//Race which can build ship & starting race of ship
race = "federation"

//Amount of time required to build ship
buildTime = 2.0

//Number of officers required to build this ship
officerCost = 4

//Number of crew required to build ship & Starting crew
crewCost = 50

//Dilithium Cost to build
dilithiumCost = 12

//Max Shield Strength & Begining Shield Strength <500
maxHealth = 75
maxShields = 0

// Hitpoints
shieldGeneratorHitPoints = 12
enginesHitPoints = 11
weaponsHitPoints = 11
lifeSupportHitPoints = 11
sensorsHitPoints = 12

//Rate at which shield recharges (points per second... we think)
shieldRate = 0

//Maximum Value of Special Energy
maxSpecialEnergy = 2000

//Rate at which special energy recharges (points per second... we think)
specialEnergyRate = 10

//**********************************************************************
//SHIP NAMES
//Possible Craft Names
possibleCraftNames =
   "Poseidon" "Coto" "Homer" "Olympia" "Marshall" "Rizal"
        "Reliant" "Flanker" "Nebula" "Saotome" "Konohamaru"
        "Spitfire" "Thames" "Auckland" "Clincher" "Cebu"
        "Tora" "Jutsu" "Minato"

// Max Buildable #
maxBuildableNumber = 19
           
//**********************************************************************
//ART PARAMETERS & WEAPON NAMES

// Pulse Phaser
weapon1 = "fapulse"
weaponHardpoints1 = "hp14" "hp13" "hp11" "hp12" "hp09"

// Pulse Phaser
weapon2 = "fapulse"
weaponHardpoints2 = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08"

// Grappler
weapon3 = "ggrap"
weaponHardpoints3 = "hp10"

// Hull Polarization
weapon4 = "gpolarization"
weaponHardpoints4 = "hp07" "hp08"

// Self Destruct
weapon5 = "gselfdes"
weaponHardpoints5 = "hp07" "hp08"

// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp06" "hp07" "hp08" "hp09" "hp10"
lifeSupportTargetHardpoints = "hp06" "hp07" "hp08" "hp09" "hp10"
weaponsTargetHardpoints = "hp06" "hp07" "hp08" "hp09" "hp10"
shieldGeneratorTargetHardpoints = "hp06" "hp07" "hp08" "hp09" "hp10"
sensorsTargetHardpoints = "hp06" "hp07" "hp08" "hp09" "hp10"
hullTargetHardpoints = "hp06" "hp07" "hp08" "hp09" "hp10"
criticalTargetHardpoints = "hp06" "hp07" "hp08" "hp09" "hp10"

//**********************************************************************
//AI system parameters
//These parameters influence how the AI evaluates and compares craft.
//An abstract number that represents how much extra strength must be
//used to attack this craft due to its weapons.
// (0.0=no weapons, 0.5 = average weapons, 1.0=many good weapons)
attackPower = 0.1f

//The normalized intrinsic value of a target.  High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 0.1f

//**********************************************************************
//CREW STATUS MULTIPLIERS
//The multiplier for the delay between shots for weapons while in yellow status
weaponYellow = 1.0f

//The multiplier for the delay between shots for weapons while in red status
weaponRed = 2.0f

//**********************************************************************
//PHYSICS PARAMETERS
// Scripted 3D Attack paths
attack_path0 = "p2.pth"
attack_path1 = "p3.pth"

//**********************************************************************
//Message & Sound Parameters
//**********************************************************************
eventSelect = "Poseidonselect"
eventAcknowledge = "Poseidonack"
eventAttack = "PoseidonAttack"
eventMove = "Poseidonselect"
eventRepair = "Poseidonrepair"
eventStop = "Poseidonstop"
eventRedAlert = "PoseidonRedAlert"
eventYellowAlert = "PoseidonYellowAlert"

//**********************************************************************
// Scale The SOD
ScaleSOD = 1.355


By any chance, do you know of the reigistry for the Yorktown-class and the Poseidon-class? Is it have NCC or N and something else? (I was hoping to add some registries if possible).

Don't worry, I am not planning on releaseing them.

