StA2_Classic Mod: Different Questions & Modeling Mods After
Talk about anything related to old versions of Armada.
posted on February 28th, 2013, 2:54 am
Well, I'm stumped then as to what it could be? I guess you'll have to check with the others who are making their stand alone mods and see how they got theirs to work.
I realize what you are doing is different and having so many problems with it, but as it stands the A2 Classic mod was written and implemented to be used as a parent mod to any other stock A2 mod so the guide instructs you to delete the label.map file in your mod as the game will use the one in the A2 Classic mod folder, not so ridiculous.
Look through the modification forum under the completed mods section and find out what others did to get theirs to work and just be patient and someone may come along and assist you.
I've almost completed my personal mod for STA2. Once complete I intend to add it to the Fleet Ops mod folder and use the Classic mod as a parent. I have a 500GB HD so space is no issue. I'll let you know if I run into any problems if you're interested.
I realize what you are doing is different and having so many problems with it, but as it stands the A2 Classic mod was written and implemented to be used as a parent mod to any other stock A2 mod so the guide instructs you to delete the label.map file in your mod as the game will use the one in the A2 Classic mod folder, not so ridiculous.
Look through the modification forum under the completed mods section and find out what others did to get theirs to work and just be patient and someone may come along and assist you.
I've almost completed my personal mod for STA2. Once complete I intend to add it to the Fleet Ops mod folder and use the Classic mod as a parent. I have a 500GB HD so space is no issue. I'll let you know if I run into any problems if you're interested.
posted on February 28th, 2013, 4:45 am
@rifraf: I have been trying to find out whose been trying to create standalone mods and have them reply here, but it seems that this is one major fact is being over looked. I don't know who has been making any standalone mods and apparently Blade doesn't even remember what he did to make it work (his words not mine). Also it seems that after the STA2_Classic Mod was released everyone stopped even attempting to make a mod with stock A2. I've checked/searched for other threads of that nature and they have all ceased being used. Can't easily get the information from others if they aren't even attempting it or if they've forgotten what they did for it to work. In hindsight, it's clear a guide for this type of modding/conversion should have also been made. 
Really to you and others it might not sound ridiculous but when you actually take time to think about what the label.map file actually does then it really does become ridiculous when anyone who is making their own mod and has created their own unique missions will in fact need their own unique label.map file because that file in conjunction with the mshell.SET file govern the names of the missions. The mshell.SET file points to the bzn files (in game Maps) for those missions well the label.map file gives you the text on the buttons that you click on in the game to select the mission you want to play when starting the campaigns when your not automatically advanced to the next mission after completing one. Knowing that does it even seem logical to delete the label.map file and rely on the one in the STA2_Classic Mod? Does it even seem right knowing that that any mod that changes that file due to different mission names than the stock game would want to use the STA2_Classic Mod as a parent? I bet if SquireJames had changed the mission names for his KA2 Mod(and any other mod that he chooses to create for FleetOps) that he wouldn't want to have to rely on the label.map file in the STA2_Classic Mod because he wouldn't get his unique mission names if he did. Now am I right or am I wrong?
I really think I've raised a very strong point for standalone mods and not using the STA2_Classic Mod as a Parent Mod for anyone that is wanting to or is making a unique mod for the FleetOps Mods Directory that doesn't use the stock missions it their names. Think about the disappointment they'd have, they'd have to make their mod for stock A2 and abandon all the unique FleetOps features that they would have wanted to use. (I'm not saying this to be rude or disrespectful to anyone here, just attempting to state a very important fact that I think everyone overlooked the moment the STA2_Classic Mod came out. Maybe I'm the first to verbally come out and say such a thing, but I'm sure I'm not the only one who has actually been thinking about it. I'd actually hate to be the only one who has actually took the time to thought about it.
)
I have looked in the Modifications Section and haven't found anything that seems to help in making a standalone mod. I've even searched the forms with the search bar using the terms "standalone", "mods". Heck, I've even done a Google search with "FleetOps and Stock Mods not using STA2_Classic as a parent" and that hasn't even helped. Maybe I'm searching the wrong terms but I can't think of any other terms that fits what I want to do.
First, my hard drive is a total of 571GB with only 403GB of free space but from experience I've learned that having less stuff installed on a hard drive is better than having a lot of stuff, especially games and mods because any computer or hard drive error and you can lose everything and there are just some things that you can't backup and will be lost forever. I don't take that risk. The only games installed on my laptop's hard drive are Star Trek Online, Star Trek Legacy, Star Trek Armada I, my non-FleetOps version of my STA2_Generational Mod, a game called CrossFire, Battle Stations Midway and the rest are essential programs for everyday use that I need where ever I go with my laptop.
On an External Hard Drive I have backups of my mods, and minor programs installed. That hard drive has its own issues due to its own builtin software and I don't trust it even though it has 82.6GB of free space of 149GB total.
My FleetOps install is on a Flash Drive (that I can take anywheres and use on any computer to play). That Flash Drive used to be a 4GB Flash Drive but it couldn't hold FleetOps, Tunngle, a stock version of A2, STA2_Classic and my STA2_Generational Mod so I got a 16GB one but for some strange reason it has a total of 14.9GB total (formatted it to get rid of the Pre-installed programs and that didn't help). Right now with all the above mentioned programs on its original 4GB Flash Drive, it only has 4.11GB of free space (see why I say valuable space?). I'm thinking about getting a 1 Terabyte Flash Drive and transfer my entire 16GB (14.9GB) Flash Drives contents to that but they are just very expensive to get, especially when lately I've been thinking about donating to FleetOps as well.
Either way, I don't mind if you let me know if you run into any problems with transferring your mod to FleetOps using the STA2_Classic Mod as a Parent Mod, but I'd find it more interesting if you'd actually try making your mod a Standalone Mod that way you'd actually be doing something that's more of a challenge and isn't "well" taking the easy way out, because either way you using STA2_Classic as a Parent Mod honestly won't really give me any help, now would it? (I mean no offense with that statement.)
*****
Ok, I need to know the exact coding for Fleet Caps, aka the coding that replaces the "Max Buildable Number" coding from the Patch Project 1.2.5 Patch, I've tried checking the guide and the FPQEdit file inside FleetOps to access the ODF files for the ships but it isn't very easy to ascertain the information I'm requiring. The guide gives too much coding it seems in this area which doesn't make sense with half the things it's saying. A lot of coding to replace one line of coding from the Patch Project, it just doesn't make sense to me.
To further off, some ships I want to be able to be built to a point then totally stopped to never have access to again, well others I want to be able to only build the amount of ships that are equal to the number of craft names in the given ships or stations ODF file and then when all or some are destroyed (or inadvertently decommissioned) that replacements can be built. This is only because I don't like how the game recycles ship and station names by giving a "-A" and so on lettering after the name if there is another unit already sharing that name within your ships and stations in play of that class.
