Author Topic: Problem with Starbase Attack Range  (Read 4410 times)

Offline NatsuKagura

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Problem with Starbase Attack Range
« on: September 07, 2010, 10:39:20 PM »
Hi Guys... I got problem with one of my federation starbase, it's fedtacbaseA1, that I downloaded from filefront.  :D
I'm pretty sure many of u already know about this starbase... it's an awesome one, but in my case there's trouble with it's attack range.
Somehow the Starbase only shoot to the enemy within 39 km, while the attacking "stock" ship is already shoot in 60-90 km range. This's frustating, the starbase didn't fight back.. :bitch:.. And it's destroyed without effort.. :facepalm:...   :banghead:
I try to  change the fedtacbaseA1 HP with stock fedstarbase HP, the problem still remain. :lostit:
But when I change the fedstarbase model with fedtacbaseA1 model, the problem solved. But as a result the stock starbase should be overwrited.  :lostit:

So what should I do if  I want both of them to work and fedtacbaseA1 capable to fire within it's maximum weapon's range?  :bow:
I really want this base to work properly (at least), becoz I have a really really great hope & expectation for this starbase to give me a brutal fight... as brutal as it's size... size does a matter.  :bow:
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Offline Morgan

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Re: Problem with Starbase Attack Range
« Reply #1 on: September 07, 2010, 11:41:02 PM »
You shouldn't have to do a major hardpoint edit to fix this issue. Just go into the bases hardpoint file and edit the "SetMaxDamageDistance" value in the phasers. I have my DS9 hardpoint set to 1000 in that area and it suits it pretty well, so give that a try and see if that helps.

Offline Kirk

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Re: Problem with Starbase Attack Range
« Reply #2 on: September 08, 2010, 11:10:59 AM »
I think the AI will not engage until that distance.

Offline NatsuKagura

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Re: Problem with Starbase Attack Range
« Reply #3 on: September 16, 2010, 12:29:08 AM »
You shouldn't have to do a major hardpoint edit to fix this issue. Just go into the bases hardpoint file and edit the "SetMaxDamageDistance" value in the phasers. I have my DS9 hardpoint set to 1000 in that area and it suits it pretty well, so give that a try and see if that helps.

Well... thanks Nero , Kirk,   :) I'm quite aware of that, but my starbase (hardpoint.py) damage distance is already at 1050.  ;)
Now I found when I replaced the "fedtacbaseA1.py" with the original "fedbase.py" file from BCSDK
by modifying it's model & hardpoint addressed to my fedtacbaseA1 model & HP, the starbase is worked perfectly. It's firing at range 1000.   :thumbsup:

I noticed that on the "SPECIES to SHIP" at ship.py, my FedTacBaseA1 is filled with "GALAXY", while the original Fedbase is... (umm I forget).... "FEDSTARBASE"... I think that's the only different between my FedtacbaseA1 and Fedstarbase HP.py & ship.py.... could it be the cause of the problem?
But somehow I can't used the same SPECIES to SHIP for two different starbase at once... it crashed/blank....  :lostit:

Btw Nero, my I know what's "SPECIES to SHIP" you used for ur DS9? (is the DS9 replaced the original one?) ...
Again thanks guys....  ;) ;)
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Offline Morgan

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Re: Problem with Starbase Attack Range
« Reply #4 on: September 16, 2010, 10:52:20 AM »
Species to ship is only related to multiplayer and ship icons of stock ships, it shouldn't have any impact on quickbattle (as long as you're using one the game recognizes). I have a bunch of ships using the same species to ship and don't have any problems.

My DS9 is using CARDSTARBASE.

Offline Nebula

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Re: Problem with Starbase Attack Range
« Reply #5 on: September 16, 2010, 02:09:28 PM »
Nano FX uses that number to determine the plasma trail and warp flash colors IIRC.
Canon is what people argue exists on ships that don't exist.

Offline Morgan

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Re: Problem with Starbase Attack Range
« Reply #6 on: September 16, 2010, 02:38:30 PM »
Nano FX uses that number to determine the plasma trail and warp flash colors IIRC.
Actually NanoFX gets those from the ship definition you set up in the plugin.

Offline Nebula

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Re: Problem with Starbase Attack Range
« Reply #7 on: September 16, 2010, 03:17:44 PM »
Actually NanoFX gets those from the ship definition you set up in the plugin.

I don't think it's just the custom file...
Canon is what people argue exists on ships that don't exist.

Offline Morgan

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Re: Problem with Starbase Attack Range
« Reply #8 on: September 16, 2010, 04:03:29 PM »
I don't think it's just the custom file...
I'm pretty sure, edit a ShipDef in the plugin file with BCUT and see for yourself  :)

Offline tiqhud

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Re: Problem with Starbase Attack Range
« Reply #9 on: September 16, 2010, 05:06:05 PM »
Has to be StarBaseDef , and set to stationary in HP [ships property]
TiqHud
you sir, are unable to strike, the port or starboard parts of hull , of a bovine storage facility.
Canon , what people argue exists, that doesn't really  exist.
It is all the little details, that cause headaches.
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Offline NatsuKagura

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Re: Problem with Starbase Attack Range
« Reply #10 on: September 17, 2010, 12:19:11 AM »
Has to be StarBaseDef , and set to stationary in HP [ships property]

Ow... should be it.....
Got it, Tiqhud....  :salute3:
I'll give it a try once I return to the starbase.... engage :hurr:  
Uffff.....Right now I'm still investigating anomaly in the system. (I means working at my office).... :D
 
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Offline NatsuKagura

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Re: Problem with Starbase Attack Range
« Reply #11 on: September 17, 2010, 12:39:14 AM »
Species to ship is only related to multiplayer and ship icons of stock ships, it shouldn't have any impact on quickbattle (as long as you're using one the game recognizes). I have a bunch of ships using the same species to ship and don't have any problems.
My DS9 is using CARDSTARBASE.

