Mckinley Yards
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posted on February 14th, 2010, 4:49 pm
Hello,
I recently learnt from a previous topic that to make Warp-In's buildable, I have to add the Mckinley yards. Apparently i can do this via map editor, but to put it simply, I don't want to. So apparently there's another way of doing it via the Mediterranean ODF's routine?
In a nut shell, I haven't got a clue what I'm doing here. So a guide would be very helpful
I recently learnt from a previous topic that to make Warp-In's buildable, I have to add the Mckinley yards. Apparently i can do this via map editor, but to put it simply, I don't want to. So apparently there's another way of doing it via the Mediterranean ODF's routine?
In a nut shell, I haven't got a clue what I'm doing here. So a guide would be very helpful

posted on February 14th, 2010, 5:03 pm
its very simple,there are 4 odf's for mediterranean class,u add the line "fed_mckinley_yard" next to build 7 or any but in same format as the others stated in build item list,u need to add the one line to all 4 odf's for mediterranean classes,remember the odf's are read only so u need to go into the files properties and take off the read only tick for each of the 4 odf's any porbs just mention but is simple
posted on February 14th, 2010, 5:30 pm
Last edited by DarthThanatos on February 14th, 2010, 6:10 pm, edited 1 time in total.
And the "build" button?
If there is no button to click on, the Med will not be able to receive orders to build the yard...
EDIT: I opened the fed_mediterraneanX.odf. No "build 7" around, but I noticed the line
builditem7 = "all_delay"
There are 37 builditems in the list. So, what do I do? Put a line
builditem38 = "fed_mckinley_yard"
in between builditem6 and builditem7? And that's it?
No need to update the tech tree or requirements, or remove the Warpin cap or anything else?
EDIT2: Modified the 4 odf files for the Med class, adding the mentioned line in the stated place, and it doesn't work. It doesn't break the game, but it simply does nothing.
If there is no button to click on, the Med will not be able to receive orders to build the yard...
EDIT: I opened the fed_mediterraneanX.odf. No "build 7" around, but I noticed the line
builditem7 = "all_delay"
There are 37 builditems in the list. So, what do I do? Put a line
builditem38 = "fed_mckinley_yard"
in between builditem6 and builditem7? And that's it?
No need to update the tech tree or requirements, or remove the Warpin cap or anything else?
EDIT2: Modified the 4 odf files for the Med class, adding the mentioned line in the stated place, and it doesn't work. It doesn't break the game, but it simply does nothing.
posted on February 14th, 2010, 6:09 pm
Ok, its official I have as much technical knowledge as a mole.
This is 'federation_mediterraneanY'
basename = "fed_mediterranean"
builditem0 = "fed_outpostYA"
builditem1 = "fed_storage_dock"
builditem2 = "fed_antares_yardY"
builditem3 = "fed_sf_engineeringY"
builditem4 = "fed_sf_scienceY"
builditem5 = "fed_sf_commandY"
builditem6 = "fed_eraudi_yardY"
builditem7 = "all_delay"
builditem8 = "all_delay"
builditem9 = "all_delay"
builditem10 = "fed_platformY"
builditem11 = "all_delay"
builditem12 = "fed_mixedtech_yard_domA"
builditem13 = "fed_mixedtech_yard_kliA"
builditem14 = "fed_mixedtech_yard_romA"
builditem15 = "fed_mixedtech_yard_borA"
