Jump to content

berbinator

Members
  • Posts

    9
  • Joined

  • Last visited

berbinator's Achievements

Rookie

Rookie (2/14)

  • First Post
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. Hey, don't know if your still accepting applications, but I would love to help test this. Signed up for a mantis account.
  2. so where is this three ship vs. three ship game??
  3. Ok I have RDN tools and spooks Relic Archive tool, and am now able to access and edit the various components of .big files. Now could someone please explain to me how I use any of the above tools to repack.... say a couple ship, level, and weapon files back into the .big files?
  4. awesome ... I appreciate the info on the code there. Very enlightening with the exception of the ion cannons... I still don't understand where emp damage is covered espcially as it seems as if some conventional weapons also inflict slight emp damage on occasion. Also I take it by division of fire rate that (hypothetical example) a quad mount with a rof of 4 would have a 1 sec rof for each barrel (or 1 sec rof for mount....same difference either way I guess)?? As to the imp1 vs 2 issue... yeah pretty much its just a toss up either way and depends on how you really want to look at it. I understand your point and I unfortunately can't get my hands on anything better than online resources (wookipedia being my primary). My personal (key word personal) take on the issue was that the Imp 2 was designed with a considerable jump in lethality in mind. The reason I think this is a look in to the mind of Lira Wessex who designed it and its forerunner http://starwars.wikia.com/wiki/Lira_Wessex A brilliant engineer, if ever there was a severe case of more/bigger is better it would be her. According to the wookipedia http://starwars.wikia.com/wiki/Imperial_II-class_Star_Destroyer the imp 2 was designed with a heavily reinforced hull, stronger shields and greater firepower than the original. So thats my "spin" on the sketchy details I have. I may just tweak things a little on my own to suit my tastes thanks
  5. nope not really... but I can look into it though. Not making any promises but I'll see what I can do.
  6. I have been digging around in the .big files (quite a delight ) and have run into a few interesting things Here are a couple questions. 1. I noticed that the ships (I only have closely looked at the Imp 1,2 and a few others) don't have even close to the actual number of weapons as they were actually equipped with. The Imp 1 for example while stated as having 60 heavy turbolaser cannons in addition to its primary mounts. However the in game ship has maybe 40 weapons emplacements total! 2. This pertains to the above question. Is the smaller number of weapons a engine restriction or due to balancing issues? Or is there a ratio of stated weapons/in game weapons OR am I just missing 50 odd weaps in the coding somewhere ? 3. I have discovered the reason for the ISD1's prowess for disabling ships in its 2 dual heavy ion cannons....now here's the question. The ISD1 and ISD2 have roughly the same number of weapon mounts...however the ISD2's are of considerably lighter calliber. Isn't this a little counter intuitive? After all the ISD2 supposedly boasted a tremendous jump in killing power (which imo it doesn't have currently) and was far more formidable than its predecessor. (I say this due to the ISD2's reputation as an opponent to be feared all the way to the Vong wars). 4. Now as far as the coding goes... I've been looking at both the ion cannon and turbo's.... could you be so gracious as to explain some of the values and what the variables to me? Taking the turbolaser 12d as an example we have StartWeaponConfig(NewWeaponType,"AnimatedTurret","Bullet","TurboLaser_10D","Normal",15000,27000,0,0,0,0,1,1,1,20,0,0,1,1,20,20,1,"Normal",0,0,0) AddWeaponResult(NewWeaponType,"Hit","DamageHealth","Target",15000,30000,"") setPenetration(NewWeaponType,0,1, {TurretArmour=0.1,}) setAccuracy(NewWeaponType,0, {SuperCapital=0.9999,}, {Hero_Large=0.01,}, {Cruiser=0.9999,}, {Destroyer=0.9999,}, {BigCapitalShip=0.9999,}, {Heavy_Frigate=0.9999,}, {Frigate=0.9,}, {SmallCapitalShip=0.9,}, {Heavy_Corvette=0.5,}, {Utility=0.5,}, {Mothership=0.9999,}, {Chimera=0.9999,}, {Heavy_Utility=0.9999,}, {Planet=1,}, {SubSystem=0.1,}, {Emplacement=0.1,}) setAngles(NewWeaponType,5,-100,100,-5,90) setMiscValues(NewWeaponType,4,3.5) now as far as I've seen the only values that really change would be these highlighted below StartWeaponConfig(NewWeaponType,"AnimatedTurret","Bullet","TurboLaser_10D","Normal",15000,27000,0,0,0,0,1,1,1,20,0,0,1,1,20,20,1,"Normal",0,0,0) AddWeaponResult(NewWeaponType,"Hit","DamageHealth","Target",15000,30000,"") setPenetration(NewWeaponType,0,1, {TurretArmour=0.1,}) setAccuracy(NewWeaponType,0, {SuperCapital=0.9999,}, {Hero_Large=0.01,}, {Cruiser=0.9999,}, {Destroyer=0.9999,}, {BigCapitalShip=0.9999,}, {Heavy_Frigate=0.9999,}, {Frigate=0.9,}, {SmallCapitalShip=0.9,}, {Heavy_Corvette=0.5,}, {Utility=0.5,}, {Mothership=0.9999,}, {Chimera=0.9999,}, {Heavy_Utility=0.9999,}, {Planet=1,}, {SubSystem=0.1,}, {Emplacement=0.1,}) setAngles(NewWeaponType,5,-100,100,-5,90) setMiscValues(NewWeaponType,4,3.5) Having said that which of the above deals with range, health damage, emp damage etc? I assume it isn't the damage normal as both values are zero for the ion cannons. A breakdown of the values above would be Awesome Well I think that's all I can come up with atm. Thnx.
  7. I'm also available... dunno if you still need anything or not but I've got some 3d modeling experience under my belt as well as some work with coding etc.
  8. 0.0 where is the option for 3 v 3 starting ships? is this available in .6?? Also I read what little there is too read about custom fleets... I don't need an explanation of how to do it all I need is a couple examples too look at thnx in advance
  9. Ok I know you've probably seen a billion of these but I did everything you said. Took out all other modfiles put in the necessary .big files and changed the target line of the shortcut and created a new profile. However when I go to skirmish (player vs. cpu) the gameplay modes are listed as follows Warlords 0.50, OFFLINE ONLY, and scenarios. Should the Warlords 0.50 option be available or should it be Warlords 0.60?? thanks.

Copyright (c) 1999-2022 by SWRebellion Community - All logos and trademarks in this site are property of their respective owner. The comments are property of their posters. Star Wars(TM) is a registered trademark of LucasFilm, Ltd. We are not affiliated with LucasFilm or Walt Disney. This is a fan site and online gaming community (non-profit). Powered by Invision Community

×
×
  • Create New...