Nebula Class Base Chassis
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posted on May 15th, 2011, 4:36 pm
Is there anyone here that can give me a base chassis for the Nebula Class? I need one for a mod I'm working on.
posted on May 15th, 2011, 4:41 pm
Last edited by Tyler on May 15th, 2011, 4:42 pm, edited 1 time in total.
I don't think anyone has made a Nebula without the large structure at the back. At least, I've never seen an incomplete Nebula.
posted on May 15th, 2011, 4:49 pm
The Nebula in the second pic here looks like it could work.
posted on May 15th, 2011, 4:53 pm
I'm hoping for a model derived from one of the Fleet Ops Nebula vessels. Just for consistency. But thanks for the link.
posted on May 15th, 2011, 5:08 pm
TChapman500 wrote:I'm hoping for a model derived from one of the Fleet Ops Nebula vessels.
You could ask Zeich... he made the models for the Nebula in FO, so he is the only one who could have a "Blanco-Nebula" somewhere on his harddrive.
posted on May 15th, 2011, 6:52 pm
Okay. In the mean time, I've been working on a way for the Nebula Class to have a chassis refit (like Borg modules). But for some reason, the thing crashes once the unit finishes construction. If I take out the refit "weapon," it doesn't crash. I've gone over the code in the refit weapon but I can't find anything wrong with it. And everything is in place in the techtree. Here's the code for the file. Maybe you can find something I missed.
fed_nebula_base is the unit that is constructed.
fed_nebula_refit is the unit that constructs the other nebula variants using a copy->paste of one of the Borg uplinks.
- Code: Select all
wpnname = "Nebula Chassis Refit"
tooltip = "Nebula Chassis Refit"
verbosetooltip = "AUTOTOOLTIP-fed_nebula.odf"
buttonslot = 400
replacementmode = 2
replacement0condition = "fed_nebula_base"
replacement0class0 = "fed_nebula_refit"
replacementevent = "ShipRefit"
dilithiumcost = 250
latinumcost = 100
biomattercost = 8
replacementkeepname = 1
overrideceasefire = 1
classlabel = "replaceweapon"
special = 1
replacementmaintainorders = 1
replacementregisterasnew = 0
replacementcreationtype = 1
overridesubsystem = 1
speakonattack = 0
attackspeech = 0
fed_nebula_base is the unit that is constructed.
fed_nebula_refit is the unit that constructs the other nebula variants using a copy->paste of one of the Borg uplinks.
posted on May 15th, 2011, 7:41 pm
Why do you need the replaceweapon at all? Why do you need fed_nebula_refit? Surely you can put the Borg modules bit on fed_nebula_base?
posted on May 15th, 2011, 8:11 pm
Because without those, there would be no way to take the vessel to a safe location. to be refitted.
posted on May 15th, 2011, 8:15 pm
A safe location? On a map in an RTS-game? Near your starbase 
Do romulan Generix's go to safe places while refitting?

Do romulan Generix's go to safe places while refitting?

posted on May 15th, 2011, 8:19 pm
Even the Starbase isn't safe ground sometimes...
posted on May 15th, 2011, 8:27 pm
Tyler wrote:Even the Starbase isn't safe ground sometimes...
Of course, but it's usually the closest to safe you can possibly get ingame. Most players avoid starbases till the later midgame-stage.
However there are more examples now in FO that make clear that refitting, changing etc. includes a risk.
Dodecahedrons become fragile when turning into turrets, romulan turrets cannot fire when switching between weapons, Generix's are immobilized and defenseless when refitting and Rigel-type Nebula's are immobilized and defenseless while setting up their turrets.
So why should a blank Nebula-class vessel suddenly go to a "safe location" when getting its pod when all other ships refitting/switching/changing are taking risks?
posted on May 15th, 2011, 9:36 pm
I don't think you understand. For now, the base nebula is basically the sensor nebula with it's scan disabled. When you start refitting the vessel, the vessel's engines and weapons are disabled. Meaning that you're dead in the water without weapons. It'll take at least a minute to complete the refit. In the mean time, if there's not something nearby to defend the vessel, it's going to be a pretty attractive target. Can't run, can't shoot.
Just help me get this thing working!
Just help me get this thing working!
posted on May 15th, 2011, 9:41 pm
cabal wrote:The Nebula in the second pic here looks like it could work.
I know that Aad is very generous when it comes to using his work - I'm sure he wouldn't mind if someone used his Fargo in a fleetops mod.

posted on May 15th, 2011, 10:13 pm
I don't think you understand my situation.