I've asked about this coding before and wasn't given a coherent answer to my inquiry. I want to rectify that problem since that coding is needed for a Generational mod to easily advance from one generation to the next.

I realize what you are doing is different and having so many problems with it, but as it stands the A2 Classic mod was written and implemented to be used as a parent mod to any other stock A2 mod so the guide instructs you to delete the label.map file in your mod as the game will use the one in the A2 Classic mod folder, not so ridiculous.
Really to you and others it might not sound ridiculous but when you actually take time to think about what the label.map file actually does then it really does become ridiculous when anyone who is making their own mod and has created their own unique missions will in fact need their own unique label.map file because that file in conjunction with the mshell.SET file govern the names of the missions. The mshell.SET file points to the bzn files (in game Maps) for those missions well the label.map file gives you the text on the buttons that you click on in the game to select the mission you want to play when starting the campaigns when your not automatically advanced to the next mission after completing one. Knowing that does it even seem logical to delete the label.map file and rely on the one in the STA2_Classic Mod? Does it even seem right knowing that that any mod that changes that file due to different mission names than the stock game would want to use the STA2_Classic Mod as a parent? I bet if SquireJames had changed the mission names for his KA2 Mod(and any other mod that he chooses to create for FleetOps) that he wouldn't want to have to rely on the label.map file in the STA2_Classic Mod because he wouldn't get his unique mission names if he did. Now am I right or am I wrong?
I really think I've raised a very strong point for standalone mods and not using the STA2_Classic Mod as a Parent Mod for anyone that is wanting to or is making a unique mod for the FleetOps Mods Directory that doesn't use the stock missions it their names. Think about the disappointment they'd have, they'd have to make their mod for stock A2 and abandon all the unique FleetOps features that they would have wanted to use. (I'm not saying this to be rude or disrespectful to anyone here, just attempting to state a very important fact that I think everyone overlooked the moment the STA2_Classic Mod came out. Maybe I'm the first to verbally come out and say such a thing, but I'm sure I'm not the only one who has actually been thinking about it. I'd actually hate to be the only one who has actually took the time to thought about it.

Look through the modification forum under the completed mods section and find out what others did to get theirs to work and just be patient and someone may come along and assist you.
I have looked in the Modifications Section and haven't found anything that seems to help in making a standalone mod. I've even searched the forms with the search bar using the terms "standalone", "mods". Heck, I've even done a Google search with "FleetOps and Stock Mods not using STA2_Classic as a parent" and that hasn't even helped. Maybe I'm searching the wrong terms but I can't think of any other terms that fits what I want to do.
I've almost completed my personal mod for STA2. Once complete I intend to add it to the Fleet Ops mod folder and use the Classic mod as a parent. I have a 500GB HD so space is no issue. I'll let you know if I run into any problems if you're interested.
First, my hard drive is a total of 571GB with only 403GB of free space but from experience I've learned that having less stuff installed on a hard drive is better than having a lot of stuff, especially games and mods because any computer or hard drive error and you can lose everything and there are just some things that you can't backup and will be lost forever. I don't take that risk. The only games installed on my laptop's hard drive are Star Trek Online, Star Trek Legacy, Star Trek Armada I, my non-FleetOps version of my STA2_Generational Mod, a game called CrossFire, Battle Stations Midway and the rest are essential programs for everyday use that I need where ever I go with my laptop.
On an External Hard Drive I have backups of my mods, and minor programs installed. That hard drive has its own issues due to its own builtin software and I don't trust it even though it has 82.6GB of free space of 149GB total.
My FleetOps install is on a Flash Drive (that I can take anywheres and use on any computer to play). That Flash Drive used to be a 4GB Flash Drive but it couldn't hold FleetOps, Tunngle, a stock version of A2, STA2_Classic and my STA2_Generational Mod so I got a 16GB one but for some strange reason it has a total of 14.9GB total (formatted it to get rid of the Pre-installed programs and that didn't help). Right now with all the above mentioned programs on its original 4GB Flash Drive, it only has 4.11GB of free space (see why I say valuable space?). I'm thinking about getting a 1 Terabyte Flash Drive and transfer my entire 16GB (14.9GB) Flash Drives contents to that but they are just very expensive to get, especially when lately I've been thinking about donating to FleetOps as well.
Either way, I don't mind if you let me know if you run into any problems with transferring your mod to FleetOps using the STA2_Classic Mod as a Parent Mod, but I'd find it more interesting if you'd actually try making your mod a Standalone Mod that way you'd actually be doing something that's more of a challenge and isn't "well" taking the easy way out, because either way you using STA2_Classic as a Parent Mod honestly won't really give me any help, now would it? (I mean no offense with that statement.)
*****
Ok, I need to know the exact coding for Fleet Caps, aka the coding that replaces the "Max Buildable Number" coding from the Patch Project 1.2.5 Patch, I've tried checking the guide and the FPQEdit file inside FleetOps to access the ODF files for the ships but it isn't very easy to ascertain the information I'm requiring. The guide gives too much coding it seems in this area which doesn't make sense with half the things it's saying. A lot of coding to replace one line of coding from the Patch Project, it just doesn't make sense to me.
To further off, some ships I want to be able to be built to a point then totally stopped to never have access to again, well others I want to be able to only build the amount of ships that are equal to the number of craft names in the given ships or stations ODF file and then when all or some are destroyed (or inadvertently decommissioned) that replacements can be built. This is only because I don't like how the game recycles ship and station names by giving a "-A" and so on lettering after the name if there is another unit already sharing that name within your ships and stations in play of that class.
I've asked about this coding before and wasn't given a coherent answer to my inquiry. I want to rectify that problem since that coding is needed for a Generational mod to easily advance from one generation to the next.
posted on February 28th, 2013, 10:02 am
Don't have much time, so I'll just answer one thing in there 
Regarding having ships become obsolete, I haven't tried this myself, but could you use the same functionality as research pods?
For example, take a Constitution. When you get the right research to get a Refit version, the build button changes to a Refit version and ergo you (as the player) can't build originals any more.
The AI has no such limitations, since it doesn't use build buttons etc.
As I said, haven't tried it, but worth a shot

Regarding having ships become obsolete, I haven't tried this myself, but could you use the same functionality as research pods?
For example, take a Constitution. When you get the right research to get a Refit version, the build button changes to a Refit version and ergo you (as the player) can't build originals any more.
The AI has no such limitations, since it doesn't use build buttons etc.
