Jan
Offline
Posts: 739
Chefredakteur bei ST-Galaxy Network
|
 |
« Reply #15 on: July 31, 2007, 05:39:23 PM » |
|
This feature opens a completely new door for balancing in A2... it's historical! Now you don't have to worry about a too strong ship as you can tweaking around with the new odf command. Also the mass building won't be any problem again. In Germany we have a saying...i dunno if you have it in the US/GB: Class instead of mass. ^^
this is so cool I can't believe it can then be part of mods featuring a very new feeling of gameplay much more authentic.
|
|
|
|
|
Logged
|
|
|
|
Rhaz
Offline
Posts: 596
|
 |
« Reply #16 on: July 31, 2007, 05:43:54 PM » |
|
We have quality over quantity haha, which means the same thing =).
And you're right, this will be an excellent contribution to the mod effort!
|
|
|
|
|
Logged
|
"Everyone knows Decepticons can't ball!" 
|
|
|
Meredith
Donator
Offline
Posts: 297
^Seraphim^
|
 |
« Reply #17 on: July 31, 2007, 08:32:26 PM » |
|
now this will cause problems because if you make a mod using this and you want to play with some one else that dose not have the mod or the patch than they will have to instal the patch and the mod or the limit will not work  i dont know you might want to test that out. make a mod and use the odf command and than try to play against some one else that just has the mod and not the patch this could cause some compatibility problems 
|
|
|
|
|
Logged
|
|
|
|
Jan
Offline
Posts: 739
Chefredakteur bei ST-Galaxy Network
|
 |
« Reply #18 on: July 31, 2007, 09:54:23 PM » |
|
I don't think so. Sure if someone is playing a mod there is another version than stock A2 but the patch itsefl won't touch compatibility when just installed on your stock A2. that's what I understood when DC mentioned to release the Patch 1.2 series. Maybe he should clear this up.
A plain odf command that isn't used won't effect mp compability.
|
|
|
|
|
Logged
|
|
|
|
The Old Man
Offline
Posts: 676
Half away. X)
|
 |
« Reply #19 on: July 31, 2007, 10:36:12 PM » |
|
I think Jan is right. As far as I know the compatibility is only affected by changes to files which are directly required for the game itself, as the odfs are. If you alter an odf which you and your opponent need, you will have a compatibility-problem. But the availability of options itself should not affect compatibility. Uhm, well... DC, please 
|
|
|
|
|
Logged
|
|
|
|
Meredith
Donator
Offline
Posts: 297
^Seraphim^
|
 |
« Reply #20 on: August 01, 2007, 02:34:42 AM » |
|
no what im saying is that if you make a mod that uses that command you have the patch and your friend dose not i dont know what would happen if you could not play we shall see
|
|
|
|
|
Logged
|
|
|
|
The Old Man
Offline
Posts: 676
Half away. X)
|
 |
« Reply #21 on: August 01, 2007, 08:21:04 AM » |
|
In that case both have to use the patch and the mod because his mod wouldn't work without the patch and as he plays a modified version of Armada his friend has to do the same to avoid compatibility problems. Hum.. his friend simply has to adapt 
|
|
|
|
|
Logged
|
|
|
|
DOCa Cola
Online
Posts: 2589
|
 |
« Reply #22 on: August 01, 2007, 09:13:02 AM » |
|
no what im saying is that if you make a mod that uses that command you have the patch and your friend dose not i dont know what would happen if you could not play we shall see no worries about that, i already thought about adding a switch to slightly alter the network crc optionally if the modder wishes so. anyway, the game would go out of sync real soon, when someone who doesn't use the patch plays together with someone who does (of course only in a mod where such game modifing commands are being used)
|
|
|
|
|
Logged
|
|
|
|
Cpt Ryan
Fleet Ops mob boss
Offline
Posts: 1908
There is no spoon
|
 |
« Reply #23 on: August 01, 2007, 11:19:52 AM » |
|
will the AI be bound by these commands? or like the resource costs will it just depend on what difficulty the AI is set to?
|
|
|
|
|
Logged
|
"The past makes us who we are... forget your past and you have no future"-Me.. i think "better to send 5 lions than 500 sheep"- some guy i can't remember "DANCE FOOL!!... and make it a nice dance"- another guy i cant remember
|
|
|
DOCa Cola
Online
Posts: 2589
|
 |
« Reply #24 on: August 01, 2007, 11:48:50 AM » |
|
no, the ai is not bound to these commands. it can however simulated of course through the ai files.
|
|
|
|
|
Logged
|
|
|
|
AdmarilRyan
Offline
Posts: 226
|
 |
« Reply #25 on: August 04, 2007, 11:54:56 AM » |
|
Can the limit impose a global limit for all players? (i.e. if a player had two SU-defiants and another had three, the limit would be hit). If that's possible, maybe some NPC ships (like the Scimitar) could be given a global limit so players race to see who can build the first one. yes, such a setting could also be implemented, though only by request if someone wants this for his mod. i don't think we could use this in fleet operations as in multiplayer that might be considered unfair  I think that would be even better for the idea of hero ships should two different players use the same race so you don't have two Enterprises at once for example. I also think that there should be a way to make the AI accountable to this global limit too. One idea I would have would be to have the flag ship built from a facility that warps the ship in rather than builds it, then when the ship is destroyed have the explosion appear to be a huge warp flash, so the ship seems to warp away at the last second. (that would be tricky to impliment) Then you can build it again as if recalling it. (or having it rebuilt from scratch) I hate how a lot of mods have you start with hero ships so that several players can all have the same unique hero (starwars fleet command is the worst mod for this.)
|
|
|
|
|
Logged
|
A2 Modding Veteran Project Hostillities
|
|
|
Blade
Offline
Posts: 292
|
 |
« Reply #26 on: January 15, 2008, 08:41:23 PM » |
|
errrrr i know this topic has had no replies for ages but i was just using this new command i have noticed however that there is a string error  btw the limit was 5 and it does wk
|
|
|
|
|
Logged
|
|
|
|
DOCa Cola
Online
Posts: 2589
|
 |
« Reply #27 on: January 15, 2008, 11:27:59 PM » |
|
read the last two line in my first post (below the screenshots)  you need to add a new string to dynamic_local_strings.h
|
|
|
|
|
Logged
|
|
|
|
Blade
Offline
Posts: 292
|
 |
« Reply #28 on: January 23, 2008, 01:33:05 AM » |
|
errr this patch is great just on question wen using this for fighters cud the next patch allow the weapon to be assigned to a hp so if the replacementKeepOwner is enabled the seperated (fighters) come from there like theyv'e been launched
|
|
|
|
|
Logged
|
|
|
|
DOCa Cola
Online
Posts: 2589
|
 |
« Reply #29 on: January 24, 2008, 09:37:39 AM » |
|
errr this patch is great just on question wen using this for fighters cud the next patch allow the weapon to be assigned to a hp so if the replacementKeepOwner is enabled the seperated (fighters) come from there like theyv'e been launched
this is problematic, it may work with stations, but vessels tend to be "calculated away" by armada as both ships would block each other. it may work with a station-vessel combination (vessels leave shipyard) but i am not sure if it is possible to achieve with two moving targets. i'll keep that idea in mind.
|
|
|
|
|
Logged
|
|
|
|
|