builditem16 = "all_delay"
builditem17 = "all_delay"
builditem18 = "all_delay"
builditem19 = "all_delay"
builditem20 = "dom_mixedtech_yard_fed"
builditem21 = "kli_mixedtech_yard_fed"
builditem22 = "rom_mixedtech_yard_fed"
builditem23 = "bor_adap_matrix_fed"
builditem24 = "all_delay"
builditem25 = "all_delay"
builditem26 = "all_delay"
builditem27 = "all_delay"
builditem28 = "all_delay"
builditem29 = "all_delay"
builditem30 = "all_delay"
builditem31 = "all_delay"
builditem32 = "all_delay"
builditem33 = "fed_outpostY_DDWW"
builditem34 = "fed_platform_phaser"
builditem35 = "fed_platform_pulse"
builditem36 = "fed_platform_sensor"
unitname = "Mediterranean Class"
tooltip = "Mediterranean Class"
verbosetooltip = "AUTOTOOLTIP-fed_mediterranean.odf"
hotkeylabel = "GAME-HOTKEY-C"
race = "unitedfederation"
buildtime = 63
crewcost = 100
dilithiumcost = 261
tritancost = 181
supplycost = 10
worthxp = 40
recycledilithium = 78
recycletritanium = 54
recyclesupply = 3
recycletime = 76
maxhealth = 151
curhealth = 151
healthrate = 0.448
maxshields = 504
curshields = 504
shieldrate = 1.250
shieldgeneratorhitpoints = 42
engineshitpoints = 42
weaponshitpoints = 42
lifesupporthitpoints = 42
sensorshitpoints = 42
attackpower = 0.000
intrinsicvalue = 0.000
physicsfile = "smooth_physics_70_trift.odf"
trekphysicsfile = "smooth_physics_70_trift.odf"
workerbeename = "fed_s_workbee"
numberofworkerbees = 12
weldingbeamsprite = "weldbeam"
weldingbeamwidth = 2.0
workerbeehardpoints = "hp96" "hp97" "hp98" "hp99" "hp96" "hp97" "hp98" "hp99" "hp96" "hp97" "hp98" "hp99"
enginestargethardpoints = "hp15" "hp16" "hp17" "hp18" "hp19" "hp20" "hp21" "hp22" "hp23" "hp24" "hp25" "hp26"
lifesupporttargethardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14"
weaponstargethardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14"
shieldgeneratortargethardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14"
sensorstargethardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14"
hulltargethardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14"
criticaltargethardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14"
possiblecraftnames = "USS Ayers" "USS Ayrton" "USS Bardeen" "USS Barmin" "USS Barnwell" "USS Bechtolsheim" "USS Bell" "USS Blondel" "USS Blumlein" "USS Bode" "USS Bölkow" "USS Brown" "USS Bruch" "USS Busemann" "USS Camm" "USS Camras" "USS Chadwick" "USS Chaffee" "USS Champbell" "USS Chawla" "USS Chelomei" "USS Coandra" "USS Condit" "USS Conway" "USS Coolidge" "USS Corin" "USS Cray" "USS Curtiss" "USS Dahm" "USS Dassault" "USS De Havilland" "USS De Mestral" "USS DeForest" "USS Dennard" "USS Dennis" "USS Dibner" "USS Dittmar" "USS Dobrovolsky" "USS Dodds" "USS Dolby" "USS Dornier" "USS Dowie" "USS Dowty" "USS Dumont" "USS Eckert" "USS Engelbart" "USS Eppler" "USS Faraday" "USS Farnsworth" "USS Gabrielli" "USS Gessow" "USS Glushko" "USS Gora" "USS Gouge" "USS Greene" "USS Greensite" "USS Haack" "USS Habibie" "USS Hafner" "USS Hervian" "USS Homer" "USS Jones" "USS Kalam" "USS Korolev" "USS Kranz" "USS Lilienthal" "USS Lindstrand" "USS Lippisch" "USS Lunney" "USS MacCready" "USS MacGill" "USS Mach" "USS Mackan" "USS Marriott" "USS Maughmer" "USS Messerschmitt" "USS Nath" "USS Neumann" "USS Ohain" "USS Pearse" "USS Petter" "USS Pilcher" "USS Podlech" "USS Potocnik" "USS Prandtl" "USS Rajan" "USS Resnik" "USS Reynolds" "USS Riebe" "USS Roe" "USS Roskam" "USS Roth" "USS Ruppelt" "USS Rutan" "USS Shute" "USS Sikorsky" "USS Simonov" "USS Smith" "USS Sopwith" "USS Sutter" "USS Szebehely" "USS Theodorson" "USS Truly" "USS Tupolev" "USS Vlaicu" "USS Voigt" "USS Von Braun" "USS Von Storch" "USS Vuia"
