Author Topic: Teeths Rebalance to KM1.0 (WIP)  (Read 13320 times)

teeth_03

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Teeths Rebalance to KM1.0 (WIP)
« on: March 28, 2008, 08:44:13 AM »
***New Version KT 1.3***


http://bridgecommander.filefront.com/file/Teeths_Rebalance_to_KM10;97407

basically,ive been out of Trek since the last update,and well,the STO site came up and gave me a little bit of interest again.

So please,if you think KM1.0 needs a rebalance,try mine out and give me any kind of Feedback please


Bugs/Things to fix-

Edit the Shiplists some more
Bioship is currently a little too nerfed
Standard Torpedo loadouts
Anything else I probably forgot about



***ORIGINAL POST***
Ive been having success with my excel spreadsheet to rebalance ships,and im almost done actually. Pulse Weapons are pain in the rear to balance. I'm kind of afraid I might have made them too powerful...

Only problem is,I havent really tested much myself.

Theres a few tricky things I have to do tho

1. Balance the torpedoes. In an effort to add an interesting gameplay mechanic to the game,I gave most of the ships 2 different kinds of torpedoes. Torpedo A is like Photons and Torpedo B is like Quantums. My original idea was to make it so Torpedo A's had a better seeking ability,and Torpedo B's have less of a chance to hit the target,but are more powerful. I did this to the Feds,Klingons,Romulans and Cardassians (Cardassians use the Positron2 torpedo,think it was unused in km1.0,its a kewl lookin torp). Does this sound like a good idea?

2. The Borg Ships. I want to add different versions of the 3 borg ships to the multiplayer ship list. What I want to do is,is to balance them so they could fight in duels without being 'god' ships. I havent tired it yet,but I might need help adding them to the ship list when im done.

3. To further add to the Ship List- I want to reorder all the ships from the bottom up in terms of power. I also want to try to change the groups (IE-since theres only 1 ferengi,remove the Ferengi group and add the ship to 'Other'). This is also the Multiplayer ship list.

4. The 'KM1.0' tag in the server list,I need to find where I can change it...

I'm aiming at multiplayer with this,I'm not real too concerned with single player.

The main reason why im posting this is,is that I need some Beta Testers that play online ;)

Offline FekLeyr Targ

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Re: Teeths Rebalance to KM1.0 (WIP)
« Reply #1 on: March 28, 2008, 08:49:08 AM »
The file you want to edit is gameinfo.py in the scripts folder. It contains the "KM1.0" server list tag.
TaH pagh, Tah be.

teeth_03

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Re: Teeths Rebalance to KM1.0 (WIP)
« Reply #2 on: March 28, 2008, 09:56:45 AM »
thanx

I also figured out how to redo the Multiplayer ship list.

if anyone wants to Beta test let me know,I might be able to send out the files tomorrow (still need to fool with the borg and the torpedo scripts).

Offline Nighthawk

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Re: Teeths Rebalance to KM1.0 (WIP)
« Reply #3 on: March 28, 2008, 10:05:43 AM »
you'll have to release this as a major patch for KM required for multiplayer.
go to the KM forums and inform them what you're doing, so they can clear the way for you

http://bckobayashimaru.de/ws/index.php?id=forum

Offline JimmyB76

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Re: Teeths Rebalance to KM1.0 (WIP)
« Reply #4 on: March 28, 2008, 10:11:53 AM »
he has the go-ahead from Defiant and the KM Team...

teeth_03

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Re: Teeths Rebalance to KM1.0 (WIP)
« Reply #5 on: March 28, 2008, 10:52:43 AM »
awesome

...now If I can just figure out how to add copies of the borg ships to multiplayer without them showing up as ???...

I want 2 versions of the borg ships,the 'Alpha' and the 'Beta' balances,whereas the 'Beta' ones are more on duels and the 'Alpha' ones are the more powerful ones. I'm adding the Beta version of the Cube,tho that can be tested on weather it will be a problem or not

Offline JimmyB76

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Re: Teeths Rebalance to KM1.0 (WIP)
« Reply #6 on: March 28, 2008, 11:08:39 AM »
the "???" issue is something screwey with the TGL...
however, the latest version of BCSMC on BCFiles comes with a function wherein you an put your own "Ship Description" and should solve that "???" issue...

alternately, if you look at the ship's plugin, youll notice a line that goes something like:
Code: [Select]
hasTGLName = 1
or
Code: [Select]
hasTGLDesc = 1
(i dont quite remember offhand how it goes exactly)
but putting a # in front of that might also fix the "???" thing...
unless there is already a #, in which case try removing it...

lol i know im making very little sense, but i am trying to think of it off the top of my head as i dont have BC installed on this comp...

teeth_03

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Re: Teeths Rebalance to KM1.0 (WIP)
« Reply #7 on: March 28, 2008, 12:16:10 PM »
hmmm,weird

while fooling with the plugin file,I managed to make my BC not start up(black screen with pointer)

i noticed the game didnt generate a .pyc for the hardpoint files,but it did for the script files for the seperate ships

so how do I get it to generate the .pyc if the game dosent start up? lol

Offline JimmyB76

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Re: Teeths Rebalance to KM1.0 (WIP)
« Reply #8 on: March 28, 2008, 12:17:13 PM »
can you post a screenshot of the console report?

teeth_03

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Re: Teeths Rebalance to KM1.0 (WIP)
« Reply #9 on: March 28, 2008, 12:42:16 PM »
well,I went back and made the plugin with the BCSMC program and the game loaded up,but I still have ???,and the plugin dosent use and TGLs

arg,im a n00b to adding ships to the game manually.

