Modding Question
I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
posted on May 16th, 2013, 9:11 pm
sup guys, first time i try modding for Fleetops (had changed alot for sta2 bot fo2 works different)
and i wanted to make myself a hard Dom Phaser...
opened FPQEdit and extracted
dom_phaser_sentryY.odf
dom_phaser_sentryZ.odf
and changed some hitpoints and health/Shields, but also
to
so what i get is more shields and more HP, but the weapon upgrade doesnt work somehow..?
second question: is there any special stuff or special weapon system anyone would recommend for a Dominion Phaser Turret?
thanks.
and i wanted to make myself a hard Dom Phaser...
opened FPQEdit and extracted
dom_phaser_sentryY.odf
dom_phaser_sentryZ.odf
and changed some hitpoints and health/Shields, but also
- Code: Select all
weapon1 = "domW_phaser_sentry1"
weaponhardpoints1 = "hp01"
weapon2 = "passive_epscontrol"
weaponhardpoints2 = "root"
weapon3 = "domW_phaser_sentry2"
weaponhardpoints3 = "hp01"
to
- Code: Select all
weapon1 = "domW_phaser_sentry1"
weaponhardpoints1 = "hp01"
weapon2 = "passive_epscontrol"
weaponhardpoints2 = "root"
weapon3 = "domW_phaser_sentry2"
weaponhardpoints3 = "hp01"
weapon4 = "domW_phaser_sentry1"
weaponhardpoints1 = "hp01"
weapon5 = "domW_phaser_sentry1"
weaponhardpoints1 = "hp01"
weapon6 = "domW_phaser_sentry1"
weaponhardpoints1 = "hp01"
weapon7 = "domW_phaser_sentry1"
weaponhardpoints1 = "hp01"
weapon8 = "domW_phaser_sentry1"
weaponhardpoints1 = "hp01"
weapon9 = "domW_phaser_sentry1"
weaponhardpoints1 = "hp01"
so what i get is more shields and more HP, but the weapon upgrade doesnt work somehow..?
second question: is there any special stuff or special weapon system anyone would recommend for a Dominion Phaser Turret?
thanks.
posted on May 16th, 2013, 9:38 pm
gonna hazard a guess that you need to have weaponhardpointsX increment the value of X.
eg weapon4 should have a corresponding weaponhardpoints4, you currently have weaponhardpoints1 repeatedly.
eg weapon4 should have a corresponding weaponhardpoints4, you currently have weaponhardpoints1 repeatedly.
posted on May 16th, 2013, 9:47 pm
Yes, weaponhardpointsX and weaponX should match. Otherwise, weapons 4 and above have no hardpoints to fire from.
A special weapon you could use for the Dominion is something that has a chance to disable a subsystem. The Breen gave the disabler to them, and theirs still have a limited effect.
A special weapon you could use for the Dominion is something that has a chance to disable a subsystem. The Breen gave the disabler to them, and theirs still have a limited effect.
posted on May 16th, 2013, 9:56 pm
Thanks,
Questions1:
is there a special subsystem/energydrain that recharges the Shields?
i set my Station to reduced 200 hull and greatly increased 6000 shields so its gonna be tanky
Questions2:
how do i then change the tooltips to match the new weapon/defense power?
Questions3:
can stations gain xp and be upgraded? or is this too hard?
Questions1:
is there a special subsystem/energydrain that recharges the Shields?
i set my Station to reduced 200 hull and greatly increased 6000 shields so its gonna be tanky
Questions2:
how do i then change the tooltips to match the new weapon/defense power?
Questions3:
can stations gain xp and be upgraded? or is this too hard?
posted on May 16th, 2013, 10:01 pm
1) can't you just give your turret a high "shieldrate" to make it get shields back much faster? it would do this both in and out of combat, though.
2) from what i've heard tooltips are a pain in the bum, see here: http://guide.fleetops.net/guide/modding/visuals-effects/editing-tooltips
you'll also need to calculate o/d/s values for your station, another tricky process.
3) yup, stations can do that too, look at the romulan intel centre for inspiration.
2) from what i've heard tooltips are a pain in the bum, see here: http://guide.fleetops.net/guide/modding/visuals-effects/editing-tooltips
you'll also need to calculate o/d/s values for your station, another tricky process.
3) yup, stations can do that too, look at the romulan intel centre for inspiration.
posted on May 16th, 2013, 10:31 pm
Thanks, i tried to Recreate the Chin'toka Defense Platforms to use in Heavy mode against 7 Hard NPC
http://memory-beta.wikia.com/wiki/Orbit ... n_platform
need to turn down the weapon damage and increase range a bit, maybe exchange some of the torpedoes for phasers
i suppose theres no way to have the bomber torpedos to fire in intervals after each other, only all together?

