ragnarok32 wrote: ↑Sat Feb 06, 2021 6:46 pm
Thank you for the table !
Same problem as previously : it seems the infinite missile's script isn't working correctly : one ship in the fleet is losing his abilities and launching squadrons. And there is always one another ship that don't have infinite missiles.
What do Improved Fighter squadron ? And Allow Boarding ?
I have tested these options and working correctly :
-Infinite Armor
-Hull set to massive
-Subsystems Set to God
-Missile cool down (don't work if you have fired one salve and activate it after firing)
I will test the other options asap !
When I finish a skirmish battle, do I have to deactivate the scripts before another battle ? Have you a specific procedure ?
<<<<--yea its best to.
Edit : my version is 1.5.113 with all DLC from Slitherine directly
Edit 2 : there is always one ship that loose his abilities when I activate an option (any option)
NOT sure what allow boarding does..I saw it so just threw it into the table.
Improved Fighter Squadron:
So the first thing to understand is that these options:
just change and LOCK/freeze this stuff here (Player Ship Pointers):
So I tried to test each thing and come up with some values that improved or helped. To be honest, not EXACTLY sure what each of the values for the fighter squadron do.. But instead of selecting Yes to improved fighter squadron, you can just go to that area in the Player Ship Pointer, change the values, and freeze them.
Once they are set they stay set so you either have to change them manually in the player ship pointers (With the Option set to NO or it will force MY vaules into it)or restart battle. So keep stuff set to no and just change the Stats in Player ship pointer (with the checked so they lock/freeze) and you can experiment and see what EVERYTHING there actually does. See in the main script (Battle Star Galactica Deadlock +DLC 1.5.113 Ship Base (Activate when In tactical Combat or after clicking on a ship) I have these values:
Code: Select all
cmp [ShipInfo_fighterhullset_enable], #0 <------Tests if you set the option to Yes for Improved Fighter squadron
je ShipInfo_fighterhullset_exit
mov ebx,[ship]
test ebx, ebx
je ShipInfo_fighterhullset_exit
mov edi, [ebx+F0]
test edi, edi
je ShipInfo_fighterhullset_exit
mov [edi+2C], (float)500 //squadronToSquadronMaxRange <---writes all these values and freezes them
mov [edi+34], (float)500 //squadron1v1Distance
mov [edi+38], (float)5000 //squadron1v1MoveInSpeed
mov [edi+3C], (float)5000//squadron1v1MoveOutSpeed
mov [edi+48], (float)1 //defendVelocityOffset
See you could just not select yes to it and then decide to set the options to what you want instead in the Player Ship Pointers and click the box beside each one to freeze the value.. But thats a LOT OF WORK to edit and Freeze ALL of the ship stuff yourself EVERYTIME! Here are the values for Massive Movement:
Code: Select all
cmp dword ptr [ShipInfo_movementset_enable], #0 <---tests if you have Yes next to Massive Mvement
je ShipInfo_movementset_exit
cmp dword ptr [edi+170], #4//test for fight
je ShipInfo_movementset_exit
mov ebx,[ship]
je ShipInfo_movementset_exit
test ebx, ebx
je ShipInfo_movementset_exit
mov [ebx+2B0], (float)1.5 //Max Turnrate <--Writes these things to the movement stuff in the Player ship pointers
mov [ebx+2B4], (float)180 //Max Pitch
mov [ebx+2B8], (float)2 //Max Yaw
mov edi, [ebx+124]
test edi, edi
je ShipInfo_movementset_exit
mov [edi+10], (float)0 //MinVelocity <--and these
mov [edi+14], (float)50 //MaxVelocity
ShipInfo_movementset_exit:
So in the Battle Star Galactica Deadlock +DLC 1.5.113 Ship Base script there are comments beside each value that describes what its changing and you can set them to change them to whatever you want and it will write those values instead of what I have in the script when you select Yes to turn on that option. ONLY change the numerical values or you can mess the script up.
Ah, I should have been testing this stuff in skirmish mode..ok So I was DUPLICATING the original single line of code at the beginning and end of the main script. Can't believe I missed that! I noticed the icons disappearing always on one of the Capital ships. When I removed the duplicate line of code at the beginning, and changed the way I pushed and popped the registers then the icons came back and were no longer missing! ok, so thats fix #1.
Fix#2 will be the missile cooldowns to always work. I will look into it. May just have to add a description to the option that you have to activate at beginning of Battle or just keep activated once it is activated.
Fix#3 Missile ammo will be MUCH harder. You see it hooks into a separate area and is a shared address between player and enemy...unless I can make the player compare I use in the main script a symbol and use THAT as a compare in the missile ammo script. Ok, Hopefully I can get this thing fixed tonight!