Database prolem?

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Richrd
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Database prolem?

Post by Richrd »

I'm makng a modified campaign scenario and fiddling with the OOB. On some of the ship device changes I made the game ignores the ammo I set, setting it's own, sometimes way too high, sometimes zero, when I run the scenario. Mostly torpedos and AA guns. Am I doing something wrong?
Richrd
Drongo
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RE: Database prolem?

Post by Drongo »

Yes you're doing something wrong. You're fiddling with the OOB. [:)]

Is the problem occuring only when the ships upgrade or is it there right from the time you start the game?

Is it possible to use MS-Paint (or similar) to post an image of what you're seeing in the game?
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Richrd
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RE: Database prolem?

Post by Richrd »

Well, what I was doing was giving some of the Japanese ships bofors and oerlikons, which moved the torpedoes down the list. The torpedoes were showing up with a red 2 for ammo and the oerlikons were showing up with zero. After the first turn the oerlikons were showing up with boatloads too much ammo but the torps were still at a red 2. Fortunately I only did one ship of each size (1 CV, 1 BB, etc) so it shouldn't be too hard to go back. That's why I bought the game, to play with all of it. I didn't change any stock scenario's
Richrd
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Mr.Frag
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RE: Database prolem?

Post by Mr.Frag »

Make sure you modify the Ship table and the Class table for the ship. They are indirectly linked and differences between them generally cause some fun stuff like no ammo or a non-functional weapon system.
Richrd
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RE: Database prolem?

Post by Richrd »

Man, it takes a long time just to modify the ships. Just doing the classes would probably take a day by itself. I guess the Imperial fleet will be restored to it's lowly self. Say, Mr. Frag, is the effectiveness of the Bofors and oerlikons a reflection of their fire control systems as well as the guns themselves.
Richrd
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Mr.Frag
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RE: Database prolem?

Post by Mr.Frag »

Nope, Bofor's ... look in Device table for that one [;)]
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Admiral DadMan
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RE: Database prolem?

Post by Admiral DadMan »

But if you modify the ship CLASS first, the ships tagged to that class should pick up on the load out.
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pry
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RE: Database prolem?

Post by pry »

ORIGINAL: Admiral DadMan

But if you modify the ship CLASS first, the ships tagged to that class should pick up on the load out.


Dadman,

If you design a new class or modify an existing class 1st then create a totally new ship afterwards then the class attributes will be carrier over. They will not carry over to a existing ship these have to be changed manually. Messing with an existing class and ship requires a change to both the class and ship database before they will work, changing one and not the other buggers the whole thing. Also the items must line up in the same slots in both the class and ship DB

The ship pulls its ammo reload info from the class DB.
Richrd
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RE: Database prolem?

Post by Richrd »

Thanks, this is some very useful information. The sheer size of the job pretty much insures that there won't be many changes made. What if you modify the class, then two or three ships within the class, leaving most unchanged, what happens to the ones you don't change?
Richrd
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pry
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RE: Database prolem?

Post by pry »

ORIGINAL: Richrd

Thanks, this is some very useful information. The sheer size of the job pretty much insures that there won't be many changes made. What if you modify the class, then two or three ships within the class, leaving most unchanged, what happens to the ones you don't change?

The ones you did not change will have major problems reloading ammo and their equipment will not get repaired if damaged because the the game looks at the class DB for ship configuration and ammo load outs.

It is like this change all or change none, in your example the best thing to do would be to built a modified class entry then create a few ships from this templete while leaving the old class and existing ships alone then all should work as you want it to.
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