Modding questions specific to fleet-ops

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posted on July 25th, 2010, 6:06 pm
I'm wanting to build a version of my mod pack for the fleet-ops mod.  The pack will contain the Tereanan Empire, which is Earth in origin, but with extensive research in chroniton weapons.

First-off, the Tereanan weapons will completely ignore the shields of other vessels.  The Tereanan ships and stations are heavily shielded and armored, so it's hard to destroy or disable a unit even after you knock out the shields.

I want a station to be able to create a static subspace conduit and another station to be able to generate resources (research pods that have resources).  Each pod generates a fixed amount of resources and must be rebuilt after the resources are gone.

What all is possible in the fleet-ops mod?  And can I have some recommendations for the two avatars for this race?
posted on July 25th, 2010, 6:25 pm
Is this your first mod?
posted on July 25th, 2010, 6:50 pm
For fleet-ops, yes.

So far, I haven't released anything for either the stock armada or the fleet-ops mod.
posted on July 25th, 2010, 7:21 pm
Well, first off, the weapon thing is easy.  Just make sure the line ignoreshield = 1 is in the ordinance of every weapon.

As for the stations, I think TUN would be able to help.  I haven't experimented with them much, so I couldn't tell you what I would do.

And what time period is this?  same as FO right?
posted on July 25th, 2010, 7:26 pm
For weapons that ignore shields, you'd need damagemode = 1. The Ignoreshield code doesn't do anything in FO; it's already in every torpedo file and only a select few pass shields.
posted on July 25th, 2010, 7:28 pm
Really?  I had no idea :sweatdrop:
posted on July 25th, 2010, 7:29 pm
Which is why *cough* a modding guide *cough* is needed that is *cough* created and maintained by *cough* the modding community *cough* *cough* *cough* . Sorry, sore throat and all  :sweatdrop:
posted on July 25th, 2010, 7:32 pm
Doesn't the FO guide give modding information?

Adm. Zaxxon wrote:Really?  I had no idea :sweatdrop:

Yeah, it's turned off even in weapons that pass shields. I don't see why they use different code, since the old one tells you exactly what it does.
posted on July 25th, 2010, 7:33 pm
Last edited by Anonymous on July 25th, 2010, 7:36 pm, edited 1 time in total.
Dominus_Noctis wrote:Which is why *cough* a modding guide *cough* is needed that is *cough* created and maintained by *cough* the modding community *cough* *cough* *cough* . Sorry, sore throat and all  :sweatdrop:

:rolleyes:

Edit: You know, now that I think about it, us modders wouldn't read it anyway. :lol:

Tyler wrote:Yeah, it's turned off even in weapons that pass shields. I don't see why they use different code, since the old one tells you exactly what it does.


Heh, yeah.  But who are we to question the Devs wisdom right? :innocent:  :D
posted on July 25th, 2010, 7:54 pm
Tyler wrote:Doesn't the FO guide give modding information?
Yeah, it's turned off even in weapons that pass shields. I don't see why they use different code, since the old one tells you exactly what it does.


It doesn't give any information but the most basic - that's the one section of the guide that is truly lacking  :(
posted on July 25th, 2010, 8:53 pm
Could you link to it?  i've nevah seen that section. :sweatdrop:
posted on July 25th, 2010, 9:02 pm
It's only some very limited stuff written in the FAQs - nothing useful except to a very casual modder I suppose. Once Zebh adds the new modding tab though....  :whistling:
posted on July 25th, 2010, 9:18 pm
I've been delving into modular bases and pods, and it is possible to make pods that generate resources. I'm not sure how it can be done to make them have to be rebuilt when resources run out though. It might actually be possible with a timed replaceweapon, though that might cause some really wonky side effects.
posted on July 26th, 2010, 2:01 am
The time frame is right on the turn of the 25th century.  Starting at year 2400.  What's fleet-ops time frame?
posted on July 26th, 2010, 2:07 am
Early to Mid 2390s I think.
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