Classic Mod and Individual Mod Question

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posted on September 21st, 2013, 5:32 am
So FO has many major improvements versus stock A2 with the engine and coding/bugfixes and such. Let's say I have my personal mod for Armada 2 that I put into FO and use the Classic Mod as a parent. Does my mod now have access to and can benefit from everything in FO like using your weapons like cannonimp and to limit the build number of ships and level upgrade system or is it still limited to the failings of stock A2 and its limited coding?

Conversely, If I can have my personal mod not use the classic mod as a parent (but be independent like the classic mod) does it also get all benefits of the FO improvements or is it still limited? I hope that makes sense? :blush:
posted on September 21st, 2013, 3:04 pm
The FO upgrades are in the engine, so yes, if you use the Classic Mod as a parent you can still use the new features. Non-parented mods still get the full features too.
posted on September 21st, 2013, 5:20 pm
yh the aim of the classic mod was to make a sortta replacement for the patch project so all FO features are usable in stock (as stock as i could get it anyway)
posted on September 22nd, 2013, 4:46 pm
Awesome, thanks guys. I had never tried using some FO commands in my mod so will now do so to realize some of the game play I wanted to have in place.

I've also toyed with doing what IIRC Thunderfoot started (from his posts elsewhere), but didn't finish and that was to replace every object in the classic mod to update all the graphics. I think he was getting good results before his computer issues happened.

Thanks again and thank Blade for your work on the classic mod.
posted on October 7th, 2013, 2:41 pm
Sorry for double post, but I had another question. I get really weird sound distortions in my mod when using the classic mod as a parent so I deleted my audio.odf in the odf/other folder and all is fine now like it was conflicting with the audio.odf file in the classic mod.

I was doing testing playing against the AI and I don't know if it's just me or what, but there are times where I feel the game is exhibiting stock behaviour even though I've altered things in my mod. All the files in my mod should overwrite the same files that are in the classic mod correct? So no behavior from the classic mod files should be coming through in the game play of my mod?

With the sound issue between the two mods using the same file I wonder if there could be other instances of the files in the classic mod bleeding through and overriding the files in my mod?
posted on October 7th, 2013, 4:23 pm
Fleet Ops uses a different (modern) sound engine compared to Armada II: you will have to change the audio.odf to compensate. The Classic mod has changed its audio.odf file to compensate as well (although it has some inappropriate values included)

These are the changed values we use :)

distancefactor = 1.0
dopplerfactor = 0.002
minimumdistance3d = 100.0
maximumdistance3d = 6000.0
posted on October 7th, 2013, 5:02 pm
Awesome thanks D_N. I'll try those settings after work today.

I have another question. I was trying a 2 player stock A2 map in my mod and for some reason the AI would not do anything at one of the start positions. Only 8472 would play correctly. All other races would send their con ship across the map to my infinite dilith moon when they could've used the one right next to their base?

I don't recall it doing this in stock A2, but will test to be sure. I can't think of anything that would cause this just because it's my mod in FO? I guess I'll have to move the start position?

Thank you again for answering all my questions. I hope I never ask too many. :)

Edit: The map in stock A2 did the same thing. I guess I'll have to edit the start location and see if providing more room will help the AI build it's base.
posted on November 10th, 2013, 3:52 am
Dominus_Noctis wrote:Fleet Ops uses a different (modern) sound engine compared to Armada II: you will have to change the audio.odf to compensate. The Classic mod has changed its audio.odf file to compensate as well (although it has some inappropriate values included)

These are the changed values we use :)

distancefactor = 1.0
dopplerfactor = 0.002
minimumdistance3d = 100.0
maximumdistance3d = 6000.0


In regards to the sound I still have an issue. I used these settings in my mod and also added these to The Classic Mod however, I can hear ships warping and weapons firing from anywhere on the map under fog of war and can't even see who's fighting. Is there some type of adjustment I can make to stop this from being heard until I'm near the battle or whatever?
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