As I said, haven't tried it, but worth a shot

posted on February 28th, 2013, 6:13 pm
@SquireJames: I could see about the idea for ships functioning as research pods (believe your thinking like "Upgrade Pods" in stock A2, like the Upgrade Station) when being built for their build buttons at least for the Constitution-class as a trial idea. I'm not sure how to implement it though. For certain ships that I didn't care if the AI upgrades to (like in my mods case Refits) I use the "Replace Weapon" coding for the upgrade thanks to the Patch Project 1.2.5 Patch, this I at least know still works in FleetOps.
How would your idea affect the AI? I still want the AI to get to the Constitution-class Refit (sticking with the example). It sounds like it'd still have to be listed in a shipyard for the AI in that form.
I don't fully understand the idea or how a shipyard could have a secondary build menu. In a way that would save on the number of shipyards as well by having for example the ENT Era (2151 - 2161) and the TOS Era in one shipyard as the main build set, then a secondary build menu taking on the ships of the TMP Era and the TLE (The Lost Era). Then pickup away from this "Advancing Idea" for the stock shipyards and on, that way the campaign missions aren't affected by the "Generational Concept".
I actually really like this idea and hope that it could be implemented for both the FleetOps version and the stock version of the STA2_Generational Mod.
**My questions and ideas in my long Thursday night post are still in effect for those interested or have ideas.**
On that thought, like rifraf suggested I went through the Modifications Section without doing a search for any terms trying to see if any mods caught my eye that might be standalone mods not using the STA2_Classic Mod as a Parent Mod for FleetOps using the Mods Directory and I bookmarked these pages on my iPad and iCloud gives me access to them on my laptop as well but the iPad is quicker.
Ok here are some of the mods that caught my eye either by their name or in what they were/are supposed to do. What I don't know is if they are still in production and if they have any ideas that could make my STA2_Generational Mod work as a standalone FleetOps Mod.
(1) K_merse's Armada II Evolution Mod: //www.fleetops.net/forums/viewtopic.php?f=43&t=7052&time=1362071924 seems to be alittle like the idea I have for the STA2_Generational Mod other than his campaign idea.
*Either way, this is one mod that I want to keep my eye on.
(2) TChapman500's Stock Armada 2 Rebalance Mod: //www.fleetops.net/forums/viewtopic.php?f=43&t=9164 This mod says that uts going to use the FleetOps engine which makes me believe that it's going to be a mod for the FleetOps Mods Directory and unless I'm wrong, it sounds like it is going to rebalance the STA2_Classic Mod. This makes me think that this mod isn't going to use the STA2_Classic Mod as a Parent Mod.
***All posts for this topic ceased though on Saturday June 25, 2011.
(3) Timberwolf1701's Legacy Of The Federation Mod: //www.fleetops.net/forums/viewtopic.php?f=43&t=7211 What really catches me here is it sounds like it goes through 2409 the setting for Star Trek Online (since it says its going to the year 2420), which kind of gots my hopes up to even see some STO ships such as the Odyssey-class Tactical Cruiser that I've mentioned in another thread.
***All posts for this topic ceased though on Wednesday October 17, 2012, so I'm hopeful this mod is actually still being made and hopefully uses the Mods Directory and will be compatible with future versions of FleetOps.
(4) TChapman500's Star Trek Armada II: New Century Mod: //www.fleetops.net/forums/viewtopic.php?f=43&t=10383 Seems this mods thread began a few days before his Rebalance Mod's thread ceased being used. I am guessing that means the Rebalance Mod idea died and this took its place? It seems like it because some of the ideas are the same. I just can't tell if this mod is going to be for the FleetOps Mods Directory.
***All posts for this topic ceased though on Wednesday October 5, 2011, only a few months after they started so I'm guessing this project was never completed?
***Most likely, I really am going to need that 1 Terabyte Flash Drive I mentioned in my last posting that I'm thinking about getting. Not only to try out other mods via through the FleetOps Mods Directory but some people seem to mod the old versions if FleetOps which would just mean I'd need more space for multiple FleetOps version installs...
Or someone could try converting these mods to use the Mods Directory?
How would your idea affect the AI? I still want the AI to get to the Constitution-class Refit (sticking with the example). It sounds like it'd still have to be listed in a shipyard for the AI in that form.
I don't fully understand the idea or how a shipyard could have a secondary build menu. In a way that would save on the number of shipyards as well by having for example the ENT Era (2151 - 2161) and the TOS Era in one shipyard as the main build set, then a secondary build menu taking on the ships of the TMP Era and the TLE (The Lost Era). Then pickup away from this "Advancing Idea" for the stock shipyards and on, that way the campaign missions aren't affected by the "Generational Concept".
I actually really like this idea and hope that it could be implemented for both the FleetOps version and the stock version of the STA2_Generational Mod.
**My questions and ideas in my long Thursday night post are still in effect for those interested or have ideas.**
On that thought, like rifraf suggested I went through the Modifications Section without doing a search for any terms trying to see if any mods caught my eye that might be standalone mods not using the STA2_Classic Mod as a Parent Mod for FleetOps using the Mods Directory and I bookmarked these pages on my iPad and iCloud gives me access to them on my laptop as well but the iPad is quicker.
Ok here are some of the mods that caught my eye either by their name or in what they were/are supposed to do. What I don't know is if they are still in production and if they have any ideas that could make my STA2_Generational Mod work as a standalone FleetOps Mod.
(1) K_merse's Armada II Evolution Mod: //www.fleetops.net/forums/viewtopic.php?f=43&t=7052&time=1362071924 seems to be alittle like the idea I have for the STA2_Generational Mod other than his campaign idea.
*Either way, this is one mod that I want to keep my eye on.


(2) TChapman500's Stock Armada 2 Rebalance Mod: //www.fleetops.net/forums/viewtopic.php?f=43&t=9164 This mod says that uts going to use the FleetOps engine which makes me believe that it's going to be a mod for the FleetOps Mods Directory and unless I'm wrong, it sounds like it is going to rebalance the STA2_Classic Mod. This makes me think that this mod isn't going to use the STA2_Classic Mod as a Parent Mod.
***All posts for this topic ceased though on Saturday June 25, 2011.
(3) Timberwolf1701's Legacy Of The Federation Mod: //www.fleetops.net/forums/viewtopic.php?f=43&t=7211 What really catches me here is it sounds like it goes through 2409 the setting for Star Trek Online (since it says its going to the year 2420), which kind of gots my hopes up to even see some STO ships such as the Odyssey-class Tactical Cruiser that I've mentioned in another thread.
***All posts for this topic ceased though on Wednesday October 17, 2012, so I'm hopeful this mod is actually still being made and hopefully uses the Mods Directory and will be compatible with future versions of FleetOps.
(4) TChapman500's Star Trek Armada II: New Century Mod: //www.fleetops.net/forums/viewtopic.php?f=43&t=10383 Seems this mods thread began a few days before his Rebalance Mod's thread ceased being used. I am guessing that means the Rebalance Mod idea died and this took its place? It seems like it because some of the ideas are the same. I just can't tell if this mod is going to be for the FleetOps Mods Directory.
