Need Help!


#1

Alright, i tried to modify the following files:

[code][config]
classname = cruiser
name = Tribe Paradise Cruiser hull
guiname = Tribe Paradise Cruiser hull
sprite = Tribe Paradise Cruiser.dds
damagetexture = Tribe Paradise Cruiser_damaged.dds
hulktexture = Tribe Paradise Cruiser_hulk.dds
width = 210
height = 210
powerproduced = 100000
cost = 1
racename = tribe

[bonuses]
0 = ARMOURBOOST,5000.0
1 = SHIELDBOOST,5000.0
2 = INTEGRITYBOOST,5000.0

[runninglights]
0 = 196.00,109.50,240.00,4.00,0
1 = 60.00,109.50,240.00,4.00,1

[engineglows]
0 = 170.50,237.00,20.00,20.00,tribe_engineglow.dds,engine_debris_tribe,0,1.00
1 = 86.00,237.00,20.00,20.00,tribe_engineglow.dds,engine_debris_tribe,0,1.00
2 = 111.00,254.00,30.50,28.00,tribe_engineglow.dds,engine_debris_tribe,0,1.00
3 = 145.00,254.00,30.50,28.00,tribe_engineglow.dds,engine_debris_tribe,0,1.00

[targets]
0 = 172.75,86.25,0,1,160.50,74.00,185.00,98.50,(damage_sprite_sparks-170.00-87.00),(damage_sprite_sparks-174.00-86.00),(damage_sprite_smoke-171.00-88.00),(damage_sprite_sparks-161.00-94.00),
1 = 150.25,226.25,0,1,140.00,215.50,160.50,237.00,(damage_sprite_sparks-148.00-226.00),(damage_sprite_sparks-153.00-228.00),(damage_sprite_sparks-154.00-225.00),(damage_sprite_sparks-148.00-226.00),
2 = 114.00,155.50,0,1,106.00,144.50,122.00,166.50,(damage_sprite_sparks-114.00-156.00),(damage_sprite_sparks-116.00-154.00),(damage_sprite_sparks-121.00-163.00),
3 = 143.50,90.50,0,1,135.00,77.50,152.00,103.50,(damage_sprite_smoke-141.00-92.00),(damage_sprite_sparks-148.00-96.00),(damage_sprite_sparks-142.00-95.00),
4 = 181.50,177.25,0,1,171.00,169.50,192.00,185.00,(damage_sprite_sparks-181.00-176.00),(damage_sprite_sparks-180.00-177.00),
5 = 150.50,45.50,0,1,139.00,34.00,162.00,57.00,(damage_sprite_sparks-147.00-47.00),(damage_sprite_sparks-152.00-43.00),(damage_sprite_sparks-141.00-47.00),(damage_sprite_sparks-147.00-48.00),(damage_sprite_sparks-150.00-43.00),(damage_sprite_sparks-149.00-45.00),
6 = 143.50,123.50,0,1,133.50,112.50,153.50,134.50,(damage_sprite_smoke-142.00-124.00),(damage_sprite_sparks-141.00-125.00),
7 = 122.25,88.25,0,1,111.00,77.50,133.50,99.00,(damage_sprite_sparks-122.00-89.00),(damage_sprite_sparks-124.00-90.00),(damage_sprite_sparks-129.00-95.00),(damage_sprite_sparks-130.00-90.00),(damage_sprite_sparks-122.00-94.00),
8 = 107.00,126.75,0,1,97.00,119.00,117.00,134.50,(damage_sprite_sparks-105.00-126.00),(damage_sprite_sparks-106.00-129.00),