shipclass = "construction"
shiptype = "N"
classlabel = "constructionrig"
enginesrepairtime = 1.0
lifesupportrepairtime = 0.25
weaponsrepairtime = 1.0
shieldgeneratorrepairtime = 1.0
sensorsrepairtime = 1.0
avoidanceclass = 3
weldingradius = 0.25
fireball = "x_medium_explosion"
canattack = 0
builder_facility = 1
giveisallowed = 0
timeuntiltakeoff = 3.0
timewelding = 0.5
timeuntilclosure = 3.0
engineshitpercent = 0f
lifesupporthitpercent = 8.0f
weaponshitpercent = 8.0f
shieldgeneratorhitpercent = 1.0f
sensorshitpercent = 0
crewhitpercent = 8.0f
hullhitpercent = 75.0f
turntofire = 0
eventselect = "Basic1ConstructorSelect"
eventacknowledge = "Basic1ConstructorAcknowledge"
eventattack = "Basic1ConstructorAcknowledge"
eventstop = "Basic1ConstructorStop"
eventmove = "Basic1ConstructorMove"
eventrepair = "Basic1ConstructorRepair"
ainame = "CraftProcess"
officercost = 0
shielddelay = 2
damagedscan = 50.0
enginescrewloss = 10.0f
lifesupportcrewloss = 10.0f
weaponscrewloss = 10.0f
shieldgeneratorcrewloss = 10.0f
sensorscrewloss = 5.0f
lifesupportloss = 2
ship = 1
has_hitpoints = 1
has_crew = 1
transporter = 1
alert = 1
show_sw_autonomy = 1
show_movement_autonomy = 1
can_explore = 1
combat = 1
can_sandd = 1
buildablebyownerraceonly = 1
specialenergydisplaymode = 1
extraweaponhardpoints = "root"
maxextraweapons = 10
rangescan = 850
shieldhit = "shield_fed_hitM"
shieldhitcritical = "shield_fed_hitcritM"
shielddown = "shield_fed_down"
builditem0availability = 2
builditem1availability = 2
builditem1availabilityparent = 0
builditem2availability = 2
builditem2availabilityparent = 0
builditem3availability = 2
builditem3availabilityparent = 0
builditem4availability = 2
builditem4availabilityparent = 0
builditem5availability = 2
builditem5availabilityparent = 0
builditem6availability = 2
builditem6availabilityparent = 0
builditem7availability = 2
builditem7availabilityparent = 0
builditem8availability = 2
builditem8availabilityparent = 0
builditem9availability = 2
builditem9availabilityparent = 0
builditem10availability = 2
builditem10availabilityparent = 0
builditem11availability = 2
builditem11availabilityparent = 0
builditem12availability = 2
builditem12availabilityparent = 0
builditem13availability = 2
builditem13availabilityparent = 0
builditem14availability = 2
builditem14availabilityparent = 0
builditem15availability = 2
builditem15availabilityparent = 0
builditem16availability = 2
builditem16availabilityparent = 0
builditem17availability = 2
builditem17availabilityparent = 0
builditem18availability = 2
builditem18availabilityparent = 0
builditem19availability = 2
builditem19availabilityparent = 0
builditem20availability = 2
builditem21availability = 2
builditem22availability = 2
builditem23availability = 2
builditem24availability = 1
builditem24availabilityparent = 0
builditem25availability = 1
builditem25availabilityparent = 0
builditem26availability = 1
builditem26availabilityparent = 0
builditem27availability = 1
builditem27availabilityparent = 0
builditem28availability = 1
builditem28availabilityparent = 0
builditem29availability = 1
builditem29availabilityparent = 0
