stop teasing, please give us what we want.
Talk about anything related to old versions of Armada.
posted on March 20th, 2010, 3:27 am
Ok....the new weapon impact effects are just too much to bare. I understand that the new patch project is still on hold, what is it gonna take....do I have to blow up the sun to get some of these great strides in a patch for plain old armada 2? The first patch is the greatest thing to happen to the armada community since armada 2 was released, and you guys really pack a punch. Now that we know some of these things can be done (but we have no idea how to even start trying to do it ourselves), the wait for another patch is killing us. I know you guys work your fingers to the bone creating these wonderful new options for the game, and the community can never thank you enough, but could we get a little taste of something new for good ole armada 2? It dosn't have to be a big extensive patch, a little trickle would give us new options to work with for a year or more. I restarted my ds9 mod because of the first patch, but now that I see all the new things you guys have figured out since then....I can't release it. I have to wait for the next patch release. I know that what I have now is excellent, but when the next patch comes out it will be reduced to crap. I have to wait. so if you guys need an experianced modeler and texturer, I am availible....at least until you guys release the next patch project.
I can't wait to get my hands on the new rank up system, impact effects and warp-in abilities.
I have big plans.
I can't wait to get my hands on the new rank up system, impact effects and warp-in abilities.
I have big plans.
posted on March 20th, 2010, 3:42 am
Hey mate, as far as I understand the team is steadily working to redo the coding of FO so that PPs won't require completely separate development - however, that being said, it will take quite some time. Their first priority is to get FO up to modern gaming standards, and that takes time and a ton of work 
May I inquire as to why you do not consider moving your work to use the FO "engine"? Recently quite a few projects have done that to make use of the features, and I can't really imagine a downside to going about it in that way (forgive my ignorance)
. If you want to get your work out and seen, I think that would really be the best way at the moment. I am somewhat doubtful that the Patch Project will be able to be restarted for the next few months at minimum, as progress to that end relies on Fleet Operations getting its makeover
. Hope to see you around 

May I inquire as to why you do not consider moving your work to use the FO "engine"? Recently quite a few projects have done that to make use of the features, and I can't really imagine a downside to going about it in that way (forgive my ignorance)



posted on March 20th, 2010, 3:45 am
The only downside is the amount of work it takes to recreate something close to the Devs work 

posted on March 20th, 2010, 3:54 am
Optec and Doca are like pimps or drug dealers. They give you a little taste, and then string you along once you're hooked. 
Actually, once cloning becomes marketed to the public, they'll make clones of themselves, who will work tirelessly on the patch project night and day.

Actually, once cloning becomes marketed to the public, they'll make clones of themselves, who will work tirelessly on the patch project night and day.

posted on March 20th, 2010, 4:12 am
I had considered using the fleet ops engine, but that presents several problems.
1. The fleet ops system would require me to learn how to mod their engine, and learn alot of new stuff.
2. My mod revolves around the 24 new maps and somewhat new missions I created specifically for this
mod.
3. I've created 32 new planets and celestial objects that don't seem to work right in fleet ops.
4. I've created over 78 new ships and stations including the sona, ferengi, talarians, dominion,
Sheliak, gorn, tholians, maque, and orion pirates. each as a full race. and I found that only a little
more than half of the models work properly in fleet ops.
5. Planet colonization is vital in many of the missions and a couple of the races are designed in a way
that without colonization, they wouldn't stand a chance.
6. my ferengi, talarian, and pirate races are almost completely dependant on trade for survival.
7. I can think of about 9 more problems...but I think you probably understand my dilema now.
I will just have to wait for the next patch project to see my dreams of this mod being fullfilled.
1. The fleet ops system would require me to learn how to mod their engine, and learn alot of new stuff.
2. My mod revolves around the 24 new maps and somewhat new missions I created specifically for this
mod.
3. I've created 32 new planets and celestial objects that don't seem to work right in fleet ops.
4. I've created over 78 new ships and stations including the sona, ferengi, talarians, dominion,
Sheliak, gorn, tholians, maque, and orion pirates. each as a full race. and I found that only a little
more than half of the models work properly in fleet ops.
5. Planet colonization is vital in many of the missions and a couple of the races are designed in a way
that without colonization, they wouldn't stand a chance.
6. my ferengi, talarian, and pirate races are almost completely dependant on trade for survival.
7. I can think of about 9 more problems...but I think you probably understand my dilema now.
I will just have to wait for the next patch project to see my dreams of this mod being fullfilled.
posted on March 20th, 2010, 4:21 am
Well, other than the first issue, I don't think the others are really problems at all
. I believe all it will take to get those ships and stations in will be the modified sprite files - and probably the same thing for the planets and celestial objects.
As for maps - those are easily ported, and the mission trigger has been re-added. Not only that, but you can make your own missions more or less using Megadroid's LUA script (obviously that works for A2 vanilla as well).
Colonization I believe can be re-added as well - just talk to Apoclaydon/Blade and he should be able to tell you (he is working on finishing out the "Fleet Ops moves to A2 mod" - basically porting everything A2 had into Fleet Ops). Trade as far as I understand it can be added too
If you don't want to move, that's obviously up to you - but I don't think there's anything in your way but time