***All posts for this topic ceased though on Wednesday October 5, 2011, only a few months after they started so I'm guessing this project was never completed?
***Most likely, I really am going to need that 1 Terabyte Flash Drive I mentioned in my last posting that I'm thinking about getting. Not only to try out other mods via through the FleetOps Mods Directory but some people seem to mod the old versions if FleetOps which would just mean I'd need more space for multiple FleetOps version installs...
Or someone could try converting these mods to use the Mods Directory?
posted on March 1st, 2013, 8:22 am
I put this information to Blade in another post in another thread hoping it can help someone with errors if he encounters any adding a ship to the STA2_Classic Mod, but truthfully it really in all respects belongs here in my thread more:
When it comes to making my STA2_Generational Mod the guide truthfully isn't really that helpful in creating standalone mods on this page: http://guide.fleetops.net/guide/modding/tutorials/convert-from-a2. Pretty much people are being told to use the STA2_Classic Mod as a Parent Mod on that page and then if for some reason they can those people are pretty much abandoned by the guide with no chance to find help there. You do know that one thing people that make mods do change the mission names in Total Conversions if they want to, but here they are told to delete the most important file that holds the names of those missions and labels the buttons to select them in the game, the label.spr file. Here's a quote of the text that's a flaw in judgment in my modding opinion and one of my major argument points for standalone mods independent of the STA2_Classic Mod. I mean no disrespect, confrontation or anything negative about any of my posts regarding this, really offering a suggestion that should be thought over and rectified for making mods independent of the STA2_Classic Mod. Really shouldn't both options be allowed and supported in the guide???
(I have before posted an example how this file can be changed, as anyone could see, it's missions are not under the same names as the stock missions also found in the STA2_Classic Mod.
I have also been using this information: http://guide.fleetops.net/guide/modding/modmodules/settings
Ok, well we all know my point/stance on this topic when it comes to standalone mods; well I would like to know the stance of other modders, so some questions for thought:
How do you view this part I call a "flaw"?
Does anyone agree or disagree? Why do you agree or disagree?
Does anyone think/believe the guide should have a section dedicated to converting stock mods into standalone mods still using the STA2_Classic Mod as a base but not as a parent mod?
If you agree what would you do about getting everything to work?
**Note: Anyone is welcome to post their questions and suggestions for others in this thread for making standalone mods independent of the STA2_Classic Mod as a Parent Mod.
So lets start brainstorming after all isn't modding sometimes just trial and error till things work?
When it comes to making my STA2_Generational Mod the guide truthfully isn't really that helpful in creating standalone mods on this page: http://guide.fleetops.net/guide/modding/tutorials/convert-from-a2. Pretty much people are being told to use the STA2_Classic Mod as a Parent Mod on that page and then if for some reason they can those people are pretty much abandoned by the guide with no chance to find help there. You do know that one thing people that make mods do change the mission names in Total Conversions if they want to, but here they are told to delete the most important file that holds the names of those missions and labels the buttons to select them in the game, the label.spr file. Here's a quote of the text that's a flaw in judgment in my modding opinion and one of my major argument points for standalone mods independent of the STA2_Classic Mod. I mean no disrespect, confrontation or anything negative about any of my posts regarding this, really offering a suggestion that should be thought over and rectified for making mods independent of the STA2_Classic Mod. Really shouldn't both options be allowed and supported in the guide???
3) Delete the modification's label.map file.
(I have before posted an example how this file can be changed, as anyone could see, it's missions are not under the same names as the stock missions also found in the STA2_Classic Mod.
I have also been using this information: http://guide.fleetops.net/guide/modding/modmodules/settings
- Code: Select all
Module Settings
Module Settings
Table of Contents
How to Create or Edit the info.ini File
Structure of the info.ini File
Name
Description
Author
Website
Version
Screenshot
Icon
Standalone
ParentMod
ignoreParentMaps
AssetVersion
For each modification that is created, additional settings can be configured through the info.ini file. When creating a new empty modification folder, this file of course does not yet exist. Though optional, it is recommended to create such a file.
How to Create or Edit the info.ini File
.ini files can be created and edited with Windows Notepad by specifying the .ini extension when saving.
Note that the settings vary from how you edit an ODF. There are no quotation marks for strings.
Structure of the info.ini File
The info.ini file always begins with a section header. This basically defines that the values following it are settings to define options for your modification.
[mod]
Name
The name of your mod. This will appear in the mod options screen and in the window title bar and as a title for a desktop shortcut. If not specified, this will revert to the name of the folder of the modification.
Name=My awesome mod
Description
A description of your mod, which will appear in the mod options screen and as a description on a desktop shortcut.
Description=A long time ago, in a galaxy far far away...
Author
Your name. This will appear in the mod options screen.
Author=Wesley Crusher
Website
The website of your mod. This will appear in the mod options screen and opens when you click on the Version label on the main screen. If Website is left blank, version number will link to fleetops.net
Website=http://www.mymod.abc/
Your email. This is not being used yet.
Email=wesley@mymod.abc
Version
The version of your mod. Shown on the main screen and in the mod options screen.
Version=1.0
Screenshot
This will appear in the mod options screen. A 180x135 PNG file is recommended.
Screenshot=mymodlogo.png
Icon
An icon file (.ico) that represents your mod. This is used on the window title, desktop shortcut and modification settings. If no file is defined here, the default Fleet Operations icon is used.
Note that an invalid icon file may cause issues with loading.
Icon=mymod.ico
Standalone
Defines if your mod is a total conversion. If this is set to 1, your mod doesn't include files from a parent mod or Fleet Operations.
Standalone=0
ParentMod
Defines the parent mod folder name your mod is based on. If this is left empty, then Fleet Operations is the parent mod. This is ignored if Standalone is set to 1.