As for the Starbase, I haven't really found any Enterprise Era starbases and the TNG Era one I have just doesn't fit in line with the NX-class :(. So I compromised with that one instead but I still hate the shipyards connected to it.
posted on October 1st, 2011, 1:53 am
Last edited by jetnova16 on October 1st, 2011, 2:11 am, edited 1 time in total.
Majestic wrote:I too have been looking into Hull Polarized weapons, but I really haven't come up with anything, mined
I am using FO not A2 Stock. I was hoping to be able to adjust the Phase Plates from the Romulan destroyer but no luck, As I don't know how the FO Devs did the texture, if I could duplicate the texture glow patterns I would be able to get something to at least look right. However for every ship, it would need a unique weapon. Plus they would need to be activated manually to work right.


Dominus_Noctis wrote:@Majestic: In FO you can use a self targeting CannonImp with your choice of ordnance (like a remodulation, plasmaordnance etc) :) . A replaceWeapon is only necessary if you want to change stats like shield/hull rather than fire rate or subsystem repair rate (or extra weapons). If you wanted the hull polarization to be invulnerable, remodulation would be good, though I don't think that's what you were going for.  :sweatdrop: .

Perhaps it would be enough to replace the texture of the replaced vessel with one that was whitish (or had lots of glows) if you aren't married to the animation stuff. I believe also if you linked a cannonimp with a replaceweapon (causing the cannonimp to fire an ultritium beam, spawn a u_ball_obj, and replace the original vessel) you could get the AI to use it as well



I don't really want to go for remodulation for the type of effect (not to mention I didn't like the green oval ariound the ship either, would have liked the blue one for the Corbomite Refractor, but both look like a shield around the ship. Since it isn't supposed to be a shield, I don't really want to be able to see it active, like maybe the button can let you know its active, like light up or something. I am starting to think having the AI use Hull Polarization will be a no go, but I still want to be able to use it.


Dominus_Noctis wrote:Well, I downloaded the BotF mod, looked at its ODFs (garmour and armour) and sure enough, needTarget = 0, classlabel = toggleweapon. It's gonna crash when the AI or special weapons autonomy activates it  ^-^

Just tested it now, and sure enough, crash  ^-^


Dominus_Noctis, I owe you a small apology when it comes to the Hull Polarization weapon. You are right it does crash. It didn't during my mock testing using the Map Editor with a Yorktown-class (Team 1 - Mine) verse Yorktown-class (Team 2 - AI).

Now here is where it gets interesting and why I am apologizing about disagreeing:

In the Map Editor, I decided to stage my own Earth-Romulan War Battle. I set up a fleet of 4 Yorktown-class Battlecruisers, 2 Poseidon-class cruisers and 4 NX-class cruisers and at their stationed base, the beginning section of the NX-Starbase with its second half researched. I set up Vulcan Early Warning Detection Grids and Sub-Space Amplifiers all around the map and a few were within distance of the Romulan fleet (4 Enterprise Era Bird-of-Preys and 2 bigger versions that I call Bird-of-Prey Motherships). Well they
attacked the sensors. I sent my Federation Fleet to engage and activated all of their Hull Polarizations right away (as you must know since you downloaded the Mod) is that I changed the weapons .odf name to not cause confusion and quick finding). After one of the Yorktown-class was attacked and on the verge of damage, the game crashed.

The resulting Bug Report takes care of Bug Reports (Exceptions # 4 & 5) but not the rest. Especially since those two are the only one that mention this coding:

Code: Select all
Main ($d7c):
004c8a50 +000000 Armada2.exe   Craft.obj
0058b2c9 +000009 Armada2.exe   ShieldRemodulationClass.obj
00664ada +216662 Armada2.exe   savegame.obj
00664340 +215ec8 Armada2.exe   savegame.obj
004385e1 +0001d1 Armada2.exe   CraftProcess_Attack.obj
00437db7 +000267 Armada2.exe   CraftProcess_Attack.obj
004322c2 +0000f2 Armada2.exe   CraftProcess.obj
0042eb0d +00005d Armada2.exe   CraftProcess.obj
0040195e +0000be Armada2.exe   AiMission.obj
00450de7 +000007 Armada2.exe   AISchedMission.obj
0044e84e +00001e Armada2.exe   AIController.obj
00483574 +000124 Armada2.exe   Program.obj
00559b7a +0000fa Armada2.exe   TransportLocal.obj
0045edd4 +000164 Armada2.exe   AudioManager.obj
00487293 +0001b3 Armada2.exe   Program.obj
00486b44 +000544 Armada2.exe   Program.obj
0047608d +000023 Armada2.exe   ArmadaWin.obj
00476042 +0000d2 Armada2.exe   ArmadaWin.obj
006734f4 +22507c Armada2.exe   savegame.obj
7601d307 +000010 kernel32.dll  BaseThreadInitThunk


