Help with making a rebalance mod

Help with making a rebalance mod

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Molloy
Posts: 225
Joined: 05 Jan 2005, 22:05

Help with making a rebalance mod

Post by Molloy »

I'm kind of interested in tinkering around with the OTA mod and making a new one out of it.

Lets say I call the mod Partial Annihilation. Can I make a copy of the OTA_data.sd7, rename it to PA_data.sd7, and start tinkering around with the values?

This is assuming I change the modinfo.tdf to

Code: Select all

[MOD]
{
	Name=PA data  v0.1;
	Description=Partial Annihilation;
	URL=http://www.fileuniverse.com/spring/;

	ModType=0;
}
The major thing I'd be looking to do with the mod is actually remove alot of redundant units rather than attempt to create roles for them. How would I do that? Assume it's more complicated than deleting them.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

No you'd need todo the process to XTA or AA.
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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

What are you talking about AF? O_o

Molloy: I'm going to say yes, without checking the OTA mod to see how its structured. However, if you have a base content file and a game file, make sure to have the game file depend upon the content file.

If you're talking about the content folder called OTAContent, found in the spring base dir, its needs quite a few things before it can be a playable mod. I'd suggest starting with Zwszg's OTA mod, and working from that.

To remove redundant units the easy way, just go through into the gamedata folder, and open up sidedata, then //comment out the units you want to remove. The more difficult way (and something you'll want to do before you release it) is to go through and remove its models, scripts, and fbi, and then remove any entries it has in sidedata.tdf and armor.txt

After that, reconfiguring units is a simple matter of plaintext editing using notepad.

Good luck.
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Molloy
Posts: 225
Joined: 05 Jan 2005, 22:05

Post by Molloy »

The file I'm talking about is OTA_data.sd7 in

C:\Program Files\TASpring\base\

The OTA files (like OTA_Classic_TA.sd7) in the

C:\Program Files\TASpring\mods\

folder don't have anything in them other than modinfo.txt's and are only a few bytes.

I was just hoping someone could spell out what files i need to modify (initially just redirect or rename) to get something I could playtest, and have in a format that is distributable like all the other mods.
Last edited by Molloy on 14 Jul 2006, 21:33, edited 1 time in total.
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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

ah, I see. Zwzsg made his mod in a very funny way.

Anyways, what I would suggest is copying /units, /weapons, and /gamedata out of OTA_data.sd7, and putting them into a new one called PartialAnnihilation.sd7 (or whatever) with your modinfo listing OTA_data.sd7 as a dependancy. That will work if people have the OTA mod installed already. Alternatively, you can just do the copy-paste-rename job..I think. I'd need to download the OTA mod and look at it, since I don't know how Zwzsg put it together.

Edit: hop on TASClient or #tauniverse on the gnug irc, and I'll see if I can help a bit more.
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