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strange bug with a new ship (armor_scales)

The general place to discuss MOD''ing Freelancer!

Post Wed Dec 03, 2003 5:55 pm

strange bug with a new ship (armor_scales)

i included the hornet-viper-deluxe into my mod and there seems to be a strange bug: when another player hits me with lasers all is correct - i set the hitpoints to 6600, means 12 hits with a kraken 2 and the ship goes boom. BUT you need 4 firestalker to do the same effect. (normaly 1 firestalker takes almost an eagle...)
same with mines and other missiles. i tried to add addon=armor_scale=X in the goods.ini but it only effects the whole hitpoints scaling.

i also know that in MP missiles, torpedos and mines do triple damage - but not in my case for the new ship. all other ships (i tried an eagle) still work normaly.
upset.

now, anybody can help me here?

update: THE SAME PROBLEM IS ALSO IN THE REBALANCE MOD (i didnt tried the TNG yet)


p.s: sorry for my bad english ;-)

Edited by - selber on 03-12-2003 17:57:38

Edited by - selber on 03-12-2003 18:12:24

Post Wed Dec 03, 2003 6:46 pm

Look up the armor scales in the inis, and use those for X u can't enter any number u want, unless u define a new armor scale.
The missile damage:
I know there are a lot of rumors out there why these do more damage, well, here is the explanation:
Missiles do area damage and a ship consists of several destructible parts. Area damage hits usualy all those parts, so damage is multiplied by the number of destructible parts. This is the reason why a Cannonball can kill a Titan with a single shot (titan has ~4-5 parts, so ~4000*4 is enough to beat down its armor).


---------------------------------
Excelcia forever
www.excelcia.org

Post Wed Dec 03, 2003 7:54 pm

where are those area damage fields defined? in the shiparch.ini as [CollissionGroup?

maybe in the *.cmp of the ship?
or are the *.3db-files responsible for them? what else?


btw, thy

Post Wed Dec 03, 2003 8:47 pm

its in select_equip.ini
be careful with editing those by increasing existing hitpoint multiplyers, all ships have an armor scale according to their difficulty level.
you can create own armors though and give that to ur ship with the value u want.
of course if there's already a multiplyer u intend to use, take that one.

Post Thu Dec 04, 2003 12:42 am

i dont want to in-/decrease the armor scale... armor_scale should be 0 (hit_pts_scale = 1) like all pilotable non-NPC ships have.

problem is, that missiles, torps and mines doesnt make triple damage the hornet viper. thats all. and it seems that nobody could solve the problem yet, because even in TNG missiles at the hornet viper does only SIMPLE damage. means that new ships are more resistable against missiles.

Post Thu Dec 04, 2003 11:04 am

There are basically 2 ways to find a solution:
- add destructible parts to the custom ship u mentioned (very hard, there's somewhere a thread about it, never tied it myself, looks very complicated). This would give it the same effects as the others have.

- simply get rid of the destructible parts of ALL ships (at least the smaller ones, its cool for capships). This would give all ships & missiles the same behavior. By adjusting missile damage u can still make them as powerful as they have been before. Currently this is the only effective way I see to balance FL ships vs custommade ships regarding area damage.
The fact that ships won't lose parts anymore is acceptable IMO.

---------------------------------
Excelcia forever
www.excelcia.org

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