9 = 160.00,162.75,0,1,149.00,151.00,171.00,174.50,(damage_sprite_sparks-160.00-163.00),(damage_sprite_sparks-162.00-166.00),(damage_sprite_sparks-153.00-168.00),(damage_sprite_sparks-159.00-160.00),(damage_sprite_sparks-161.00-162.00),
10 = 116.00,31.50,0,1,106.50,19.50,125.50,43.50,(damage_sprite_sparks-114.00-34.00),(damage_sprite_sparks-117.00-27.00),(damage_sprite_sparks-114.00-34.00),(damage_sprite_sparks-117.00-28.00),
11 = 111.25,221.75,0,1,99.00,211.50,123.50,232.00,(damage_sprite_sparks-111.00-223.00),(damage_sprite_sparks-114.00-222.00),
12 = 121.00,197.00,0,1,110.50,189.00,131.50,205.00,(damage_sprite_sparks-121.00-197.00),(damage_sprite_sparks-120.00-194.00),(damage_sprite_sparks-119.00-196.00),(damage_sprite_sparks-123.00-196.00),
13 = 126.00,60.25,0,1,111.50,48.00,140.50,72.50,(damage_sprite_sparks-123.00-63.00),(damage_sprite_sparks-127.00-59.00),(damage_sprite_sparks-130.00-64.00),(damage_sprite_sparks-129.00-54.00),(damage_sprite_sparks-139.00-64.00),(damage_sprite_sparks-129.00-65.00),(damage_sprite_sparks-123.00-61.00),(damage_sprite_sparks-127.00-61.00),
14 = 163.75,23.25,0,1,151.50,10.50,176.00,36.00,(damage_sprite_sparks-165.00-27.00),(damage_sprite_sparks-165.00-20.00),
15 = 95.50,185.50,0,1,82.50,171.50,108.50,199.50,(damage_sprite_sparks-93.00-189.00),(damage_sprite_sparks-97.00-186.00),(damage_sprite_sparks-99.00-181.00),(damage_sprite_smoke-98.00-184.00),(damage_sprite_sparks-100.00-184.00),
16 = 86.50,154.50,0,1,77.00,144.00,96.00,165.00,(damage_sprite_sparks-85.00-153.00),(damage_sprite_sparks-85.00-154.00),
17 = 91.25,69.25,0,1,78.50,59.50,104.00,79.00,(damage_sprite_sparks-88.00-71.00),(damage_sprite_sparks-94.00-72.00),(damage_sprite_sparks-87.00-68.00),(damage_sprite_sparks-95.00-74.00),(damage_sprite_sparks-91.00-69.00),
18 = 147.75,181.75,0,1,139.00,173.50,156.50,190.00,(damage_sprite_sparks-149.00-181.00),(damage_sprite_sparks-147.00-184.00),(damage_sprite_sparks-148.00-183.00),(damage_sprite_sparks-148.00-179.00),
19 = 85.75,88.00,0,1,75.00,79.00,96.50,97.00,(damage_sprite_sparks-86.00-90.00),(damage_sprite_sparks-85.00-87.00),(damage_sprite_smoke-87.00-86.00),

[slots]
0 = 128.00,66.00,STANDARD,
1 = 165.00,185.50,STANDARD,
2 = 87.50,27.00,STANDARD,
3 = 169.50,27.00,STANDARD,
4 = 115.50,21.00,TURRET,
5 = 98.00,62.00,TURRET,
6 = 158.00,62.00,TURRET,
7 = 141.00,21.50,TURRET,
8 = 128.00,96.00,TURRET,(148.00-96.00),(106.00-96.00),
9 = 128.00,127.00,STANDARD,
10 = 102.50,157.50,STANDARD,
11 = 154.50,158.00,STANDARD,
12 = 88.50,186.00,STANDARD,
13 = 142.50,231.50,STANDARD,
14 = 110.00,231.00,STANDARD,
15 = 128.00,199.00,TURRET,(158.00-205.00),(98.00-205.00),