And this is in the Stackdump Section:

Code: Select all
stack dump:
0012fa3c  ce b2 58 00 a8 7c 26 05 - 60 fa 12 00 dd 4a 66 00  ..X..|&.`....Jf.
0012fa4c  c8 b5 dd 0c 00 00 00 00 - 68 70 5c 08 90 03 f7 0c  ........hp.....
0012fa5c  30 da eb 0c 70 fa 12 00 - 40 43 66 00 c8 b5 dd 0c  0...p...@Cf.....
0012fa6c  00 00 00 00 c4 fa 12 00 - e4 85 43 00 c8 b5 dd 0c  ..........C.....
0012fa7c  00 00 00 00 64 fe 29 08 - 30 da eb 0c d8 8a 21 05  ....d.).0.....!.
0012fa8c  00 00 80 bf 00 00 00 00 - 00 00 00 00 00 22 50 45  ............."PE
0012fa9c  00 00 00 00 00 00 00 00 - 00 00 00 00 c8 50 ff 07  .............P..
0012faac  b8 2f f7 0c 00 00 80 3f - 09 00 00 00 07 00 00 00  ./.....?........
0012fabc  00 00 80 3f 64 fe 01 01 - d8 fa 12 00 bc 7d 43 00  ...?d........}C.
0012facc  44 0a 00 00 30 da eb 0c - 30 01 00 00 f0 fa 12 00  D...0...0.......
0012fadc  c5 22 43 00 80 96 f9 0c - 30 da eb 0c 00 07 5d 05  ."C.....0.....].
0012faec  c8 50 ff 07 00 fb 12 00 - 10 eb 42 00 c1 ca a1 3d  .P........B....=
0012fafc  c1 ca a1 3d 34 fb 12 00 - 61 19 40 00 c1 ca a1 3d  ...=4...a.@....=
0012fb0c  4f 00 00 00 c1 ca a1 3d - 00 00 00 00 3d ce 2d bd  O......=....=.-.
0012fb1c  00 00 00 00 00 00 00 00 - 30 da eb 0c 7c fb 12 00  ........0...|...
0012fb2c  b8 94 69 00 ff ff ff ff - 40 fb 12 00 ec 0d 45 00  ..i.....@.....E.
0012fb3c  c1 ca a1 3d 4c fb 12 00 - 51 e8 44 00 c1 ca a1 3d  ...=L...Q.D....=
0012fb4c  88 fb 12 00 79 35 48 00 - c1 ca a1 3d 10 b1 54 05  ....y5H....=..T.
0012fb5c  b1 8f 53 12 48 02 00 00 - 00 00 00 00 01 00 00 00  ..S.H...........
0012fb6c  48 02 00 00 00 00 00 00 - 01 00 00 00 c1 ca a1 3d  H..............=

disassembling:
004c8a50 public Craft.obj:                ; function entry point
004c8a50 > fld     dword ptr [ecx+$1cc]
004c8a56   fcomp   qword ptr [$6ae6e8]
004c8a5c   fnstsw  ax
004c8a5e   test    ah, 1
004c8a61   jz      loc_4c8a6a
[...]



Well The Others, including the ones that cause the Black Screen/Background Problem have this coding:

Code: Select all
Main ($1210):
0049af9b +00000b Armada2.exe   TechnologyTree.obj
0049afa7 +000017 Armada2.exe   TechnologyTree.obj
0049ae74 +0000e4 Armada2.exe   TechnologyTree.obj
0049add6 +000046 Armada2.exe   TechnologyTree.obj
00499fda +00038a Armada2.exe   TechnologyTree.obj
0049a854 +000084 Armada2.exe   TechnologyTree.obj
006024ed +00025d Armada2.exe   LoadSaveGame.obj
00602fb4 +0002a4 Armada2.exe   LoadSaveGame.obj
00484d70 +000030 Armada2.exe   Program.obj
00485897 +000117 Armada2.exe   Program.obj
00487246 +000166 Armada2.exe   Program.obj
00486b44 +000544 Armada2.exe   Program.obj
0047608d +000023 Armada2.exe   ArmadaWin.obj
00476042 +0000d2 Armada2.exe   ArmadaWin.obj
006734f4 +22507c Armada2.exe   savegame.obj
75bfd307 +000010 kernel32.dll  BaseThreadInitThunk


And this is in the Stackdump Section (Note in some of the Bug Reports for this section, it is different at times):