builditem30availability = 1
builditem30availabilityparent = 0
builditem31availability = 1
builditem31availabilityparent = 0
builditem32availability = 1
builditem32availabilityparent = 0
Can you please specify what I need to do an where? Like put it in red maybe where it should go? thanks for your time
This is 'federation_mediterraneanY'
basename = "fed_mediterranean"
builditem0 = "fed_outpostYA"
builditem1 = "fed_storage_dock"
builditem2 = "fed_antares_yardY"
builditem3 = "fed_sf_engineeringY"
builditem4 = "fed_sf_scienceY"
builditem5 = "fed_sf_commandY"
builditem6 = "fed_eraudi_yardY"
builditem7 = "all_delay"
builditem8 = "all_delay"
builditem9 = "all_delay"
builditem10 = "fed_platformY"
builditem11 = "all_delay"
builditem12 = "fed_mixedtech_yard_domA"
builditem13 = "fed_mixedtech_yard_kliA"
builditem14 = "fed_mixedtech_yard_romA"
builditem15 = "fed_mixedtech_yard_borA"
builditem16 = "all_delay"
builditem17 = "all_delay"
builditem18 = "all_delay"
builditem19 = "all_delay"
builditem20 = "dom_mixedtech_yard_fed"
builditem21 = "kli_mixedtech_yard_fed"
builditem22 = "rom_mixedtech_yard_fed"
builditem23 = "bor_adap_matrix_fed"
builditem24 = "all_delay"
builditem25 = "all_delay"
builditem26 = "all_delay"
builditem27 = "all_delay"
builditem28 = "all_delay"
builditem29 = "all_delay"
builditem30 = "all_delay"
builditem31 = "all_delay"
builditem32 = "all_delay"
builditem33 = "fed_outpostY_DDWW"
builditem34 = "fed_platform_phaser"
builditem35 = "fed_platform_pulse"
builditem36 = "fed_platform_sensor"
unitname = "Mediterranean Class"
tooltip = "Mediterranean Class"
verbosetooltip = "AUTOTOOLTIP-fed_mediterranean.odf"
hotkeylabel = "GAME-HOTKEY-C"
race = "unitedfederation"
buildtime = 63
crewcost = 100
dilithiumcost = 261
tritancost = 181
supplycost = 10
worthxp = 40
recycledilithium = 78
recycletritanium = 54
recyclesupply = 3
recycletime = 76
maxhealth = 151
curhealth = 151
healthrate = 0.448
maxshields = 504
curshields = 504
shieldrate = 1.250
shieldgeneratorhitpoints = 42
engineshitpoints = 42
weaponshitpoints = 42
lifesupporthitpoints = 42
sensorshitpoints = 42
attackpower = 0.000
intrinsicvalue = 0.000
physicsfile = "smooth_physics_70_trift.odf"
trekphysicsfile = "smooth_physics_70_trift.odf"
workerbeename = "fed_s_workbee"
numberofworkerbees = 12
weldingbeamsprite = "weldbeam"
weldingbeamwidth = 2.0
workerbeehardpoints = "hp96" "hp97" "hp98" "hp99" "hp96" "hp97" "hp98" "hp99" "hp96" "hp97" "hp98" "hp99"
enginestargethardpoints = "hp15" "hp16" "hp17" "hp18" "hp19" "hp20" "hp21" "hp22" "hp23" "hp24" "hp25" "hp26"
lifesupporttargethardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14"
weaponstargethardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14"
shieldgeneratortargethardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14"
sensorstargethardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14"
hulltargethardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14"
criticaltargethardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14"
