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Old March 26th, 2010   #1
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Default a fist full questions

hello,

i have a few questions and it would be very nice if somebody could help me out with them:

1.)Artifex Mapeditor is not working. i can't create new maps nor open stock maps. what am i doing wrong?

2.)is there any chance to increase the weapon recharge?

3.)"[BorgArmor] DoesRegen = 1" so, where is the location of the regeneration-rating?

4.)is there a way to add "overload" to phasers,disruptors & co?

5.)are ship-animations (f.e.: voyagers nacells up when flying with warp or flashing position-lights) allowed/ possible?

thats all. thank you for.
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Old March 26th, 2010   #2
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Default Re: a fist full questions

Quote:
Originally Posted by red_rebellion22 View Post
hello,

i have a few questions and it would be very nice if somebody could help me out with them:

1.)Artifex Mapeditor is not working. i can't create new maps nor open stock maps. what am i doing wrong?

2.)is there any chance to increase the weapon recharge?

3.)"[BorgArmor] DoesRegen = 1" so, where is the location of the regeneration-rating?

4.)is there a way to add "overload" to phasers,disruptors & co?

5.)are ship-animations (f.e.: voyagers nacells up when flying with warp or flashing position-lights) allowed/ possible?

thats all. thank you for.
Well, I'll do my best:

1) You may need to reinstall the Map editor. Not sure why it is not working for you, but I have the same one and I haven't had any problems modifying or creating maps.

Here are instructions for creating maps:

Spoiler:
Starfleet Command III Creating a 9 Races Map

This is a step by step guide to add upto 5 additional AI races to SFC3's Sector (Hex) map. Original released at the Taldren Forums. This tutorial requires SFC3 MapEditor, part of SFC3 Dynaverse Server Kit.

By the pelican

IMPORTANT - Before you edit any file, you should always create a backup copy first, in case something goes wrong.

1 - First of all, you need to edit the Definitions.txt file, which will be in the Map Editor folder. At the very beginning, you will see something like this

[Classes/Regions]
type="string"
range="array"
0="Neutral"
1="Federation"
2="Klingon"
3="Romulan"
4="Borg"

You need to know what races you intend to add, and you are limited in the names you can add. They must match exactly to the short empire names in the CommonSettings\RaceNames.gf file. The five names you can add are

5="Cardassian"
6="Species8472"
7="Rakellian"
8="Pirate"
9="Ferengi"

Where you put which name is your choice, this just happens to be my order. As long as the numbers are in order.

TEST EXAMPLE - Just add one race, we'll use the Rakellians for this example, as they are already on the game.

2 - Now you need to create yourself a map, I suggest that you create a basic 10x10 map to start with, have only a few hexes for each race. But you MUST, and I cannot stress this enough, MUST have at least one base, or one planet in one of each races hexes. Otherwise they will produce no AI ships. Save the map into your MetaAssets folder, in the SFC3 directory. Don't overwrite any of the existing maps of course.

If you prefer, you could edit one of the existing maps, and save that as your new map, it makes no difference.

TEST EXAMPLE - Just give the Rakelli a few hexes, one planet & one base. Simple really. No need to make the map anything special.

3 - Now, we need to edit the DefaultCore.txt file (Excel is the best program for editing). Each race is REQUIRED to have 1 of each of the following types of ships. This may mean having two of the same ship, each with a different class.

Frigate (FF)
Destroyer (DD)
Light Cruiser (CL)
Heavy Cruiser (CA)
Heavy Battlercruiser (BCH)
Dreadnaught (DN ) (you may not need this one, but to be on the safe side, always include one)
Plus, you need to have one of each of the stations, unless you have new models, it's probably best to use the Fed stations, in which case you do not need to edit the Core file any further.

