Menu Content/Inhalt
Home arrow Forum arrow Star Trek: Armada II Patch 1.2 Projectarrow PP Generalarrow Upcoming 1.2.2 - A new ODF command

November 23, 2008, 01:07:19 PM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
 
   Overview   Help Search Login Register  
Pages: 1 [2] 3
  Send this topic  |  Print  
Author Topic: Upcoming 1.2.2 - A new ODF command  (Read 9437 times)
Jan
*
Offline 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 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 Offline

Posts: 297


^Seraphim^


WWW
« 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 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 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 Wink
Logged

Meredith
Donator

Offline Offline

Posts: 297


^Seraphim^


WWW
« 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 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 Online

Posts: 2589



« Reply #22 on: August 01, 2007, 09:13:02 AM »

Quote
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 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 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 Offline

Posts: 226



« Reply #25 on: August 04, 2007, 11:54:56 AM »

Quote
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 Wink

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 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 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) Wink you need to add a new string to dynamic_local_strings.h
Logged

Blade
*
Offline 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 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

Pages: 1 [2] 3
  Send this topic  |  Print  
 
Jump to:  

© 2003-2008 DOCa Cola. All rights reserved.
Star Trek and related marks are trademarks of Paramount Pictures.
Powered by Joomla
Powered by SMF 1.1.6 | SMF © 2006-2008, Simple Machines LLC
Joomla Bridge by JoomlaHacks.com