(1) This is from the 9-30-2011 Bug Report that mentions the date (Exception 11))

Code: Select all
stack dump:
0012f738  a4 a8 25 09 04 9e 25 09 - a4 a8 25 09 5c f7 12 00  ..%...%...%....
0012f748  ac af 49 00 a4 a8 25 09 - a4 a8 25 09 54 9e 25 09  ..I...%...%.T.%.
0012f758  a4 a8 25 09 74 f7 12 00 - ac af 49 00 a4 a8 25 09  ..%.t.....I...%.
0012f768  a4 a8 25 09 54 df 25 09 - f4 a8 25 09 9c f7 12 00  ..%.T.%...%.....
0012f778  79 ae 49 00 a4 a8 25 09 - e8 90 0d 09 08 65 0d 09  y.I...%......e..
0012f788  64 de 25 09 28 86 0d 09 - 08 00 00 00 98 ea 0d 09  d.%.(...........
0012f798  f4 a8 25 09 c0 f7 12 00 - db ad 49 00 38 92 0d 09  ..%.......I.8...
0012f7a8  e0 64 0d 09 b4 06 26 09 - 8c 24 e1 82 fe ff ff ff  .d....&..$......
0012f7b8  7a 11 d6 76 64 de 25 09 - e4 f7 12 00 db ad 49 00  z..vd.%.......I.
0012f7c8  38 95 0d 09 20 66 0d 09 - 04 e9 25 09 28 f8 12 00  8....f....%.(...
0012f7d8  08 00 00 00 e4 04 00 00 - b4 06 26 09 08 f8 12 00  ..........&.....
0012f7e8  db ad 49 00 f8 f2 0d 09 - e0 69 0d 09 04 fd 25 09  ..I......i....%.
0012f7f8  7e eb dc 76 68 f8 12 00 - 00 00 00 00 04 e9 25 09  ~..vh.........%.
0012f808  2c f8 12 00 db ad 49 00 - b8 f3 0d 09 c8 68 0d 09  ,.....I......h..
0012f818  34 e1 25 09 50 d1 58 05 - 52 00 00 00 00 01 00 00  4.%.P.X.R.......
0012f828  04 fd 25 09 50 f8 12 00 - db ad 49 00 78 95 0d 09  ..%.P.....I.x...
0012f838  58 6a 0d 09 94 d6 25 09 - ef f4 2d 75 00 00 00 00  Xj....%...-u....
0012f848  00 00 12 01 34 e1 25 09 - 74 f8 12 00 db ad 49 00  ....4.%.t.....I.
0012f858  28 96 0d 09 30 6a 0d 09 - 64 a2 25 09 68 f8 12 00  (...0j..d.%.h...
0012f868  f8 2c 2a 09 e8 2f 12 01 - 94 d6 25 09 98 f8 12 00  .,*../....%.....

disassembling:
[...]
0049af93   push    ebx
0049af94   mov     ebx, [ebp+8]
0049af97   push    esi
0049af98   mov     esi, ecx
0049af9a   push    edi
0049af9b > mov     ecx, [esi+$2c]
0049af9e   test    ecx, ecx
0049afa0   jz      loc_49afb9
0049afa2   cmp     ecx, ebx
0049afa4   jz      loc_49afb0
0049afa6   push    ebx
[...]


(2) This is from the Bug Report before the that mentions the date (exception 10), notice the differences in the Stackdump, the only similarity is in the " Main ($2134):")

