TCR Balance Pack

Talk about anything related to old versions of Armada.
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posted on September 24th, 2010, 11:37 pm
TCR_500 wrote:Here's how to disable the shields.
Code: Select all
maxShields = 0
shieldRate = 0
shieldGeneratorHitpoints = 0


The ships becoming derelict after the shields go down are because of two reasons.
  • The damageVariance value.  Setting this to 0 seems to prevent large crew losses.
  • The criticalHitPercent value is too high.  Lower this by a certain amount and raise the hullHitPercent value by the same amount.

If you do not change the damageVariance value to 0, then I guarantee you that changing the probability of the crew being hit won't work.  I think this is how Fleet-Ops prevents their vessels from becoming derelict so easily.

This basically requires a complete redo of all ODF files.



Ok thank you for that information, that will make it easier. Will this work for any ship like the values can be transfered over to the Dominion too right (minus the no shields of course)?
posted on September 25th, 2010, 1:03 am
It will work for any ship, station, or research pod.  As long as the damageVariance for the weapon is at 0.  If you make the shields a lot stronger than the hull, find this line:
Code: Select all
cfgSHIELD_DAMAGE_PROTECTION = 0.8;

in the RTS_CFG.h file and change this to above 0.95.  That way, you can still get some damage to the ship, but the ship won't be destroyed before the shields go out.  A value of 1.0 will make the shields absorb all of the damage until they go out.
posted on September 25th, 2010, 3:16 am
TCR_500 wrote:It will work for any ship, station, or research pod.  As long as the damageVariance for the weapon is at 0.  If you make the shields a lot stronger than the hull, find this line:
Code: Select all
cfgSHIELD_DAMAGE_PROTECTION = 0.8;

in the RTS_CFG.h file and change this to above 0.95.  That way, you can still get some damage to the ship, but the ship won't be destroyed before the shields go out.  A value of 1.0 will make the shields absorb all of the damage until they go out.



Wow! Thank you for all of the great ideas. This will actually take care of fixing some of the problems with ships being destroyed or becoming derelicts way too soon for the combat situations that they are in and will in my opinion possibly make each race more canon, or at least act way they are supposed to...
posted on September 28th, 2010, 2:37 pm
Last edited by TChapman500 on October 8th, 2010, 3:47 pm, edited 1 time in total.
You're welcome.

In addition to making the game more balanced, I'm also going to try to add a few ODF commands to the game.  Specifically, in the area of weapons and upgrades.  If I succeed, certain items will be able to be upgraded to have new abilities.  And, there will be new resources and hopefully, some will increase by default with trade.  Some of the ODF commands will be released in later patches.

I'm also going to add a few planets for my mission pack and for general game-play.  These planets will add a bit more variety to the game.

Just so no one forgets (including me), this balance pack is to increase the value of support ships and other special abilities that you have and not do just send a fleet of battleships at the enemy base (or scouts for that matter) to win.  It's also going to add a bit more variety on map objects like resources and nebulae.  Some of which will have a dramatic impact on the outcome of a game, some will have no impact at all.




I've been getting these "Out of Memory" errors with the new ODF files.  I've gotten 2 Federation ODFs completed and I've put them in the edit menu.  But every time I go to that menu, it gives me the "Out of Memory" error.  It's never done that before.  What's going on?
posted on October 7th, 2010, 9:08 pm
I believe out of memory errors are caused by missing quotation marks.
posted on October 7th, 2010, 9:48 pm
Last edited by TChapman500 on October 8th, 2010, 3:48 pm, edited 1 time in total.
Found it.  Now I don't get those out of memory errors any more.  Now to get the new tooltips and "wireframes" in as well as the new phaser and pulse sprites.




The tooltips are not working out quite as planned.  I can't seem to get any of the formatting on the tooltips that I want.  Probably because of a lack of C++ code.  However, I've completed one of the vessels.  Now to complete that vessels weapons.

Vessels Complete:
- Diamond (Borg)

Stations Complete:
NONE

Weapons Complete:
- Diamond Phaser
- Diamond Torpedo
- Federation Frigate Torpedo
- Federation Sovereign Torpedo

Specials Complete:
NONE

I've deleted several Borg vessels and I'm probably going to delete several Borg stations and/or update them to be more balanced.  The Borg are extreamly dependant on assimilating the crews of other vessels and you will loose if you don't assimilate.
posted on November 26th, 2010, 10:24 am
When do we get a teaser DL of this, if not the whole thing ?