Ah... Thanks, Nero.. ;).. I'm also though same way... but it seem my last try & error give a different result especially for starbase. It's crashed when I change the Species to Ship name with the stock one's (while there is the said stock starbase still activated).  :lostit: But if I delete one of the starbase, it worked again.  :P (the Species to ship I mention is in the ship.py)  
Strangely, we didn't get same problem with "ships" though. (most of my custom ships also using GALAXY as it species to ship)  :angel
May be the problem is like the Tiqhud said... but I need to return home before modifying that new protocols into my starbase's intermix chamber  :assimilate....cough...cough....  :D

oh....btw yours is CARDSTARBASE?  :D hmm... just as I though. It seem every starbase replaced with the stock's "species to ship" won't got the problem, similar to my FEDSTARBASE.  :drink2:
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Offline NatsuKagura

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Re: Problem with Starbase Attack Range
« Reply #12 on: September 19, 2010, 07:52:41 AM »
Has to be StarBaseDef , and set to stationary in HP [ships property]

Tiqhud, as I check the HP, the Starbase is already stationary=1, :) but I'm not quite understand about StarbaseDef :D, did u mean to change shipdef to StarBaseDef in the custom.py? ah btw thanx for the help, Tiqhud... :thumbsup:
(I replaced all the shipdef into StarBaseDef, but the base still beginning to fire at range 40km not 150km  :lostit:)
hics... I need more help...please..... :help:



 

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Offline Nebula

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Re: Problem with Starbase Attack Range
« Reply #13 on: September 19, 2010, 09:34:14 AM »
yeah ok so the weapon range is 150Km what about the sensor range...? ... LOL
Canon is what people argue exists on ships that don't exist.

Offline NatsuKagura

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Re: Problem with Starbase Attack Range
« Reply #14 on: September 20, 2010, 12:50:44 AM »
yeah ok so the weapon range is 150Km what about the sensor range...? ... LOL

Ah, wait...the sensor range is... 12.000 points. :D.... should be enough isn't?  ;)
hmmm... may be the problem isn't in the HP, because I once replaced her "ship.py" file with the stock FedStarbas's "ship.py"  :assimilate {by modifying address for the ship model folder & HP, first, of course...} it's work perfectly.  :thumbsup:
Except , now my stock Fedstarbase isn't working, since they didn't allowed to have two of the same "SpeciestoShip.Fedstarbase" or it'll crash. :bluescreen:

Anyone know how to make a new SpeciestoShip for Starbase?  :s
(It seem working perfectly if the "species to ship" is set to "Fedstarbase" (or other "starbase"), but if they use "GALAXY" (perhaps other starship class) it's firing range is dissappointing. :lostit:
Also, for some reason the AI is know if the mod is a "Starbase" type when I using "Fedstarbase" for her SpeciestoShip, but when I using "Galaxy", it's considered as starship. So I though It'll work if I am using an unconflicted Starbase's SpeciestoShip )

Ah...btw does anyone have a completely new starbase that working perfectly & didn't replaced any stock starbase? May I know which one is it :lostit:? Perhaps I'll get a clue there.....   :D
 :sad:
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Offline tiqhud

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Re: Problem with Starbase Attack Range
« Reply #15 on: September 20, 2010, 08:05:13 AM »
You cannot add two starbase-s in the same sector, one loses function and becomes eye candy.
[BC limitation]
TiqHud
you sir, are unable to strike, the port or starboard parts of hull , of a bovine storage facility.
Canon , what people argue exists, that doesn't really  exist.
It is all the little details, that cause headaches.
"Never judge wealth with Money"
'Intelligence has Nothing to do with Politics'
it is Late, Do you know where your Towel is?

Offline Nebula

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Re: Problem with Starbase Attack Range
« Reply #16 on: September 20, 2010, 08:11:13 AM »
You cannot add two starbase-s in the same sector, one loses function and becomes eye candy.
[BC limitation]

you mean when you are making a system? cause adding them from within quick battle both stations will still work.

Quote
Ah...btw does anyone have a completely new starbase that working perfectly & didn't replaced any stock starbase? May I know which one is it ? Perhaps I'll get a clue there.....

I'd look at some of the DS9 stations on BCfiles.
Canon is what people argue exists on ships that don't exist.

Offline NatsuKagura

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Re: Problem with Starbase Attack Range
« Reply #17 on: September 22, 2010, 10:40:23 PM »
Thanks Tiqh, Neb... ;).. two starbase at the same system? umm well... yeah both of them is work but what I mean is ,we can't use the same "SpeciestoShip" for two (installed) different Starbases.  ;) (assuming both of them use the same "Starbase" type SpeciestoShip, not "Starship" type). :)
Ufff...I even can't get into the game  :lostit:...

Well...If u don't mind, u can try it by yourself, for example try to change "SpeciestoShip" for any Starbase's (bases's folder) with "FedStarbase" (or any existing stock's SpeciestoShip for Starbase), and.........  tada.. :yay:..       it's crashed.... :banghead:   :D

Ah.. btw Thanks Tiq... please let me know if u found them....  ;)

Ah...btw (again).... anyone know how to make "new" speciestoship?  :bow:
(Becoz until now, I found the only way to make my FedtacA1 starbase's weapon to work properly is only if I use Starbase's type SpeciestoShip)


 
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