TEST EXAMPLE - Create copies of the Rakellian Attack & Light Cruiser, two of each, and then change the class values so they have all of the required classes listed above. Change the Classname on each of the copies, I suggest just adding a number to the end of the existing name. (RK-Frigate2, for example)

4 - Now go into the DefaultLoadOut.txt file, you need to add/edit the file to add in the ships you just added to the Core file.
If the race has no bases already, then copy all of the Fed Bases, from ListeningPost to Starbase, the Stardocks are optional. Make sure you edit the SubName's to change Federation to Rakellian, do NOT edit the Classname line, otherwise the copied base will not load.
For all your ships, and bases, make sure the RaceName is set to the name of your race.

TEST EXAMPLE - The Rakellians already have bases set up, so all you need to do is create two copies of the LC & FF. Edit the ClassName to match the new lines you added to the Core file, and then edit the SubNames, no SubName must match, just add a number to the end like before.

5 - Now you need to make the map available, go to Assets\Scripts\Campaigns, and create a copy of one of the Conqeust.mct files, rename it, and then edit it.
Change the name, put a number after it, it really doesn't matter.
There are three map file names, they are usually always the same, just edit each of them and change it to the name of your map, whatever you chose to call it.

TEST EXAMPLE - Copy FederationConquest.mct, change to FederationConqeust2.mct, now edit the file, follow instructions above.

6 - Load up the game, and go to Single Player Campaign, then All Campaigns. Just play your new Campaign, and if you've followed the above instructions, you should now be on your new map, with your additional races showing up as AI races. Once you've figured it all out, you can create a full size map, and have lots of fun.


2)Yes...and no. Depends on what you want. What usually works for me for fast recharge (something I'm doing with my last and final mod I'm working on right now) is change the energy output (increase it) under the "weaponsItems.gf" found under "CommonSettings" in the "Assets" folder. You can also affect the health and damage of a weapon in the file also. Of course, this needs to be balanced with your power output to the weapons from your warp drive. Increasing the Warp/impulse power outputs in the CommonSettings will give more power to systems including the weapons.

3)I'm not entirely certain, may be hard-coded into the game.

4)Yes. I believe if you change the ratio "energy" to "health" it can cause the weapon to overload. Be careful. Sometimes this works and sometimes it will crash the game indicating a "unhandled exception error". You'll just need to play around with the numbers to see what works best then test your ship in skirmish mode.

5)If it is, I have yet to see it...doesn't mean it's impossible, but I don't know enough about programming to give you a definite answer on this one.

6)

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Old March 26th, 2010   #3
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Default Re: a fist full questions

wow, i've found the master =D

thanks for answering.

to the map editor: i downloaded it from filefront and there are two files: artifex.exe and Definitions.txt. how i said, its impossible for me to create new maps or opening stock-maps. i use windows vista and tried everything (admin-mode, winXP-mode). normaly i get everything to run^^

2.) i'd like to have a very "real" pulse phaser. so they should fast reload. i set the Warp/Impuls energie to a very high level, pull down the energie use of the pulse phaser(in a second try i increase the energy), but they need in both versions 19-21 sec. to reload.

and finally:
Quote:
I believe if you change the ratio "energy" to "health" it can cause the weapon to overload
what do you mean by that?
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Old March 27th, 2010   #4
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Default Re: a fist full questions

Quote:
to the map editor: i downloaded it from filefront and there are two files: artifex.exe and Definitions.txt. how i said, its impossible for me to create new maps or opening stock-maps. i use windows vista and tried everything (admin-mode, winXP-mode). normaly i get everything to run^^
Not sure what to tell you if it is not working for you. I'm using XP Professional...but I don't think that has anything to do with it. Could just be a download problem, or something is wrong with the file on FileFront. At the very least, you should be able to open the existing map used by the game...weird.