Sounds like an inter sting take on things, the borg especially.
posted on December 10th, 2010, 1:39 pm
Last edited by TChapman500 on December 12th, 2010, 3:11 am, edited 1 time in total.
This development is taking longer than I have anticipated.  Actually, I forgot about it.  Sorry.

I am working on it now that you've reminded me.  Thanks.  I'll release a few teaser downloads that will probably not be balanced.  One of the later releases will be balanced though.  I'll leave the Borg out until I can get Milkshape because the Borg will require new models.  Species-8472 are now just map objects, but can still be used by the Cardassians.




By the way, I have set up a forum at my site for you to discuss this in more detail than you can with just one thread.

Click Here.




Well, I've taken out everyone except the Federation.  I've started re-balancing their ships and weapons.  Once I'm done with the Federation, I'll work on the Cardassians, then the Klingons, then the Romulans, then the Borg.  Each faction that I complete, I'll put out a teaser download.




All factions will have at least one special per vessel that doesn't need to be researched.  Standard cloak doesn't count.

Also, I'm planning on implementing a mixed-tech system similar to the one in fleet-ops.  With the exception that you can still build other factions technology trees.

By the way, not all factions will have the same stations like in stock.  In stock, all the stations and ships were the same.  The Borg for example, once complete, will no longer have any stations except for the orbital station and some probe relays.  Some missions will have a Transwarp Hub or a Uni-Complex though.

Balancing the Cardassians will be a bit of a pain because of two super-weapons.  The Dreadnaught missile, which is heavily armed, and the Cardassian "science" ship which is capable of bringing a bio-ship into the fight.  Both are basically end-game weapons that are very hard to counter if not impossible.

I'm not sure how I'm going to balance the Cardassians with those weapons.  A bio-ship would assume take-out everyone on the map with minimal resistance, even when all of the specials are operational.  The Dreadnaught missile will at least be stoppable by conventional weapons.




For game balance, the vessels will be rescaled.  Starting with the Borg.  A cube will now be about 9 times bigger than the Intrepid.  About 4 times bigger than the Sovereign, and about 5 times bigger than the Galaxy.




By the way, since the replaceweapon ODF commands are already in the game, can I have the module, shotDelayX, damageMode, rank, fleetCap, and weaponIcon commands?
posted on December 12th, 2010, 3:26 am
PROGRESS UPDATE:

With the exception of the orbital facility, the probe relays, and temporary vessel frameworks, a normal game will not contain any Borg stations.  The assimilator will be renamed to the adaptor, and the sphere, adaptor, cube, and diamond will be capable of assimilating with special weapons.  The probe will require transport assault.

The Agein Class Frigate will be removed.  It's special will go to the Nebula class starship.

By the way, when is work going to be resumed on the patch project?  I need those module and shotDelayX commands!
posted on December 12th, 2010, 10:43 am
TCR_500 wrote:By the way, when is work going to be resumed on the patch project?  I need those module and shotDelayX commands!


i dont think pp is a priority for the devs. so it will be a while before they look at it again i believe.
posted on December 12th, 2010, 5:28 pm
The thing is, I can't do the Borg until the module commands are placed in patch project.  Otherwise, it's going to look a bit messy and a bit unbalanced.
posted on December 12th, 2010, 5:36 pm
TCR_500 wrote:The thing is, I can't do the Borg until the module commands are placed in patch project.  Otherwise, it's going to look a bit messy and a bit unbalanced.


what if u convert ur mod to be for fleetops, then u can take advantage of the fleetops improvements. i mean its a lot to expect of the devs to make a game, then make a "watered down" version of the game.

you have to work within the limitations of the game you are modding.
posted on December 12th, 2010, 6:15 pm
Fleet-Ops does not have the map height ability that stock A2 has.  That is the primary reason this mod cannot be built for fleet-ops.  On top of that, I need the ability to set out an area using the path feature, and have the program automatically fill the area within that path with nebulae.  Or place asteroids along that path automatically.  That's about 90% of the reason I can't put this mod in Fleet-Ops.  About 90% of that is due to the map height.  The rest has to do with the renamed ODF commands.  Especially the ones that deal with resources.

The module ODF commands I absolutely have to have in order to release the Borg.  The shotDelayX command would be good to have, but is not really required.  The damageMode command would be nice too.  Especially if it's multi-lined like a lot of the other weapon ODF commands.
posted on December 12th, 2010, 6:59 pm
maybe it would be easier to mod fo to add height back in, rather than mod a2 to add several fleetops features in.

i mean both of them sound difficult to me.

i just wouldnt hold my breath waiting for fleetops features to be ported back to a2.
posted on December 12th, 2010, 8:34 pm
the patch project has been discontinued, sorry
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