[explosions]
0 = 0.00,128.00,80.00,EXP_FRIGATE
1 = 11.00,97.00,149.00,EXP_DESTRUCTION_PLACED
2 = 20.00,162.50,191.00,EXP_DESTRUCTION_PLACED
3 = 20.00,146.00,48.00,EXP_DESTRUCTION_PLACED
4 = 101.00,108.00,41.00,EXP_DESTRUCTION_PLACED
5 = 120.00,138.00,100.00,EXP_DESTRUCTION_PLACED
6 = 200.00,94.50,167.50,EXP_FRIGATEBREAKUP
7 = 210.00,0.00,0.00,EXP_STARTBREAKUP
8 = 270.00,128.00,128.00,EXP_CRUISERDEBRIS
9 = 274.00,96.00,179.50,EXP_DESTRUCTION_PLACED
10 = 290.00,91.00,219.00,EXP_DESTRUCTION_PLACED
11 = 310.00,134.00,212.50,EXP_DESTRUCTION_PLACED
12 = 388.00,109.00,189.50,EXP_DESTRUCTION_PLACED
13 = 400.00,128.00,175.00,EXP_FRIGATEBREAKUP
14 = 400.00,128.00,175.00,EXP_PLUMES
15 = 380.00,128.00,128.00,EXP_BLASTGLARE
16 = 380.00,128.00,175.00,EXP_ANGLED_DEBRIS

[hulks]
0 = 148,422,373,511,(emit-308-450-hulk_emmiter),(emit-297-452-hulk_emmiter),
1 = 112,175,391,420,(emit-170-308-hulk_emmiter),(emit-239-393-hulk_emmiter),(emit-296-367-hulk_emmiter),(emit-318-321-hulk_emmiter),(emit-282-250-hulk_emmiter),(emit-213-258-hulk_emmiter),(emit-285-191-hulk_emmiter),(emit-246-393-hulk_smoke_emmiter),(emit-297-359-hulk_smoke_emmiter),(emit-322-325-hulk_smoke_emmiter),(emit-201-369-hulk_emmiter),(emit-360-354-hulk_emmiter),
2 = 115,1,379,173,(emit-191-148-hulk_emmiter),(emit-247-123-hulk_emmiter),(emit-294-97-hulk_emmiter),(emit-301-86-hulk_emmiter),(emit-228-68-hulk_emmiter),(emit-182-139-hulk_smoke_emmiter),(emit-254-123-hulk_smoke_emmiter),(emit-234-56-hulk_smoke_emmiter),(emit-299-91-hulk_emmiter),

[hulks]
0 = 148,422,373,511,(emit-308-450-hulk_emmiter),(emit-297-452-hulk_emmiter),
1 = 112,175,391,420,(emit-170-308-hulk_emmiter),(emit-239-393-hulk_emmiter),(emit-296-367-hulk_emmiter),(emit-318-321-hulk_emmiter),(emit-282-250-hulk_emmiter),(emit-213-258-hulk_emmiter),(emit-285-191-hulk_emmiter),(emit-246-393-hulk_smoke_emmiter),(emit-297-359-hulk_smoke_emmiter),(emit-322-325-hulk_smoke_emmiter),(emit-201-369-hulk_emmiter),(emit-360-354-hulk_emmiter),
2 = 115,1,379,173,(emit-191-148-hulk_emmiter),(emit-247-123-hulk_emmiter),(emit-294-97-hulk_emmiter),(emit-301-86-hulk_emmiter),(emit-228-68-hulk_emmiter),(emit-182-139-hulk_smoke_emmiter),(emit-254-123-hulk_smoke_emmiter),(emit-234-56-hulk_smoke_emmiter),(emit-299-91-hulk_emmiter),[/code]

[code][config]
unlockcost = 2600
lockable = 1
classname = “SIM_EngineModule”
category = “ENGINES”
size = “CRUISER”
name = “cruiser_engine V”
guiname = “Supercharged Engine”
description = “A super-charged engine that delivers incredible power, but comes with an associated price-tag.”
weight = 0.001
hitpoints = 14000
thrust = 130
cost = 2
icon = module_engine_5.dds
crew_required = 1
powerconsumed = 0.1
slot_type = STANDARD
uisortpos = 3040

[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerconsumed,DECIMAL
4 = crew_required,INTEGER
5 = thrust,DECIMAL[/code]

