Mini canon mod - again

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posted on October 26th, 2010, 7:33 pm
Last edited by Zweistein000 on October 31st, 2010, 7:44 pm, edited 1 time in total.
Hello I'm making mini cannon mod for the latest patch. It makes all Federation Photon torpedos fire in salvos of 2 or 4 (depends on the ship). This means federation ships have excellent burst damage, the down side is that they now require 2 or 4 times more time to reload. This when combined with same hit to miss ratio makes missed shots much more penalizing (as your ship needs to wait 2 or 4 times more for another go). Also Type 3 torpedos on Galaxy now have the same reload time as normal torpedos, but rather than firing on three ships simultaneously they fire at ships the same way starbase fires at ships - one torpedo per ship. Federation pulse phaser platforms and outpost now fire pulse phaser in salvos of 6, but they spread them among targets (like firing torpedos).

But that's not why I'm here. I want to make defiant shoot its pulse phasers in salvos of 6 (and have 6 times longer reload time), bit if I do that defiant just fires an never ending stream (reload time being 0.1 seconds) of phasers, blasting everything in its path.

I'm also going to give the defiant the middle mounted phaser (the one on the turret), but I don't know how to make a small icon on the portrait of the ship.

I'll try to upload a game footage to youtube (although last time I did that I had problems).

Your help and thoughts on this mod are appreciated.



Dom edit: Link to Canon Mod on Armada II Files . Sorry for the violation of privacy, just thought you'd want the link to be posted :)

TY Dom
posted on October 26th, 2010, 9:04 pm
Last edited by Dominus_Noctis on October 26th, 2010, 9:15 pm, edited 1 time in total.
Interesting twist :). Good luck  :thumbsup:

EDIT: TUN says to add in the correct position of one of those weapon images you should use:

weaponXiconpos = X Y

The X in iconpos is the weapon number, and the X and Y is where in the UI the little icon appears :)

The images themselves are controlled in systemimages.spr
posted on October 26th, 2010, 9:28 pm
Sounds interesting indeed, burst-fire is something Starfleet tends to do in battle.

May I suggest another thread title, though? Mini *wrong spelling* mod - again
posted on October 27th, 2010, 8:25 am
Last edited by Zweistein000 on October 28th, 2010, 6:29 pm, edited 1 time in total.
Ty both for your input, going to correct cannon to canon.

EDIT: How does the Adaptors "adaptation" work. I always found it kind of useless so I'm thinking to incorporate adaptation automatically into Tactical armor. Adaptor on the other hand will automatically get 25% Damage resistance against the faction you adapted. Also armor module will give you twice the damage reduction against the empire you adapted, but also twice less than if you aren't adapted.

Example: Base tactical armor currently is 50. You will get 25 armor against Federation because you aren't adapted, but 75 armor against Dominion  because you are adapted. Also Adaptor gets 25% damage reduction against Dominion without tactical armor module.

Edit 2: Here is the mod. All federation vessels now fire torpedoes and pulse phasers in bursts. I have decided that Phalanx will use its pulse phasers as torpedoes and will fire them on volleys of 4 instead of 6 (he has 4x longer reload time, 0.20 second delay between shots). Defiant is now a bit stronger because it gets a phaser when it achieve any rank (1st gray rank - you get a phaser).

Bask in its glory!

To do (if I don't get tired of editing):
- Make adaptor more useful
- Edit defiants new phaser location (possibly)
- Repair any bugs
- Possibly make Federations fully upgraded outpost change into spacedock (just a model change).

The mod is on file front, waiting to be revived.

Attachments

Dynamic_Localized_Strings.h
(1.72 MiB) Downloaded 313 times
posted on October 28th, 2010, 10:07 pm
I like this, a lot.

Heres my suggestions for canonon stuff.

Akira: Give it reduced phaser refire rate, but increase the number of torpedos, as it's a torpedo cruiser. At max rank, give it a quantum  and a few photons.

Sabre: Give it a photon, but make the reload slow at first. Prehaps give it a quantum torp (no burst) at higher ranks, as it is a newer ship type.

Galaxy: make the phasers be the multitarget weapon. Also, add a venture type refit (in stats if not in model) that gives it better general stats, prehaps quantums as well. It should have the ability to have one of the better burst ammounts and refire among fed ships, other than the Akira, for the cost of special energy, prehaps.

For the Nebulas........ single shot photon (2-3 burst tops) for the sensor nebula. We've seen that varriant shoot photons (or at least heard it mentiond directly) in TNG episodes

If nothing else this would assist with clutter.
posted on October 28th, 2010, 10:37 pm
Last edited by Tyler on October 28th, 2010, 10:39 pm, edited 1 time in total.
Lol, canonon...

Zweistein000 wrote:EDIT: How does the Adaptors "adaptation" work. I always found it kind of useless so I'm thinking to incorporate adaptation automatically into Tactical armor. Adaptor on the other hand will automatically get 25% Damage resistance against the faction you adapted. Also armor module will give you twice the damage reduction against the empire you adapted, but also twice less than if you aren't adapted.

Example: Base tactical armor currently is 50. You will get 25 armor against Federation because you aren't adapted, but 75 armor against Dominion  because you are adapted. Also Adaptor gets 25% damage reduction against Dominion without tactical armor module.

