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Author Topic: Trek Revived (2.0x Version)  (Read 2958 times)
Sandtrooper
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« Reply #30 on: September 05, 2010, 07:22:50 PM »

This isn't funny:

Code:
ERROR> failed to add module 423
ERROR> PlugInModuleByID: unknown module id: 45501 in Borg Major design
ERROR> PlugInModuleByID: unknown module id: 47001 in Borg Major design
ERROR> PlugInModuleByID: unknown module id: 44026 in Borg Major design
ERROR> PlugInModuleByID: unknown module id: 44521 in Borg Major design
ERROR> invalid module ID 45501 found in Borg design Freighter
ERROR> invalid module ID 42102 found in Borg design Work Drone
ERROR> invalid module ID 45501 found in Borg design Assembler
ERROR> invalid module ID 45501 found in Borg design Detector
ERROR> invalid module ID 45501 found in Borg design Interceptor
ERROR> invalid module ID 45501 found in Borg design Assimilator
ERROR> invalid module ID 45501 found in Borg design Sphere
ERROR> invalid module ID 45501 found in Borg design Diamond
ERROR> invalid module ID 45501 found in Borg design Cube
ERROR> invalid module ID 45501 found in Borg design Tactical Cube
ERROR> invalid module ID 45501 found in Borg design Nexus
ERROR> invalid module ID 45501 found in Borg design Central Nexus
GameState validation begins...
   race validation...passed
   player validation...passed
   ship design validation...failed
ERROR> found invalid module id (45501) in Borg Freighter
ERROR> found invalid module id (49001) in Borg Freighter
ERROR> found invalid module id (46001) in Borg Freighter
ERROR> found invalid module id (47001) in Borg Freighter
ERROR> found invalid module id (49201) in Borg Freighter
ERROR> found invalid module id (48007) in Borg Freighter
ERROR> found invalid module id (49301) in Borg Freighter
ERROR> found invalid module id (42102) in Borg Work Drone
ERROR> found invalid module id (47001) in Borg Work Drone
ERROR> found invalid module id (49301) in Borg Work Drone
ERROR> found invalid module id (45501) in Borg Assembler
ERROR> found invalid module id (49001) in Borg Assembler
ERROR> found invalid module id (46001) in Borg Assembler
ERROR> found invalid module id (47001) in Borg Assembler
ERROR> found invalid module id (49201) in Borg Assembler
ERROR> found invalid module id (48007) in Borg Assembler
ERROR> found invalid module id (49301) in Borg Assembler
ERROR> found invalid module id (45501) in Borg Detector
ERROR> found invalid module id (49001) in Borg Detector
ERROR> found invalid module id (46001) in Borg Detector
ERROR> found invalid module id (47001) in Borg Detector
ERROR> found invalid module id (49201) in Borg Detector
ERROR> found invalid module id (48007) in Borg Detector
ERROR> found invalid module id (49301) in Borg Detector
ERROR> found invalid module id (44502) in Borg Detector
ERROR> found invalid module id (44506) in Borg Detector
ERROR> found invalid module id (45501) in Borg Interceptor
ERROR> found invalid module id (49001) in Borg Interceptor
ERROR> found invalid module id (46001) in Borg Interceptor
ERROR> found invalid module id (47001) in Borg Interceptor
ERROR> found invalid module id (49201) in Borg Interceptor
ERROR> found invalid module id (48007) in Borg Interceptor
ERROR> found invalid module id (49301) in Borg Interceptor
ERROR> found invalid module id (44501) in Borg Interceptor
ERROR> found invalid module id (45501) in Borg Assimilator
ERROR> found invalid module id (49001) in Borg Assimilator
ERROR> found invalid module id (46001) in Borg Assimilator
ERROR> found invalid module id (47001) in Borg Assimilator
ERROR> found invalid module id (49201) in Borg Assimilator
ERROR> found invalid module id (48007) in Borg Assimilator
ERROR> found invalid module id (49301) in Borg Assimilator
ERROR> found invalid module id (44502) in Borg Assimilator
ERROR> found invalid module id (45501) in Borg Sphere
ERROR> found invalid module id (49001) in Borg Sphere
ERROR> found invalid module id (46001) in Borg Sphere
ERROR> found invalid module id (47001) in Borg Sphere
ERROR> found invalid module id (49201) in Borg Sphere
ERROR> found invalid module id (48007) in Borg Sphere
ERROR> found invalid module id (49301) in Borg Sphere
ERROR> found invalid module id (44502) in Borg Sphere
ERROR> found invalid module id (45501) in Borg Diamond
ERROR> found invalid module id (49001) in Borg Diamond
