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Hit Points Question
I need to make a ship indestructible, I try to increase the hit points but a couple of well aimed torpedoes sink it anyway, I supose I have to work with the cfg file also 2 d compartments section, but I don't have a clue about what to touch, the ship Im working on is a clone of a small merchant, someone please tell me how to do it.
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In zones.cfg rry altering both hit points and armor in all parts of the ship. This should do it. :up:
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Thanks :up:
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The file "zones.cfg" can be tweaked with a simple text editor like notepad. You do not need TTs tweaker.
In that file you will see zones for each ship type; each one has HP and armor. I do not know if this is the ONLY thing to tweak, if you wanted to make an indistructible ship. Anybody else on this? |
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As detailed in my NYGM Ship Damage Mod read me, the standard ships only have 200,300 & 450 HP and once they run out BOOM.... As such, if you do not raise the HP values, then no matter what values you use in the zone.cfg everything still goes BOOM in 2,3 or 4 torpedoes. |
Two things to tweak. The first requires TT Minitweaker.
1. In Minitweaker you will need to open the applicable zon tweak file (i.e. for the Small Merchant, open the NKSs_zon.txt) and set the hitpoints to something like 4000. 2. To armor zones (though not really necessary with the first tweak) you will need to open the zone.cfg file and set the armor level to at least 166 for each of the zones on the cargo ship you wish to change. This will create indestructible armor. I would go with the first option, though with enough torpedo hits, the ship will eventually sink. There are several other options that could work as well, and are easier to implement. Why does the ship need to be indestructible? |
Re: Hit Points Question
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GW has said that they are using the NYGM Ship Damage Mod so you may not need to modify the HP's. The NYGM Ships HP's are at 2160, or in laymans terms, 12 full HP torpedoes and 18 Min HP torpedoes. Anyway... raise the units HP to 9999 for example set the Flotability=0 change "Critical=No" if Yes delete "Critical Chance=0.20" set, add Crash Depth=100 job done. Though I have been known to bite, try asking me first :up: |
Re: Hit Points Question
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I've been browsing the .zon files with an hex editor, and appears to be individual values for each compartment in it, I've identified three diferent structures with sphere radius, boxes size, armour level, etc, when I finish to figure it out I'll let you know. Quote:
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It would help if you were to explain what you are hoping to achieve. This way I can ensure relevant advise etc.
Feel free to PM me. |
hi guys well on the topic xxxxxxxxxxxxxxxxxxxxxxxxxxxxCENSOREDxxxxxxxxxxxxxw ithout xxxCENSOREDxx. the first one or two round i get hit with i died. i used xxxxxxCENSOREDxxxxxno luck
i cranked it up to xxxCENSOREDxxx dead after 1 hit need help :damn: :damn: :damn: |
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xxxxxxxxxxxxxxxxxxxxxxxSENSOREDxxxxxxxxxxxxxxxx
:hmm: :hmm: :hmm: |
Since this is a thread based on a 'cheat' request somewhat. I was wondering if anyone knows where the torpedos are counted from? What I'm asking is, is there a file that can be edited to allow the player to have unlimited torps without them being 'counted' down as they are launched in the game...
Something like this... Torpedotube1 = -1 ;If Fired Torpedotube2 = -1 ;If Fired Ect. Ect. Perhaps they could be set to this.... Torpedotube1 = 0 ;If Fired Torpedotube2 = 0 ;If Fired Ect. Ect. And this would allow the torpedos to be fired but not be counted. Seems like I was able to do something like this in SHII before. |
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