Patch Project 1.2.5 Patch question
Talk about anything related to old versions of Armada.
posted on January 30th, 2013, 6:37 pm
any chance you can convert the millennium project, the most amazing mod ever?
posted on January 30th, 2013, 6:40 pm
not planning to (mainly because LotF is gonna take some time anyway) but if i do i'll release (if allowed) but yh its not gonna be for a long time if i even do it
posted on January 30th, 2013, 8:52 pm
redmanmark86 wrote:any chance you can convert the millennium project, the most amazing mod ever?
It shouldn't be too difficult for anyone to convert it. Why not give it a go yourself

posted on January 30th, 2013, 8:58 pm
Squire James wrote:redmanmark86 wrote:any chance you can convert the millennium project, the most amazing mod ever?
It shouldn't be too difficult for anyone to convert it. Why not give it a go yourself
because I'm working on something secret already

posted on January 31st, 2013, 2:40 am
Sorry to quote you all now, I couldn't do so when I was using my iPad to view the forums, namely the thread I started since I bookmarked the page on my iPad's safari browser.
Could you possibly post a link to the section of the guide that talks about the class labels and flags that aren't being used in Star Trek Armada II?
For the AI, I might start another thread for my full questions involving the AI directly or like everyone else here seems to be doing, changing/derailing this post to other subjects.
I have noticed that almost anything can have "Research Pods" as long as the ship (or station) has the research = 1 coding included in its "Tara Additions For Context Sensitive Menus" section or anywhere in the ODF file actually.
Is there any section in the Guide about adding "Flags" or making a "Background object" like making "Background Planets"?
*****
Ok, now that I have finally quoted the posts I wanted to for awhile since yesterday evening; I would actually like it if this post would stay on track yet again. I don't know why anyone decided to derail it to talking about converting A1 Mods to FleetOps especially since this post isn't about that.
Thank you for honoring my request.

Dominus_Noctis wrote:There are about a dozen flags and a few classlabels that aren't used in A2/A1, which are documented on the guide. I still don't understand the function of about 40 flags, but they are most likely relics, at least in A2. There are a few A1 commands and 1 (or was it 2?) classlabels that exist only in A1.
Maxbuildablenumber should affect the AI, but haven't dealt with that in years, given it's the patch project.
In regard to Future Tense features:
Afaik, the 'open engine' was Battlezone, which does share a few older elements. Nonetheless, looking at the executable for A1/A2 can tell you much more than looking at Battlezone.
-MVAM is done via a trick with the Pod system, which exists in FO as well. Nonetheless, there are far better ways to do that in FO.
-Sensor probes are possible via the classlabel which exists in A2 as well.
Could you possibly post a link to the section of the guide that talks about the class labels and flags that aren't being used in Star Trek Armada II?
For the AI, I might start another thread for my full questions involving the AI directly or like everyone else here seems to be doing, changing/derailing this post to other subjects.
Dominus_Noctis wrote:On the contrary, I believe that one long-time fan of Future Tense brought up the idea of pods buildable from anything - one of the first and quite important changes implemented to the Fleet Ops engine. I think there's a lot that can be learned from 'odd/non-standard' ways of coding things - many ideas we get to expose components for Fleet Ops are due to talking to other modders or examining more unused functions
. Of course, as the years go buy, we see less and less ideas - but even recently, we've added flags for making anything a 'background object' for instance, after being pointed to background planets.
The only 'disappointment' for me and probably many many others is that any A1 modification will have a very low following - it's simply so difficult to run A1 on most modern computers. Would be nice to play and test them. In my personal FO mods section I have converted quite a few A2 mods to run on FO. A1 would take more effort due to the GUI and models, but shouldn't be too hard.... I think
.
I have noticed that almost anything can have "Research Pods" as long as the ship (or station) has the research = 1 coding included in its "Tara Additions For Context Sensitive Menus" section or anywhere in the ODF file actually.
Is there any section in the Guide about adding "Flags" or making a "Background object" like making "Background Planets"?
*****
Ok, now that I have finally quoted the posts I wanted to for awhile since yesterday evening; I would actually like it if this post would stay on track yet again. I don't know why anyone decided to derail it to talking about converting A1 Mods to FleetOps especially since this post isn't about that.
Thank you for honoring my request.


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