[code][config]
unlockcost = 0
lockable = 0
armour_penetration = 15
blasttexture = “turret_blast_red.dds”
category = “WEAPONS”
classname = “SIM_BulletWeaponModule”
color = 1
cost = 1
crew_required = 1
damage = 20000000
description = “It doesn’t all have to be about the beam weapons. Pulse lasers may be unfashionable, but they can deliver serious damage, and switch targets more frequently. Pulse is the new beam.”
fire_interval = 4
guiname = “Cruiser Laser”
height = 8.3
hitpoints = 1000000
icon = turret
min_range = 1
max_range = 490
name = “cruiser_laser”
optimum_range = 400
powerconsumed = 1
shield_penetration = 550000
size = “CRUISER”
sound = data/sounds/swarm_gun_08.ogg
soundvolume = 1.0
speed = 6
tracking_speed = 100
turret_sprite = “turret_bull_v1”
turretsize = 12.0
weight = 1
width = 2.2
slot_type = TURRET
uisortpos = 1080

[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerconsumed,DECIMAL
4 = max_range,DECIMAL
5 = damage,DECIMAL
6 = fire_interval,INTEGER
7 = tracking_speed,DECIMAL
8 = shield_penetration,DECIMAL
9 = armour_penetration,DECIMAL
10 = crew_required,INTEGER
11 = optimum_range,DECIMAL
12 = min_range,DECIMAL[/code]

[code][config]
unlockcost = 2460
lockable = 1
armour_penetration = 5100000
category = “WEAPONS”
classname = “SIM_MissileModule”
cost = 1
crew_required = 1
damage = 6000
decoy_release_range = 20
description = “Some people like fast missiles. Some people like cheap missiles. But when you absolutely have to blow apart every spaceship you see, these are the missiles for you.”
fire_interval = 2
flareuvid = 0
fuel = 2200
guiname = “Megaton Missile Launcher”
has_decoys = 10
has_flare = 10
hitpoints = 1050000
icon = turret
min_range = 3
max_range = 750
missilelength = 4.0
missilespeed = 0.12
missilewidth = 2.0
name = “cruiser megatonmissile”
powerconsumed = 1
shield_penetration = 510
size = “CRUISER”
sound = data/sounds/missile_launch.ogg
soundvolume = 1.0
tracking_speed = 10
trail_fade_time = 1000
turnspeed = 1
turret_sprite = “turret_miss_v5”
turretsize = 12.0
warhead = EXPLOSIVE
weight = 1
slot_type = TURRET
uisortpos = 1130

[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerconsumed,DECIMAL
4 = max_range,DECIMAL
5 = damage,DECIMAL
6 = fire_interval,INTEGER
7 = tracking_speed,DECIMAL
8 = shield_penetration,DECIMAL
9 = armour_penetration,DECIMAL
10 = crew_required,INTEGER
11 = min_range,DECIMAL
12 = has_decoys,BOOL
13 = missilespeed,DECIMAL[/code]

[code][config]
unlockcost = 0
lockable = 0
armour_penetration = 44000
category = “WEAPONS”
classname = “SIM_MissileModule”
cost = 1
crew_required = 1
damage = 3000
decoy_release_range = 50
description = “Missiles have substantial targeting advantages over mere energy weapons, and as long as your target doesn’t outrun, zap or scramble your missiles, they are dead meat.”
fire_interval = 1
flareuvid = 1
fuel = 1900
guiname = “Cruiser Missile Launcher”
has_decoys = 10
has_flare = 10
hitpoints = 10500000
icon = turret
min_range = 3
max_range = 120000
missilelength = 4.0
missilespeed = 0.15
missilewidth = 2.0
name = “cruiser missile”
powerconsumed = 0.001
shield_penetration = 520
size = “CRUISER”
sound = data/sounds/missile_launch.ogg
soundvolume = 1.0
tracking_speed = 10
trail_fade_time = 1000
turnspeed = 1
turret_sprite = “turret_miss_v1”
turretsize = 12.0
warhead = EXPLOSIVE
weight = 1
slot_type = TURRET
uisortpos = 1140

