A couple of FO odf questions

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posted on April 6th, 2011, 4:43 am
Hello all,

I am writing to ask a few odf questions in regards to modding Fleet Operations, having little experience with it, I thought some of you may be able to help answer them.

The first question is to do with the avatar weapon, can one say start off like FO and choose an avatar then after the replacement of the starbase to another starbase have another set of avatar options?

For example you start with the options (lets call them A1 and B1) the player chooses A1 then they get the option of A2 and A3. But if they choose B1 first off they get the options of B2 and B3. Can this work with multiple avatar options?

The second also has to do with the avatars, say you start as the Federation and choose A1 (which lets say is called Starfleet) then the sub avatars are say Section 31 and Starfleet Intelligence and say you choose S31 can the race name be different so instead of unitedfederation when you choose s31 you get the odfs with the race name of section31 and all the unique attributes of section31 as outlined in the odf files?

I hope I haven't confused anyone with this.
posted on April 6th, 2011, 6:43 am
Yes, that is possible. In theory, any number of "tiers" are possible.
posted on April 6th, 2011, 7:04 am
You'd have to ask the devs about how they've implemented the avatar feature.
But I'd guess that it's possible. Because with some avatars the starbase can build an extra unit, specific for that avatar. Which means that the starbase needs 2 different odfs when choosing between avatars.
So in regard of switching stations, the way I see it, it should be possible.
Choosing between A and B and then choosing between A1/A2 or B1/B2 should be possible too I suppose.

But again, you should ask the devs about it. I'm sure they'll be happy to help you out ;)  :thumbsup:
posted on April 6th, 2011, 9:09 am
Thank you both for your quick responses, I guess I'll give it a shot as Atlantis has said and through my own investigations on how the avatar system works I can't see why it wouldn't.
posted on April 6th, 2011, 9:40 am
in theory the multi tier avatar should be possible but switching race names is not as far as i know it will just give you ctd
posted on April 6th, 2011, 10:34 am
yep, multi-tier avatars should work. however, keep in mind that the avatars just replace crafts with one another and don't actually alter the techtree.

Let's say a player starts with an outpost and selects Admiral Mayson as her avatar and later on builts a spacedocks where she selects Picard as her sub-avatar. This won't add new built options to the construction ships already present for Mayson (although you could mimic this feature using buttonavailabilities) and doesn't grant new abilities to existing vessels (altough you could - to some degree - mimic this for special weapons).

The avatar choice just replaces the station where the replace weapon is on. As we are working on a new system for avatars which will work quite differently, allowing choices later during the game, these features will probably become available at some later point in development (they actually are already, but neither clean nor bugfree). But don't count on them please, as there are many severe issues with player-wide craft replacement and we are considering moving to another solution :sweatdrop:

As far as i recall, the new vessel always uses the same race as the replaced vessel.
posted on April 6th, 2011, 11:44 am
They do work as I have just gotten a working version in-game on 3.1.5.

That is good news on a new avatar system and thanks for the heads up about the techtree and AI issues, this will however not really affect me much as this isn't the normal mod, this one is set in the ENT era.
posted on April 6th, 2011, 12:25 pm
i see

if you are looking for references on how to add build options depending on a certain techtree progress, check the romulan rhienn/generix. They become available at the yards once their research is done (in addition to be refittable from existing ships). The ODF command you will want to look at is the builditem availability.

special weapons feature a similar mechanic to show their buttons only if they are researched. Check the Borg Collective Features for reference. It is, however, difficult to actually change vessels or remove/replace abilities. Picard, in the above example, could grant all constellation class vessels the picard maneuver special ability, but he couldn't boost the shields of all galaxy classes by 200 - exept the change only affects vessels built after picard takes the seat. ^-^
posted on April 6th, 2011, 12:47 pm
Yeah, this is similar to the way I coded it for k_merse in his evolution mod.  He has a timer pod that replaces and certain things require that pod to be built.  If they require that pod to be built, and the timer progresses past the set time, the pod will switch to the next era, and that the option will no longer be available.  You might be able to build an upgraded version of it, and you might now have an option, per ship, to upgrade that ship to the new model.

Anyway, the tiers should work fine.  Getting them to be different races would be fine too, the only problem is that you would still be listed as united federation under the Adms Log, but your ships would bear the mark of whatever race you had them in, and probably use the sound files of that race. :thumbsup:
posted on April 6th, 2011, 12:55 pm
hehe thats an idea i had for a era mod a friend was working on

looking forward to see the new avatar system wen its dne

and good luck with your mod majestic
posted on April 6th, 2011, 5:52 pm
Yapp, it works awesome. However,it needs a hell lot of coding to make everything work fine :)
But it really worth the effort because this system makes you able to use totally separated techtress if you want.

And the best part of it: You can make any upgrades automated!
You use the timer pod to replace itself into a replace pod. The replace pod's replaceweapon charges in a second and replaces itself with another timer pod (which replaces itself to another replace pod later) and any ship and station you want to upgrade into an upgraded version. Pretty awesome and it helps a lot if you want to order ships from totally different eras together.
posted on April 6th, 2011, 6:19 pm
didnt think auto replace obeyed techtrees
posted on April 7th, 2011, 2:11 am
it doesn't but you can have things require the autoreplaced pods to be built.

Basically, what if your chassis upgrades automaticly upgraded them selfs.  Same basic principle.

you can't make it so ships automaticly upgrade themselves when you reach the next era. but you can make a button to upgrade them appear.  You can't make one replaceweapon affect another ship either, e.g. a replaceweapon can't return fighters to a carrier(unfortunatly) and it can't replace several ships already on the map with new ones(again, unfortunatly :sweatdrop:)  but it can be used to make new tech available. :blush:
posted on April 7th, 2011, 5:47 am
Optec wrote:if you are looking for references on how to add build options depending on a certain techtree progress, check the romulan rhienn/generix. They become available at the yards once their research is done (in addition to be refittable from existing ships). The ODF command you will want to look at is the builditem availability.


Thank you, I will certainly check this out. I have gotten all the combat ships for the Earth faction done, I just need to get the non-combat ships textured and stations built and textured as I only have a couple done.

Also Adm_Z suggested on MSFC that I introduce a back button on the second tier so players can return to the first if they change their mind. It's something I certainly intend to include in the near future, probably tonight to in the next couple of days.

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posted on April 7th, 2011, 11:59 am
Blade wrote:didnt think auto replace obeyed techtrees


They don't. But as long as there is no pod with the replaceweapon, it can't fire. The levels (eras) of the techtree are linked to the timer pods. You can build TOS ships only if you have the TOS timer pod for example. But when the replaceweapon of the timer pod triggers, the timer pod turns into a replace pod which replaces every TOS technology with TMP one (ships with new hull and weapons, new ODF values, stations with new buildilsts). And at the same time the replace pod replaces itself to a TMP time pod.
Of course this method has it's backsides too: You can't replace multiple ODFs int one (eg: if you have a separated Galaxy Class, you can't replace it into one Galaxy Refit) and you can't influence the refits, so you can't say if you need a Lantree, Soyuz or Miranda Class instead of your aging Surya Class.
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