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Old 03-03-06, 03:04 PM   #1
ref
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Default 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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Old 03-03-06, 03:11 PM   #2
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In zones.cfg rry altering both hit points and armor in all parts of the ship. This should do it.
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Old 03-03-06, 04:29 PM   #3
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Quote:
Originally Posted by VonHelsching
In zones.cfg rry altering both hit points and armor in all parts of the ship. This should do it.
Hit points with TT mini tweaker, armor ?,it's not in the rules, hex editing the dat file I found Type, armourlevel flags, but I don't know which kind of values they are so I can write a rules file for it, any sugestion?

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Old 03-03-06, 07:42 PM   #4
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Quote:
Originally Posted by ref
Quote:
Originally Posted by VonHelsching
In zones.cfg rry altering both hit points and armor in all parts of the ship. This should do it.
Hit points with TT mini tweaker, armor ?,it's not in the rules, hex editing the dat file I found Type, armourlevel flags, but I don't know which kind of values they are so I can write a rules file for it, any sugestion?

Ref
Download Teddy Bar's NYGM ship damage mod. Even if you don't use it, the readme will answer in detail all of your questions.
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Old 03-03-06, 07:46 PM   #5
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Thanks
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Old 03-03-06, 09:30 PM   #6
VonHelsching
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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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Old 03-03-06, 10:21 PM   #7
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Quote:
Originally Posted by VonHelsching
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?
Yes, BUT....

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.
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Old 03-03-06, 10:26 PM   #8
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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?
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Old 03-03-06, 10:37 PM   #9
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Default Re: Hit Points Question

Quote:
Originally Posted by ref
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.

Ref
What are you attempting to achieve?

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
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Old 03-04-06, 07:21 AM   #10
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Default Re: Hit Points Question

Quote:
Originally Posted by Der Teddy Bar
What are you attempting to achieve?

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.
Private little project, not GW...

Quote:
Originally Posted by Der Teddy Bar
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.
I don't want to modify the zones.cfg, as for I understand from NYGM damage readme the values are shared with other ships.
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:
Originally Posted by Der Teddy Bar
Though I have been known to bite, try asking me first
I'll take your word for that.
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Old 03-04-06, 07:32 PM   #11
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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.
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Old 03-06-06, 09:20 AM   #12
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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
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Old 03-06-06, 12:57 PM   #13
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Quote:
Originally Posted by kptn_kaiserhof
hi guys well on the topic how do i increse the hp on my uboat without my hitpoints depleting. the first one or two round i get hit with i died. i used sh3 mini tweaker to increse hp no luck


i cranked it up to 100000hp dead after 1 hit


need help
Unit HP's alone will not be enough. The U-boat values in the Zones.cfg also require to be adjusted.
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Old 03-06-06, 09:53 PM   #14
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xxxxxxxxxxxxxxxxxxxxxxxSENSOREDxxxxxxxxxxxxxxxx

:hmm: :hmm: :hmm:
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Old 03-07-06, 08:57 PM   #15
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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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