[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerconsumed,DECIMAL
4 = max_range,DECIMAL
5 = damage,DECIMAL
6 = fire_interval,INTEGER
7 = tracking_speed,DECIMAL
8 = shield_penetration,DECIMAL
9 = armour_penetration,DECIMAL
10 = crew_required,INTEGER
11 = min_range,DECIMAL
12 = has_decoys,BOOL
13 = missilespeed,DECIMAL[/code]

[code][config]
unlockcost = 3220
lockable = 1
armour_penetration = 41
category = “WEAPONS”
classname = “SIM_MissileModule”
cost = 136
crew_required = 14
damage = 11
decoy_release_range = 450
description = “Missiles with decoys are all fun and giggles, but a missile with multiple live warheads is even more fun. Of course, more warheads means less damage per impact…”
fire_interval = 1950
flareuvid = 2
fuel = 1700
guiname = “Multiple Warhead Missiles”
has_decoys = 1
has_flare = 1
hitpoints = 103
icon = turret
min_range = 500
max_range = 1160
missilelength = 4.0
missilespeed = 0.19
missilewidth = 2.0
name = “cruiser missile multiple”
powerconsumed = 2.5
shield_penetration = 50
size = “CRUISER”
sound = data/sounds/missile_launch.ogg
soundvolume = 1.0
submunitionslive = 1
tracking_speed = 0.6
trail_fade_time = 900
turnspeed = 0.5
turret_sprite = “turret_miss_v1”
turretsize = 12.0
warhead = EXPLOSIVE
weight = 128
slot_type = TURRET
uisortpos = 1150

[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerconsumed,DECIMAL
4 = max_range,DECIMAL
5 = damage,DECIMAL
6 = fire_interval,INTEGER
7 = tracking_speed,DECIMAL
8 = shield_penetration,DECIMAL
9 = armour_penetration,DECIMAL
10 = crew_required,INTEGER
11 = min_range,DECIMAL
12 = has_decoys,BOOL
13 = missilespeed,DECIMAL[/code]

[code][config]
category = “ENGINES”
classname = “SIM_EngineModule”
cost = 1
crew_required = 0
description = “When it comes to dodging enemy turbo-lasers, you can’t do much better than equip your fighters with this state of the art turbo-charged reaction-drive engine system.”
guiname = “Fighter Engine III”
hitpoints = 100000000
icon = module_engine_3.dds
lockable = 0
name = “fighter_engine III”
powerconsumed = 0.1
size = “FIGHTER”
slot_type = STANDARD
thrust = 90
unlockcost = 0
weight = 0.0001
stack_effectiveness = 1
uisortpos = 3020

[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerconsumed,DECIMAL
4 = thrust,DECIMAL[/code]

[code][config]
unlockcost = 0
lockable = 0
classname = “SIM_RepairModule”
category = “OTHER”
size = “CRUISER”
name = “crsr_tribe_enhanced_repair”
guiname = “Tribal Repair System”
description = “It’s true that the tribe build things to last anyway, but they also have some of the best auto-repair modules that money can buy.”
weight = 1
hitpoints = 100000
cost = 1
icon = module_tribe_repair.dds
crew_required = 1
peace_interval = 150
repair_rate = 150000000
restricted = “tribe”
powerconsumed = 1.0
slot_type = STANDARD
stack_effectiveness = 1
maxrepairsupplies = 1000000000000000
uisortpos = 4122

[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerconsumed,DECIMAL
4 = crew_required,INTEGER
5 = repair_rate,DECIMAL
6 = maxrepairsupplies,INTEGER[/code]
but it seems that it has caused my ships to dissapear in battle help! Please tell me what i did wrong…


#2

The enemy ships are not disapearing, they are being VAPORIZED from the excessive firepower your modded weapons are packing :slight_smile:

As a general rule for modded weapons keep the damage per second to 50.
In this example lets look at the standard cruiser laser which has the highest DPS in the game.