Quote:
2.) i'd like to have a very "real" pulse phaser. so they should fast reload. i set the Warp/Impuls energie to a very high level, pull down the energie use of the pulse phaser(in a second try i increase the energy), but they need in both versions 19-21 sec. to reload.
Not sure how advanced you are with modding this game, but you have to manipulate quite a few files to get things to work out. I timed my pulse phasers on my Diablo (Defiant Variant) on the new mod I'm working on and they recharge in about 8 seconds and 1 to 2 seconds on my larger ships with advanced XIIF phasers recharging almost instantly. Manipulating the values in the Commonsettings folder impacts performance on each ship system. Typically higher engergy outputs and lower mass creates the effect of a more powerful system, whether it be weapons, hull, bridge or shield items. This will take some tinker, cause if you overbalance everything, then you might end up with a ship that is too powerful for one race over another in the same ship class. Lower mass on the warp/impulse/thruster configuration, for example, will yield a ship that can maneuver at lighting speed (ideal for small craft or Dominion Bug Ships).


Quote:
and finally:

what do you mean by that?
Description = "PHASER IXS"
Cost = 250
Mass = 20
Health = 15
Energy = 1.5
Damage = 3.0
Race = "F"

to

Description = "PHASER IXS"
Cost = 250
Mass = 20
Health = 3
Energy = 1.5
Damage = 3.0
Race = "F"

Sometimes this yields a result of the weapon breaking down after a few battles or after being fired a few times...it also makes it a prime target by the AI, by the way. You can also increase the energy output (not sure what the game threshold is), but if you over do it you'll know, cause the game will crash saying something along the lines of a "configuration error in build..."


Last edited by AlDaja; March 27th, 2010 at 05:04 PM.
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Old March 30th, 2010   #5
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Default Re: a fist full questions

Artifex will not work under Windwos Vista or Windows 7, the Windows emulator in linux (Wine) can't run it either, it only works on Windows XP. I myself use a virtual Windows XP desktop in virtual sun to make maps with Artifex.
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Old March 30th, 2010   #6
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Default Re: a fist full questions

Quote:
Originally Posted by Gulli View Post
Artifex will not work under Windwos Vista or Windows 7, the Windows emulator in linux (Wine) can't run it either, it only works on Windows XP. I myself use a virtual Windows XP desktop in virtual sun to make maps with Artifex.
Ah, that would make sense - thanks for the input1 + rep.

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Old March 31st, 2010   #7
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Default Re: a fist full questions

damn.... didn't know that....

all i get are these F*** error:

classes not found
blah blah blah

hmm..perhaps i should dig out my old xp-computer and try it....but thanks for the information

Greetings and felicitations.
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Old April 1st, 2010   #8
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Default Re: a fist full questions

I got all those errors too on my Windows 7 pc, but it worked perfectly on the first XP pc I could find.

Last edited by Gulli; April 1st, 2010 at 07:32 AM. Reason: sdag
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Old April 8th, 2010   #9
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Default Re: a fist full questions

i tired it with a simulated xp version, but have no success...
soon i will have an other computer with xp...

i the meantime:
is someone interessted in creating a orginal-TNG map?
like this: the map

i would do it by myself, if i could.....
perhaps with the marquis in the DMZ?
i would do a little mod with cardassian-,ferengi- and marquis-ships.

Greetings and felicitations.
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Old April 8th, 2010   #10
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Default Re: a fist full questions

The Sun Virtual Box emulator works fine for me.

Sure you could make a map like the chart but to be honest I don't like that chart: the numbers, scales and distances are way off and we're supposed to believe the primitive Talarians own more space than the Breen or the Ferengi (both established middle powers ranking just behind the four major powers).

Making a map from scratch is a lot of work: you have to give everyone bases and planets, have hexes with asteroids etc... to keep things interesting, balance the races, give some sectors higher economic value, it's a lot of work but it can be done. I just used the stock SFC3 multiplayer map and sandwiched Cardassians (allied to the Romulans so the Fed-Klingon alliance doesn't have it too easy) between the Romulans and Borg, the Dominion/Breen above the Klingons and the Ferengi in the middle of the map.
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