ERROR> found invalid module id (46001) in Borg Diamond
ERROR> found invalid module id (47001) in Borg Diamond
ERROR> found invalid module id (49201) in Borg Diamond
ERROR> found invalid module id (48007) in Borg Diamond
ERROR> found invalid module id (49301) in Borg Diamond
ERROR> found invalid module id (45501) in Borg Cube
ERROR> found invalid module id (49001) in Borg Cube
ERROR> found invalid module id (46001) in Borg Cube
ERROR> found invalid module id (47001) in Borg Cube
ERROR> found invalid module id (49201) in Borg Cube
ERROR> found invalid module id (48007) in Borg Cube
ERROR> found invalid module id (49301) in Borg Cube
ERROR> found invalid module id (44503) in Borg Cube
ERROR> found invalid module id (45501) in Borg Tactical Cube
ERROR> found invalid module id (49001) in Borg Tactical Cube
ERROR> found invalid module id (46001) in Borg Tactical Cube
ERROR> found invalid module id (47001) in Borg Tactical Cube
ERROR> found invalid module id (49201) in Borg Tactical Cube
ERROR> found invalid module id (48007) in Borg Tactical Cube
ERROR> found invalid module id (49301) in Borg Tactical Cube
ERROR> found invalid module id (44503) in Borg Tactical Cube
ERROR> found invalid module id (45501) in Borg Nexus
ERROR> found invalid module id (49001) in Borg Nexus
ERROR> found invalid module id (47001) in Borg Nexus
ERROR> found invalid module id (48007) in Borg Nexus
ERROR> found invalid module id (49301) in Borg Nexus
ERROR> found invalid module id (49301) in Borg Nexus
ERROR> found invalid module id (49301) in Borg Nexus
ERROR> found invalid module id (49301) in Borg Nexus
ERROR> found invalid module id (44011) in Borg Nexus
ERROR> found invalid module id (44509) in Borg Nexus
ERROR> found invalid module id (44505) in Borg Nexus
ERROR> found invalid module id (45501) in Borg Central Nexus
ERROR> found invalid module id (49001) in Borg Central Nexus
ERROR> found invalid module id (47001) in Borg Central Nexus
ERROR> found invalid module id (48007) in Borg Central Nexus
ERROR> found invalid module id (49301) in Borg Central Nexus
ERROR> found invalid module id (49301) in Borg Central Nexus
ERROR> found invalid module id (49301) in Borg Central Nexus
ERROR> found invalid module id (49301) in Borg Central Nexus
ERROR> found invalid module id (44011) in Borg Central Nexus
ERROR> found invalid module id (44509) in Borg Central Nexus
ERROR> found invalid module id (44505) in Borg Central Nexus
   missile design validation...failed
ERROR> found invalid module id (48001) in Borg Plasma Gun
ERROR> found invalid module id (48001) in Borg Quantum Torp
ERROR> found invalid module id (48001) in Borg Helix Gun
ERROR> found invalid module id (48002) in Borg Mine
ERROR> found invalid module id (48001) in Borg grenade I
ERROR> found invalid module id (48001) in Borg Energy Cannon I
ERROR> found invalid module id (48001) in Borg Energy Cannon II
ERROR> found invalid module id (48001) in Borg Energy Cannon III
ERROR> found invalid module id (48001) in Borg Energy Cannon IV
ERROR> found invalid module id (48004) in Borg rapid I
ERROR> found invalid module id (48004) in Borg rapid II
ERROR> found invalid module id (48004) in Borg Planet Gun I
ERROR> found invalid module id (48004) in Borg Planet Gun II
ERROR> found invalid module id (48001) in Borg cannon
   colony design validation...failed
ERROR> found invalid module id (45501) in slot 2 in Borg colony design 12
ERROR> found invalid module id (47001) in slot 3 in Borg colony design 12
ERROR> found invalid module id (44026) in slot 5 in Borg colony design 12
ERROR> found invalid module id (45501) in slot 2 in Borg colony design 13
ERROR> found invalid module id (47001) in slot 3 in Borg colony design 13
ERROR> found invalid module id (44026) in slot 5 in Borg colony design 13
ERROR> found invalid module id (44520) in slot 6 in Borg colony design 13
ERROR> found invalid module id (45501) in slot 2 in Borg colony design 14
ERROR> found invalid module id (47001) in slot 3 in Borg colony design 14
ERROR> found invalid module id (44026) in slot 5 in Borg colony design 14
ERROR> found invalid module id (44521) in slot 6 in Borg colony design 14
   module list validation...passed
   planet list validation...passed
... GameState validation failed
t3948 SF_Engine.cpp[450] Stopping EngineThreadFunc
t3964 S_Timer.cpp[43] Stopping BaseTimerLoop