http://memory-beta.wikia.com/wiki/Orbit ... n_platform
need to turn down the weapon damage and increase range a bit, maybe exchange some of the torpedoes for phasers
i suppose theres no way to have the bomber torpedos to fire in intervals after each other, only all together?
- Code: Select all
basename = "dom_phaser_sentry"
unitname = "Phaser Sentry"
tooltip = "Phaser Sentry"
verbosetooltip = "AUTOTOOLTIP-dom_phaser_sentry.odf"
hotkeylabel = "GAME-HOTKEY-D"
race = "dominion"
buildtime = 66
dilithiumcost = 2470
latinumcost = 97
biomattercost = 27
worthxp = 920
recycledilithium = 74
recyclelatinum = 29
recyclebiomatter = 8
recycletime = 36
maxhealth = 31
curhealth = 31
healthrate = 0.917
maxshields = 6131
curshields = 6131
shieldrate = 5.137
shieldgeneratorhitpoints = 1230
engineshitpoints = 0
weaponshitpoints = 723
lifesupporthitpoints = 0
sensorshitpoints = 123
attackpower = 5.000
intrinsicvalue = 1.000
maxspecialenergy =5000
specialenergyrate =5
eventselect = "DominionPhaserSentrySelect"
weapon1 = "domW_bomber1"
weaponhardpoints1 = "hp01"
weapon2 = "passive_epscontrol"
weaponhardpoints2 = "root"
weapon3 = "domW_phaser_sentry2"
weaponhardpoints3 = "hp02"
weapon4 = "domW_bomber1"
weaponhardpoints4 = "hp03"
weapon5 = "domW_bomber1"
weaponhardpoints5 = "hp04"
weapon6 = "domW_bomber1"
weaponhardpoints6 = "hp05"
weapon7 = "domW_bomber1"
weaponhardpoints7 = "hp06"
weapon8 = "domW_bomber1"
weaponhardpoints8 = "hp07"
weapon9 = "domW_bomber1"
weaponhardpoints9 = "hp08"
enginestargethardpoints = "hp01" "hp02"
lifesupporttargethardpoints = "hp01" "hp02"
weaponstargethardpoints = "hp01" "hp02"
shieldgeneratortargethardpoints = "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10"
sensorstargethardpoints = "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10"
hulltargethardpoints = "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10"
criticaltargethardpoints = "hp11" "hp12" "hp13" "hp14"
weapon1iconpos = 72 50
weapon2iconpos = 72 70
classlabel = "sensor"
footprintbuffer = 10.0f
fireball = "x_large_explosion"
has_crew = 0
transporter = 0
is_starbase = 1
ainame = "StarbaseProcess"
officercost = 0
shielddelay = 2
damagedscan = 50.0f
avoidanceclass = 9
weldingradius = 1.0
repairyellow = 2.0f
repairred = 4.0f
ScaleSOD = 1
enginesrepairtime = 0.25
lifesupportrepairtime = 0.0625
weaponsrepairtime = 0.25
shieldgeneratorrepairtime = 0.25
sensorsrepairtime = 0.25
enginescrewloss = 5.0f
lifesupportcrewloss = 5.0f
weaponscrewloss = 8.0f
shieldgeneratorcrewloss = 8.0f
sensorscrewloss = 5.0f
lifesupportloss = 0.5
engineshitpercent = 1.0f
lifesupporthitpercent = 25.0f
weaponshitpercent = 1.0f
shieldgeneratorhitpercent = 1.0f
sensorshitpercent = 0
crewhitpercent = 70.0f
hullhitpercent = 2.0f
facility = 1
has_hitpoints = 1
checkvalidresourceinterval = 10.0f
alert = 1
show_sw_autonomy = 1
show_movement_autonomy = 1
combat = 1
can_sandd = 0
eventacknowledge = "StarbaseAcknowledge"
eventattack = "StarbaseAttack"
eventdecommission = "StarbaseDecommission"
buildablebyownerraceonly = 1
specialenergydisplaymode = 1
extraweaponhardpoints = "root"
maxextraweapons = 10
rangescan = 850
shieldhit = "shield_dom_hitM"
shieldhitcritical = "shield_dom_hitcritM"
shielddown = "shield_dom_down"
possiblecraftnames =
"Chin'Toka Defense Platform"

posted on May 16th, 2013, 10:58 pm
Hi and welcome to the forums 
1. Weapons can fire in volleys using the proper shotdelayX commands: http://guide.fleetops.net/guide/modding ... /cannonimp
2. There are several weapons that can recharge shields - it depends on what type of effect you'd like.
There is the fedShieldEmitter, the repairWeapon, and the replaceWeapon for instance. A negative shieldDrainrate for uniOrdnance will also work.

1. Weapons can fire in volleys using the proper shotdelayX commands: http://guide.fleetops.net/guide/modding ... /cannonimp
2. There are several weapons that can recharge shields - it depends on what type of effect you'd like.
There is the fedShieldEmitter, the repairWeapon, and the replaceWeapon for instance. A negative shieldDrainrate for uniOrdnance will also work.
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