Your favorite A2 mod bugs

Which race do you like most? What do you like - what you don't like? Discuss it here.
posted on September 20th, 2011, 1:25 am
So does anyone have any bugs for A2 mods (or flops or flops mods) that they remember fondly ?

I guess I'll go first... in one of the older versions of the Klingon Academy 2 mod (stock A2 mod) the explosion strength value for latnum miners had a decimal place mistyped.... end result was...... explosive.

Really explosive.

My first time encountering it, I had just decloaked my group of Romulan BoPs and attacked one of the AIs miners.... when suddenly I see a yellow wave from outside of my fog of war view.... and the ships die....

End result: I spend a few hours rebuilding, fighting, suddenly loosing most my stuff when one of the AIs lost a latnum freighter to to another AI, until I got bored and decided to sent a few full freighters, cloaked, to the enemy starbases, then just decloak, letting the starbases light the fuse on their very own base cracking bomb.
posted on September 20th, 2011, 2:32 am
Tok`ra wrote:So does anyone have any bugs for A2 mods (or flops or flops mods) that they remember fondly ?

I guess I'll go first... in one of the older versions of the Klingon Academy 2 mod (stock A2 mod) the explosion strength value for latnum miners had a decimal place mistyped.... end result was...... explosive.

Really explosive.

My first time encountering it, I had just decloaked my group of Romulan BoPs and attacked one of the AIs miners.... when suddenly I see a yellow wave from outside of my fog of war view.... and the ships die....

End result: I spend a few hours rebuilding, fighting, suddenly loosing most my stuff when one of the AIs lost a latnum freighter to to another AI, until I got bored and decided to sent a few full freighters, cloaked, to the enemy starbases, then just decloak, letting the starbases light the fuse on their very own base cracking bomb.


Ok! I like what you are saying about freighters and their explosive yield being able to destroy a starbase or alot of ships. I wouldn't consider it a bug, a blessing and a curse at the same time maybe but something cool since it didn't crash the game.

So for my mod, I have one question. What was the freighter (latinum miners) explosion strength?

I have high Hitpoint values on some ships and the Borg are almost the highest, this type of thing would be great in my mod.

If you don't remember the explosive value, what KA2 version had it?

******
As for your initial question, I would have to say no mod bug is my favorite, I hate them all, if they cause a crash, or even just prevent something from not working.
posted on September 20th, 2011, 5:44 am
FO beta 2 Chor Disrupter. it was WAY OP, and you could just spam them and walk into the enemy base :innocent: :whistling: :rolleyes:
posted on September 20th, 2011, 6:32 pm
jetnova16 wrote:

If you don't remember the explosive value, what KA2 version had it?



I really don't remember, I haven't had that bug be an issue for at least two or so years at this point.

Styer Crisis wrote:FO beta 2 Chor Disrupter. it was WAY OP, and you could just spam them and walk into the enemy base :innocent: :whistling: :rolleyes:


I'll see you that and raise you the moonsoon from the last version, nothing funnier than sitting one of the weaker fed ships by a starbase and LOLing as it takes nearly no damage.  :thumbsup:
posted on September 21st, 2011, 5:58 pm
hmm, renegade borg uplink spawning for me ^-^
posted on September 21st, 2011, 8:44 pm
Tok`ra wrote:I really don't remember, I haven't had that bug be an issue for at least two or so years at this point.


I guess I can always fool around with some values.
What coding in the Freighter needs to be edited though to get this massive explosive effect?

Would 10 be a too high of a value if I find the right coding spot to change?
posted on September 21st, 2011, 10:29 pm
jetnova16 wrote:I guess I can always fool around with some values.
What coding in the Freighter needs to be edited though to get this massive explosive effect?

Would 10 be a too high of a value if I find the right coding spot to change?


Look in freight.odf which is the base file freighters are based on.

Code: Select all
// this is how many units (distance) to explode per every unit of latinum carried
// if the freighter is destroyed whilst carrying latinum
explosionUnitsPerLatinum = 1



That might not be it but I know it has at least SOME bearing on the issue.

Set it crazy high, and work your way down.
posted on September 21st, 2011, 10:45 pm
Last edited by jetnova16 on September 22nd, 2011, 2:37 am, edited 1 time in total.
Tok`ra wrote:Look in freight.odf which is the base file freighters are based on.

Code: Select all
// this is how many units (distance) to explode per every unit of latinum carried
// if the freighter is destroyed whilst carrying latinum
explosionUnitsPerLatinum = 1



That might not be it but I know it has at least SOME bearing on the issue.

Set it crazy high, and work your way down.


Thank you, I'll see what happens.

(Update Hours Later)

I was just wondering, do I have to edit that line of coding in the individual freighter ODF files or is it in the freight file. Or does it go with the Latinum Mining Beam?

I am not sure where to attempt my new coding attempt, I found a line in the freight.odf file and it was already at the "10" I was thinking about using so I was going to change it to "100" or even "1000" to start out for testing. Is this the right file?
posted on September 22nd, 2011, 1:15 am
Optec wrote:hmm, renegade borg uplink spawning for me ^-^

Hey! :P

In retaliation....

I liked when the C-11's schwoosh of death (Cascade Feedback bug) was around - 1 hit killing 80% of the ships in FO, hurraaaay :D  :sweatdrop:
posted on September 22nd, 2011, 3:08 am
i like when you could force fire on yourself with am EM scube to detect ALL cloak vessels in an area ;D
posted on September 22nd, 2011, 5:37 am
jetnova16 wrote:Thank you, I'll see what happens.

(Update Hours Later)

I was just wondering, do I have to edit that line of coding in the individual freighter ODF files or is it in the freight file. Or does it go with the Latinum Mining Beam?

I am not sure where to attempt my new coding attempt, I found a line in the freight.odf file and it was already at the "10" I was thinking about using so I was going to change it to "100" or even "1000" to start out for testing. Is this the right file?


Just remember what the defualt vaule was or make a backup of the files and tinker til it works :p .

Arash8472 wrote:i like when you could force fire on yourself with am EM scube to detect ALL cloak vessels in an area ;D


Heh I seem to remember people getting pissed and refusing to play with people over that...... or was that another bug.
posted on September 22nd, 2011, 10:38 am
The Dreaded Untraceable Explosion Crash bug that plagued Sigma for well over a year. Turned out the name for the explosion sound files were too many characters and that somehow caused the game to randomly decide to crash without any recognizable pattern (other then the crash taking place during an explosion of course).
posted on September 22nd, 2011, 1:51 pm
I had the same problem with my bsg_fighter_viper_blackbird.odf.  :pinch:  Caused me intermittent issues for over a year and an untraceable issue unless you already know the character count issue.  I feel your pain. :sweatdrop:

Thank goodness Blade finally showed me the issue!! :lol:
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