As for maps - those are easily ported, and the mission trigger has been re-added. Not only that, but you can make your own missions more or less using Megadroid's LUA script (obviously that works for A2 vanilla as well).
Colonization I believe can be re-added as well - just talk to Apoclaydon/Blade and he should be able to tell you (he is working on finishing out the "Fleet Ops moves to A2 mod" - basically porting everything A2 had into Fleet Ops). Trade as far as I understand it can be added too

If you don't want to move, that's obviously up to you - but I don't think there's anything in your way but time

posted on March 20th, 2010, 4:29 am
Last edited by Cmndr_Parker on March 20th, 2010, 4:34 am, edited 1 time in total.
If all that is true, then I would love to use their engine, but I would need a good tutorial to understand all the new changes and how to make my stuff work in the new engine. I don't think westworlds big book of modding will be much help. Anyway....if i could get a good tutorial on how to make the switch, I might be able to port it all over before the new year. I hope someone gets a tutorial together soon because I'm getting to old to keep relearning new systems. hell, I'm currently in the middle of learning Blender 3d...and it is hell. Thats how I know I'm getting old
.

posted on March 20th, 2010, 4:50 am
Well, best thing to do is ask around and use the search feature
. There's a modding pack stickied in the modding section that has information on many many FO features; Blade has a modding wiki for FO started up (link is in the home page of the guide, along with the link to RCIX's modding package, which uses Eclipse), and plenty of explanations can be found elsewhere. There are a lot of knowledgeable modders here - you just have to ask for help 


posted on March 20th, 2010, 5:47 am
Yeah, I agree with Dom. I think in the long run it will be better for you to move to FO. Then you'll never have to wait for a patch project. Plus you can ask questions in the modding and technical forums and many of the people who know are smart and not dumb like me about modding can answer your question. Doca and Optec will usually respond pretty quickly as well.
posted on March 20th, 2010, 10:52 am
Hmm... So what are you trying to say. I dont think I understand. I think its great that we are getting new explosions! I wouldnt wait for that new patch; noone knows for certain when the next patch is coming out. Hopefuly more than a month so I can finish the intro in time
. And I will also point out, the 3.1 took about 7 months and 3.1.1 was just to fix some errors.

posted on March 20th, 2010, 11:21 am
Adding new features would require you to learn how to use them either way, that would not differ much from Fleet Operations.
At the moment we don't have much time to develop the patch project, but feel free to mod Fleet Operations. Check the Modding forum for guidelines and help.
At the moment we don't have much time to develop the patch project, but feel free to mod Fleet Operations. Check the Modding forum for guidelines and help.
posted on March 20th, 2010, 1:53 pm
There are alot of us here willing to help, so if you need help figuring out what is what, just post in the modding section and I'm sure you will get the answer very soon 
And you can check in the mods in progress, and download Blades current version of his crossover mod. its not finished, but its sure to have what you want, though I don't think is made for 3.1.1, you would have to ask him about that.

And you can check in the mods in progress, and download Blades current version of his crossover mod. its not finished, but its sure to have what you want, though I don't think is made for 3.1.1, you would have to ask him about that.
posted on March 20th, 2010, 7:38 pm
Thanks for the encouragement guys. I guess It wouldn't make sense to just sit around and wait, I need to suck it up and get over being old and set in my ways. I think the first thing I need to do is check out Blade's "Fleet Ops moves to A2 mod" and see what I have to work with. If I do make the switch I will have a lot of work ahead of me, but I must admit it would be worth it for the new features
. This will be my last and greatest Armada mod, and I do want it to be among the best
.


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