ParentMod=othermod
Note that this command can be used to chain modifications together: provided each modification has its parent listed in an info.ini file, the furthest removed child will use the files from each of these parent modifications:
C - Cool Explosions mod (Sub-mod for Best New Faction mod: ParentMod=BestNewFactionMod) (ODFs in Archive)
textures\awesome_ship_explosion.tga
textures\awesome_newrace_ship_explosion.tga
B - Best New Faction mod (Sub-mod for Awesome mod: ParentMod=AwesomeMod) (unpacked ODFs)
odf\system\races.odf
odf\system\awesome_newrace_ship.odf
textures\awesome_newrace_ship.tga
textures\awesome_newrace_ship_explosion.tga
A - Awesome mod (Total conversion) (ODFs in Archive)
odf\system\races.odf
odf\system\awesome_ship.odf
textures\awesome_ship.tga
textures\awesome_ship_explosion.tga
When C - Cool Explosions mod is loaded up it will have:
odf\system\races.odf (B mod)
odf\system\awesome_ship.odf (A mod)
odf\system\awesome_newrace_ship.odf (B mod)
textures\awesome_ship.tga (A mod)
textures\awesome_ship_explosion.tga (overwritten by C mod file)
textures\awesome_newrace_ship.tga (B mod)
textures\awesome_newrace_ship_explosion.tga (overwritten by C mod file)
ignoreParentMaps
If your mod modifies map objects heavily, which makes it impossible to use or play on the parent's mod maps, then this can be used to only use and display the maps that come with your mod.
ignoreParentMaps=1
AssetVersion
This is quite an important setting and defines the Fleet Operations version your mod has been designed for. If a lot of ODF commands get changed in a newer version of Fleet Operations and your mod still is based on an older version, a warning dialog is displayed to the user when trying to launch your mod (which can also be skipped) that there may be incompatibilities.
The AssetVersion number is derived from the current Fleet Operations version. For example if the version of Fleet Operations is 3.2.5, then the AssetVersion is 30205.
This doesn't mean that if your mod is still at AssetVersion 30205 and Fleet Operations is at 3.2.6, with asset version 30206, that your mod is automatically considered out of date. This only applies if there are major changes to the ODF commands that may require an update to your mod.
AssetVersion=3020
Ok, well we all know my point/stance on this topic when it comes to standalone mods; well I would like to know the stance of other modders, so some questions for thought:
How do you view this part I call a "flaw"?
Does anyone agree or disagree? Why do you agree or disagree?
Does anyone think/believe the guide should have a section dedicated to converting stock mods into standalone mods still using the STA2_Classic Mod as a base but not as a parent mod?
If you agree what would you do about getting everything to work?
**Note: Anyone is welcome to post their questions and suggestions for others in this thread for making standalone mods independent of the STA2_Classic Mod as a Parent Mod.
So lets start brainstorming after all isn't modding sometimes just trial and error till things work?
posted on March 2nd, 2013, 3:26 am
I'm being told by rifraf that there isn't a glows.spr file in the sprites directory for stock A2, but I have an unmodded and un-patched game with a glows.spr file in that directory. I don't know why this is the case maybe something happened when I zipped the non-patched install as a backup. I'm only saying that the STA2_Classic Mod deleted this file because this is one of my installs of A2 I compared the files in both mods to.
I'll be posting screenshots to show this.
I'll be posting screenshots to show this.
Attachments
- Stock Armada II Main Directory
- Stock Main Directory.png (112.79 KiB) Viewed 843 times
- Stock Armada II Sprites Directory
- Stock Armada II Sprites Directory.png (39.78 KiB) Viewed 843 times
posted on March 2nd, 2013, 8:31 am
I checked an old Armada 2 install on another computer I have and the glows.spr file isn't there either. I've checked the Upgrade Project Vanilla Ultimate 2.0 as well and it's not there either. Could you perhaps have installed it not realizing when you installed some other mod?
Can you post the contents of the glows.spr file? To me it kind of sounds like the lights.spr file where most of the glows entries are located? Although there are some glows in other files as well. Are these glows of ships/stations/planets or something?
Can you post the contents of the glows.spr file? To me it kind of sounds like the lights.spr file where most of the glows entries are located? Although there are some glows in other files as well. Are these glows of ships/stations/planets or something?
posted on March 2nd, 2013, 9:00 am
@Rifraf: It is a backup install of just the disc's install, as in an unmodded copy with no patches. I created it vp by copying a disc install before the creation of my stock version of the STA2_Classic Mod. Pretty much it's meant to have the stock files if anything ever goes wrong with a modded game where a stock file is changed and then some how causes the game to crash. It's is because I've noticed that some mods at times replace stock files, if a mod replaces a stock file and then that file crashes the game I have an original. Modding it or adding any mods to it would break the point of having that backup.
Here is the contents of the stock glows.spr file:
Here is the contents to the stock lights.spr file:
As you can see, the two files are different.
Discussing my stock backup isn't going to do any good.
Sadly all this side stuff is still leaving my questions unanswered, my mods progress stalled, possibly indefently all because my questions and bug reports are still not being replied to.
Here is the contents of the stock glows.spr file:
- Code: Select all
sprite_table
##### Ship light sprite effects #####
## SPRITE DEFINITIONS ##
# @reference=texture size in pixels from which the u,v,w, and h values
# were measured. This value will effect all subsequent textures until
# a different value is specified.
# Name File U V W H
@reference=64
@tmaterial=additive
gfglow15 triangleglow 0 0 64 64
@reference=64
@tmaterial=additive
gfglow13 sunglow 0 0 64 64
@reference=64
@tmaterial=additive
gfglow1 glowflair 0 0 64 64
@reference=64
@tmaterial=additive
gfglow14 weirdglow 0 0 64 64
@reference=128
@tmaterial=additive
gfglow2 glowflair2 0 0 128 128
@reference=128
@tmaterial=additive
gfglow3 glowflair3 0 0 128 128
@reference=128
@tmaterial=additive
gfglow4 glowflair4 0 0 128 128
@reference=128
@tmaterial=additive
gfglow5 glowflair5 0 0 128 128
@reference=128
@tmaterial=additive
gfglow6 glowflair6 0 0 128 128
@reference=128
@tmaterial=additive
gfglow7 glowflair7 0 0 128 128
@reference=128
@tmaterial=additive
gfglow8 glowflair8 0 0 128 128
@reference=128
@tmaterial=additive
gfglow9 glowflair9 0 0 128 128
@reference=128
@tmaterial=additive
gfglow10 glowflair10 0 0 128 128
@reference=128
@tmaterial=additive
gfglow11 glowflair11 0 0 128 128
# Orange glow
@sprite_node pwarpdr1 gfglow1 const.colour (15,10) (1,0.4,0.) billboard
@sprite_node pwarpdr2 gfglow2 const.colour (15,10) (0,0.749,1) billboard
# blue glow med
@sprite_node bmedwarp1 gfglow1 const (15,15) (0,0.5,1) billboard
@sprite_node bmedwarp2 gfglow2 const (15,15) (0,0.5,1) billboard
@sprite_node redwarp1 gfglow1 const (2100,2100) (203,32,144) billboard
@sprite_node redwarp2 gfglow2 const (20,20) (203,32,144) billboard
Bright pink
@sprite_node pwarpdr3 gfglow2 const.colour (15,10) (1,0.08,0.653) billboard
Here is the contents to the stock lights.spr file:
