Ferryboat Liner and Skipray Blastboat stats

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Re: Ferryboat Liner and Skipray Blastboat stats

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keiranhalcyon7
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Post by keiranhalcyon7 » Sat May 05, 2018 4:45 pm

Does that 9-warhead limit ever take effect with the default craft list, though? Maybe when the 2x warheads status is used... Would removing it pose any balance issues?

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JeremyaFr
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Post by JeremyaFr » Sat May 05, 2018 6:45 pm

The Double Missiles status is used in the following missions:
- 1B0M1FW.TIE
The Persuer has 4 warheads per launcher. It's below the count limit.

- 1B0M5FW.TIE
The Large Gun/Warhead Emplacement has 4 warheads per launcher. It's below the count limit.

- 1B0M6FW.TIE
The Assault Transport has 10 warheads per launcher. The count is clamped to 9.

- 1B7M2W.TIE
The X-Wing has 4 warheads per launcher. The count is clamped to 9.
The Y-Wing has 6 warheads per launcher. It's below the count limit.
The B-Wing has 8 warheads per launcher. The count is clamped to 9.

All this need to be tested.
Last edited by JeremyaFr on Sun May 06, 2018 11:32 am, edited 1 time in total.

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Darksaber
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Post by Darksaber » Sat May 05, 2018 9:04 pm

Mark_Farlander wrote:
Sat May 05, 2018 4:11 pm
When I try to change a value using BinHexEdit I get “Run-time error ’70’: Permission denied”.
Do you have your UAC enabled or not? (google UAC) and Disable it!
Have you downloaded and installed the Visual Basic 5 and and Visual Basic 6 Runtime files necessary to run BHE correctly

We practically have the same OS and system, and I never run into the problems your having with Win7, only in Win10.
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Bman
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Post by Bman » Sat May 05, 2018 11:16 pm

True but reason why I asked is because of flexibility, scalability and ease of use. Newer people who come along may not know how to use BHE or MXvTED nor have the time or willingness to learn and keep track of all the .shp files. When more future custom .opts come along and campaigns like DTM's REBCP pack, it might be easier to swap existing slots with new .txt files rather than have to modify .exe with .shp files and so forth. Maybe an idea would be to at least add the "To Disable WH Count" patch in the general XWA.EXE patcher .xlm file.
W-I-P: TFTC, MC Viscount Cr., ISD-II Avenger, NL-1 Platform, Ton-Falk Esc. Cr., & Misc.

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Mark_Farlander
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Post by Mark_Farlander » Mon May 07, 2018 3:46 am

I've disabled the UAC and now I can change the values using BinHexEdit.
Thanks Darksaber.
keiranhalcyon7 wrote:
Sat May 05, 2018 4:45 pm
Does that 9-warhead limit ever take effect with the default craft list, though?
That limit never takes effect with the default fighters, so I don't understand why they inserted it.
I've tried to set the 1st Warhead Capacity (line 46) for the X-Wing (25/289) to 12 and these are the new available warhead loads in mission:
18 concussion missiles (instead of 24, the limit takes effect)
18 proton torpedoes (12x2x0.75=18 so the limit doesn't take effect)
12 heavy rockets (12x2x0.5=12)
6 space bombs (12x2x0.25=6)
18 advanced concussion missiles (same as standard concussion missiles)
18 advanced proton torpedoes (same as standard proton torpedoes)
18 magnetic pulse torpedoes (same as standard concussion missiles)
18 ion pulse torpedoes (same as standard concussion missiles)

The Tech Library now shows "Combat Warhead Load: 24", and this is exactly the new missile load, so the 9-warhead/launcher limit is not applied to Spec.rci

The "Load Warheads" option in the Calamari cruiser hangar in mission and in the simulator shows the new available warhead loads correctly.

In Quick Skirmish the displayed warhead counts still are the following ones: Missiles (8), Proton Torpedoes (6), Heavy Rockets (4), Space Bombs (2), Advanced Missiles (8), Advanced Torpedoes (6), Mag Pulse (8), Ion Pulse (8).

By the way, is the 9-warhead/launcher limit also set for starships?
I've checked the Imperial II Star Destroyer (174/289) and the 1st Warhead Capacity (line 46) is set to 100.
keiranhalcyon7 wrote:
Sat May 05, 2018 4:45 pm
Does that 9-warhead limit ever take effect with the default craft list, though? Maybe when the 2x warheads status is used...
I will do another test with the "Double Missiles" Status enabled.
I don't judge tactics. The Battle is the best and only Judge.

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Mark_Farlander
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Post by Mark_Farlander » Mon May 07, 2018 6:05 am

Battle 7, Mission 2: That Thing's Operational
These are the Status set in mission. I haven't touched them.
X-Wing Red 1
Status 1: 200% Shields
Status 2: Invincible

X-Wing Red 2, 3, 4
Status 1: 200% Shields
Status 2: Double Missiles

B-Wing Grey 1, 2, 3, 4
Status 1: 200% Shields
Status 2: Double Missiles

Y-Wing Gold 2, 3, 4, 5
Status 1: 200% Shields
Status 2: Double Missiles

I have just edited the mission so that you can fly as B-Wing Grey 1.
https://www.dropbox.com/sh/n82yhdxa1epo ... OYKHa?dl=0

I hope you will enjoy taking down the shield generators of the Executor with a B-Wing.

By the way, this mission has the usual "Attack Global Group 0" auto-bug.
Another minor thing I've noticed is that there is no Y-Wing Gold 1 in the XWAUCP v1.5 mission.
Gold Unit in the original mission: M. Falcon, Gold 1, Gold 2, Gold 3, Gold 4.
Gold Unit in the XWAUCP v1.5 updated mission: M. Falcon 1, Gold 2, Gold 3, Gold 4, Gold 5.
This happens because the "#" has been added to the M. Falcon.
Of course this is not a bug in the literal sense, it's just a minor "aesthetic thing".
I don't judge tactics. The Battle is the best and only Judge.

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