We have lost so much over the years, it's just not funny. So many people have come and gone. This was all before the days when open source was in vogue. It's not that anybody wanted to keep their source secret, they generally just didn't see the point of making it available. Nobody else will do anything with it, and when your hosting was limited to a few megabytes... you know.Most tools from the DOS era of WC suffer that same problem, btw.
And if the original developer loses interest (or just lacks the necessary time), all knowledge is lost.
Not a problem!Sorry for hijacking your thread.
Yes, please post some error messages and maybe also some info about the changes you made...
Fun! Must test too!Sorted! It was much simple than I thought. Following the instructions in the readme file did not do the trick for me, so I fiddled about a bit. Here's how it works:
1) Backup Data.tre in case something goes wrong.
2) Unzip the files to the Armada root folder.
3) Using DOSBox, navigate to the Armada folder, and run the following command: "Tresplit data.tre". This will unpack DATA.TRE so that it becomes editable.
4) Run Armedit.exe, and edit to heart's content. Select "Update Data.tre" when done.
5) Run the game; it should launch normally.
Voila! I've tested it sucessfully by equipping the Arrow with a mass driver. Hope someone finds this useful!
Indeed! I've already discovered a few very interesting things. The stats for the guns, for example, are identical to what you find quoted in the Voices of War manual. The ship stats for shields, armour etc are also very comparable. However, the Yaw/Pitch/Roll settings are identical across the board; 2dps for every single ship out there. I wonder whether this is a problem with the editor? Surely all ships can't have the same handling? I'm convinced an Arrow feels more agile than a Banshee.Fun! Must test too!
This is indeed something that has always mystified me. Here's the funny part - because I've only ever used the editor for research rather than modding, the most blatantly obvious solution never occurred to me. I suggest you try actually changing those numbers to something else. Change the YPR to 10/10/10 for a particular ship, and change it to 0.5/0.5/0.5 (if floats are possible, otherwise just 1/1/1) for another. If this is a problem with the editor, then presumably either this will generate an error, or simply produce no visible change to manoeuvrability.Indeed! I've already discovered a few very interesting things. The stats for the guns, for example, are identical to what you find quoted in the Voices of War manual. The ship stats for shields, armour etc are also very comparable. However, the Yaw/Pitch/Roll settings are identical across the board; 2dps for every single ship out there. I wonder whether this is a problem with the editor? Surely all ships can't have the same handling? I'm convinced an Arrow feels more agile than a Banshee.
Yeah, I remember seeing that. The Shok'lar seemed to be the main victim. The manual gives it the sonic accelerator and the matter disruptor. Instead, it gets the neutron and the laser. The neutron doesn't change anything, because it's identical to the sonic accelerator, but the change from the heavy, short-range matter disruptor to the light, long-range laser is significant . It is debatable, of course, whether the result would be better or worse. The Dralthi also ended up quite different, as the manual gives it the mass accelerators. Would the Dralthi be better with short-range, relatively slow mass accelerator, given that the weapon is significantly weaker than its Confed counterpart? Probably not, but the game would be more enjoyable by virtue of the Dralthi and the Arrow being more distinct from each other.Interesting point regarding the guns, especially: A few weapons that are mentioned in the manual and also present in the data, are never actually fitted to any ships. Note the plasma gun, matter disrupter, and ionic pulse cannon. I'd love to see if they work in game.