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Question: A1 Odf Command

pepperman

Crewman 3rd Class
Joined
10 Dec 2011
Messages
119
Hypothesis: Similar to Armada 2, there exists a upgrade function in Armada 1.

Evidence to support the theory: Within the stock set of object definition files exists a file called bupgrade.odf. Within this file, the following odf command exists: isUpgrade. In context, it appears this command is associated with the pod classLabel.

//**********************************************************************
//PROGRAMMING PARAMETERS WHICH SHOULD NOT BE CHANGED & UNUSED PARAMETERS

//programming thing DO NOT CHANGE
classLabel = "pod"

// Mark as special upgrade pod.
isUpgrade = 1

//**********************************************************************

Note the similarity to the A2 command extracted from one of the A2 upgrade files.

isShipUpgrade = 1
upgradeLevel = 3
upgradeMultiplier = 1.50
upgradeSystem = "engines"

Using a HEX editor, it is clear that isUpgrade is in the A1 code in some form or fashion. The question that I have for you is whether or not anyone has experimented with this and figured out how it works and what does it upgrade or how one specifies which system to upgrade.

//** BUPGRADE.ODF FROM A1 **********************************************************
//MAIN DESIGN PARAMETERS

//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Research Upgrade"

//Base name for upgrade.
baseName = "bresear2"

//Race which can build ship & starting race of ship
race = "borg"

//Amount of time required to build ship
buildTime = 30.0

//Number of officers required to build this ship
officerCost = 0

//Number of crew required to build ship & Starting crew
crewCost = 0

//Dilithium Cost to build
dilithiumCost = 400

//Max Shield Strength & Begining Shield Strength <1000
maxHealth = 500

//Rate at which shield recharges (points per second... we think)
shieldRate = 15

//Delay before shield begins recharging once it has reached zero (secs)
shieldDelay = 3.0f

//Maximum Value of Special Energy
maxSpecialEnergy = 0

//Rate at which special energy recharges (points per second... we think)
specialEnergyRate = 5

//This is the range in meters which the ships sensors can see (LOS)
rangeScan = 700.0f

//This is the range in meters which the ships sensors can see when destroyed
damagedScan = 100.0f



//************************************************************
//CREW STATUS MULTIPLIERS
//The percentage at which the crew enters yellow status (ex. 0.75f)
crewYellowStatus = 0.75f

//The percentage at which the crew enters red status (ex. 0.25f)
crewRedStatus = 0.25f

//The multiplier for the repair time while in yellow status
repairYellow = 2.0f

//The multiplier for the repair time while in red status
repairRed = 4.0f

//The multiplier for the delay between shots for weapons while in yellow status
weaponYellow = 1.5f

//The multiplier for the delay between shots for weapons while in red status
weaponRed = 2.5f
//**********************************************************************
//**********************************************************************
//SYSTEM HITPOINTS
//These values are the hitpoint values of the systems
//If the value is set to zero the ship does not have that system
engine****Points = 0
lifeSupportHitPoints = 0
weapon****Points = 0
shieldGeneratorHitPoints = 0
sensor****Points = 0
//**********************************************************************
//**********************************************************************
//SYSTEM DAMAGE DISTRIBUTION
//The following section's values should add up to 100
//Percent Chance out of 100 of engines being destroyed
engine****Percent = 0.0f

//Percent Chance out of 100 of life support being destroyed
lifeSupportHitPercent = 0.0f

//Percent Chance out of 100 of weapons being destroyed
weapon****Percent = 0.0f

//Percent Chance out of 100 of shields being destroyed
shieldGeneratorHitPercent = 0.0f

//Percent Chance out of 100 of sensors being destroyed
sensor****Percent = 0.0f

//Percent Chance out of 100 of hull being hit (crew dying)
hullHitPercent = 0.0f

//Percent Chance out of 100 of entire ship exploding
criticalHitPercent = 100.0f
//**********************************************************************


//**********************************************************************
//SYSTEM REPAIR RATES
//This is the amount of time in seconds to repair ONE hitpoint of damage
//modified by race and crew status
enginesRepairTime = 10.0f
lifeSupportRepairTime = 10.0f
weaponsRepairTime = 10.0f
shieldGeneratorRepairTime = 10.0f
sensorsRepairTime = 10.0f
//**********************************************************************
//**********************************************************************
//CREW CASUALTY FOR SYSTEM DESTRUCTION
//The percentage of crew killed when the engines are destroyed
enginesCrewLoss = 15.0f

//The percentage of crew killed when the lifesupport is destroyed
lifeSupportCrewLoss = 10.0f

//The percentage of crew killed when the weapons are destroyed
weaponsCrewLoss = 5.0f

//The percentage of crew killed when the shields are destroyed
shieldGeneratorCrewLoss = 15.0f

//The percentage of crew killed when the sensors are destroyed
sensorsCrewLoss = 5.0f

//The percentage of crew lost every second while life support is disabled
lifeSupportLoss = 5.0f
//**********************************************************************
//**********************************************************************
//MESSAGE & SOUND PARAMETERS
diedMsg = "abetty3.wav"
soundDeploy = "avsave5.wav"
soundUndeploy = "avsave6.wav"
soundThrust = "avsave0.wav"
//**********************************************************************
//**********************************************************************
//PHYSICS PARAMETERS

physicsFile = "destphys.odf"
//**********************************************************************
//**********************************************************************
//PROGRAMMING PARAMETERS WHICH SHOULD NOT BE CHANGED & UNUSED PARAMETERS

//programming thing DO NOT CHANGE
classLabel = "pod"

//This tells the program that this object is a starbase
is_starbase = 1

// Mark as special upgrade pod.
isUpgrade = 1

//NOT USED CURRENTLY
periodScan = 0.0f

//Not USED CURRENTLY
velocJam = 5.0f


//**********************************************************************



//AI stuff
aiName = "CraftProcess"
 
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