A12 EXP - New Config Files

Discussion in 'Experimental Features Discussion' started by Hummel-o-War, Apr 21, 2020.

  1. Yeah, ignore me. Like 2 seconds after I hit post I realized it's literally answered in the original post. Lol.
    You replied before I could edit.
    There's just so many changes with A12 my brain is getting overloaded and overlooking some really nice features.

     
    #21
    Sephrajin and ravien_ff like this.
  2. ravien_ff

    ravien_ff Rear Admiral

    Joined:
    Oct 22, 2017
    Messages:
    6,275
    Likes Received:
    11,936
    I just wish you could use a custom config.ecf in the scenario AND main folders (so it would go scenario folder > main folder > default config).
    If I include a custom config.ecf with my scenario, people would have to do a workaround if they then wanted to use their own config file or for example use reforged galaxy. Still it's amazing being able to include configs with scenarios.
     
    #22
    Khazul likes this.
  3. Vermillion

    Vermillion Rear Admiral

    Joined:
    Jul 15, 2018
    Messages:
    3,259
    Likes Received:
    8,933
    Reforged galaxy's gonna be a pretty slim mod in A12, considering half of it was incorporated into Empyrion for A12.
     
    #23
    ravien_ff likes this.
  4. Liang

    Liang Captain

    Joined:
    Jul 10, 2018
    Messages:
    113
    Likes Received:
    73
    Yeah this new change is awesome, I was glancing over them and quickly found a way to deal with an issue that has divided the community in the past...gathering. Some call it boring and want it faster, some said to stop making the game so easy by making it easier to gather...other, like myself have asked for a game options slider so those that hate it can get 2-10x the ore, and for those that want it slower to be able to get -2 to -10x the ore.

    Now we can EDIT quantities received and how to do it should receive a sticky in a forum so people will stop asking for changes to the base game on this issue. I will create a thread on how to do this when I get home later tonight.
     
    #24
  5. Zuleica

    Zuleica Rear Admiral

    Joined:
    Sep 24, 2016
    Messages:
    30
    Likes Received:
    42
    So I'm looking at my old config.ecf file and trying to find the items I changed in the new ecf files. For example I made changes to Item ID 2156 RailgunSSWeapon changing the ROF, Range, AmmoCapacity, and ReloadDelay.

    I found the name RailgunSSWeapon in the BlocksConfig.ecf. The ID isn't the same but I found WeaponITem: RailgunSSWeapon so assume it's the same item.

    However scrolling down in that entry shows Damage, AmmoCapacity, AmmoType, ReloadDelay, and ROF all commented out. And there is no Range at all.

    Is all this information in some other file? I tried searching all the others for RailgunSSWeapon but to no avail so I'm confused as to how this set of config files gives us access to everything the old one did.

    Ahh, found the same name in ItemsConfig.ecf and it has those attributes. But again the item ID has changed and I don't understand why there are two ecf files with the same item name or why the entry in BlocksConfig has some of the attributes commented out. I guess the organization of these files is confusing to me.
     
    #25
  6. Vermillion

    Vermillion Rear Admiral

    Joined:
    Jul 15, 2018
    Messages:
    3,259
    Likes Received:
    8,933
    The BlocksConfig.ecf controls block stats. Weapons are an attachment to the block and will be found in the ItemsConfig.ecf. The corresponding weapon item is listed on the BlocksConfig entry as a WeaponItem.
    For example: The SV Rocket launcher is WeaponSV05 in the BlocksConfig and it has an entry for WeaponItem: as RocketLauncherSSWeapon which will be in the ItemConfig and is the corresponding weapon that performs the attack.
    Additionally, the weaponitem will also have a Class which will usually be "Ranged" or "LauncherSS" which may or may not require an extra entry.
    If its class is "Ranged", the weaponitem will consume the specified ammunition and deal hitscan damage where it's pointed like a Cannon Turret, Gatling Gun or any other bullet-using gun.
    If its class is "LauncherSS", it will fire its ammunition as a travelling entity like a rocket, railgun, plasma bolt or laser beam. Which means that the damage, projectile speed, blast radius, etc... will need to be specified on the ammunition.
     
    #26
    Sup and Khazul like this.
  7. Khazul

    Khazul Rear Admiral

    Joined:
    Jan 15, 2020
    Messages:
    825
    Likes Received:
    1,447
    The one feature we want...
     
    #27
  8. Fenra369

    Fenra369 Commander

    Joined:
    Apr 5, 2016
    Messages:
    347
    Likes Received:
    141
    Can you add the issue regarding the solar capcitor into known issues? Was confirmed that this needs to be fixed, as it should be 160 su, not 1600.
     
    #28
  9. Vermillion

    Vermillion Rear Admiral

    Joined:
    Jul 15, 2018
    Messages:
    3,259
    Likes Received:
    8,933
    No, it's meant to be 320.
    The rules for volume are now consistent in A12.

    CV/BA Building blocks: 1/100 block size
    CV/BA Devices: 1/10 block size
    CV/BA Vital Starter Equipment: 1/50 block size
    CV/BA Extra-Large Devices: 1/50 block size

    HV/SV Building blocks: 1/10 block size
    HV/SV Devices: 1/4 block size

    Item Sizes: 1/1 RL scale

    This is what you get instead of the jumble of block sizes we had in A11. No folding things up, it's just flat shrunk in storage.
    The Solar Capacitor was originally classed as a standard CV/BA Device instead of vital starter equipment.
     