- Code: Select all
sprite_table
##### Ship light sprite effects #####
## SPRITE DEFINITIONS ##
# @reference=texture size in pixels from which the u,v,w, and h values
# were measured. This value will effect all subsequent textures until
# a different value is specified.
# Name File U V W H
@reference=64
@tmaterial=additive
Ballflare xlite1 0 0 32 32
SmallStar xlite1 32 0 32 32
RedMulti xlite1 0 32 32 32
AmberMulti xlite1 32 32 32 32
Spot xlite2 0 0 64 64
Borglight1 xborglight 0 0 32 32
Borglight2 xborglight 32 0 32 32
Borglight3 xborglight 0 32 32 32
flare xflare 0 0 32 32
Borglight4 xborglight 32 32 32 32
dmoonglow Mdmoonglo4 0 0 64 64
softglow xglow_soft 0 0 64 64
@tmaterial=additive
borgore xore 32 32 32 32
klinore xore 32 32 32 32
romore xore 32 32 32 32
fedore xore 32 32 32 32
@reference=256
@tmaterial=additive
badge stabadge 5 5 246 246
## SPRITE NODE DEFINITIONS ##
# @sprite_node name sprite animation (width,height) (r,g,b)
# RGB Colour values range from 0 (none) to 1.0 (full intensity)
# blue lights
@sprite_node blueconst AmberMulti const (.7,.7) (0,0.5,1)
@sprite_node blueconstbig Ballflare const (1,1) (0,0.1,1)
@sprite_node bluestrobe SmallStar strobe1 (.5,.5) (0,0.1,1) billboard
@sprite_node bluestrobebig RedMulti strobe1 (1,1) (0,0.1,1) billboard
# green lights
@sprite_node greenconst AmberMulti const (.7,.7) (0,1,0)
@sprite_node greenconstbig Ballflare const (1,1) (0,1,0)
@sprite_node greenstrobe AmberMulti strobe (.5,.5) (0,1,0) billboard
@sprite_node greenstrobebig AmberMulti strobe2 (1,1) (0,1,0) billboard
# red lights
@sprite_node redconst AmberMulti const (.7,.7)) (1,.8,0)
@sprite_node redconstbig Ballflare const (1,1) (1,.8,0)
@sprite_node redstrobe RedMulti strobe (.5,.5) (1,.8,0) billboard
@sprite_node redstrobebig RedMulti strobe2 (1,1) (1,.8,0) billboard
# white-ish lights
@sprite_node whiteconst Ballflare const (.5,.5) (.7,.8,1)
@sprite_node whiteconstbig Spot const (7,18) (.7,.8,.8)
@sprite_node whitestrobe Ballflare strobe (.5,.5) (1,1,1) //billboard
@sprite_node whitestrobe2 SmallStar strobe2 (.5,.5) (1,1,1) billboard
@sprite_node whitestrobebig RedMulti strobe (2,2) (1,1,1) billboard
# amber lights
@sprite_node yellowconst AmberMulti const (1,1) (1,1,0)
@sprite_node yellowconstbig Ballflare flicker (2,2) (1,.8,.8)
@sprite_node yellowstrobe SmallStar strobe (.5,.5) (1,1,0) billboard
@sprite_node yellowstrobebig RedMulti strobe (1,1) (1,1,0) billboard
@sprite_node bigbillboard Ballflare flicker (1,1) (1,.8,.8) billboard
#borg ore minning tanks
@sprite_node borgore borgore const (4.5,4.5) (0.2,0.9,1) billboard
#federation ore minning tanks
@sprite_node fedore fedore const (6.5,6.5) (0.2,0.9,1) billboard
#borg ore freight tanks
@sprite_node borgtank borgore const (5,5) (0.2,0.9,1)
#borg queen purple glow
@sprite_node borgprpl borgore const (6,6) (0.5,0,1) billboard
#Dilithium Moon Glow Sprites
@sprite_node oreglow dmoonglow moonpulse (40,40) (0,0,0) billboard
@sprite_node dmooninf dmoonglow infpulse (40,40) (0,0,0) billboard
#Klingon ore minning tanks
@sprite_node klinore klinore const (5.5,5.5) (0.2,0.9,1) billboard
#Romulan ore minning tanks
@sprite_node romore romore const (2.5,2.5) (0.2,0.9,1) billboard
#logoimage
@sprite_node stabadge badge const (16,16) (1,1,1)
As you can see, the two files are different.
Discussing my stock backup isn't going to do any good.
Sadly all this side stuff is still leaving my questions unanswered, my mods progress stalled, possibly indefently all because my questions and bug reports are still not being replied to.
posted on March 2nd, 2013, 11:26 am
glows.spr is certainly not a part of the original Armada II. I can also vouch for this.
The reasons your posts and bug reports are going unanswered is quite simple; we don't know the answer. You are trying to take two of three mods, some of which even you aren't aware you have installed (else you wouldn't assume glows.spr was a default file) and force them to work with FleetOps in a way that they were never intended to. We have provided methods of getting these things to work, but you have decided not to follow those methods, which is your prerogative, and to try and do it another way that only one mod has ever gotten to work.
Regarding your label map "issues", simply copy the label map file from the STA2 Classic mod to your mod, and then make the relevant changes to that. So if you renamed some missions, just rename them again in the new file.
The reasons your posts and bug reports are going unanswered is quite simple; we don't know the answer. You are trying to take two of three mods, some of which even you aren't aware you have installed (else you wouldn't assume glows.spr was a default file) and force them to work with FleetOps in a way that they were never intended to. We have provided methods of getting these things to work, but you have decided not to follow those methods, which is your prerogative, and to try and do it another way that only one mod has ever gotten to work.
Regarding your label map "issues", simply copy the label map file from the STA2 Classic mod to your mod, and then make the relevant changes to that. So if you renamed some missions, just rename them again in the new file.
posted on March 2nd, 2013, 8:58 pm
@SquireJames: One thing is absolutely sure, when it comes to bug reports, the Devs know what they are saying, and I've seen posts where Dominus_Noctis answers and tells people who are posting bug reports what the problem is and or where to look to fix it. I've noticed it on other forums, not just here, so I think he understands the bug reports, and either he hasn't gotten around to seeing them, or hasn't replied with any theories/ideas that could fix the problems.
I already copied the label.map file from the STA2_Classic Mod and changed the part with my missions names for the extra missions. I did this well trying to the STA2_Classic Mod as a Parent Mod and it reverted to using the file still within the STA2_Classic Mod for some reason. I've found out by copying the original file in the STA2_Classic Mod as a backup and replacing it with my modded one fixed the problem, but then messes up the STA2_Classic Mods missions. It's a no-win. That's when I realized my mod needs to be a standalone mod with no parent mod.
You say that only one mod has gotten such a thing to work, guessing you're saying a standalone mod. Which one?