possiblecraftnames = "USS Ayers" "USS Ayrton" "USS Bardeen" "USS Barmin" "USS Barnwell" "USS Bechtolsheim" "USS Bell" "USS Blondel" "USS Blumlein" "USS Bode" "USS Bölkow" "USS Brown" "USS Bruch" "USS Busemann" "USS Camm" "USS Camras" "USS Chadwick" "USS Chaffee" "USS Champbell" "USS Chawla" "USS Chelomei" "USS Coandra" "USS Condit" "USS Conway" "USS Coolidge" "USS Corin" "USS Cray" "USS Curtiss" "USS Dahm" "USS Dassault" "USS De Havilland" "USS De Mestral" "USS DeForest" "USS Dennard" "USS Dennis" "USS Dibner" "USS Dittmar" "USS Dobrovolsky" "USS Dodds" "USS Dolby" "USS Dornier" "USS Dowie" "USS Dowty" "USS Dumont" "USS Eckert" "USS Engelbart" "USS Eppler" "USS Faraday" "USS Farnsworth" "USS Gabrielli" "USS Gessow" "USS Glushko" "USS Gora" "USS Gouge" "USS Greene" "USS Greensite" "USS Haack" "USS Habibie" "USS Hafner" "USS Hervian" "USS Homer" "USS Jones" "USS Kalam" "USS Korolev" "USS Kranz" "USS Lilienthal" "USS Lindstrand" "USS Lippisch" "USS Lunney" "USS MacCready" "USS MacGill" "USS Mach" "USS Mackan" "USS Marriott" "USS Maughmer" "USS Messerschmitt" "USS Nath" "USS Neumann" "USS Ohain" "USS Pearse" "USS Petter" "USS Pilcher" "USS Podlech" "USS Potocnik" "USS Prandtl" "USS Rajan" "USS Resnik" "USS Reynolds" "USS Riebe" "USS Roe" "USS Roskam" "USS Roth" "USS Ruppelt" "USS Rutan" "USS Shute" "USS Sikorsky" "USS Simonov" "USS Smith" "USS Sopwith" "USS Sutter" "USS Szebehely" "USS Theodorson" "USS Truly" "USS Tupolev" "USS Vlaicu" "USS Voigt" "USS Von Braun" "USS Von Storch" "USS Vuia"
shipclass = "construction"
shiptype = "N"
classlabel = "constructionrig"
enginesrepairtime = 1.0
lifesupportrepairtime = 0.25
weaponsrepairtime = 1.0
shieldgeneratorrepairtime = 1.0
sensorsrepairtime = 1.0
avoidanceclass = 3
weldingradius = 0.25
fireball = "x_medium_explosion"
canattack = 0
builder_facility = 1
giveisallowed = 0
timeuntiltakeoff = 3.0
timewelding = 0.5
timeuntilclosure = 3.0
engineshitpercent = 0f
lifesupporthitpercent = 8.0f
weaponshitpercent = 8.0f
shieldgeneratorhitpercent = 1.0f
sensorshitpercent = 0
crewhitpercent = 8.0f
hullhitpercent = 75.0f
turntofire = 0
eventselect = "Basic1ConstructorSelect"
eventacknowledge = "Basic1ConstructorAcknowledge"
eventattack = "Basic1ConstructorAcknowledge"
eventstop = "Basic1ConstructorStop"
eventmove = "Basic1ConstructorMove"
eventrepair = "Basic1ConstructorRepair"
ainame = "CraftProcess"
officercost = 0
shielddelay = 2
damagedscan = 50.0
enginescrewloss = 10.0f
lifesupportcrewloss = 10.0f
weaponscrewloss = 10.0f
shieldgeneratorcrewloss = 10.0f
sensorscrewloss = 5.0f
lifesupportloss = 2
ship = 1
has_hitpoints = 1
has_crew = 1
transporter = 1
alert = 1
show_sw_autonomy = 1
show_movement_autonomy = 1
can_explore = 1
combat = 1
can_sandd = 1
buildablebyownerraceonly = 1
specialenergydisplaymode = 1
extraweaponhardpoints = "root"
maxextraweapons = 10
rangescan = 850
shieldhit = "shield_fed_hitM"
shieldhitcritical = "shield_fed_hitcritM"
shielddown = "shield_fed_down"
builditem0availability = 2
builditem1availability = 2
builditem1availabilityparent = 0
builditem2availability = 2
builditem2availabilityparent = 0
builditem3availability = 2
builditem3availabilityparent = 0
builditem4availability = 2
builditem4availabilityparent = 0
builditem5availability = 2
builditem5availabilityparent = 0
builditem6availability = 2
builditem6availabilityparent = 0
builditem7availability = 2
builditem7availabilityparent = 0
builditem8availability = 2
builditem8availabilityparent = 0
builditem9availability = 2
builditem9availabilityparent = 0
builditem10availability = 2
builditem10availabilityparent = 0
builditem11availability = 2
builditem11availabilityparent = 0
builditem12availability = 2
builditem12availabilityparent = 0
builditem13availability = 2
builditem13availabilityparent = 0
