help from the devolpers plus mod status
I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
posted on November 23rd, 2013, 6:32 pm
Specifically having neither ai nor player (have npc warp into the map) so far they just warp in for five seconds and then run away. So far my best bet has been non-warp base replacer where the ai *appears* in the map.Im sure i'll come up with some thing, but I could use some ideas guys. Worse part is it works with humans. is it hard-coded so only human players can use it?
wpnname = "Warp In"
buttonslot = 1
targetalliedcraft = 0
targetalliedbuildings = 0
targetenemycraft = 0
targetenemybuildings = 0
warpin = 1
warpinspeed = 720
specialenergycost = 0
replacementkeepowner = 1
replacementresetspecialenergy = 1
replacementresetcrew = 1
replacementinstantai = 1
replacementinstantderelict = 1
replacementinstantplayer = 1
transferstats = 0
replacement0class0 = "Pirate_Hyperion"
replacement0class0randomweight = 34
replacement1class0 = "pirate_olympus"
replacement1class0randomweight = 30
overrideceasefire = 1
//fleetcapfile = "all_cap_pirate_warpin.odf"
classlabel = "replaceweapon"
special = 1
replacementmaintainorders = 1
overridesubsystem = 1
speakonattack = 0
attackspeech = 0
vox spawning works perfect. I spawn a trigger based on the (unused?) derelict trigger using another trigger based on replace weapon. this trigger spawn yet another trigger that creates a u_ball_obj that creates the pirate forces. The point of this? Dynamic spawning enemies. The map units slowly increase over time and generate more forces during pirate raids. By game's end you have five triggers spawns x5 amount of ships. That enough to cripple a federation base full decked out with a fleet of sovereigns. I was hoping to have warp ready for early beta but blasted,i think it hard-coded for players.
http://www.gamefront.com/files/23871232/B5.rar
really early alpha of the mod. It contains only one map. Now to get the pirates to work select the pirate ai and put in spot in the middle of the map, team five, and then when the map start hit ctrl+E. Now find the little squares around the start points around your base. Should say random stuff about pirates. double click and set them to team 5 and perceive team 5. Sadly limitation in fleet ops prevent having them preset in the maps. So it's ugly but it works. It should be awhile before they attack.
wpnname = "Warp In"
buttonslot = 1
targetalliedcraft = 0
targetalliedbuildings = 0
targetenemycraft = 0
targetenemybuildings = 0
warpin = 1
warpinspeed = 720
specialenergycost = 0
replacementkeepowner = 1
replacementresetspecialenergy = 1
replacementresetcrew = 1
replacementinstantai = 1
replacementinstantderelict = 1
replacementinstantplayer = 1
transferstats = 0
replacement0class0 = "Pirate_Hyperion"
replacement0class0randomweight = 34
replacement1class0 = "pirate_olympus"
replacement1class0randomweight = 30
overrideceasefire = 1
//fleetcapfile = "all_cap_pirate_warpin.odf"
classlabel = "replaceweapon"
special = 1
replacementmaintainorders = 1
overridesubsystem = 1
speakonattack = 0
attackspeech = 0
vox spawning works perfect. I spawn a trigger based on the (unused?) derelict trigger using another trigger based on replace weapon. this trigger spawn yet another trigger that creates a u_ball_obj that creates the pirate forces. The point of this? Dynamic spawning enemies. The map units slowly increase over time and generate more forces during pirate raids. By game's end you have five triggers spawns x5 amount of ships. That enough to cripple a federation base full decked out with a fleet of sovereigns. I was hoping to have warp ready for early beta but blasted,i think it hard-coded for players.
http://www.gamefront.com/files/23871232/B5.rar
really early alpha of the mod. It contains only one map. Now to get the pirates to work select the pirate ai and put in spot in the middle of the map, team five, and then when the map start hit ctrl+E. Now find the little squares around the start points around your base. Should say random stuff about pirates. double click and set them to team 5 and perceive team 5. Sadly limitation in fleet ops prevent having them preset in the maps. So it's ugly but it works. It should be awhile before they attack.
Attachments
- messy but effective pirate forces. wont be easy on the player as i would have liked
- pirates 1.jpg (251.78 KiB) Viewed 807 times
posted on November 24th, 2013, 4:22 pm
Last edited by tim1988 on November 24th, 2013, 10:45 pm, edited 2 times in total.
olympus class
Role: base defence/ escort
specially ability: laser upgrade/dilgar war Veteran
- does bonus damage against other destroyers (passive)
Hyperion class
Role: medium low priority attack/escort
specially ability:
rank 2 - bomber escorts that use JLZ-2 dummy bomb. Close range and no guidance which put fighter at risk.
rank 6 - more fighters (passive) volley fire (yes) i got it to work and war Veteran (not yet implemented ( more pressing matters at the moment)
- does bonus damage against other crusier (passive)
keep in mind this is super old mod I'm just porting it to fleet ops. It not a remake same old models ect that Rivendell Studios made god only knows how long ago. Yes, their dated, but it best your going to get. I would love to see it brought back to life.
monsoon class
Role: base defence
specially ability:
passive - lasers are more effective against structures
rank 6 - gemini missiles (passive) guided and high damage
tethys class
Role: assault craft/protecting battle
specially ability:
(passive) auto tracker - engages multiple attackers to protect battleships
r6 assault plating (passive) cruiser and lower ship have a greatly reduced damage against this ship (25%). Battleship damage is reduce only by small margin (10%).