Code: Select all
stack dump:
0012f738  24 ce 3f 09 84 c3 3f 09 - 24 ce 3f 09 5c f7 12 00  $.?...?.$.?....
0012f748  ac af 49 00 24 ce 3f 09 - 24 ce 3f 09 d4 c3 3f 09  ..I.$.?.$.?...?.
0012f758  24 ce 3f 09 74 f7 12 00 - ac af 49 00 24 ce 3f 09  $.?.t.....I.$.?.
0012f768  24 ce 3f 09 14 06 40 09 - 74 ce 3f 09 9c f7 12 00  $.?...@.t.?.....
0012f778  79 ae 49 00 24 ce 3f 09 - 88 a7 2d 09 90 45 2d 09  y.I.$.?...-..E-.
0012f788  24 05 40 09 b0 66 2d 09 - 08 00 00 00 18 c1 2d 09  $.@..f-.......-.
0012f798  74 ce 3f 09 c0 f7 12 00 - db ad 49 00 d8 a8 2d 09  t.?.......I...-.
0012f7a8  68 45 2d 09 b4 2e 40 09 - 2e 21 26 a6 fe ff ff ff  hE-...@..!&.....
0012f7b8  7a 11 91 76 24 05 40 09 - e4 f7 12 00 db ad 49 00  z..v$.@.......I.
0012f7c8  d8 ab 2d 09 a8 46 2d 09 - c4 0f 40 09 28 f8 12 00  ..-..F-...@.(...
0012f7d8  08 00 00 00 e4 04 00 00 - b4 2e 40 09 08 f8 12 00  ..........@.....
0012f7e8  db ad 49 00 78 c9 2d 09 - 68 4a 2d 09 b4 24 40 09  ..I.x.-.hJ-..$@.
0012f7f8  7e eb 97 76 68 f8 12 00 - 00 00 00 00 c4 0f 40 09  ~..vh.........@.
0012f808  2c f8 12 00 db ad 49 00 - 38 cb 2d 09 50 49 2d 09  ,.....I.8.-.PI-.
0012f818  f4 07 40 09 90 76 64 05 - 21 00 00 00 00 00 80 00  ..@..vd.!.......
0012f828  b4 24 40 09 50 f8 12 00 - db ad 49 00 18 ac 2d 09  .$@.P.....I...-.
0012f838  e0 4a 2d 09 54 fd 3f 09 - af 04 02 75 00 00 00 00  .J-.T.?....u....
0012f848  00 00 e4 01 f4 07 40 09 - 74 f8 12 00 db ad 49 00  ......@.t.....I.
0012f858  c8 ac 2d 09 b8 4a 2d 09 - e4 c7 3f 09 68 f8 12 00  ..-..J-...?.h...
0012f868  60 84 e8 08 e8 2f e4 01 - 54 fd 3f 09 98 f8 12 00  `..../..T.?.....

disassembling:
[...]
0049af93   push    ebx
0049af94   mov     ebx, [ebp+8]
0049af97   push    esi
0049af98   mov     esi, ecx
0049af9a   push    edi
0049af9b > mov     ecx, [esi+$2c]
0049af9e   test    ecx, ecx
0049afa0   jz      loc_49afb9
0049afa2   cmp     ecx, ebx
0049afa4   jz      loc_49afb0
0049afa6   push    ebx
[...]


I really suggest that you take alook at the posted Bug Reports for this problem because they aren't connected to the Hull Polarization because with these, the game doesn't load.

Once in a while it happens with the Map Editor other times, trying to load Instant Action, but they both cause the desktop background to go black.

Dominus_Noctis wrote:@Jetnova: In stock A2 you cannot make a perfect self targeting special weapon to my knowledge that can be used by the AI/special weapons autonomy without crashing. You can however use the NebGeneration Weapon and have needTarget = 1. The weapon will self-activate properly without a crash, though it will require a player to click on a target to activate it.
NebulaGeneration - The Hitchhiker's Guide to Fleet Operations


I have a few self targetting weapons that I am sure work just fine that never crashed the game. Now I am not fully sure though since running a mock war battle showed me you were right about the Hull Polarization. It could be the same reason why my Premonition-class crashes the game. (I got an old Bug Report that I wasn't able to post on that about 6 months ago.)

I am thinking about giving up on having the AI use Hull Polarization. What I don't get is it uses the Corbomite Refractor just fine on the Sovereign-class by itself (I have lost a few ships in battle because of it). How is a Regeneration type weapon and the Corbomite Refractor different? They both target the ship, except I think the Borg target another ship with theirs.

I don't really want to create a nebula around the ship, even an invisible one. I would like to have something to just protect the hull from torpedo and phaser damage to a point until it too is damaged and then the ship (of the years 2151 - 2161) start to recieve damage directly to themselves.
posted on October 1st, 2011, 2:14 am
The ToggleWeapon and NebGeneration Weapon are commonly used for self targeting purposes, as no other weapon can provide this functionality - the other classlabels you mentioned are hardcoded in their behavior to have those very specific effects.
For more on needTarget issues: Weapon - The Hitchhiker's Guide to Fleet Operations

The NebGeneration weapon does not create nebulae - it self targets. It is a good idea instead of contradicting from the get go, to test the functionality of something  ^-^. You can simply make the NebGeneration weapon use ordName = "name of the ordnance you want to target it".
posted on October 1st, 2011, 2:23 am
Last edited by jetnova16 on October 1st, 2011, 2:34 am, edited 1 time in total.
Dominus_Noctis wrote:The ToggleWeapon and NebGeneration Weapon are commonly used for self targeting purposes, as no other weapon can provide this functionality - the other classlabels you mentioned are hardcoded in their behavior to have those very specific effects.
For more on needTarget issues: Weapon - The Hitchhiker's Guide to Fleet Operations

The NebGeneration weapon does not create nebulae - it self targets. It is a good idea instead of contradicting from the get go, to test the functionality of something  ^-^. You can simply make the NebGeneration weapon use ordName = "name of the ordnance you want to target it".