I need help debugging my ODF files. Here's the information I've gathered so far.
Without the refit button, the base Nebula Class vessel works fine. Once the refit button is added, the game crashes when construction is complete. Since the replaceweapon used for the Nebula refit seems to be fine, and the fact that the ship is fine until the refit button is added, I must conclude that there is something I missed. I know that the ODF names are correctly referenced. Here's what I have for the "fed_nebula_refit" file.
fed_nebula_refitConf.odf
I have concluded that there is something wrong with one of these two files ("fed_nebula_refit.odf" or "fed_nebula_refitConf.odf"). The extra Nebula Class files "S," "T," and "E," are all copies of the three Nebula class variants. So there is no way that there is something wrong with those.
Help me fix this crashing bug, then I'll worry about the model. Which I have already tried myself, but failed.
TChapman500 wrote:Okay. In the mean time, I've been working on a way for the Nebula Class to have a chassis refit (like Borg modules). But for some reason, the thing crashes once the unit finishes construction. If I take out the refit "weapon," it doesn't crash. I've gone over the code in the refit weapon but I can't find anything wrong with it. And everything is in place in the techtree. Here's the code for the file. Maybe you can find something I missed.
- Code: Select all
wpnname = "Nebula Chassis Refit"
tooltip = "Nebula Chassis Refit"
verbosetooltip = "AUTOTOOLTIP-fed_nebula.odf"
buttonslot = 400
replacementmode = 2
replacement0condition = "fed_nebula_base"
replacement0class0 = "fed_nebula_refit"
replacementevent = "ShipRefit"
dilithiumcost = 250
latinumcost = 100
biomattercost = 8
replacementkeepname = 1
overrideceasefire = 1
classlabel = "replaceweapon"
special = 1
replacementmaintainorders = 1
replacementregisterasnew = 0
replacementcreationtype = 1
overridesubsystem = 1
speakonattack = 0
attackspeech = 0
I need help debugging my ODF files. Here's the information I've gathered so far.
Without the refit button, the base Nebula Class vessel works fine. Once the refit button is added, the game crashes when construction is complete. Since the replaceweapon used for the Nebula refit seems to be fine, and the fact that the ship is fine until the refit button is added, I must conclude that there is something I missed. I know that the ODF names are correctly referenced. Here's what I have for the "fed_nebula_refit" file.
- Code: Select all
basename = "fed_nebula_base"
engineshitpoints = 0
combat = 0
alert = 0
ship = 0
has_crew = 1
classlabel = "buildyard"
repairfacility = 0
decommissionfacility = 0
builder_ship = 1
is_starbase = 1
show_movement_autonomy = 0
show_sw_autonomy = 0
destroyfootprint = 0
buildhardpoint = "root"
fireball = "x_no_explosion"
moduleconf = "fed_nebula_refitConf.odf"
builditem0 = "fed_nebula_S"
builditem1 = "fed_nebula_T"
builditem2 = "fed_nebula_E"
enginestargethardpoints = "hp23" "hp24" "hp25" "hp26"
lifesupporttargethardpoints = "hp11" "hp12" "hp13" "hp14" "hp15"
weaponstargethardpoints = "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10"
shieldgeneratortargethardpoints = "hp16" "hp17" "hp18" "hp19" "hp20" "hp21" "hp22"
sensorstargethardpoints = "hp16" "hp17" "hp18" "hp19" "hp20" "hp21" "hp22"
hulltargethardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10"
criticaltargethardpoints = "hp16" "hp17" "hp18" "hp19" "hp20" "hp21" "hp22"
verbosetooltip = "AUTOTOOLTIP-fed_nebula.odf"
originalclass = "fed_nebula"
unitname = "Nebula Class"
tooltip = "Nebula Class"
race = "unitedfederation"
buildtime = 42
dilithiumcost = 754
latinumcost = 395
biomattercost = 29
worthxp = 90
recycledilithium = 226
recyclelatinum = 118
recyclebiomatter = 9
recycletime = 23
maxhealth = 144
curhealth = 144
healthrate = 0.635
maxshields = 481
curshields = 481
shieldrate = 1.607
shieldgeneratorhitpoints = 45
engineshitpoints = 0
weaponshitpoints = 0
lifesupporthitpoints = 45
