Star Trek Armada II - Spanning The Generations - Hero Ship (

Talk about anything related to old versions of Armada.
posted on September 25th, 2011, 8:05 pm
Before I get into this, I just want to remind everyone that this isn't a Fleet Ops mod... yet so I don't know if it is even possible to even have ships "Warped In" with the 1.2.5 Patch, nor do I want the option to build the Hero Ships (and give them the Max Build # of 1).

Thus I came up with an idea for my Star Trek Armada II - Spanning The Generations Mod to have the hero ships that aren't named "Enterprise" aquired through research. After the research pod is completly researched it spawns the hero ships that are listed in its list.
Right now I am using this coding added to the research pods: (This is an example for the TMP Era's pod.
Code: Select all
//Name of the ODF file of the matching freighter to build with the station
freighterName = "fbuza"
freighterName = "fexcelsior"
freighterName = "ftmpbattle0-A"


What I am wondering is will this set up actually work? I haven't tested it yet in the game (Note: this is only for Instant Action games and not for the campaigns), but each race has this type of idea planned for them.

Ok, that is really all I have to say about this idea. I am attaching a .ZIP file with the ODF files for the Hero Research Facility and the Pods. Will they at all work in the game?

Does anyone have any ideas how to get these Hero Units into their right eras without researching them or having to build them?

Attachments

Hero Ship Research.zip
(7.13 KiB) Downloaded 254 times
posted on September 27th, 2011, 2:59 am
No this will not work. I suggest looking at the commands list on the guide for information about how A2 commands work.

For instance, freighterName can only be used once with an ODF and is only valid for TradingStations and MiningStations.
posted on September 27th, 2011, 3:06 am
Dominus_Noctis wrote:No this will not work. I suggest looking at the commands list on the guide for information about how A2 commands work.

For instance, freighterName can only be used once with an ODF and is only valid for TradingStations and MiningStations.


Do you have any suggestions on how to get it to work without having to set them as buildable units?
How did the "Warp Ins" for Fleet Ops get created? Could that concept work? If it will how do I set it up.
posted on September 27th, 2011, 3:14 am
The only way to put units in without building them (which I guess includes bringing them in via a visible/invisible wormhole or whatever else - since those are also Producers) is to make them available at game start.

Fleet Operations warp ins are brought in via FO coding.
posted on September 27th, 2011, 3:31 am
Dominus_Noctis wrote:The only way to put units in without building them (which I guess includes bringing them in via a visible/invisible wormhole or whatever else - since those are also Producers) is to make them available at game start.

Fleet Operations warp ins are brought in via FO coding.


To make them available at the start of the game would actually in this case ruin the concept of "Spanning the Generations". After all, you wouldn't find an Excelsior-class starship in the same era as a NX-class starship.

How would I go about bring in starships from an invisible wormhole? I haven't seen that done in any Armada II mod that I at least have played.

By any chance which coding is used in Fleet Ops to bring in Warp Ins? And is it possible to add new warp ins in a mod?

I haven't off course tried my research pods in the game yet, but at Armada Fleet Command, I was told thatt I could use the code that a mining station or trading station uses on other stations as well and I tried that and that worked. Why not pods?
posted on September 27th, 2011, 3:49 am
Make a Shipyard with a wormhole that is invisible.

The ReplaceWeapon is used to call in Warp-Ins and is highly flexible.

FreighterName is a MiningStation and TradingStation classlabel specific command and it will not function with other stations.
posted on September 27th, 2011, 3:54 am
Dominus_Noctis wrote:Make a Shipyard with a wormhole that is invisible.

The ReplaceWeapon is used to call in Warp-Ins and is highly flexible.

FreighterName is a MiningStation and TradingStation classlabel specific command and it will not function with other stations.


Ok, I'll give it a try.

By any chance, is that the same "ReplaceWeapon" that is useable through the 1.2.5 Patch? I know that I am using that with ship and station upgrades and it works well for the Enterprise (from NX-01 - 1701-E) and the MVAM for the Prometheus-class.
posted on September 27th, 2011, 3:57 am
The ReplaceWeapon available in FO is far more sophisticated than that available in PP125.  ^-^
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