The weapons secondary odf (e.g. fedW_galaxy1o) includes a seperate line under basedamage for ships that take damage different from the base. Each Adaptor variation has an entry in all weapons to reduce the damage done to it. The module just tells it which odf to use.

An example from fedW_galaxy1o.odf:
damagebase = 8.846
"bor_adaptor_00.odf" 2.654
"bor_adaptor_01.odf" 5.75
"bor_adaptor_02.odf" 5.75
"bor_adaptor_03.odf" 5.75
"bor_adaptor_R0.odf" 5.75
"bor_adaptor_T0.odf" 5.75


Zweistein000 wrote: - Possibly make Federations fully upgraded outpost change into spacedock (just a model change).

If you wait for a later version, then the game will gain a Spacedock model that you can use so the mod retains a consistent appearance.
posted on October 28th, 2010, 10:51 pm
You guys need to adhere to cannon more often, like the one I've got aimed at your bridge. :D
posted on October 29th, 2010, 4:59 am
Well the defiant has like a vulcan cannon pulse phasers. Thats kinda impressive actually
posted on October 29th, 2010, 9:32 am
and 6 times longer reload rime. Don't forget that, because it means that balance is unchanged.
posted on October 29th, 2010, 12:16 pm
Well, maybe one error is that you said you have the shotdelay0 to 0.1, when it should be 1.15/6, or about .19  :sweatdrop: .
posted on October 29th, 2010, 4:35 pm
You don't understand:

Defiant now fires 6 pulse phaser shots like this:

SHOT 1
0.1 second delay
SHOT 2
0.1 second delay
SHOT 3
0.1 second delay
SHOT 4
0.1 second delay
SHOT 5
0.1 second delay
SHOT 6
1.15x6=6.9 second delay

P.S. Yes defiants now work properly AND they get a Phaser when they achieve first (gray) rank
posted on October 31st, 2010, 3:24 am
Last edited by Dominus_Noctis on October 31st, 2010, 3:30 am, edited 1 time in total.
Yup, it's difficult if the correct program is not used.

Back on topic though, I see that the mod is uploaded to Filefront  :thumbsup:

Mini canon Download, Star Trek: Armada 2 Miscellaneous
posted on October 31st, 2010, 11:25 am
Last edited by Tok`ra on October 31st, 2010, 2:58 pm, edited 1 time in total.
I tend to try to micro my ships and keep them moving, if nothing else because Im used to the chance to hit for moving targets being lower :p .

btw Zweistein, an idea for a fully cannon defiant........ make the phasers draw special energy, so that you are forced to burst fire (set special energy use to green or yellow). But of course also add a fire button for it too.

That, or have buttons for differnt firign modes

1- non-stop fire: draws special energy per shot, good for quickly dispatching 1-2 small ships
2- long burst: draws special energy per shot, more efficent than the above, especily with torps used.
3- standard: normal, no special energy use.

Of course that would make it suck as an AI ship, so prehaps make the special fire mods JUST for the player ?

Also, for your re-balance mod, I say remove most special weapons (IE: the vanilla steamrunner engine overload that the Sov has now). For the smaller fed ships, when giving them a torp, give them 2shot burst or no burst fire. Also, prehaps have a refit button to upgrade them to a quantum (same power as a regular quantum, but single shot), prehaps with a lower refire.


EDIT:  Ok, I'm liking this so far. Prehaps add in an option to refit a Galaxy to Venture specs, but this is fine as is.

Anyway just a suggestion of changes to make for cannon.........

Quantum Pulse: generaly, replace it on ships that have it with a torpedo of some sort.

Sabre: Replace the Quantum pulse with a Photon, single shot, refire gets better each rank. Have it become a quantum with 1 shot. when it gets 2 gold bars, double shot and better rate of fire when at veteran.
Akira: Have the base Akira be the Dominion tech Akira (2 photons). Have the Veteran Akira be 2 double shot photons and a double shot quantum torpedo in the weapons pod, and 2 more double shot photons in the saucer (movies show it has tubes in both places).


Past that, also prehaps give torpedos to most fed ships as they go Veteran, if they dont have them, or upgrade to a quantum torpedo if it had photons.
posted on October 31st, 2010, 7:43 pm
Last edited by Zweistein000 on October 31st, 2010, 7:50 pm, edited 1 time in total.
1st Defiant works fine now, just had to delete a code segment.

2nd Galaxy type three torpedoes now have artillery range, but target one unit

3rd Nova, Intrepid and Remoore now fire two torpedoes

4th I don't now how to code special attack ODF's (tried it)

Also: My file got revived!

Dominus_Noctis wrote:Yup, it's difficult if the correct program is not used.

Back on topic though, I see that the mod is uploaded to Filefront  :thumbsup:

Mini canon Download, Star Trek: Armada 2 Miscellaneous


What program? Do tell!

I edited everything manually

Is there a way to make one weapon require two different race upgrades

EXAMPLE: Intrepid tricobalt torpedo needs: Research Tricobalt torpedo OR Borg adaption matrix
posted on October 31st, 2010, 8:05 pm
Last edited by Tyler on October 31st, 2010, 8:08 pm, edited 1 time in total.
I don't think so, you'd need to have it use another weapon odf or use the Tech assimilation method from stock.
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