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posted on December 9th, 2013, 11:51 am
Hello, im trying a bit of modding so i have a few questions regarding modding

a) is there a difference between "zferscav" and "nfer_marauder" ?

b) are "zfercarg" and "nbre_global_ship" ships?

c) why is it not possible to make stuff like "zfercarg" buildable by the shipcard? i already placed builditem9 = "zferscav" but nothing shows up?

d) what "race" do i select if i want a item or ship buildable by all races? i tried "norace" and "npc_wreckage" but no effect

e) is there a difference between "federation" and "unitedfederation" race?

f) what are the races "ferengi" and "npc_breen" for?

g) is there a way to change the Defense/Attack values in the tooltips?


thats for now :)
posted on December 9th, 2013, 1:28 pm
B ) nbre_global_ship should be the list of Breen ship names, similar to the craft.odf file from stock (but just for names).

C ) Is it in the tech tree and does it have a build button?

D ) None, the races that can build each ship should be affected by the build list (buildItemXavailability controls when they appear).

E ) Mostly the same renamed file, they just change the name used in the ship/station odfs. The only difference is that trying to use one not in the race odf will cause the game to crash.

F ) They're NPC races.
posted on December 9th, 2013, 1:51 pm
c) where do i find the techtree? :o

d) quoted from a guide

http://guide.fleetops.net/guide/modding ... d-in-FO4.0

Commands Removed in FO4.0

fleetcap files

craft
- requiredAlliedRace
- buildableByOwnerRaceOnly
- fleetCapFile

producer
- buildItemXAvailability
- buildItemXAvailabilityParent

replaceweapon
- ignoreFleetCap
- fleetCapFile

weapon
- showOnlyIfHasTech


so it seems to be a new command?
posted on December 9th, 2013, 2:02 pm
Heffernan wrote:c) where do i find the techtree? :o

The folder named 'techtree', the one called tech1 is what's used in the game.

Heffernan wrote:d) quoted from a guide

http://guide.fleetops.net/guide/modding ... d-in-FO4.0

Commands Removed in FO4.0

fleetcap files

craft
- requiredAlliedRace
- buildableByOwnerRaceOnly
- fleetCapFile

producer
- buildItemXAvailability
- buildItemXAvailabilityParent

replaceweapon
- ignoreFleetCap
- fleetCapFile

weapon
- showOnlyIfHasTech


so it seems to be a new command?

We're playing Fleet Operations 3.2.7.
posted on December 9th, 2013, 2:31 pm
Thanks, learned alot already, also checked this

http://guide.fleetops.net/guide/modding ... t/producer

for "buildItemXAvailability" but i didnt get it?

and any work for "g) is there a way to change the Defense/Attack values in the tooltips?"
posted on December 9th, 2013, 2:54 pm
The buildItemXAvailability numbers tell when things can be built (like using 2 makes the item only buildable by the faction that owns it). If you want everyone to have access, you could just delete the line from the ship or shipyards buildlist.

The values in the tooltips can be changed, though I don't know how to make the file show the icons.
posted on December 9th, 2013, 3:02 pm
ok i checked both my fed_mckinley_yard.odf and fed_ventureS.odf aswell as nbre_cruiser.odf but none of them have a buildItemXAvailability in there lines that can be deleted.

also i wonder where the tooltips are saved?
posted on December 9th, 2013, 3:18 pm
Check the ships and station odfs for buildablebyownerraceonly = 1 and either change it to 0 or delete it. I forgot that buildItemXAvailability only controls the times where they show up in the build list, but doesn't change who can and cannot build stuff.

Tooltips are in the Dynamic_Localized_Strings file.
posted on December 9th, 2013, 3:34 pm
thanks, seems to work, but arises few more problems

1) when i get ships to build by everyone it works, just not for dominion or breen ships wich require a prototype? i tried to add "nbre_cruiser.odf" to the buildable ship list.

2) the ship "zfercarg" does not have a buildable symbol, ofcourse i can build it just the spot to click shows the background, anyway i can add a specific symbol for the ship?

edit: i opened the DLC with VC2008 and i get stuff like

""AUTOTOOLTIP-fed_premonition.odf", "
  Offensive Value
  Defensive Value
¾ System Value
Weapon range: Medium"

do you use a specific programm? since it doesnt show values or atleast compromized/broken values?
posted on December 9th, 2013, 4:11 pm
Dominion/Breen ships are listed in the techtree to require prototypes to use.

Ferengi ships were never meant to be buildable, so I don't think they have a build button. This part of the guide might help.

I don't know how to get the tooltip icons to show. I'd PM Dominus_Noctis or one of the devs to ask, they should know about it.
posted on December 9th, 2013, 4:58 pm
ok thaqnks thats really helping alot

question, any reason why scouts and normal ships wont be able to fly together? aka have clicking them all together? it either selects the scouts or battleships individual.


so far i have Modified the stuff as following, how does it look? worth actually making a mod? "The Marquis"

Image
posted on December 9th, 2013, 5:19 pm
I think the devs changed how selection works so that certain types of ship can't be selected together like that, it's a FO thing.