In a nutshell, the latest SVN update has rendered half if not all my Trek modules "invalid", even after I punched in the group and cash values. This is just ONE race, I expect EVERY race to suffer this problem, if not pointing towards a full rewrite of 8 module files.
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« Reply #31 on: September 06, 2010, 04:46:21 AM »

Well, I'm sure you are just missing something small/overlooking something. If you want, show me your files I'll check it over.

It's going to be kind of rough to keep updating as I haven't gave 100% on what this or that does yet becuase it's still in the works, only basic examples.
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« Reply #32 on: September 07, 2010, 05:23:33 PM »

Well, I'm sure you are just missing something small/overlooking something. If you want, show me your files I'll check it over.

It's going to be kind of rough to keep updating as I haven't gave 100% on what this or that does yet becuase it's still in the works, only basic examples.

Problem solved! (2 Missing cash values!)
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« Reply #33 on: September 08, 2010, 07:30:01 PM »

WHOA....okay...so I got the mod working in the current SVN version....except everything suffers from 4 Major problems:

* Since Nite redid the entire value system, every ship/station is underpowered! YIKES. I can't fire guns either LOL.
* Tractor beams are really crappy now due to above problem, they don't last one second *facepalm*
* Cloaking on some races last 5 seconds rather than 5 minutes...again, value problem
* Lets not get to shielding, they're WAY under valued, from like 2200 to 800, thats a big dip down. Least my weapon damage points aren't effected, thus everything dies in one shot from a colony LOL.

Shows how one mere change of dividing by 10 can ruin a whole mod's balance (Not your fault Nite, I've yet to figure out the insane values you try to aim for "proper 1.4x values")
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« Reply #34 on: September 09, 2010, 09:15:48 AM »

WHOA....okay...so I got the mod working in the current SVN version....except everything suffers from 4 Major problems:

* Since Nite redid the entire value system, every ship/station is underpowered! YIKES. I can't fire guns either LOL.
* Tractor beams are really crappy now due to above problem, they don't last one second *facepalm*
* Cloaking on some races last 5 seconds rather than 5 minutes...again, value problem
* Lets not get to shielding, they're WAY under valued, from like 2200 to 800, thats a big dip down. Least my weapon damage points aren't effected, thus everything dies in one shot from a colony LOL.

Shows how one mere change of dividing by 10 can ruin a whole mod's balance (Not your fault Nite, I've yet to figure out the insane values you try to aim for "proper 1.4x values")

Okay, ignore the divided by 10  (/10) thing. That was only done to REDUCE the values after I had made it work the way it was before.

For starters, You would have to multiple all the capacity values (cloak, power, etc) by the power. This would give you the current SF value. the divided by 10 was just a thing I did to reduce crazy large values.

Examples before the /10, basicly to get your mod working to where it WAS:

[race]       *        100  1500  600      200        none        none   power*50                        [nr]1001
turns to
[race]       *        100  1500  600      200        none        none   power*30000                        [nr]1001
600*50=30000
That would make it the same as it was before the spit. EVERYTHING capacity wise was TIMES by the power.

[race]   *     30    50 -200      150     torpedo        none   tube*60*4000*800*[nr]001        [nr]4001
turns to
[race]   *     30    50 -200      150     torpedo        none   tube*12000*4000*800*[nr]001        [nr]4001
200*60=12000

Another..

   [race]   *     50   500 -2        150        none        none   shield*300                      [nr]5001
turns to
   [race]   *     50   500 -2        150        none        none   shield*600                      [nr]5001
2*300 = 600 (shield 1)

Get me? Do this with all capacities. You can see before hand (lets say sf 1.4, that shields was 600 total, etc)

====

The /10 was done to REDUCE the large values that were needed, you don't need to do it, but if you DO, you need to divide the power, capacity, per energy things. I also did this for the weapons and shields too. The above makes it work like it WAS before I split power to capacity. So if you wanted to do this, with lets say the above example:


[race]   *     30    50 -20      150     torpedo        none   tube*1200*400*800*[nr]001        [nr]4001
Would be identical to
[race]   *     30    50 -200      150     torpedo        none   tube*12000*4000*800*[nr]001        [nr]4001

If everything else was divided by 10 as well. This is only for energy stuff.


You can do the same for damage, then you need to do the same for armor/hull/shields. So if a weapon does 400 damage in SF 1.4, and I have 6000 shields, /10 would be 40 damage, and only 600 shields. In turn, this is IDENTICAL because:

6000/400 = 15 shots till shields down Charge refill rate 200.
600/40 = 15 shots till shields down. Charge refill rate 20.

Get me?


But AGAIN, first to make your values work the way they did, increase the capacity like I said. 1.4 CAPACITY * POWER = 2.0 CAPACITY
Mainly it was split so we can understand better how everything works and balance it ALOT better. And the divided by 10 part was because I don't care for giant values, and you can add 'bigger/badder' ships when you divide everything by 10 too. Aka you don't hit the 'long value' limit as quickly.


« Last Edit: September 09, 2010, 09:18:59 AM by NiteHawk » Report to moderator   Logged

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« Reply #35 on: September 09, 2010, 09:21:09 AM »

So to sum it up, 1.4 was POWER * CAPACITY VALUE = IN GAME CAPACITY VALUE. now that doesn't work like that anymore, you just input the FULL CAPACITY and that is your capacity value.

THEN you can work on dividing everything by 10 if you wish. Such as: weapon damage, module hitpoints, power, capacity, energy stuff (like firing a weapon). would be 95% of the changes.
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