Armor works differently now:
Parameters example = armor*50
-The parameter you can specify is a 'percentage' divided by 1000. So this (50) would be 5%. 150 would be 15%, etc. This would be the DAMAGE reduction this armor gives to any hits that are taken after shields are down. So this works best for your module hit points and hull. Setting this to 100% would make you invincible until the HITPOINTS of the armor are gone.
Hull
Parameters example = hull*6*800
Please note, that POWER here represents RECHARGE of hull points.
The first parameter is the frames per RECHARGE of hull points. So if recharge (power row) is -10, and the first parameter is 6, you would gain 10 hitpoints of hull per 6 frames. The 800 is the INTV value, which wears down the maximum hull points quicker. This is divided by 1000. Please read Mobious post here:
http://stellarfrontier.ss-network.net/index.php/topic,1204.15.html to understand hull Maximum Hull Point reduction better. This may still need tweaking/fixing. Maximum hull points can be gained by docking. Hitpoints can be gained by waiting or orbiting, normally.
CURRENTLY HULL POINTS ARE UNBALANCED AND NEEDS TO BE TWEAKED PER SHIP!Shields
Parameters example = shield*180*10
First parameter is the amount of hitpoints shields have. The second parameter represents how many frames per replenish. So i you had -2 in the power column, and 10 in the second parameter column, you would get 2 shield points per 10 frames!
All modules power and capacity are now split. If you WANT to get your
original values, take your parameter 0 ([energy cap/power]) and times it by the POWER.
So lets say I have this example:
[race] * 100 1500
60 100 40000 * none none power*
200 [nr]1001
My power here is 60, my parameter 0 is 200. My total capacity in 1.4 would be 200*60=12000. so power*12000 would give the same effect now. You don't need to adjust the power here.
It might be best to DIVIDE power/capacity by a certain degree. For current 2.0, I have divided everything virtually by 10, and it will still give the same results, aka for example:
[race] * 50 500 -2
600 150000 * none none shield*
1000*10 [nr]5001
[race] * 50 500 -2
60 150000 * none none shield*
100*10 [nr]5001
My power was 600, and shields 1000. I can get the same effect if I divide this by 10, aka 60 power and 100 shields. It would give the same regen etc. Just note, you would need to divide weapon damage by 10 as well. So if a weapon hits for 100 damage, it should now hit for 10 damage. It just means more simplicity instead of using numbers in the millions.
Modules are now also specified via credits. Just input whatever credits you wish for.
Modules can now have groups as well. Groups work by LIMITING what ships can use if you wish. Groups must be set in the ship file and the modules file. The ship file uses a generic number, from 1+. Do not use 0.
In module files, * represents any ship can use it. The same goes for '0' (and the reason why you dont use 0 to begin with.) If you want lets say, a set of groups to use a module, use a min-max field. for example '2-5' in the group field would mean that groups 2 through 5 can use this module.
[race] * 0 200 -1 1200 100000
2-5 none none hull*6*800*12 [nr]8500
This means here that min is group 2, and max is group 5. You can also just use a basic number, and it will be locked in ONE group.
repair_frames in the sf_data_game represent the speed of repair in frames. 10 would mean every 10 frames repenlish. This is to reduce or increase replenish rates. Minimum is 1. (every frame).
HULLS/ETC NEED TESTING. I have not checked it much and it could end up being too weak or too powerful as hulls scale/etc. Please test it out and give input. We defiantly need to work on it more!Please post here for any clarification, I know it's shitty that I explain things, as I seem to have trouble doing so, but it's best to just ask and I can try to answer as best as I can.