Perhaps maybe you could be so kind and to maybe make a list of steps on how to add a duplicate ship to the game with a different balance?

Offline JimmyB76

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Re: Teeths Rebalance to KM1.0 (WIP)
« Reply #10 on: March 28, 2008, 01:29:33 PM »
do you mean, having a ship with two separate hardpoints and two separate plugins?

teeth_03

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Re: Teeths Rebalance to KM1.0 (WIP)
« Reply #11 on: March 28, 2008, 02:40:42 PM »
yeah

I just got done fixing everything bck to the way it was before I tried doing it,it was all really screwed up

I might just rebalance the 2 borg ships there for now

Offline FekLeyr Targ

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Re: Teeths Rebalance to KM1.0 (WIP)
« Reply #12 on: March 29, 2008, 07:46:44 AM »
I'd like to sign up as beta tester.
TaH pagh, Tah be.

Offline ACES_HIGH

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Re: Teeths Rebalance to KM1.0 (WIP)
« Reply #13 on: March 30, 2008, 02:32:21 AM »
3. To further add to the Ship List- I want to reorder all the ships from the bottom up in terms of power. I also want to try to change the groups (IE-since theres only 1 ferengi,remove the Ferengi group and add the ship to 'Other'). This is also the Multiplayer ship list.
as far as I know, reordering the ships is not really possible, as they are ordered alphabetically by filename,  removing the Ferengi group is fairly easy, it should be a matter of just deleting the ferengi ship's plugin and making a new one with Other as the race.  although, I recommend keeping it, as it makes it easier to find, and there are various plugins which are race specific, which will be screwed up.

Offline JimmyB76

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Re: Teeths Rebalance to KM1.0 (WIP)
« Reply #14 on: March 30, 2008, 09:28:35 AM »
removing the Ferengi group is fairly easy, it should be a matter of just deleting the ferengi ship's plugin and making a new one with Other as the race.
or, make a simple change in the StaticDefs... 

teeth - when i have a free moment, ill catch you on MSN messenger and explain step by step how to have a ship with two hardpoints and two plugins...  its really quite easy...  same with reordering the menu list...
(unless someone beats me to it and helps you before i am able to lol)

teeth_03

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Re: Teeths Rebalance to KM1.0 (WIP)
« Reply #15 on: March 30, 2008, 03:51:20 PM »
I already reordered the menu list (multiplayer),it was easy.

I put the Cardassians,Dominion,Breen and Kessok all in the same group called 'Dominion Axis',since together,all the ships form a good list of the classes.

There might be a problem with the subtargets being hard to take out,but it will be a problem on like...everything,so it isnt like a group of ships is going to have an advantage over it.

I got to figure out what I did to make the Excalibur not want to load up,fool with the torpedo scripts and ill prolly upload the files.

I just rebalanced the 2 existing borg ships for now. Speaking of which tho,are there any...'smaller' borg vessels around? I might try to grab a few 'assimilated' vessels and include in an update,seeing as the Borg as they are,arent very good for multiplayer. Other than that tho,im not really looking to add any ships in the near future.

Offline Technerd89

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Re: Teeths Rebalance to KM1.0 (WIP)
« Reply #16 on: March 30, 2008, 05:55:20 PM »
theres all sorts of little borg shapes floating around the borg section on BCfiles. try poking around there, see if you find any good ones. i wouldnt mind seeing the Borg Assimilator from armada2

teeth_03

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Re: Teeths Rebalance to KM1.0 (WIP)
« Reply #17 on: March 30, 2008, 07:07:02 PM »
damn it

as I was doing the finishing touches on some of the ships,ive realized some of the romulans wont load now,another set back

but im determined to get the files uploaded tonight

teeth_03

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Re: Teeths Rebalance to KM1.0 (WIP)
« Reply #18 on: March 30, 2008, 08:51:23 PM »
alright,I figured everything out

check the original post for the download link

EDIT- already found a bug,the gameinfo didnt work right,now it does,I reuploaded

teeth_03

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Re: Teeths Rebalance to KM1.0 (WIP)
« Reply #19 on: April 02, 2008, 09:27:46 AM »
the pulse weapons are too powerful

will fix and reupload tonight

has anyone tested this?