Fleet Ops Mods

I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
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posted on March 15th, 2009, 7:04 pm
Evenin' all,

So I was just wondering if anyone else has made any changes or additions to their FleetOps copy?

Here's a screenshot from what I'm doing:
Image

I've seen that someone on a2files.com has put BSG ships ingame too.

So is anyone else doing this?
posted on March 16th, 2009, 4:32 pm
i have done a little bit but nothing as nice as what you made. i was working on adding some other ships (eg the heart of kalless, luna class) but i got fusterated because i dont have the importer plugin and i wanted to add the engine glows. also i can not seem to make the wireframes work.

What are those ships anyway
posted on March 16th, 2009, 5:38 pm
i've seen these pics on a2 aswell  their simply awesome but i havent been able to find out if the mod is available;

Pictures by paulhare - Photobucket
feds vs remans

Pictures by paulhare - Photobucket
feds vs remans 2

Pictures by paulhare - Photobucket
remans

Pictures by paulhare - Photobucket
feds
posted on March 16th, 2009, 5:41 pm
hehe, i like the scimitars thumbnail
Image
i wonder if his nose gets red, when the shields are damaged ;)
posted on March 16th, 2009, 5:49 pm
I've been playing with Meng's "Auto Warp In" script (here) for the last couple of days, just trying to get a ship to warp in and act as my flagship. I've run into a major problem though - the premonition (:D) warps in to the right place, but then just sits there. I can select it, but not give it orders or anything and it doesn't have an interface :(

EDIT: I broke the autotooltips too! :ermm:
posted on March 16th, 2009, 6:07 pm
exodus_499 wrote:I've been playing with Meng's "Auto Warp In" script (here) for the last couple of days, just trying to get a ship to warp in and act as my flagship. I've run into a major problem though - the premonition (:D) warps in to the right place, but then just sits there. I can select it, but not give it orders or anything and it doesn't have an interface :(


How many ship odf's are there? A ship without level-up ability would need at least 2 to work.
posted on March 16th, 2009, 6:15 pm
Last edited by Dircome on March 16th, 2009, 6:26 pm, edited 1 time in total.
you need 2 odfs for the ship and 3 odfs for the warpin weapon. their suffixes are a, e, w, s and then just the regular ship
posted on March 16th, 2009, 6:23 pm
2; the Warp-In and the in-game ship. Unless you mean the weapon that changes one to the other.
posted on March 16th, 2009, 6:26 pm
there i fixed it
posted on March 16th, 2009, 9:24 pm
Dircome wrote:What are those ships anyway


They are some of my new Centauri ships, from another project I'm working on over at Majestic SciFi Central.
posted on March 16th, 2009, 10:56 pm
Dircome wrote:you need 2 odfs for the ship and 3 odfs for the warpin weapon. their suffixes are a, e, w, s and then just the regular ship


I figured most of them out for my self (using the nebula as an example), but not sure exactly what I'm doing... Plus there's a fed_nebulaA which I think is for if you wanted it to be built in a ship yard (it's in the techtree) but I really have no idea :p

Is there a thread for this somewhere? How did you guys work it out?
posted on March 16th, 2009, 11:10 pm
i'm currently doing a tc mod based on fo3
posted on March 20th, 2009, 1:26 pm
It would be awesome if the flops miracle worker team could create a mod manager within the main menu and with a folder just for mod files and when you select a mod to play it will use the mod folder for in-game ships and stations odfs, sods and textures without ruining the original game files.

Does that make any sense?
posted on March 20th, 2009, 1:30 pm
it makes since i have played games with them but i am not sure how FO would do it, but it could probabally be done.
posted on March 20th, 2009, 2:04 pm
Well really it's possible to change mods just by swapping a couple of files (techtree.tt, gui_global.spr, and races.odf), so it could work...
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