Looks decent. If you decide to rename the Breen ships, their STO counterparts have good names.
posted on December 9th, 2013, 6:44 pm
ok so i changed the values of the "zferscav" and it still shows as a cargo ship? i removed cargo and transporter and added weapons, but it still shows a empty cargohold and wont attack

Code: Select all
unitname = "Ferengi Cargo Ship"
tooltip = "FERENGI_CARGOCLASS"
verbosetooltip = "FERENGI_CARGOCLASS_V"
race = "ferengi"
buildtime = 40.0
crewcost = 80
dilithiumcost = 350
latinumcost = 650
biomattercost = 7
worthxp = 0
recycledilithium = 0
recyclelatinum = 0
recyclebiomatter = 0
recycletime = 0
maxhealth = 80
curhealth = 80
healthrate = 0.235
maxshields = 140
curshields = 140
shieldrate = 0.47
shieldgeneratorhitpoints = 55
engineshitpoints = 47
weaponshitpoints = 47
lifesupporthitpoints = 47
sensorshitpoints = 47
weapon1 = "borW_assimilator_TRN1"
weaponhardpoints1 = "hp01"
weapon2 = "borW_assimilator_TRN1"
weaponhardpoints2 = "hp01"
physicsfile = "smooth_physics_100.odf"
trekphysicsfile = "smooth_physics_100.odf"
ainame = "TraderProcess"
possiblecraftnames =
    "Bestan"        "Bovris-3"      "Cas-Muvna"     "Cas-Vegga"
    "Cerendost"     "Crell"         "Dajesswimax"   "Dussooron"
    "Edja"          "Hakmeguluta"   "Hester"        "Himpos-480"
    "Igen"          "Karfidamar"    "Kyrasam"       "Masti-Skaden"
    "Minolbranyn"   "Moorii"        "Mroola-Ran"    "Muntol"
    "Nam-Breth"     "Napibame-12"   "Neelin-4"      "Ob-Strori"
    "Oetalgolor"    "Ondik"         "Rard-Pis"      "Rariromia"
    "Salia"         "Sapte"         "Soodii"        "Yag-Dhul"
enginestargethardpoints = "hp01" "hp02" "hp03"
lifesupporttargethardpoints = "hp04" "hp05" "hp06"
weaponstargethardpoints = "hp07" "hp08" "hp09"
shieldgeneratortargethardpoints = "hp10"
sensorstargethardpoints = "hp04" "hp05" "hp06"
hulltargethardpoints = "hp07" "hp08" "hp09"
criticaltargethardpoints = "hp07" "hp08" "hp09"
keymaplabel = "cargo_ship"
classlabel = "cargo_ship"
shipclass = "cargo"
shiptype = "X"
enginesrepairtime = 2.0
lifesupportrepairtime = 0.5
weaponsrepairtime = 2.0
shieldgeneratorrepairtime = 2.0
sensorsrepairtime = 2.0
avoidanceclass = 5
weldingradius = 0.5
fireball = "x_small2_explosion"
canattack = 1
can_explore = 1
eventselect = "Basic1FreighterSelect"
eventacknowledge = "Basic1FreighterAcknowledge"
eventattack = "Basic1FreighterAcknowledge"
eventstop = "Basic1FreighterStop"
eventmove = "Basic1FreighterMove"
eventrepair = "Basic1FreighterRepair"
attackpower = 1
intrinsicvalue = 0
officercost = 0
shielddelay = 2
damagedscan = 50.0
enginescrewloss = 10.0f
lifesupportcrewloss = 10.0f
weaponscrewloss = 10.0f
shieldgeneratorcrewloss = 10.0f
sensorscrewloss = 5.0f
lifesupportloss = 2
engineshitpercent = 7.0f
lifesupporthitpercent = 7.0f
weaponshitpercent = 7.0f
shieldgeneratorhitpercent = 1.0f
sensorshitpercent = 0
crewhitpercent = 7.0f
hullhitpercent = 71.0f
ship = 1
has_hitpoints = 1
has_crew = 1
alert = 1
show_sw_autonomy = 1
show_movement_autonomy = 1
combat = 1
can_sandd = 1
buildablebyownerraceonly = 0
specialenergydisplaymode = 1
extraweaponhardpoints = "root"
maxextraweapons = 10
rangescan = 850
posted on December 9th, 2013, 7:52 pm
If that's your modified odf, then it probably still shows up like a cargo ship because it is still a cargo ship. I see a few mentions of cargo ship you've missed.

keymaplabel = "cargo_ship"
classlabel = "cargo_ship"
shipclass = "cargo"
posted on December 9th, 2013, 8:51 pm
i tried changing these 3 values to scout but then my game crashes?
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