Self Targetting should easily work in the game. This link is to a mod at Armada2files that is for Shield Remodulation and it is for self targetting and I'll quote its description:

Shield Remodulation
Description:
This weapon is derived from the Borg shield remodulation technology which now can be made to work to remodulate the shield of the ship initiating the weapon. This mod comes complete with a new activation button and improved rgb texture to replace the stock version(optional of course)and though I made this specificly for my a1 game, theoreticaly, this should also work for a2 as well.


http://armada2.filefront.com/file/Shield_Remodulation;118675

Do you have any ideas on a mock file version that could actually give a the Hull Polarization effect? I know that the same thing is in theory the Armor that is used in the replace weapon for the Armored Intrepid-class. Is there something that can do that, but not replace the ship with the one with armor because in exact theory there isn't a new ship for nothing changes.

******************************************************************
Also, can someone please check out the other Bug Reports please? Especially the ones that are causing the Black Desktop Background Problem and keep saying: "TechnologyTree.obj".

Suggestion: Could we split this topic up? One for Hull Polarization and another that gets back on topic for the Bug Reports?
posted on October 1st, 2011, 2:40 am
The download in that link uses the same method as already stated. It will crash just the same.

I see no reason to split the thread - it's about your crashes, and you have quite a lot of them which may or may not be related to one another.
posted on October 1st, 2011, 4:50 am
jetnova16 wrote:I know Majestic that it is yours I think you made the Poseidon-class as well since it to is a port from Star Trek Legacy. I love both ships. Do you recommend any size for the Poseidon-class? I might have increased its size and now her size matches the Yorktown-class and puts the NX-class at the smallest. I also have two other ships for Starfleet by you that I haven't added yet, by far I really like your Ent. Era models the best. :)


Would those be my ships from back in 2006, available on A2Files?

NZ Class Starship Download, Star Trek: Armada 2 Ships

NW Class Starship Download, Star Trek: Armada 2 Ships

I redid the latter for TCW, improving upon the design with a new model.


jetnova16 wrote:By any chance, do you know of the reigistry for the Yorktown-class and the Poseidon-class? Is it have NCC or N and something else? (I was hoping to add some registries if possible).


For the Yorktown I use NY and for the Coto I use NR, but those are my interpretations and not canon or even semi-canon.

Day 4, Coto Class by *Majestic-MSFC on deviantART

Day 6, Yorktown Class by *Majestic-MSFC on deviantART

Using NCC would be just as good as anything else out there.

Dominus_Noctis wrote:@Majestic: In FO you can use a self targeting CannonImp with your choice of ordnance (like a remodulation, plasmaordnance etc) :) . A replaceWeapon is only necessary if you want to change stats like shield/hull rather than fire rate or subsystem repair rate (or extra weapons). If you wanted the hull polarization to be invulnerable, remodulation would be good, though I don't think that's what you were going for.  :sweatdrop: .

Perhaps it would be enough to replace the texture of the replaced vessel with one that was whitish (or had lots of glows) if you aren't married to the animation stuff. I believe also if you linked a cannonimp with a replaceweapon (causing the cannonimp to fire an ultritium beam, spawn a u_ball_obj, and replace the original vessel) you could get the AI to use it as well.



I just need to know how to get the texture to look the same so the animation will look the same, other than that I am set. Unfortunately there is no tutorial or hints to help me out with this, so I'll probably just release the TCW with Earth using shields. Not the best but it's something I'll unfortunately have to settle on and live with.
posted on October 1st, 2011, 5:45 am
Yup; I'm afraid I have zero knowledge there - I'm not sure how the Norway is animated, but have you considered a "simpler" animation like the Assault Mode for the vessel (it's tertiary ability): I believe it uses an overlaySOD to create the glowing sparkly effect on it, which could be an excellent way to simulate armor.
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