Two, I know exactly what mods I've incorporated into my mod, there's ships and stations from: Borg Incursion (1, 2 & 3), Art of War (1, 2 & 3), Reman Rebellion, Vulcans Full Eace, The Gorn, The Tholiabs, The Suliban, Cardassians Full Race Replacement Mod, Dominion Ulitmate (only certain ships and stations, including 4 Breen Units), The Starfleet Museum Romulan War Mod, Ghost's Federation Compilation Mod, some ships and stations from Starbase 34 Federation Compilation Mod, some ships and stations Future Wars, some ships and stations from A1 Mods, individual ships and station mods, all along with the 1.1 Patch, the Patch Project 1.2.5 Patch (for the stock version), and The Armada 2 Upgrade Project (Vanilla Ultimate 2.0.0). The individual ships and station mods are hard to remember all of them but they were made for stock A2, not directly for FleetOps. Any mod mention with an auto-installer was installed to a separate directory like advised and then "dissected" for what was needed for what I wanted to use, each mods textures file backed up for if the chosen ships or stations (or weapons) were missing anything (same goes with the sprite folders for these mods). I've taken every precautionary measure I could think of for compatibility between chosen mods. There have been no problems in the stock version of the mod, only with converting it to FleetOps and its Mods Directory. As I've previously said, this could be in relation to the Patch Project 1.2.5 Patch's "Max Buildable Number" coding, but I have no other source to reference this to, don't even know if anyone has found out if such a problem would occur if that coding was in a file using the FleetOps Mods Directory. Just could be coding problems and yet I'm confused by what the "Max Buildable Number" coding has been replaced with and it seems to be a lot more coding for one line of old "outdated" code when it comes to FleetOps; hence one of the questions I've been asking.
I don't know why my stock backup has a glows.spr file in its sprites directory but it does and I didn't put it there, unless someone else using my computer did, but how can they add a file to a .zip file after its been zipped especially since it still shows the date it was made by me? I do know one thing, the textures it references are not in the stock RGB folder. I'm sorry if I'm accusing Blade of deleting a file in the STA2_Classic Mod that is in my 1.0 un-patched install, was only going by what I have in that 1.0 install so the logical course of action was to think the file was deleted from the stock Sprites Directory by him when making the STA2_Classic Mod. So I only stated what I saw as my screenshots have shown about that file. Sorry for any misunderstanding or harshness, it honestly is just a misunderstanding that on my end with a stock un-patched 1.0 backup having the file. What would you think if the file was in one and not in the other? I'd bet a gone looking at the STA2_Classic Mod at that time would also say the file was deleted. How mine got there is a mystery which I don't really care about, I can just unzip the backup, delete the file and re-zip it back up again, problem and misunderstanding fixed.
I already copied the label.map file from the STA2_Classic Mod and changed the part with my missions names for the extra missions. I did this well trying to the STA2_Classic Mod as a Parent Mod and it reverted to using the file still within the STA2_Classic Mod for some reason. I've found out by copying the original file in the STA2_Classic Mod as a backup and replacing it with my modded one fixed the problem, but then messes up the STA2_Classic Mods missions. It's a no-win. That's when I realized my mod needs to be a standalone mod with no parent mod.
You say that only one mod has gotten such a thing to work, guessing you're saying a standalone mod. Which one?
Two, I know exactly what mods I've incorporated into my mod, there's ships and stations from: Borg Incursion (1, 2 & 3), Art of War (1, 2 & 3), Reman Rebellion, Vulcans Full Eace, The Gorn, The Tholiabs, The Suliban, Cardassians Full Race Replacement Mod, Dominion Ulitmate (only certain ships and stations, including 4 Breen Units), The Starfleet Museum Romulan War Mod, Ghost's Federation Compilation Mod, some ships and stations from Starbase 34 Federation Compilation Mod, some ships and stations Future Wars, some ships and stations from A1 Mods, individual ships and station mods, all along with the 1.1 Patch, the Patch Project 1.2.5 Patch (for the stock version), and The Armada 2 Upgrade Project (Vanilla Ultimate 2.0.0). The individual ships and station mods are hard to remember all of them but they were made for stock A2, not directly for FleetOps. Any mod mention with an auto-installer was installed to a separate directory like advised and then "dissected" for what was needed for what I wanted to use, each mods textures file backed up for if the chosen ships or stations (or weapons) were missing anything (same goes with the sprite folders for these mods). I've taken every precautionary measure I could think of for compatibility between chosen mods. There have been no problems in the stock version of the mod, only with converting it to FleetOps and its Mods Directory. As I've previously said, this could be in relation to the Patch Project 1.2.5 Patch's "Max Buildable Number" coding, but I have no other source to reference this to, don't even know if anyone has found out if such a problem would occur if that coding was in a file using the FleetOps Mods Directory. Just could be coding problems and yet I'm confused by what the "Max Buildable Number" coding has been replaced with and it seems to be a lot more coding for one line of old "outdated" code when it comes to FleetOps; hence one of the questions I've been asking.
I don't know why my stock backup has a glows.spr file in its sprites directory but it does and I didn't put it there, unless someone else using my computer did, but how can they add a file to a .zip file after its been zipped especially since it still shows the date it was made by me? I do know one thing, the textures it references are not in the stock RGB folder. I'm sorry if I'm accusing Blade of deleting a file in the STA2_Classic Mod that is in my 1.0 un-patched install, was only going by what I have in that 1.0 install so the logical course of action was to think the file was deleted from the stock Sprites Directory by him when making the STA2_Classic Mod. So I only stated what I saw as my screenshots have shown about that file. Sorry for any misunderstanding or harshness, it honestly is just a misunderstanding that on my end with a stock un-patched 1.0 backup having the file. What would you think if the file was in one and not in the other? I'd bet a gone looking at the STA2_Classic Mod at that time would also say the file was deleted. How mine got there is a mystery which I don't really care about, I can just unzip the backup, delete the file and re-zip it back up again, problem and misunderstanding fixed.
posted on March 2nd, 2013, 10:56 pm
I can only interpret bug reports within context or if they specifically mention a file - you're changing far too many things at once for my own primitive understanding of the bug reports to be any help most of the time.
As said before, max buildable number was replaced by fleetcap commands and is no longer available in Fleet Ops. If you cannot find a command in the guide, there's a handy 'search' function available to you there. http://guide.fleetops.net/guide/modding ... d-in-FO4.0 . For more information on fleet cap files look at any of the capped ships in Fleet Ops 3.2.7. For instance, Veteran ships, or limited ships like the Phalanx, Avalon, etc. If you don't know the ODF, simply double click the ship in question in the Map Editor and cross reference to the odf.fpq.