    #29
    Khazul, ravien_ff and krazzykid2006 like this.
  10. #30
    Vermillion likes this.
  11. Don't Panic

    Don't Panic Commander

    Joined:
    Jul 5, 2019
    Messages:
    112
    Likes Received:
    141
    In my opinion, the Config Files is the best thing about this update, because there are excellent options for configuring servers.
     
    #31
    ravien_ff likes this.
  12. Vermillion

    Vermillion Rear Admiral

    Joined:
    Jul 15, 2018
    Messages:
    3,259
    Likes Received:
    8,933
    Can the localization file be moved to configuration so it can be bundled with a scenario and mods for a custom content?
    It has no use or place in the extras folder, since it's a requirement and not an extra. While also being almost as important as a config.
     
    #32
    Khazul likes this.
  13. Taelyn

    Taelyn Guest

    The problem still is that this wont work in MP
    The localization file isnt shared from the Server to Client
    Client is reading the one thats delivered with the Client (same as custom PDA pictures)
     
    #33
  14. Vermillion

    Vermillion Rear Admiral

    Joined:
    Jul 15, 2018
    Messages:
    3,259
    Likes Received:
    8,933
    I'm not concerned with MP distribution. More with scenario subscription that use custom configs. If the localization is bundled with them, it means that custom content will have localization in multiple names in multiple languages instead of anything new being in english with an item name like "ArmorPiercingPistolT1" with no spaces.
     
    #34
  15. X. Echo

    X. Echo Ensign

    Joined:
    Jul 12, 2018
    Messages:
    1
    Likes Received:
    0
    So does Changing the servers Config.ecf change anything? Or is it only Single player that the edits too the Config.ecf Change? Because I've attempted Changing all CV weapons to work anywhere and Neither in Single player or Multiplayer Have those Edits worked.
     
    #35
  16. RazzleWin

    RazzleWin Rear Admiral

    Joined:
    May 22, 2017
    Messages:
    622
    Likes Received:
    1,464
    I know it's a silly question but is the version numbers the same in the Config.ecf as what it's being run in?
     
    #36
    krazzykid2006 likes this.
  17. I deleted my other posts because we found their problem in private message.
    It didn't even dawn on me at first they were trying to run an A12 server when there are no A12 server files released. Lol it went right over my head.
     
    #37
  18. The Purple Tail

    The Purple Tail Lieutenant

    Joined:
    Apr 4, 2017
    Messages:
    3
    Likes Received:
    1
    Not sure where to else to put this, but had an epiphany while playing the game earlier. I've been putting a lot of thought into changes that could be made to make the "factory" a little more viable and believable given right now, its just some black hole you dump parts and ingots into and poof, suddenly you get the entire blueprint built out of thin air.

    Now this could be an option like a toggle yes/no in the start game options menu, but I feel like the "factory" should require that the blueprint be started in a valid location, IE for a base, you dump enough material into the factory and start the base at the desired location, then 5 minutes to 3 hours later, you get the finished result (bonus points if the developers could build a system that designs a wireframe "shell" of the base before it physically goes up and completion of the blueprint partially follows the time remaining (starts at the bottom-most blocks and works up to the top).

    Same should go for HVs, SVs and CVs, when they are built from the factory, they should require the necessary building space available to start production (IE base block size large enough of a foot print to accommodate the vessel). This would segue really well into some kind of more developed "shipyard" feature down the road, but would be a good move in that direction.

    Alternatively for those that don't like maintaining bases, I don't see why there shouldn't be an option to build HVs, SVs or even CVs on a big enough CV (IE CV that is large enough to be a mothership of sorts). This would be a really cool option for people that want to build a super-CV and make that their base of operations, plus they could make it large enough to blueprint build smaller vessels from that ship.
     
    #38
  19. Vermillion

    Vermillion Rear Admiral

    Joined:
    Jul 15, 2018
    Messages:
    3,259
    Likes Received:
    8,933
    Can we get a proper explanation for the FactionWarfare.ecf?
    That thing still makes no sense to me. There are explanation for values that don't need them, while the ones that do are left blank. Worse still, any changes made to the point allocation results in an GetPriceForLevel value out of bounds error in the console and it spawning a single troop transport.
    There is no "GetPriceForLevel" value anywhere in the config. So either the base attack is still broken from A11 where it gave the same error regardless of settings or it's reading values from the wrong place.
     
    #39
    Khazul and krazzykid2006 like this.
  20. @Hummel-o-War
    In the EClassConfig.ecf file there is a value to set the VolumeCapacity of the player and it's not working at all.
    The value to set the players MaxHealth works as long as you start a new game after setting it, but the value to set the VolumeCapacity of both the male and female character does absolutely nothing as far as I can tell.
    Code:
    { Entity Name: PlyMale
      /* This one decides for scoring */
      EntityType: Player
    
      # ModelType: Player
      # Mesh: Player/SciFiMaleNoHelmet/SciFiMaleNoHelmetPrefab
      # AvatarController: Player
    
      ModelType: PlayerUMA
      Mesh: Player/UMAAvatarPrefabMale
      AvatarController: PlayerUMA
      
      Class: Player
      Prefab: Player
     
      MeshHelmet: Player/SciFiMale/SciFiMalePrefab
      MeshFP: Player/SciFiMale/SciFiMaleFPVPrefab
      Parent: Players
      RightHandJointName: RightHand
      PlayerBikeHandPos: 2
    
      /* This decides on the particle effect played on hit */
      SurfaceCategory: human
    
      PushFactor: 5
      Weight: 70
     
      VolumeCapacity: 500
    
      MaxHealth: 500
    Changing the max health works, changing the volume doesn't.
    Some clarification would be much appreciated.
     
    #40
    zaphodikus likes this.

Share This Page