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Melonfish
12-22-06, 06:19 AM
well really one of several things i want to do, i want to mod the damage levels of both shell impacts and torpedo's
i also want to take a gander at the damage models for ships (cause they just sink too easy)
does anyone know which files control these things and where i get em?

btw been seeding GWX since it came out, i'm at a 5.00 ratio so far 256kbps upload ftw ;)
pete

Sailor Steve
12-22-06, 12:17 PM
Play NYGM. It's a great mod and I guarantee they won't sink so easily.

nvdrifter
12-22-06, 07:23 PM
well really one of several things i want to do, i want to mod the damage levels of both shell impacts and torpedo's
i also want to take a gander at the damage models for ships (cause they just sink too easy)
does anyone know which files control these things and where i get em?

btw been seeding GWX since it came out, i'm at a 5.00 ratio so far 256kbps upload ftw ;)
pete
Melonfish, you will need to download Time Traveller's tweak tools here:

http://www.delraydepot.com/tt/sh3.htm

Also, the file that affects the sinking times for ships is the zones.cfg file. Good luck. :up:

Vikinger
12-22-06, 07:46 PM
Iam currently on work whit some damage textures.
Iam investige how they show up on different ships in differnt size.

The file iam looking on is also the same file you should look for.

Shell zon.dat for an exampel.

therte you can se the damage each shell will do.
Min and max damage. and you can change it to your liking.

each ship have a certain HP hitpoint, the ship it self is divided into sections that have thier each HP. Think you can se this from the basic-cfg file if iam not wrong.

If the min or max damage from the shell is nearly as same as the damage done to a certain area then you might want to tweak eiter the area or the shell how much damage each shell will do on impact.

Melonfish
12-27-06, 03:59 AM
zones.cfg eh? fantastic. i shall grab those tweak tools too!
lets hope i can sort out how to make a ship sink like it should ala NYGM and GWX
cheers chaps!
pete

Vikinger
12-27-06, 07:00 AM
zones.cfg eh? fantastic. i shall grab those tweak tools too!
lets hope i can sort out how to make a ship sink like it should ala NYGM and GWX
cheers chaps!
pete

You can change the values in zones.cfg whitout any tweak tools.
Just open it whit notepad.

The file is located in SH3/data.

You can tweak each ship type for your liking. Like HP (Hitpoints for each compartment) Or/and armor level and also flotability.

use the stock or any mods zones.cfg file as a reference.

Just be sure you write protect the file after you have done your changes. Some mods will try to overwrite it.

VonHelsching
12-28-06, 01:53 AM
Hi!

If you want to make the game more difficult, in zones.cfg you can boost ship related zones hit points by 30% and critic flotation values by 20%. I wouldn´t recommend on altering floatablity values.

Von

Melonfish
12-28-06, 04:03 AM
does anyone know exactly how much damage a shell or a torpedo actually does?
this is great info tho guys! i can tweak as much as i want now ;)
noted to not change the floatability values but i assume that this would control how long it takes to sink?

Vikinger
12-28-06, 08:46 AM
does anyone know exactly how much damage a shell or a torpedo actually does?
this is great info tho guys! i can tweak as much as i want now ;)
noted to not change the floatability values but i assume that this would control how long it takes to sink?

Yes but to check and tweak that you need the program called MiniTweaker.

The torpedo values for each torpedo are hidden in a file called Torpedo.zon

Ive tweaked this for y liking so i dont have the GWX default value now but if iam not totaly wrong i think the values for topredoes was something like 120-160.

Whit this means:

MinEf= 120 ( this is the minimum damage HP a torpedo can have on a target/compartment)
MaxEF= 160 (this is the max damage HP effect a torpedo can have on a target/compartment)

Each torpedo have also a blast radius so it does a certain area effect/damage.
MinRadius=4,6
MaxRadius=5,5

So if a torpedo hits between 2 compartments the blast radius determine how much of each compartment will be hit.
You can set the min and max radius to extrem values so basicly 1 torpedo can destory all compartments (but nothing i recomend to do ) :) (I have in fact thought of setting torpedo blast radius to such a extreme value so it destroy an entire convoy. Its jsut a thought i had and ive never tryed it. But just something for the fun and se if its possible to use thos extreme values. Will be Nuke torpedo if it works :D )

Same thing goes for the file called shell.zone but since there is so many different kind of weapons/guns in the game the list would be to long to write it here.
But an estimated value for the biggest gun is about 50-60hp/shell. And its also different if it use HE or AP or AA shells.
An example. A 16Inch HE Shell do
MinEF=80
MaxEF=200
Minradius=25
Maxradius= 50

I think thos guns are used on the largest battle ships so compare that value whit a torpedo :) Not fun to try and stop that shell whit your bucket :D

Melonfish
12-28-06, 09:10 AM
dude your like a mod-god ;)

nice one i am SO gonna have me a play with this tonight.

thanks!
pete

VonHelsching
12-28-06, 09:11 AM
Just a note that the damage model in SHIII is a combination of 3 things:

1. Individual ships .zon files (each ship has one)
2. Zones.cfg, which is like a master control panel for damage and
3. Torpedo settings.

GWX´s damage model is a product of 6 months work and achieves a balance between the 3 items above, all of which have been modded, item 1 being the most time consuming of all. The balance is very fine, and can be broken very easily if the modder is tweaking zones.cfg only.

Furthermore, changes in one zone in zones.cfg affect many ships. Other are unaffected.

Regarding floatablitily, any change can make the "she´s going down message" appear even with one torpedo hit on a variety of ships, or ships never sinking.

Von

Vikinger
12-28-06, 09:25 AM
Agree what VonHelsching is saying.

All values in GWX have been tested for months.

Changing one value for one thing can have an downside effect on other things.

But its also fun to tweak and try new settings but be sure you do an backup of the files you want to tweak so you easily can rollback. Or write down the default values on a paper so you have them stored if you want to change them back.

And about flotability. I just wrote an example about the settings you can change in the cfg file. In fact you can change all values that is there :) But I also send a warning like VonHelsching that you should not touch the flotability.

Things that you can change is the armorlevel, HP and critical hit chance. This does not affect how the ships are sinking. It just affect how much damage an area can sustain before its consider destroyed.

And also floodingtime if you want an area to be filled whit water faster or slower but this also can speed up or slow down how fast a ship is sinking.

But like i said, Just try out and experiment :)

gouldjg
12-28-06, 09:37 AM
Also agree

Just imagine a giant maths problem and then having to add unpredictability into it.

I think Von has done a great if not fantastic job. I am glad I have been out of the loop for a while cos now I get suprised when I hit a ship. At one time I kinda knew exactly how each ship would sink and this gets boring if you have played with it for so long.

I feel all noobish with GWX :up: :up:

Melonfish
12-28-06, 10:09 AM
thanks for the advice guys, esp von! i'll back everything up before i fiddle but this gives me a great base to start from.
pete