builditem14availability = 2
builditem14availabilityparent = 0
builditem15availability = 2
builditem15availabilityparent = 0
builditem16availability = 2
builditem16availabilityparent = 0
builditem17availability = 2
builditem17availabilityparent = 0
builditem18availability = 2
builditem18availabilityparent = 0
builditem19availability = 2
builditem19availabilityparent = 0
builditem20availability = 2
builditem21availability = 2
builditem22availability = 2
builditem23availability = 2
builditem24availability = 1
builditem24availabilityparent = 0
builditem25availability = 1
builditem25availabilityparent = 0
builditem26availability = 1
builditem26availabilityparent = 0
builditem27availability = 1
builditem27availabilityparent = 0
builditem28availability = 1
builditem28availabilityparent = 0
builditem29availability = 1
builditem29availabilityparent = 0
builditem30availability = 1
builditem30availabilityparent = 0
builditem31availability = 1
builditem31availabilityparent = 0
builditem32availability = 1
builditem32availabilityparent = 0
Can you please specify what I need to do an where? Like put it in red maybe where it should go? thanks for your time

posted on February 14th, 2010, 6:37 pm
Last edited by DarthThanatos on February 14th, 2010, 6:40 pm, edited 1 time in total.
Okay.
I got it working. I just built one McKinley Yard, that gives access to all Warpin ships as buildable in instant action.
Calling it "fugly" makes her actually a favour.
You have to put nothing between builditem6 and builditem7.
You have to replace
builditem7 = "all_delay"
with
builditem7 = "fed_mckinley_yard"
in all four odf files (I take there are two for each avatar).
Then in the Mediterranean, hover the mouse to the right of the Eraudi Yard. The button is there, made of imagination and invisible at equal parts. But it's there, and it makes the Med to build the McKinley yard. Yuck.
EDIT: Typo.
I got it working. I just built one McKinley Yard, that gives access to all Warpin ships as buildable in instant action.
Calling it "fugly" makes her actually a favour.
You have to put nothing between builditem6 and builditem7.
You have to replace
builditem7 = "all_delay"
with
builditem7 = "fed_mckinley_yard"
in all four odf files (I take there are two for each avatar).
Then in the Mediterranean, hover the mouse to the right of the Eraudi Yard. The button is there, made of imagination and invisible at equal parts. But it's there, and it makes the Med to build the McKinley yard. Yuck.
EDIT: Typo.
posted on February 14th, 2010, 7:00 pm
it also must be in the techtree, and have buttons, which it does not.
It would stlll be easer to make the ships buildable
It would stlll be easer to make the ships buildable

posted on February 14th, 2010, 7:12 pm
its in the techtree but yh no button this just means u have to hover ur pointer around the build list untill its tooltip appears. the 4 odfs are for maysons starter med, his normal med, risners starter med and normal med if u replace the 1st all_delay with the new yard then the invisable button will be right next to the second yard (its free tech so no research is needed in order to build)
posted on February 14th, 2010, 7:14 pm
Actually, it gives you all warpin ships with their build buttons in one place without having to "molest" any other station at all.
And it may serve as an excellent place for putting custom ships.