  • damage = 20
  • fire_interval = 430

To calculate DPS (I am using this crude formula, but its a good place to start when balancing weapons)
DPS = damage * (1000 / fire_interval)
DPS = 20 * (1000 / 430)
DPS = 46.51

Now your modded version has a DPS of . .

  • damage = 20000000
  • fire_interval = 4

DPS = 5,000,000,000 . .
or
One BILLION times greater than normal

If you tone down the damage the ships will blow up rather than be blown away . .

Happy Modding
Darkstar

One last thing, when you are building a ship with modded thrusters, try and keep the speed below 20.00 or the ship will “teleport” around the battlefield . .


#3

My compliments to Darkstar on accurately smoking-out one of the two main possibilities at work here.

To me, Randy’s original post is vague on one crucial point. My good chum, are you trying to tell us that the targets of your modded ships are disappearing, or that your modded ships themselves are disappearing? If the latter, read on…

My conjecture is that your modded files in the ships under your command had crashed and burned because the substitute values you entered were absurdly huge. A much safer bet would be cutting the worst-offending values to a max of 9999 or less. Please report back to let us know if that worked for you, OK? Cliffki has this fine game optimized for lean-and-mean computing efficiency, and his error traps probably latched onto your mods and slurped them up as if they were a fine glass of shiraz.

Even though I’m involved in some breathtakingly ambitious modding right now, the fantasy fleet you shared above made me chuckle. Thanks. :slight_smile:


#4

I know what is going on here,

Looking at your engines you ahve set you weights to 0.001 That is not good, it makes your ships soooo light that they just fly forward off the map. Take off keep moving and you will see what i men. the ship will act like it is teleporting around. Very very funny to watch but also very very broken I did this with a negitive weight module. If you do not belive be, make a module and have it as weight -1000 and watch a cruiser fly around much faster than a fighter!!!

To fix this you need to add more wieght to your items, or reduce the engines thrust.


#5

Oh, you and your pesky Inverted Mass Engine. I remember that sick and twisted concept. Pretty cool, too…at least in moderation, that is. :wink:


#6

LOL yes yes it was fun to play around with as you found out hehe, nice name for it too wasn’t it. Anyways off to bed i go nite all.


#7

Take care. :slight_smile:

Of course Darkstar had his own version of that concept for the frightening and fascinating Uni-T drones. Great implementation there.


#8

Thanks guys! And it was my ships that was dissapearing… decreased all values and it all works…


#9

I’m glad that we could help! The Mod Squad saves the day. Again. :smiley:


#10

I remember time ago that i tried to mod a “teleport” type ship xD, giving the ship a speed bonus of 10.0 xD (the best way to “play” around with speed values) but the ship on the screen doesnt looked the way i wanted -…- cuz the problem is not that the ship travels at high speed, it moves at high speed too, so looking a ship making weird movements and “unnatural” moves was too awful to leave that type of ship on the screen. I think one improvement for the game will be to separate travel speed from movement speed.


#11

High foot!

woot we save the day again, and now to be on the lookout for the next game crashing modder. . .


#12

… It appears that the game will not run anymore… Is it possible to get the original, unmodded files again?


#13

Of course it is, Randy. Just click on the download link you got in your purchase-confirmation email from BMT Micro or whomever and you’ll be good to go. If you have further support questions, you can ask Cliffski directly here in the Support forum.


#14

¿what happened? the game crashes?


#15

yeah, it crashed on startup… it appears that I accidently deleted a few important files cough all dirextx files cough
now i already redownloaded it all and is all done!


#16

Probably outdated, but someting close to that happened to me too… seems ships will get moved back if hit with a bullet… the higher the damage the higher the get knocked back… or something like that.
I had two ships shooting each other and both flying beyond the boundry of the map. as both had invincible shields they continued to play billard with each other for a while…