Author Topic: How do you edit mecha stats?  (Read 1341 times)

Offline palefire

  • Full Member
  • ***
  • Posts: 187
    • View Profile
How do you edit mecha stats?
« Reply #15 on: February 07, 2007, 01:42:24 AM »
Or waitng for those several hundreds of drones from that "Drone Hurricane" <Blast 20 Drone> to finish their turns.

Offline Question

  • Full Member
  • ***
  • Posts: 134
    • View Profile
How do you edit mecha stats?
« Reply #16 on: February 07, 2007, 03:42:58 AM »
I cant find anything similar to the design files in the save file. All i see are a bunch of numbers. Ive tried changing them without much success before.

Then...does anyone know which series file contains the early training missions data?

Offline palefire

  • Full Member
  • ***
  • Posts: 187
    • View Profile
How do you edit mecha stats?
« Reply #17 on: February 07, 2007, 04:06:31 AM »
This one should be pretty easy to spot in the series folder:
TS_PLOT_Tutorial.txt
But it is not the one Macksting recommended:
ARC_TS_Jobstory.txt
change .DocWagon <Rover.txt>

What I do is scout for shops until I find my design, and then make a backup save at that point so that I can buy it again if I make further changes. What I think would be more effective is to change the mech reward from Plot_Salvage, since you can load the plot many times.

Offline Question

  • Full Member
  • ***
  • Posts: 134
    • View Profile
How do you edit mecha stats?
« Reply #18 on: February 07, 2007, 05:31:38 AM »
Well ive added a new mecha, but its not showing up in my current campaign. As far as i can tell i need to start a new campaign for it to.

In terms of affecting MV, which is better, gyro or engine? If i have gyro 4 and engine 5, is it better than gyro 5 and engine 4? What is the difference between a normal engine and a high output one?

To my knowledge the argoseyer, gladius and various "event only" equipment has their data included in the series files. What i dont get is how to get the event to award something to the player if the item data is in that file itself, and not something in the design files. I tried checking the robot warriors series file, but there seems to be no lines at all for giving the player the championship award.

Offline macksting

  • Hero Member
  • *****
  • Posts: 1085
    • View Profile
    • http://forums.wintercomic.com
How do you edit mecha stats?
« Reply #19 on: February 07, 2007, 11:51:54 AM »
I prefer substituting it for the doctor's car. The tutorial is a tad bit longer, and slightly more repetitive as a result.

Offline Question

  • Full Member
  • ***
  • Posts: 134
    • View Profile
How do you edit mecha stats?
« Reply #20 on: February 07, 2007, 11:36:56 PM »
? I found the tutorial a lot shorter. Just talk to quentin, immediately exit the shopping list, telephone the mecha fighting arena owner, kill the rat, talk to the owner, talk to quentin, immediately exit the mecha training tutorial, fin.

Anyway the code for the doctor job seems to refer to a design file. Thats the problem, what if the mecha you are giving to the player ISNT in the design file, like the gladius?

Offline Onisuzume

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 562
    • View Profile
How do you edit mecha stats?
« Reply #21 on: February 24, 2007, 05:59:03 AM »
Another small question about editing/making mecha design files; is it possible for a size 10 sf2 mecha to have size 11 wings?
As already mentioned, it's possible to have class 1000000 sensor, but what about modules like arms/legs/wings/tails/heads?

And what would be good size ratio's for battriod mechas for legs/arms/head compared to the body size?
Savins tend to have head at -2, arms at -1 and legs at ±0.

Which brings me to my next question: how big is each size roughly?
The mecha scale thread mentions the wolfram's size (5) at being roughly 16-18m tall So would that be roughly 3.5m per size?
It's approximately 10 times as tall as karl.

Average human is roughly 1.6-1.8m tall afaik.

As well as the weight of parts is, afaik, large guess work.
What are the guidelines to knowing how heavy your mecha will be?

Offline Francisco Munoz

  • Sr. Member
  • ****
  • Posts: 401
    • View Profile
    • http://www.wesnoth.org
How do you edit mecha stats?
« Reply #22 on: February 24, 2007, 07:09:26 AM »
Modules (legs, arms, wings..)are limited to sizes 1 to 10 and can only be +1 of the mecha size.
Usually all other stuff have limits too.. sensors 1 to 10 ...etc..

Something 2 times the size is 8 times heavier... so you have the mass (check the wolfram in  the game) and size (5=16-18m) of a mecha so you can rougthly get the sizes of all the others...(You can also create a set of size 1 to size 10 blank batledroids with no weapon or armour).. OTOH only Mr. Hewitt knows for sure.

Offline Onisuzume

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 562
    • View Profile
How do you edit mecha stats?
« Reply #23 on: February 24, 2007, 09:46:50 AM »
Ok, so I've followed your idea and made 10 blank battriods.
And it appears that heads, arms, wings and tails follow the same tonnage formula; namely (size×0.5t).
Legs follow (size+1)×0.5t.
Bodies follow (size×1t)
Storage modules appear to be set at 0.5t.

So a blank sf2 size 1 mecha is only 4.5 tons.
And a sf2 size 10 mecha is 36 tons.

Then comes the added tonnage for armour...
Which is probably at 0.5 tons per point of armour.

So a f2 size 10 mecha with 10 points of armour on each module would be 66 tons.

It's possible the tonnage varies with different mecha types. (though don't expect this though)

Offline Anticheese

  • Hero Member
  • *****
  • Posts: 651
    • View Profile
How do you edit mecha stats?
« Reply #24 on: February 24, 2007, 05:37:14 PM »
Things like sensors and movement systems don't have an upper size limit.

Offline Onisuzume

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 562
    • View Profile
How do you edit mecha stats?
« Reply #25 on: February 28, 2007, 07:22:38 AM »
Things like sensors and movement systems don't have an upper size limit.

Or, like I already said, a class 1 million sensor.
Not that anyone would go through the effort of making one, which seems kinda useless to me anyways. (why get a class 1-mil when a class 10-20 is just as good?)

Still, I occationally make class 10-20 Arcjets/Flightjets so that all I need to fly is on the wings, as it should be with battriods.