Star Trek Armada II: Fleet Operations

Star Trek: Armada II Patch 1.2 Project => PP General => Topic started by: AdmarilRyan on August 17, 2007, 09:18:51 PM



Title: Ship and Station Refits
Post by: AdmarilRyan on August 17, 2007, 09:18:51 PM
In Armada2 it is possible to have a refit system where you can make it so that your ships can be upgraded to better ships. The two methods of doing this are either heavily adapting the 8472 evolution, or by using the fusion weapon. There are problems with both of course, the fusion involving the ship moving in a weird manner, and the evolution adjustments ruining the 8472 evolution system as well. Another problem is the name of the ship changes when it is refitted

I would like to see, a way of refitting vessels, so that the ship has to return to a shipyard for the process to occur. So you would press the button, pay a small amount of resources, the ship would return to the shipyard and refit there, taking an amount of time (in the same way build time works).

The next thing that I'd like to see, is the same process possible with stations, although the stations won't move while this is happening. The thing is, say I want to upgrade a starbase into a more advanced version (lets say the mod was era based). So the spacedock upgrades to a early 24th century equivilant, the problem is, everything that was dependant on the spacedock in the techtree can now no longer be built.

The solution is a techtree which allows you to build something if you have either this or that

for example:

base.odf changes into newbase.odf
ship.odf requires base.odf and research.odf to build

idea for techtree entry

ship.odf 2 "base.odf, newbase.odf" "research.odf"

If this is possible, I would very much like to see it, or something along these lines possible.


Title: Re: Ship and Station Refits
Post by: DOCa Cola on August 17, 2007, 10:24:28 PM
we discussed the same problem recently as in fleet operations we are using the current commands for avatar stations, to have a better way to upgrade stations, so that is already on todo, but i fear also one of the more complex modifications to do, so i had this in mind for after the release of fleet operation v3

i really like the upgrade idea for the vessels. but also even more complex than the first one. if i find a way to do that, then i will see what i can do


Title: Re: Ship and Station Refits
Post by: Cpt Ryan on August 18, 2007, 11:11:12 AM
this could be easier to do with a specifically built drydock, rather than one that already builds/repairs ships?


Title: Re: Ship and Station Refits
Post by: RedShirt on September 02, 2007, 10:41:39 PM
I doubt it would be any simpler.  It might be different gameplay-wise, but the scripting would likely be the same.


Title: Re: Ship and Station Refits
Post by: AdmarilRyan on September 03, 2007, 10:33:10 AM
I think the way to do it would be as a "command" like the repair command as the source for the scripting, I suppose the evolve command would also be relevent.


Title: Re: Ship and Station Refits
Post by: DOCa Cola on September 03, 2007, 11:03:00 AM
btw. i have a better "vessel replacement" special weapon working in the dev version in v3. works with stations and even allows a random replacement vessel from a list you define in the odf file


Title: Re: Ship and Station Refits
Post by: RedShirt on September 03, 2007, 02:38:02 PM
Awesome!


Title: Re: Ship and Station Refits
Post by: DOCa Cola on September 03, 2007, 02:41:08 PM
ah yes, and keeps the name of a vessel too if replacementKeepName = 1 is set ;)


Title: Re: Ship and Station Refits
Post by: Dominus_Noctis on September 03, 2007, 10:13:58 PM
Didn't know this was possible. Cool! Now only if the name would appear on the ship itself.... :shifty:


Title: Re: Ship and Station Refits
Post by: RedShirt on September 04, 2007, 03:08:28 AM
That could be done, I do believe, but it would be a pain as far as skinning goes...


Title: Re: Ship and Station Refits
Post by: DOCa Cola on September 04, 2007, 10:50:11 AM
actually that is listed on our todo list in the ideas section for a few years now ;) but i don't think i will ever invest any time to find a solution to do that. armada was not designed to have lot of different textures on a vessel. and of course for the feature being any useful the textures would need to be auto generated


Title: Re: Ship and Station Refits
Post by: Dominus_Noctis on September 04, 2007, 08:17:11 PM
It sounds really complicated, but hopefully, when sentient computers enter the foray, we will get a really hyper-advanced version of Flops running armada engine x at ludicrous speed :D

By the way, will it ever be possible to get the rights to change the armada engine itself to do "new things" ?


Title: Re: Ship and Station Refits
Post by: RedShirt on September 04, 2007, 09:49:05 PM
Not officially.  Of course, nothing but ethics will prevent you from doing anything to it in your spare time.

I mean, it's not like anyone will know.   :whistling:


Title: Re: Ship and Station Refits
Post by: Meredith on September 04, 2007, 10:50:23 PM
DOCa cola you should put this upgrade feature in the armada patch project that would be sweet :woot:


Title: Re: Ship and Station Refits
Post by: RedShirt on September 04, 2007, 11:31:13 PM
The problem is that the patch has to be fully compatible with previous versions.  That means no new gameplay elements.


Title: Re: Ship and Station Refits
Post by: Meredith on September 04, 2007, 11:40:03 PM
umm but could it be done like the new odf they introduced in 1.2.2??


Title: Re: Ship and Station Refits
Post by: DOCa Cola on September 05, 2007, 07:12:17 AM
yes, it is backwards compatible, as it is a new weaponclass, that if not defined won't be used anyway.

the replaceweapon is still under testing. it seems to be reliable in all situations, but we though the same before we found a few bugs with it. :P
same applies to the maxbuildablenumber option from the last patch - under some circumstances it can slowdown armada a lot due to some faulty code i have written. that won't be noticable on newer machines and will be fixed in the next version of PP (actually noone reported that yet ;))


Title: Re: Ship and Station Refits
Post by: AdmarilRyan on September 11, 2007, 10:32:40 PM
slowdown armada a lot due to some faulty code i have written. that won't be noticable on newer machines and will be fixed in the next version of PP (actually noone reported that yet ;))

I don't think many people are making use of that particular feature for modding as yet, at least, any public modders, purely cause one small feature is not worth making a mod incompatible with the stock game, however, as future versions of this patch are released with more options avalible intrest will rise massively I'm sure.


Title: Re: Ship and Station Refits
Post by: Pleb Zero on September 16, 2007, 11:48:53 AM
I think one of the more interesting options for this mod could be the ability to use a system similar to FO, where you could set up Avatars at the start of the game to determine which way the fight will go...


Title: Re: Ship and Station Refits
Post by: Cpt Ryan on September 18, 2007, 10:06:33 AM
changes on that sort of scale wouldn't really be a patch, it would just be mini- Flops. Not to mention it would take a lot of work on top of current projects & stuff.


Title: Re: Ship and Station Refits
Post by: AdmarilRyan on September 18, 2007, 03:36:05 PM
I think one of the more interesting options for this mod could be the ability to use a system similar to FO, where you could set up Avatars at the start of the game to determine which way the fight will go...

I think that is too specific a change, adding features directly from fleetops. What this project really should be doing is making changes that open up a wide variety of modding posibilities. For something like that you might as well just try modding fleetops itself.


Title: Re: Ship and Station Refits
Post by: Meredith on September 19, 2007, 03:06:42 AM
changes on that sort of scale wouldn't really be a patch, it would just be mini- Flops. Not to mention it would take a lot of work on top of current projects & stuff.

Indeed I have said that on many times

for any one else the fleet ops staff is not here for mod requests. how many big mods or otherwise have a forum and of those how many have a feature request section.....   umm let me do the math (carry the one ad 0) um ya thats ONE  ok so if you have a mod request go to filefront forums and start a mod sugestion thread and see how many Views you get and replies  :(