Modding FO

I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
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posted on June 3rd, 2009, 11:34 pm
That's so they can recrew as far as I know  :thumbsup:
posted on June 4th, 2009, 12:02 am
nope thats the facility = 1
posted on June 4th, 2009, 12:29 am
Hey, does anyone know how to make a cloak for FO that is not detected by Tachyon scan or the sensor grid?  :cloak: If I ever think of modding FO that is the first thing I want to pull off!  :D
posted on June 4th, 2009, 2:12 am
Oops, sorry  :blush:
posted on June 4th, 2009, 8:57 am
I've been playing around with modding my separate FO install. I ended up with a really insane ship that I think would CRASH the tool used to calculate offensive/defensive/special.

Insanity at its best

Main attack fleet of special newtons >:D devastating a Klingon and Dominion base while off to the back you can see more newtons providing defense. Now if only I could get it to cloak and not be detected...
posted on June 4th, 2009, 8:59 am
Sonic is to devastating with the right tools  :shifty:

Though I do say; I deeply enjoy his modding..
posted on June 4th, 2009, 9:20 am
Last edited by RCIX on June 4th, 2009, 9:24 am, edited 1 time in total.
I had the idea of making a ship with low health, but extremely high regen rates for the shield so that you had to have a high amount of single shot damage or a high firepower output to overwhelm the shields. In fact, i think i might use that for a destroyer hunter class... I can see it now:
* Regenerative Shielding
    Power is diverted from shield integrity to regeneration, increasing
    shield regeneration rates at the cost of shield strength
    Lasts until canceled
posted on June 4th, 2009, 2:38 pm
I like that idea a lot RCIX  ^-^
posted on June 9th, 2009, 10:43 am
How can i change the cap of 25 of the veteran vessels?
posted on June 9th, 2009, 10:45 am
go to your odf directory and find a file called all_cap_veteran. there is a odf command called maxcap = 25. this is the value you need to change to increase or decrease the cap amount
posted on June 9th, 2009, 1:17 pm
Thank you!
posted on June 9th, 2009, 8:55 pm
Sonic wrote:I've been playing around with modding my separate FO install. I ended up with a really insane ship that I think would CRASH the tool used to calculate offensive/defensive/special.

Insanity at its best

Main attack fleet of special newtons >:D devastating a Klingon and Dominion base while off to the back you can see more newtons providing defense. Now if only I could get it to cloak and not be detected...


I did the same thing with my promy mod lol...I had 6 rapidfiring mutitargeting quantum torpedo launchers equiped to them....also had extremely high shields and very high sheilding and hull regen rate....I sent 4 of them into a built up dominion base on AI hard and 3 survived after destroying the base. I could have made them so all 4 would have survived but I wanted my ships to be "god like" yet not gods themselves.....I let them reek havoc on the dominions base for 30 minutes before I ordered them to destroy their starbase to make them more docile lol.
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