sensorshitpoints = 45
maxspecialenergy = 281
specialenergyrate = 2.339
enginesrepairtime = 1.0
lifesupportrepairtime = 0.25
weaponsrepairtime = 1.0
shieldgeneratorrepairtime = 1.0
sensorsrepairtime = 1.0
engineshitpercent = 2
lifesupporthitpercent = 2
weaponshitpercent = 0
shieldgeneratorhitpercent = 0
sensorshitpercent = 0
crewhitpercent = 2
hullhitpercent = 94
lifesupportloss = 0.4
canshipyardrepair = 0
physicsfile = "smooth_physics_80.odf"
trekphysicsfile = "smooth_physics_80.odf"
shipclass = "special"
shiptype = "X"
avoidanceclass = 6
weldingradius = 0.25
eventselect = "Basic1SupportvesselSelect"
eventacknowledge = "Basic1SupportvesselAcknowledge"
eventattack = "Basic1SupportvesselAttack"
eventstop = "Basic1SupportvesselStop"
eventmove = "Basic1SupportvesselMove"
eventrepair = "Basic1SupportvesselRepair"
ainame = "CraftProcess"
attackpower = 0
intrinsicvalue = 0
officercost = 0
shielddelay = 2
damagedscan = 50.0
enginescrewloss = 10.0f
lifesupportcrewloss = 10.0f
weaponscrewloss = 10.0f
shieldgeneratorcrewloss = 10.0f
sensorscrewloss = 5.0f
has_hitpoints = 1
transporter = 1
can_explore = 1
can_sandd = 1
buildablebyownerraceonly = 1
specialenergydisplaymode = 1
extraweaponhardpoints = "root"
maxextraweapons = 10
rangescan = 900
shieldhit = "shield_fed_hitM"
shieldhitcritical = "shield_fed_hitcritM"
shielddown = "shield_fed_down"
fed_nebula_refitConf.odf
- Code: Select all
numberofmodules = 3
module0group = 0
module0type = "S"
module0buttonrect = 96 320 64 64
module0buttonsprite = "b_fed_nebula"
module0buttontooltip = "AUTOTOOLTIP-fed_nebula.odf"
module1group = 0
module1type = "T"
module1buttonrect = 160 320 64 64
module1buttonsprite = "b_fed_nebula_torp"
module1buttontooltip = "AUTOTOOLTIP-fed_nebula_torp.odf"
module2group = 0
module2type = "E"
module2buttonrect = 224 320 64 64
module2buttonsprite = "b_fed_nebula_eng"
module2buttontooltip = "AUTOTOOLTIP-fed_nebula_eng.odf"
builditem0code = "S"
builditem1code = "T"
builditem2code = "E"
stypeallowed = 1
ttypeallowed = 1
etypeallowed = 1
I have concluded that there is something wrong with one of these two files ("fed_nebula_refit.odf" or "fed_nebula_refitConf.odf"). The extra Nebula Class files "S," "T," and "E," are all copies of the three Nebula class variants. So there is no way that there is something wrong with those.
Help me fix this crashing bug, then I'll worry about the model. Which I have already tried myself, but failed.
posted on May 15th, 2011, 10:31 pm
Last edited by Anonymous on May 15th, 2011, 10:37 pm, edited 1 time in total.
By the way, I just did a test and the "fed_nebula_refit.odf" works fine if built by the yard. So it's the replaceweapon that is causing the issue.
What could be wrong with the replaceweapon that would cause the game to crash when ship construction is complete. Replaceweapon ODF is "fed_nebulaR.odf." Here's the code:
Update: Nevermind. As it turns out, the only problem is that it was using the wrong character for newline. Instead of the standard [CR][LF], it was using [CR].
What could be wrong with the replaceweapon that would cause the game to crash when ship construction is complete. Replaceweapon ODF is "fed_nebulaR.odf." Here's the code:
- Code: Select all
wpnname = "Nebula Chassis Refit"
tooltip = "Nebula Chassis Refit"
verbosetooltip = "AUTOTOOLTIP-fed_nebula.odf"
buttonslot = 400
replacementmode = 2
replacement0condition = "fed_nebula_base"
replacement0class0 = "fed_nebula_refit"
replacementevent = "ShipRefit"
dilithiumcost = 250
latinumcost = 100
biomattercost = 8
replacementkeepname = 1
overrideceasefire = 1
classlabel = "replaceweapon"
special = 1
replacementmaintainorders = 1
replacementregisterasnew = 0
replacementcreationtype = 1
overridesubsystem = 1
speakonattack = 0
attackspeech = 0
Update: Nevermind. As it turns out, the only problem is that it was using the wrong character for newline. Instead of the standard [CR][LF], it was using [CR].
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