How can I add Colonization again

I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
posted on February 12th, 2011, 9:19 pm
How hard would it...or would it even be possible....to add colonization back into the game. I mod FleetOps alot, as many of you might know. One thing i'd like to add back in would be colonization.

Would it:

A...be a royal b****

B...Involve getting your hands dirty

C...piece of cake


What would i need to do if easy?
posted on February 12th, 2011, 9:38 pm
answer c if u know wot ur doing otherwise b

Ive added it in my personal mod which will be added when its ready
posted on February 12th, 2011, 9:42 pm
Add maxPopulation = "X" to the odf and change the classlabel from "background_obj" to "planet". Those should make the planet habitable.

I don't know if the colony weapon or ship are supported, though.
posted on February 12th, 2011, 10:02 pm
As long as they dont have to be terraformed you should just be able to beam the crew down.
posted on February 12th, 2011, 10:04 pm
That only works if they have an existing population.
posted on February 12th, 2011, 10:38 pm
colonization from a2 is fully supported with fo inc colony ships
posted on February 13th, 2011, 4:38 am
So i can make a colony ship and take the planet?

Do planetary shields still work?

AND...Can I add weapons to a planet? It makes sense that a planet would have artillery.
posted on February 13th, 2011, 9:44 am
Sadly changing it from background object to "planet" results in a crash. Suggestions?
posted on February 13th, 2011, 10:43 am
planetry shiels, colonization (inc colony ship) orbital stations all work still not sure bout weapons but i believe so just not sure how to make them req research per planet) best way to do it is to copy and paste the a2 planet odf's with there resource odf, the planets.odf and stations.odf files also i think some of the sprite files mayb needed but not fully sure

the actual fo planets cnt be done this way because they have glows attached to them so u will need a2 planets (although they do support overlaysod command so making a seperate object containing a glow big enough and attaching it that way will work)
posted on February 13th, 2011, 2:47 pm
If someone can put together a tutorial on making this work in Fleet Ops (it can be badly written, it's ok), please do so  :thumbsup:
Reply

Who is online

Users browsing this forum: No registered users and 2 guests