As said before, max buildable number was replaced by fleetcap commands and is no longer available in Fleet Ops. If you cannot find a command in the guide, there's a handy 'search' function available to you there. http://guide.fleetops.net/guide/modding ... d-in-FO4.0 . For more information on fleet cap files look at any of the capped ships in Fleet Ops 3.2.7. For instance, Veteran ships, or limited ships like the Phalanx, Avalon, etc. If you don't know the ODF, simply double click the ship in question in the Map Editor and cross reference to the odf.fpq.
posted on March 2nd, 2013, 11:28 pm
@Dominus_Noctus: That's where you are wrong, nothing is being changed, in fact these bug reports are directly related to adding a perfectly working stock Armada II Mod into FleetOps and its Mods Directory. The stock version has NO bug reports what so ever and actually works, the problems start the moment it's added into FleetOps as a mod in both using the STA2_Classic Mod as a Parent Mod and also when not using the STA2_Classic Mod as a parent.
I have used the so call "handy search function" in the guide and even on the forums and it hasn't helped.
I searched for the Fleet Caps in the guide and it didn't make sense, i even have the page bookmarked on my iPad. I also checked the FleetOps ODF files like you said to and that made it even more confusin, especially since the guide says there are changes to the new upcoming version that affects the coding as well namely in this form:
That just makes problems worse because like it says in that quote: "Removed In FleetOps 4.0", so how honestly is that helpful if its going to be removed?
Then on top of that, all that Fleet Cp coding replaces one line of code:
Like I've said before after finding and bookmarking that page sometime ago was I don't understand all that coding, why there is so much extra code and if its all relevant?
With the setup to FleetOps ODF files to stock ODF files, FleetOps ODF files are confusing.
It's not a simple modification as its called in this quote from this page: //www.fleetops.net/info/about
Simple was stock A2, they kept their ODF files simple to support modding and set it up with // before coding telling you what it did/does. That made modding for me easy and understandable. Really wish FleetOps like that, no offense but the guide is confusing at times.
I have used the so call "handy search function" in the guide and even on the forums and it hasn't helped.
I searched for the Fleet Caps in the guide and it didn't make sense, i even have the page bookmarked on my iPad. I also checked the FleetOps ODF files like you said to and that made it even more confusin, especially since the guide says there are changes to the new upcoming version that affects the coding as well namely in this form:
Fleetcap Configuration Files (removed in FO4.0)
That just makes problems worse because like it says in that quote: "Removed In FleetOps 4.0", so how honestly is that helpful if its going to be removed?
Then on top of that, all that Fleet Cp coding replaces one line of code:
- Code: Select all
maxBuildableNumber =
- Code: Select all
Fleetcap Configuration Files (removed in FO4.0)
Command (and example)
Description
fleetCapClassX = ""
example: fleetcapclassX = "kli_bortasr2"
This indicates that when a ship with this ODF name attempts to use this fleetcap, it should count.
fleetCapClassXcapValue = X
example: fleetcapclassXcapvalue = 4
If present, this indicates that the ship listed takes more than one slot out of the cap. If negative, it increases the cap by the amount indicated by the negative value.
maxCap = 3
This is the maximum number of ships you can have of this cap.
simpleCapMode = 1
This means that any ship that says it uses this cap can only be built the specified number of times.
capTooltip = "( %d / %d )"
example: capTooltip = "Collective Features ( %d / %d )"
This is the text attached to the appropriate ships' tooltips to indicate the max cap and the currently used cap. the first "%d" in the string is replaced with the used amount of cap and the second "%d" is replaced with the maximum cap.
capTooltipReached = "Already Researched"
This is the tooltip used when you hover over a buildbutton of a ship whose cap is full.
capTooltipOver
affectsAI If 0, the fleetcap does not restrict the AI
countconstructions = 1 If the unit is in the build queue then it would be counted toward the fleet cap if set to 0 then it's not
Like I've said before after finding and bookmarking that page sometime ago was I don't understand all that coding, why there is so much extra code and if its all relevant?
With the setup to FleetOps ODF files to stock ODF files, FleetOps ODF files are confusing.
It's not a simple modification as its called in this quote from this page: //www.fleetops.net/info/about
The project's goal was not only to create a simple "modification", but to design a total conversion to make Armada II a worthy successor to the second best-selling Star Trek game, Star Trek: Armada (behind Interplay's Star Trek: 25th Anniversary by a small, but fair margin)
Simple was stock A2, they kept their ODF files simple to support modding and set it up with // before coding telling you what it did/does. That made modding for me easy and understandable. Really wish FleetOps like that, no offense but the guide is confusing at times.

posted on March 2nd, 2013, 11:34 pm
On top of that, I still don't understand any of that Fleet Cap coding, it's like you're talking another language to someone who only knows and understands one language.
It's the same in understanding one form of ODF file from another: Example "Stock ODF files" vs. "FleetOps ODF files".
It's like one is English and simple well the other is: Greek or even Chinese (or any other language that doesn't use standard letter characters.)
I've said this before and I'll say it again: "I'm Completely Confused!"
It's the same in understanding one form of ODF file from another: Example "Stock ODF files" vs. "FleetOps ODF files".
It's like one is English and simple well the other is: Greek or even Chinese (or any other language that doesn't use standard letter characters.)
I've said this before and I'll say it again: "I'm Completely Confused!"
posted on March 3rd, 2013, 5:38 am
Here ya go, from the guide in the section about the ship/station ODF Breakdown:
http://guide.fleetops.net/guide/modding ... -breakdown
This should layout pretty much the ODF and what everything means. Also, if you're using FO 3.2.7 (latest) open the odf.fpq and look at a ship with the fleetcap reference. It will tell you which odf to reference which you can then look at and see how they did the maxcap settings.
http://guide.fleetops.net/guide/modding ... -breakdown
This should layout pretty much the ODF and what everything means. Also, if you're using FO 3.2.7 (latest) open the odf.fpq and look at a ship with the fleetcap reference. It will tell you which odf to reference which you can then look at and see how they did the maxcap settings.
posted on March 3rd, 2013, 6:45 am
@Rifraf: I've already done all that, wasn't helpful. I already even have your page you referenced bookmarked as well, pretty much got every page of the guide bookmarked on my iPad.
And yes, I already have taken a look at the ODF files in FleetOps in the ODF.fpq file/program. They were confusing sadly. I had to use notepads search (Find) feature and couldn't find any Fleet Caps coding and when I did, it was only one line that didn't make any sense it referenced something like a nebula and I don't mean a Nebula-class starship.
Warp-In files were/are just as confusing.
And yes, I already have taken a look at the ODF files in FleetOps in the ODF.fpq file/program. They were confusing sadly. I had to use notepads search (Find) feature and couldn't find any Fleet Caps coding and when I did, it was only one line that didn't make any sense it referenced something like a nebula and I don't mean a Nebula-class starship.
Warp-In files were/are just as confusing.
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