startrek will be in the mod as a single race with access to all the ship. not fleet ops though ( to high quality so they stand out) Im also playing with civil unrest. for example if you researcher a pod to diplomatically bring Klingons in to the stranded alliance it will cause klingon ship to spawn and attack. so the more race you befriend the more ships attack you, not including pirates which already hate you
so a war on twenty front. You will not survive
the mods is called Croatoan - dawn of war. which is so named for habit of your base being wiped out but not by your enemy ... the universe is a dangerous place
Role: base defence/ escort
specially ability: laser upgrade/dilgar war Veteran
- frequently used by pirates as in the picture
- olympus class
- olympus.jpg (200.65 KiB) Viewed 802 times
- does bonus damage against other destroyers (passive)
Hyperion class
Role: medium low priority attack/escort
specially ability:
rank 2 - bomber escorts that use JLZ-2 dummy bomb. Close range and no guidance which put fighter at risk.
rank 6 - more fighters (passive) volley fire (yes) i got it to work and war Veteran (not yet implemented ( more pressing matters at the moment)
- does bonus damage against other crusier (passive)
- Hyperion
- Hyperion.jpg (190.82 KiB) Viewed 802 times
keep in mind this is super old mod I'm just porting it to fleet ops. It not a remake same old models ect that Rivendell Studios made god only knows how long ago. Yes, their dated, but it best your going to get. I would love to see it brought back to life.
monsoon class
Role: base defence
specially ability:
passive - lasers are more effective against structures
rank 6 - gemini missiles (passive) guided and high damage
tethys class
Role: assault craft/protecting battle
specially ability:
(passive) auto tracker - engages multiple attackers to protect battleships
r6 assault plating (passive) cruiser and lower ship have a greatly reduced damage against this ship (25%). Battleship damage is reduce only by small margin (10%).
startrek will be in the mod as a single race with access to all the ship. not fleet ops though ( to high quality so they stand out) Im also playing with civil unrest. for example if you researcher a pod to diplomatically bring Klingons in to the stranded alliance it will cause klingon ship to spawn and attack. so the more race you befriend the more ships attack you, not including pirates which already hate you

so a war on twenty front. You will not survive
the mods is called Croatoan - dawn of war. which is so named for habit of your base being wiped out but not by your enemy ... the universe is a dangerous place
posted on November 24th, 2013, 6:53 pm
Hi and welcome to the forums 
I don't understand your question exactly...
...but warp-in replaceweapons 'work' for the AI if you set them to autoreplace. The AI cannot use any replaceweapons that are not auto replacing. So, unlike a human player, replaceweapons to be used for the AI must be triggered to fire at intervals. There's no craft AI for the replaceweapon atm.

I don't understand your question exactly...
...but warp-in replaceweapons 'work' for the AI if you set them to autoreplace. The AI cannot use any replaceweapons that are not auto replacing. So, unlike a human player, replaceweapons to be used for the AI must be triggered to fire at intervals. There's no craft AI for the replaceweapon atm.
posted on November 24th, 2013, 7:14 pm
no, i mean no race, as in map only requiring no player selection. i think it hard-coded for players/ai atm. i want more background life and i am making progress
anyone got a tutorial on making weapons show up over the wireframe? it not working for me ...
anyone got a tutorial on making weapons show up over the wireframe? it not working for me ...
posted on November 25th, 2013, 5:03 pm
We really badly need a default to neutral feature. i wish you could warp in a unit and force them to be uncontrollable.
I need that to make civil unrest and I cant find a temp work around. I want warp in a Klingon when i build a research pod and attack the base, but it always under my control
I need that to make civil unrest and I cant find a temp work around. I want warp in a Klingon when i build a research pod and attack the base, but it always under my control
posted on November 27th, 2013, 4:28 am
introducing the stranded. The story behind them is joint effort of the alpha quadrant race and few other set off in to dimension rift to settle the B5 universe which they thought was uninhabited. The rift prove to be unstable and collapsed destroying a good amount of the fleet.
You start with three ship construction ships, a heavily damaged excelsior class, kitinga and andorian vessel. Each construction vessel is different, one for the klingon, federation, and romulan. each has very limited construction option. Each one gets one base (for now) and as you research economy upgrades you can build the next teir of starbase and ships. Their biggest problem for the player is going to be dealing with b5 race (like the shadows) who start with bases. Your going have to rush for lower tier starbase and then rely on lower class old destroyers. Which will be slaughter in mass numbers, but in late game you get negvar, sovereigns etc. So crushing late game. Work already started, which envolved finding suitable trade station for economic research. For that i turn to the starbase by Aad Moerman
You start with three ship construction ships, a heavily damaged excelsior class, kitinga and andorian vessel. Each construction vessel is different, one for the klingon, federation, and romulan. each has very limited construction option. Each one gets one base (for now) and as you research economy upgrades you can build the next teir of starbase and ships. Their biggest problem for the player is going to be dealing with b5 race (like the shadows) who start with bases. Your going have to rush for lower tier starbase and then rely on lower class old destroyers. Which will be slaughter in mass numbers, but in late game you get negvar, sovereigns etc. So crushing late game. Work already started, which envolved finding suitable trade station for economic research. For that i turn to the starbase by Aad Moerman
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