Hack request - preventing energy_damage from damaging the power resource
-
As mentioned in title, is there a possibility to make energy_damage only deal with the shield status rather than both shield and energy? this way e.g. a fuel system could be applied to the energy bar without the problem, that you can lose all of your fuel in battle.
-
In Freelancer: The Harvest Campaign, we had to develop a solution to this problem. You’ve got a few options.
If none of your MISSILES or TORPEDOES need to deal different shield damage from your GUNS, just use HULL_DAMAGE_FACTOR in Constants.ini. This value is used in shield damage cacluation by ((hull_damage * HULL_DAMAGE_FACTOR) + energy_damage [your energy_damage should be 0 for all weapons])). Damage dealt in this manner does not affect energy.
In THC, we have a few missile weapons that deal reduced damage to shields; consequently, we set HULL_DAMAGE_FACTOR to 0 and just used energy_damage for shield damage. To prevent that from affecting the fuel system significantly, we just made fuel capacities – and fuel drain – very high values.
-
well, not all of us plan to make a total conversion. especially the weapon balancing is such genius in vanilla, that i do not want to rebalance it more than necessary. also, shield busters are impossible this way without power resource affection. ofc you can set it high and set the regeneration rate high, too, but maybe in terms of realism someone like me does not want to have its power to regenerate. we know of the ini possibilities and I wouldn’t ask for a hack if the solution ive been looking for was simple as that.
-
No need to give the power supply – or fuel supply – regeneration capabilities. A power supply with a capacity of 1000000000 will hardly be affected by a weapon does 100 energy damage. Increase the capacity depending on the amount of energy damage weapons will do. If you’re trying to stick close to Freelancer’s balance – where ships tend to die quickly under fire – the loss of fuel due to energy-damaging weapons is less critical than if you have ships that survive over long periods of combat.
You could also use WeaponMODDB.ini to increase the damage potential for shield-damaging weapons without, again, negatively affecting fuel supply.
Unfortunately, without knowing the particulars of your modification, I really can’t determine exactly what you need. From your initial post, it looked like you just needed weapons to do shield damage without draining power. Apparently that isn’t what you need, or I mis-read your post.
To easily modify Freelancer’s stock balance – to, say, overall decrease weapon damages (to prevent notable fuel/power drain) and hull/shield strengths (to prevent notable changes to the ‘genius’ Freelancer balance) – I’d recommend writing a simple tool.
inb4 Adoxa pops in with a hack.
-
well, thank you anyway. currently i plan a large rebalance of my mod in terms of weapons, energy and similar stuff, trying to keep the vanilla balance as much as possible. i have thought of many of your suggestions, talked with codevelopers, with an experienced player and beta tester and the scenes we simulated were just slightly inefficient. in end effect, just in terms of quality, we aim for a solution rather than for a workaround and the easiest, fastest and safest way in terms of testings and player impressions seems to be really a hack, that’s what we agree so far on. on the other hand, there surely might come up someone else with the need of it. i mean, when i played vanilla and met a player with shield busters, it was quite annoying to see, how i could not even fire back in multiple cases, once the player surprisingly desides to use them together with conventional weaps.
-
adoxa wrote:
0x0AF90 is for 1.0, 0x0AFC0 is for 1.1 (the format of the new offset list, but code isn’t showing the tabs, which makes it a little clearer). I almost didn’t provide the 1.0 offset, so in future I shan’t (hear that foxUnit01? :)).Noted.