Modding Feature Requests
Post ideas and suggestions on new features or improvements here.
posted on June 7th, 2012, 11:14 pm
Just some features I'd love to see in FO sometime down the road, mainly for modding purposes.
1) Being able to build orbital stations around any GameObject class and not just planets.
2) .bik videos that fit the screen like in stock A2. For some reason they currently shrink and only fit in the top left corner of the screen. At the very least having them centered would look much nicer.
3) Support for more video types other then .bik would be helpful for size concerns. .wmv would be nice since they are much more compressed and take up less space then .bik's.
4) Randomized SOD's for ships. Having a list of SOD's in a ship's odf file that it picks from before spawning or being constructed.
5) Being able to control planet rotation speed. Currently it seems the rotation speed command in their odf's is broken and does not work.
6) Being able to use the rotationspeed command for any game object other then planets and scrap.
7) Resources having different names and descriptions depending on the player race. For instance a resource called "Whateverium" in description boxes when playing as the Feds appears as "Somethingcoolium" to the Borg. I feel it's an easier alternative then adding in even more resources to the game.
1) Being able to build orbital stations around any GameObject class and not just planets.
2) .bik videos that fit the screen like in stock A2. For some reason they currently shrink and only fit in the top left corner of the screen. At the very least having them centered would look much nicer.
3) Support for more video types other then .bik would be helpful for size concerns. .wmv would be nice since they are much more compressed and take up less space then .bik's.
4) Randomized SOD's for ships. Having a list of SOD's in a ship's odf file that it picks from before spawning or being constructed.
5) Being able to control planet rotation speed. Currently it seems the rotation speed command in their odf's is broken and does not work.
6) Being able to use the rotationspeed command for any game object other then planets and scrap.
7) Resources having different names and descriptions depending on the player race. For instance a resource called "Whateverium" in description boxes when playing as the Feds appears as "Somethingcoolium" to the Borg. I feel it's an easier alternative then adding in even more resources to the game.
posted on June 8th, 2012, 12:13 am
4, 6, and 7 would be just awesome.
If I may add to the list.
8 ) Point defense system with commands to define on any weapon type or object as its target and any weapon type or object as its ordinance. That way you could use say a phaser to take out oncoming fighters, or pulse weapons to take out oncoming missiles. In addition, be able to define an explosion for each target able object individually. That way, torpedoes could explode, pulse weapons could disappear and missiles could detonate.
9) Drone classlable. A definition similar to the fighter classlabel, but allows fighters to be controllable, while by default protecting their carrier.
10) Missile classlabel. An ordinance class label which allows a "ship" to be used as a weapon which can be controlled, or not(depending on the state of ignoreinterface), and 'attacks' by ramming into its enemy. It would be cool if it could define a trail sprite, but since that can be added through hardpoint, is not really necessary.
11) Solid sprite emitter. Something that would work like a cross between a plasma and phaser sprite. It would look the light trails from Tron lightcycles that are solid behind the hardpoint until the object stopps emitting.
12) Option to change AI status of fighters. I"m not sure what the current setting is, but I would like the ability to tell fighters how far they can venture from the carrier, and weather to protect the carrier from its untargetted enemys, or to directly attack its 'primary target.' Maybe even define the attack patterns used, like circling, hit and run, etc.


8 ) Point defense system with commands to define on any weapon type or object as its target and any weapon type or object as its ordinance. That way you could use say a phaser to take out oncoming fighters, or pulse weapons to take out oncoming missiles. In addition, be able to define an explosion for each target able object individually. That way, torpedoes could explode, pulse weapons could disappear and missiles could detonate.
9) Drone classlable. A definition similar to the fighter classlabel, but allows fighters to be controllable, while by default protecting their carrier.
10) Missile classlabel. An ordinance class label which allows a "ship" to be used as a weapon which can be controlled, or not(depending on the state of ignoreinterface), and 'attacks' by ramming into its enemy. It would be cool if it could define a trail sprite, but since that can be added through hardpoint, is not really necessary.
11) Solid sprite emitter. Something that would work like a cross between a plasma and phaser sprite. It would look the light trails from Tron lightcycles that are solid behind the hardpoint until the object stopps emitting.
12) Option to change AI status of fighters. I"m not sure what the current setting is, but I would like the ability to tell fighters how far they can venture from the carrier, and weather to protect the carrier from its untargetted enemys, or to directly attack its 'primary target.' Maybe even define the attack patterns used, like circling, hit and run, etc.
posted on June 15th, 2012, 2:07 am
Last edited by TChapman500 on June 15th, 2012, 1:29 pm, edited 1 time in total.
I think I'll add some more to the list.
13) Add a command to the ship fusion weapon (eg: saucer integrator and Prometheus integrator) to fuse only ships that have the exact same name. So you don't accidentally fuse the U.S.S. Enterprise-D star-drive to the U.S.S. Galaxy saucer.
EDIT NOTE: Removed third "to."
13) Add a command to the ship fusion weapon (eg: saucer integrator and Prometheus integrator) to fuse only ships that have the exact same name. So you don't accidentally fuse the U.S.S. Enterprise-D star-drive to the U.S.S. Galaxy saucer.
EDIT NOTE: Removed third "to."
posted on June 15th, 2012, 4:25 am
The Undying Nephalim wrote:4) Randomized SOD's for ships. Having a list of SOD's in a ship's odf file that it picks from before spawning or being constructed.
This. It would be especially useful for organic ships like Shadow vessels or even those tentacle-y things from the one Borg mission in Armada 1.
posted on June 15th, 2012, 1:25 pm
TChapman500 wrote:I think I'll add some more to the list.
13) Add a command to the ship fusion weapon (eg: saucer integrator and Prometheus integrator) to fuse only to ships that have the exact same name. So you don't accidentally fuse the U.S.S. Enterprise-D star-drive to the U.S.S. Galaxy saucer.
I would take that further and ask the devs to remake the fusion weapon entirely, maybe with a replaceweapon. You could do what you ask for saucer seperation, but I would love to be able to use a replaceweapon to "fuse" 2 or more ships together. My most obvious idea would be fighters. Select 5 fighters and a carrier. Press a "Dock" fusing replaceweapon, and all 5 fighters 'fuse' with the carrier. Hopefully, you could make it so the fighters moved towards the carrier, but the carrier didn't move because that would be awkward.
posted on June 16th, 2012, 12:48 am
Here's something else to add to that. Allow ships to come in at specific angles to 'fuse' to each other. With the current system, the Prometheus map object has the three pieces coming in sideways forming a right triangle. A maneuver that would destroy all three pieces (I should get a video of that).
posted on July 3rd, 2012, 6:24 pm
Currently the createObject command in RumbleExplosion always spawns the object into team 0. It would be very handy if instead it spawned into the team of the exploding ship. I wanted to spawn smaller creatures on the death of a larger one but currently that can't work because they all go to team 0.
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