Author Topic: Standardised Weapon Scripts.  (Read 4477 times)

Offline deadthunder2_0

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Re: Standardised Weapon Scripts.
« Reply #20 on: December 29, 2010, 04:05:04 PM »
one thing I do is look for the most unique way to balance a ship, standardized scripts only go so far. I will be making a new quantum torpedo soon, just so it can be armed by a torpedo cruiser. Also every era uses different torpedoes, and it seems that if a new era is created it would be mandatory to create a new torpedo.
A Ent era ships needs Spatial torps
TOS ships need blue photons
TMP ships need red photons
TNG ships need orange photons and Quantums
etc.
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Offline Bones

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Re: Standardised Weapon Scripts.
« Reply #21 on: December 29, 2010, 04:08:05 PM »
heh and my PDW line has one unique weapon that packs a punch but is present in little numbers :P Advanced Quantum Prototype, with AVP Plasma Caster sound  :funny

Offline Book

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Re: Standardised Weapon Scripts.
« Reply #22 on: December 29, 2010, 07:51:05 PM »
A Ent era ships needs Spatial torps
TOS ships need blue photons
TMP ships need red photons
TNG ships need orange photons and Quantums

Right, so a standard Photon Torpedo and Phaser script for TOS Federation ships isn't so far fetched, is it? And so on, for each era/species.

Obviously if a ship has a unique weapon or some special need things can be adjusted.

Offline deadthunder2_0

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Re: Standardised Weapon Scripts.
« Reply #23 on: December 29, 2010, 08:58:39 PM »
That's the problem...
TNG-
Akira Class salvo of 28 photon torpedoes with a damage of 900
Sovereign Class salvo of 12 photon torpedoes with a damage of 900 (Quantum Torpedoes are a pulse system so it doesn't count as a torpedo system)
Galaxy Class salvo of 20 photon torpedoes with a damage of 900

Akira Class Total salvo damage- 25,200
Sovereign Class Total salvo damage- 10,800 (with quantum torpedoes- 14,800)
Galaxy Class Total salvo damage-18,000

There is the issue... Shouldn't a Sovereign class ship built to fight the Borg have more salvo damage than a Galaxy built to explore strange new worlds?

Based on CG Sovereign, SNS Akira, and DJ's Galaxy with a standard photon torpedo equipped instead of their normal custom loadouts.
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Offline King Class Scout

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Re: Standardised Weapon Scripts.
« Reply #24 on: December 30, 2010, 07:43:52 AM »
Quote
TOS ships need blue photons

personally, I think GMunoz should get the credit for a standard for TOS ships, as he's cranked out how many by now?  I even had him fix a couple of mine.
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Offline CptBenSisko

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Re: Standardised Weapon Scripts.
« Reply #25 on: December 30, 2010, 08:45:17 PM »
The problem with the Akira Class is that she doesn't fire all 8 forward facing torpedo launchers in one shot...The Galaxy's Type-3 is a burst of 10 every 5 seconds and the Sovereigns Type-4 is a burst of 12 every 5 seconds..The Akiras Pulse-fire is a pulse of four with a 3 second reload time..from the Akira depending on the arc that the launcher is in...its a shame the game doesn't let the weapon fire from varying hardpoints...an alpha strike each discharge exhausts torpedo compliments waay too quickly..which it seems happens with the Akira often..

Balancing ships to each can work if you have a ship to start from..most start with the Galaxy Class..i know I do and i mod Armada more than BC..and then you go up or down.. the sites A Call to Duty TechSpecs and DITL.org are good places..DITL has most information extrapolated from cannon..while ACTD has a little more fanboyish because every Fed ship on there is mounting Galaxy Class Type X phasers...when ships like the Saber and Steamrunner and Intrepid shouldn't be....so id watch that site...technical mumbo jumbo can be had from there..but direct specs, id go with DITL.org

Offline deadthunder2_0

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Re: Standardised Weapon Scripts.
« Reply #26 on: December 30, 2010, 09:18:11 PM »
The problem with the Akira Class is that she doesn't fire all 8 forward facing torpedo launchers in one shot...The Galaxy's Type-3 is a burst of 10 every 5 seconds and the Sovereigns Type-4 is a burst of 12 every 5 seconds..The Akiras Pulse-fire is a pulse of four with a 3 second reload time..from the Akira depending on the arc that the launcher is in...its a shame the game doesn't let the weapon fire from varying hardpoints...an alpha strike each discharge exhausts torpedo compliments waay too quickly..which it seems happens with the Akira often..

Balancing ships to each can work if you have a ship to start from..most start with the Galaxy Class..i know I do and i mod Armada more than BC..and then you go up or down.. the sites A Call to Duty TechSpecs and DITL.org are good places..DITL has most information extrapolated from cannon..while ACTD has a little more fanboyish because every Fed ship on there is mounting Galaxy Class Type X phasers...when ships like the Saber and Steamrunner and Intrepid shouldn't be....so id watch that site...technical mumbo jumbo can be had from there..but direct specs, id go with DITL.org


We need to think in game stats without spreads, where torpedo fire comes in streams.
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Offline Morgan

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Re: Standardised Weapon Scripts.
« Reply #27 on: December 30, 2010, 09:39:47 PM »
I don't think this is the first time the community has had a conversation about a standardized hardpoint scale.  The biggest problem with having one unified system is that no matter what, you're going to have people that simply prefer their own balancing scale or have different idea's on how strong or weak certain ships should be.  One person may like a Valdore to be stronger than a D'deridex, only to have another prefer the complete opposite.  A universal "guide" to hardpoint balancing may be more or less successful, but that would only help newbies who are learning how to balance hardpoints before they eventually figure out their own scale.

Offline KMP

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Re: Standardised Weapon Scripts.
« Reply #28 on: February 10, 2011, 07:30:31 PM »

  Bump 


  I've decided I need a weapons pack to equip the number of ships I expect that i'll be working on shortly. The problem I have now is locating suitable free use items - mainly weapon sounds and textures.  I'm trying to get ahold of the CA mod team to see if I can use - or add to - their enhancement pack.  Also, what about the FTB material? can I use their weapon scripts and textures with credit, or who should I contact for permission?

   So far my pack has plenty of federation, klingon, and cardassian torpedoes; but no dominion weapons, and only one romulan torp. Also I don't have any really good phaser textures, and some different sounds would be a nice touch. I've already combed through BC files, and I believe I'm already using all of the good free-use items. Anyone have any suggestions? I really don't have the ability to create new material, i'd have to learn how to do that first, and I'm going to be busy hardpointing. 


   - My suggestion about hardpoint standardization is to do it through KM:

    They're looking to add more ships - especially non-canon ones - to the next release, and you can nominate your favorites, and probably even volunteer to help HP if you want at the website http://bckobayashimaru.de/phpBB3/viewtopic.php?f=1&t=2388.  We've already had some folks try independently do sets of standard HP's; there are several big packs available to download at bc files. BUT most folks don't want to *risk* their delicate BC install to some random Hardpointer -and unfortunately not many folks actually download and use those standardized HPs. At least with a big project like KM, there's lots of support and exposure and in a way, some pressure on modders to actually make their HPs fit in with the KM standard.... :D


Offline Defiant

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Re: Standardised Weapon Scripts.
« Reply #29 on: February 11, 2011, 02:19:13 AM »
KM is rigged so that the opponents automatically switch to their most powerfull torps.
Thats BC default.