mixed tech in classic A2?

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posted on April 23rd, 2015, 9:27 pm
I'm playing through the campaign again and I had the idea of adding to the Klingon campaigns mission 3 and later a single Federation construction ship with the ability to build a shipyard. I call it a support yard. The idea is similar to mixed tech but for the Klingon campaign I wasn't gonna include any Federation special weapons basically the yard builds a selection of older and newer ships but they only carry normal weapons. I'm trying to figure out how to do that on the one construction ship. I played with the techtree and added supportyard.odf as a 13th builditem then when into the tech files for the klingon missions and gave all federation stations except the support yard a -1 so the wouldn't show up but when I started the mission nothing came up in the menu. I'm wondering how I can accomplish the same effect of having more than 12 builditems in the fconst list. I don't excatly know how to play with the builditemavailability line.
posted on April 24th, 2015, 2:46 am
Not quite sure, but you could copy the fed con ship SOD and odf and rename to fconst2 or something so it's not tied to the stock ship. Then only have the one build line in the fconst2.odf. Then adjust your techtrees to reflect the new ship name.

Are you making it so you start that Klingon mission with the fed con ship or do you build it from the Klingon station? If you place the new ship on the map to be accessed from the start don't forget to set it to the proper team before you save the map. Not sure if you caught that or not? Maybe I'm completely off base here, but I think that will work
posted on April 24th, 2015, 3:22 am
What I want to do is give the Klingons a single Federation construction ship by placing it on the map itself but I guess I can make it buildable from the starbase. (The thought behind it was while the Federation is fighting the Borg they can still give the Klingons minimal support in their war with the Cardassians) But it only has the ability to build this special yard. I was hoping to do this the same way the mixed-tech shipyards work. I guess I'll have to copy and paste the fconst odf. I can do one of two things: make it buildable from the starbase or give it a replace weapon to change from a standard construction ship to a support construction ship.


Awhile back I made my own version of mixed-tech ships for A2 classic, but that version was a few ships with abilities from all factions except Species 8472. For example I gave the Intrepid the Borg sphere's regeneration and the Sovereign the Cardassian Keldon's plasma bank overload, I also gave the Defiant a cloak and a Starfleet Intelligence Operative using the Tal shiar spy weapon.
posted on April 25th, 2015, 11:21 pm
You should be fine placing the fed con ship on the map and make sure it's set to the Klingon team. I'd copy the odf and use the baseName command to use the original SOD. Then just put the shipyard as the only buildable line that way you don't have to worry about issues with using the stock fed con ship.

Add it to your tech tree and I can't see why it wouldn't work for you? Or use the replace weapon since it'll work with FO
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