Ship and Station Refits
Talk about anything related to old versions of Armada.
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posted on September 4th, 2007, 10:40 pm
umm but could it be done like the new odf they introduced in 1.2.2??
posted on September 5th, 2007, 6:12 am
Last edited by DOCa Cola on September 5th, 2007, 6:19 am, edited 1 time in total.
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.
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
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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.

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

posted on September 11th, 2007, 9:32 pm
DOCa Cola wrote: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.
posted on September 16th, 2007, 10:48 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...
posted on September 18th, 2007, 9:06 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.
posted on September 18th, 2007, 2:36 pm
Pleb Zero wrote: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.
posted on September 19th, 2007, 2:06 am
Cpt Ryan wrote: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

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