Upcoming 1.2.2 - A new ODF command
Talk about anything related to old versions of Armada.
posted on July 31st, 2007, 4:39 pm
This feature opens a completely new door for balancing in A2... it's historical! Now you don't have to worry about a too strong ship as you can tweaking around with the new odf command. Also the mass building won't be any problem again. In Germany we have a saying...i dunno if you have it in the US/GB: Class instead of mass. ^^
this is so cool I can't believe it can then be part of mods featuring a very new feeling of gameplay much more authentic.
this is so cool I can't believe it can then be part of mods featuring a very new feeling of gameplay much more authentic.
posted on July 31st, 2007, 4:43 pm
We have quality over quantity haha, which means the same thing =).
And you're right, this will be an excellent contribution to the mod effort!
And you're right, this will be an excellent contribution to the mod effort!
posted on July 31st, 2007, 7:32 pm
now this will cause problems because if you make a mod using this and you want to play with some one else that dose not have the mod or the patch than they will have to instal the patch and the mod or the limit will not work
i dont know you might want to test that out. make a mod and use the odf command and than try to play against some one else that just has the mod and not the patch this could cause some compatibility problems




posted on July 31st, 2007, 8:54 pm
I don't think so. Sure if someone is playing a mod there is another version than stock A2 but the patch itsefl won't touch compatibility when just installed on your stock A2. that's what I understood when DC mentioned to release the Patch 1.2 series.
Maybe he should clear this up.
A plain odf command that isn't used won't effect mp compability.
Maybe he should clear this up.
A plain odf command that isn't used won't effect mp compability.
posted on July 31st, 2007, 9:36 pm
I think Jan is right. As far as I know the compatibility is only affected by changes to files which are directly required for the game itself, as the odfs are. If you alter an odf which you and your opponent need, you will have a compatibility-problem. But the availability of options itself should not affect compatibility.
Uhm, well... DC, please
Uhm, well... DC, please

posted on August 1st, 2007, 1:34 am
no what im saying is that if you make a mod that uses that command you have the patch and your friend dose not i dont know what would happen if you could not play we shall see
posted on August 1st, 2007, 7:21 am
In that case both have to use the patch and the mod because his mod wouldn't work without the patch and as he plays a modified version of Armada his friend has to do the same to avoid compatibility problems.
Hum.. his friend simply has to adapt
Hum.. his friend simply has to adapt

posted on August 1st, 2007, 8:13 am
no what im saying is that if you make a mod that uses that command you have the patch and your friend dose not i dont know what would happen if you could not play we shall see
no worries about that, i already thought about adding a switch to slightly alter the network crc optionally if the modder wishes so. anyway, the game would go out of sync real soon, when someone who doesn't use the patch plays together with someone who does (of course only in a mod where such game modifing commands are being used)
posted on August 1st, 2007, 10:19 am
will the AI be bound by these commands? or like the resource costs will it just depend on what difficulty the AI is set to?
posted on August 1st, 2007, 10:48 am
no, the ai is not bound to these commands. it can however simulated of course through the ai files.
posted on August 4th, 2007, 10:54 am
DOCa Cola wrote:Can the limit impose a global limit for all players? (i.e. if a player had two SU-defiants and another had three, the limit would be hit). If that's possible, maybe some NPC ships (like the Scimitar) could be given a global limit so players race to see who can build the first one.
yes, such a setting could also be implemented, though only by request if someone wants this for his mod. i don't think we could use this in fleet operations as in multiplayer that might be considered unfair
I think that would be even better for the idea of hero ships should two different players use the same race so you don't have two Enterprises at once for example. I also think that there should be a way to make the AI accountable to this global limit too.
One idea I would have would be to have the flag ship built from a facility that warps the ship in rather than builds it, then when the ship is destroyed have the explosion appear to be a huge warp flash, so the ship seems to warp away at the last second. (that would be tricky to impliment) Then you can build it again as if recalling it. (or having it rebuilt from scratch) I hate how a lot of mods have you start with hero ships so that several players can all have the same unique hero (starwars fleet command is the worst mod for this.)
posted on January 15th, 2008, 7:41 pm
errrrr i know this topic has had no replies for ages but i was just using this new command i have noticed however that there is a string error

btw the limit was 5 and it does wk

btw the limit was 5 and it does wk
posted on January 15th, 2008, 10:27 pm
read the last two line in my first post (below the screenshots)
you need to add a new string to dynamic_local_strings.h

posted on January 23rd, 2008, 12:33 am
errr this patch is great just on question wen using this for fighters cud the next patch allow the weapon to be assigned to a hp so if the replacementKeepOwner is enabled the seperated (fighters) come from there like theyv'e been launched
posted on January 24th, 2008, 8:37 am
Blade wrote:errr this patch is great just on question wen using this for fighters cud the next patch allow the weapon to be assigned to a hp so if the replacementKeepOwner is enabled the seperated (fighters) come from there like theyv'e been launched
this is problematic, it may work with stations, but vessels tend to be "calculated away" by armada as both ships would block each other. it may work with a station-vessel combination (vessels leave shipyard) but i am not sure if it is possible to achieve with two moving targets. i'll keep that idea in mind.
Who is online
Users browsing this forum: No registered users and 4 guests