More on the McKinley: when you build ships there, they don't count towards the warpin slots, BUT when they advance to one or two silver bars, they do take warpin slots. And free them again as soon as they reach one gold bar.
And it may serve as an excellent place for putting custom ships.
More on the McKinley: when you build ships there, they don't count towards the warpin slots, BUT when they advance to one or two silver bars, they do take warpin slots. And free them again as soon as they reach one gold bar.
posted on February 14th, 2010, 7:29 pm
DarthThanatos wrote:Actually, it gives you all warpin ships with their build buttons in one place without having to "molest" any other station at all.
Actually it doesn't give you the ambassador, so it will still require some editing.
posted on February 14th, 2010, 7:47 pm

OMG! You are right. No Ambassador. Oh, noes.
Here you can have a look at the (yuck) McKinley Yard:

Yes, it has the form to fit a Galaxy, but still... Yuck.
posted on February 14th, 2010, 8:07 pm
technically, its a cannon design.
I actually am fond of it, but thats just my opinion
I actually am fond of it, but thats just my opinion
posted on February 14th, 2010, 8:30 pm
Its a good design, but it needs to have a little more detail to blend in with the rest of the federation "look". I would do it, but I don't know how.
posted on February 15th, 2010, 10:22 pm
The textures are really ugly. They are badly in need of a re-do.
Anyways, as I'm lazy, and I play both Multi and Single player, I made myself an automated way of enabling and disabling the McKinley Yard, so I don't have sync problems.
It's really simple actually, a pair of .bat files and two sets of the mediterranean ODFs, one for single player and one for multi player. The .bat files copy either set over the mediterranean ODFs.
Single.bat copies the McKinley-enabled mediterranean while multi.bat copies the original ODFs. Simply click on the appropriate bat file.
Instructions:
Download the attached file and uncompress it inside the data/odf/system folder. It should create a folder called FED_medit with all the needed files inside.
Select the mediterranean ODF files and turn the read-only bit off. Vista and Win7 users may need to do this with admin privileges or turning the AUC off, specially if FO is installed in the "program files" folder.
Now change to the FED_medit folder, and double click in Single for enabling the McKinley yard in instant action or Multi for disabling and playing in compatibility Multiplayer mode.
Any problems, let me know and I'll try to address them.
Anyways, as I'm lazy, and I play both Multi and Single player, I made myself an automated way of enabling and disabling the McKinley Yard, so I don't have sync problems.
It's really simple actually, a pair of .bat files and two sets of the mediterranean ODFs, one for single player and one for multi player. The .bat files copy either set over the mediterranean ODFs.
Single.bat copies the McKinley-enabled mediterranean while multi.bat copies the original ODFs. Simply click on the appropriate bat file.
Instructions:
Download the attached file and uncompress it inside the data/odf/system folder. It should create a folder called FED_medit with all the needed files inside.
Select the mediterranean ODF files and turn the read-only bit off. Vista and Win7 users may need to do this with admin privileges or turning the AUC off, specially if FO is installed in the "program files" folder.
Now change to the FED_medit folder, and double click in Single for enabling the McKinley yard in instant action or Multi for disabling and playing in compatibility Multiplayer mode.
Any problems, let me know and I'll try to address them.
Attachments
FED_medit.rar
- (17.24 KiB) Downloaded 293 times
posted on February 16th, 2010, 8:20 pm
Last edited by Atlantisbase on February 16th, 2010, 8:22 pm, edited 1 time in total.
There is actually a build button, they just removed the sprite entry for it. It's in "federationButtons1.tga" in the Textures folder, top row, "button" 5. To get the button, create an entry in your gui_global.spr sprite with the entry "b_fed_mckinley_yard". Look at the existing entries and their corresponding .tgas in the Textures folder to figure out how specification of the image works, I'm not entirely sure of what each number means. The button will be in the 3.0.x style, but I suppose you could create a new one if you wanted to.
posted on February 17th, 2010, 1:24 am
I'll have a look at it, thanks.
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