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BSG Half Race Mod Error Reporting and Help

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Dominus_Noctis

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Ok, now I'm quite confused: in your readme there was an open question asked about why the nuke was not damaging buildings :sweat: . Since you didn't include an explosion ODF for the EMP in the installation the weapon will not damage buildings. Either that, or you will have to change all structures to is_starbase = 0 to be affected by the RepulsionField class (the NukeDet Ordnance).
 

kjc733

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I'll say again, the EMP weapons will do no physical damage to anything and knocks out the sensors of everything. All it is is a renamed romulan sensor jammer, I couldn't get the EMP to do any damage. All damage effects are from the repulsion wave. If this doesn't affect starbases, then so be it. Lesson learned for future reference.

The Nuke weapon comprises the following:

NukeLaunch.odf - ionstorm weapon
mNukeDetonation.odf - ultrium ball object generated by the ionstorm
NukeEMP1.odf - sensor jammer weapon triggered by ultriumball
NukeEMP2.odf - sensor jammer ordinance file
NukeDet1.odf - repulsion wave weapon triggered by ultriumball
NukeDet2.odf - repulsion wave ordinance file
wNukeWave1 and 2 - shockwave effects for physical blast
wposiwav.odf - shockwave effects for the EMP blast (part of stock A2)
 
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thunderfoot

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Former MSFC Member
Perhaps I can be of assistance here, Dom. Remember, when I made BSGHRM 1.0, I deliberately chose to do two things.

I wanted the Ragtag Fleet to be mobile, so there were no stations intended or implied. I never wanted the Colonials to have bases or stations or shipyards. They are the surviving remnant of Humanity. They have no resources to spare for fixed objects or research. They are attempting to escape the Cylons completely, not conduct a strategic regrouping to come back later.

I wanted the BSG stuff to be balanced against itself only, not the other races in either A2 or Fleet Ops. ADM_Z is making the Fleet Ops BSG mod and I did not want to steal his thunder(no pun intended).

KJC adapted and vastly improved BSGHRM v2.0, especially all of the kewel new weapons he came up with. We discussed at length (Actually, he discussed and I listened. Then, he did all of the work and I just tested and went, "Wow!" - lol) Since he accepted my premise there would be no stations for either, he saw no reason to include any weapon effects against them.

If you want the nukes to affect the stations, it should be easy enough to do. By making some ODF changes.

Either way, it is KJC's work and I will support his decision on this.
 

kjc733

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What TF says is mostly correct.

I am going to highlight again that the way this weapon works came from Rodglas (although I didn't actually give him a reason for it when I asked the question).

I wanted from day 1 to include an EMP effect with the nuclear detonation, otherwise I'd have just gone for a modified artillary torpedo. After literally months of failures this was the only way to generate an sensor jammer from a torpedo effect. With that done it became a case of finding a blast damage effect, and I figured the repulsion wave was a good way of doing this. As Adm_Z knows my first attempts with that weren't entirely successful either (being directional weapons), but they did affect stations. After a bit of searching I found an example 360 degree blast weapon, tried it, derrived my own version and tested it in the BSG mod. Being a well developed mod and as I was trying to get the balance right it was always tested against the Colonials - which as TF says have no stations. It was only much later after several rounds of tweaks that I found it didn't hurt stations (but made an ice light display on the shields). I really did not want to have to start again from scratch, so I ran with it because the COlonials and Cylons have no stations.
 

Dominus_Noctis

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Ok... perhaps this just needs rewording to avoid any miscommunication :)

In your readme for this mod there is a pointed question which asks (paraphrased), "the nuke doesn't affect stations, if anybody knows how to change this, we'd like to know how".

If you didn't intend for it to affect stations and/or do not care, so be it - I am not nitpicking the choice, nor am I trying to get you to change it, or anything in relation to the gameplay - I was just answering the original question :cool: . I hope that clarifies things, as it was not meant to come off as a criticism :)
 

kjc733

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There is a question asking why, you initially responded with a statement that was irrelevent to the problem. The whole EMP thing is a red herring when it comes to damage, it's not designed to cause any.

I didn't know why the damage from the repulsion wave didn't affect stations, if the problem is that the repulsion wave does not damage stations (thus requiring the line change is_starbase=0) then thank you for bringing it to my attention - well everyone's attention. People may want to try that in their install.
 
T

thunderfoot

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Former MSFC Member
Ok... perhaps this just needs rewording to avoid any miscommunication :)

In your readme for this mod there is a pointed question which asks (paraphrased), "the nuke doesn't affect stations, if anybody knows how to change this, we'd like to know how".

If you didn't intend for it to affect stations and/or do not care, so be it - I am not nitpicking the choice, nor am I trying to get you to change it, or anything in relation to the gameplay - I was just answering the original question :cool:. I hope that clarifies things, as it was not meant to come off as a criticism :)
Perhaps any future, ahem, "miscommunications", could be clarified via PM or email. As is politely asked for in the ReadMe. Just like the "pointed question" is. To avoid the appearance of nitpicking or criticism of KJC's outstanding work. Instead of a constructive critique. I am quite certain you did not intend at all to be unfairly critical so openly, Dominus. You've never done so in the past with other A2 only mods, either. KJC733 spent a great deal of free time, sweat, and effort working on these weapons and getting them as close as possible to what A2 will allow as a representation of things seen in BSG. It would be a real shame if due to this unfortunate misunderstanding, people become concerned enough to avoid D/Ling the amazing things KJC733 did here. Which is the only BSG mod with both Cylon and Colonial AI and Nukes for A2 available anywhere currently and quite the feather in both KJC's, and MSFC's, cap.
 
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