Problem adding stock A2 special weapons to FO.

I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
posted on August 25th, 2011, 1:45 am
I recently added all the stock special weapons to my install of FO......but 70% of them make the game crash. I'm sure somebody has had this problem before, so i'm asking if anyone has had success adding the old A2 specials to FO....and would they be willing to share any of the weapons they got working. FO has some really good specials......but sometimes I yearn for the simplicity of the stock weapons. Please share any you have with me, even if its just 1 special or all of them. Any help would be wonderful.

Thanks
posted on August 25th, 2011, 1:48 am
Blade/Apoclaydon has recently released the Armada II Classic mod for Fleet Operations, which returns almost all features (with the exception of shields and some other minor issues) from Armada II :). Star Trek Armada II: Fleet Operations - Star Trek Armada II Import
posted on August 26th, 2011, 8:42 am
if you just import special weapon ODFs from armada 2 you will have to manually resolve the odf hierarchy, as most files referenced in stock ODFs are no longer present in Fleet Operations
posted on August 27th, 2011, 5:02 am
Last edited by Cmndr_Parker on August 27th, 2011, 5:04 am, edited 1 time in total.
Dominus_Noctis, Blade/Apoclaydon's  Armada II Classic mod was no help as there are no modified odf's at all. they are all stock armada odf's. The weapons files are identical to the original stock files, so the game still crashes when they are used. I need special weapon odf's that have been modified to work in the fleetops engine.

Optec, I am using Blade's Fleetops to armada 2 conversion mod that he was working on earlier last year. It has all the stock armada2 files added to the fleetops files. I was thinking that the problem was that fleetops changed odf commands like "areacannon" , "AreaEffectMissile", "launcher" and "phasecloakdevice" to something new, and that is why the game crashes when I activate certain weapons like antimatter mines, or gemini effect. I would love to manually fix the weapon odfs to work in fleetops, but I would need to know which odf commands need changing, and what I can change them to so that they are compatible with fleetops. I have looked through alot of the fleetops special weapons.....and I can't make heads or tales of the complex odfs.
posted on August 27th, 2011, 5:54 am
Which weapons are causing problems? I've tested every single weapon, unit, and ability in the classic mod with no crashes (except for the aforementioned PlanetShield cancel crash), so perhaps this requires a reinstall for you? No ODF commands are changed from A2 to FO. Other information can of course be found on the guide :) Modding - The Hitchhiker's Guide to Fleet Operations
posted on August 27th, 2011, 11:38 am
there is not much renamed, we reverted most of it back to a2. here is a complete list
ODF Commands - The Hitchhiker's Guide to Fleet Operations
posted on August 27th, 2011, 5:33 pm
if u let me know which speicals your having issues with i could try and get them working in normal FO for you
posted on August 28th, 2011, 4:10 am
WHATS UP BLADE!?......great to see your still modding! :woot:
I'm still working with your FO to A2 conversion mod. I'm having trouble with some of the stock A2  special weapons. On the Federation side the antimatter mines and Engineering team makes the game crash. On the klingon side the Energy Dissapater and Klingon Death chant cause the game to crash. I'm Testing the weapons for the Romulans and Cardassians right now and will get back to you on those in about an hour. :lol:
posted on August 28th, 2011, 4:46 am
Maybe you could describe how you went about installing the A2 Classic Mod (and if you are using an unmodded FO)? :) These specials should work just fine, as they do for me and Blade ... if all else fails, feel free to post the ODFs here  :sweatdrop:
posted on August 28th, 2011, 6:17 am
Last edited by Cmndr_Parker on August 28th, 2011, 6:20 am, edited 1 time in total.
Dominus_Noctis ........ I'm not using A2 Classic or an unmodded install of FO. I am using Blade's original FO to A2 mod. Blade knows what I'm talking about, but you might not know exactly what I'm working with so, It can be found here:

Star Trek Armada II: Fleet Operations - New Mod: Fleet Operations 3 - Stock A2: Alpha

Any stock A2 weapons modified to work in the unmodded FO engine would work for me as well with little modification. Thats why I was asking if anyone had any success with it.

Blade: I just tested the Roms and Cards and the romspy and micro-organisms weapons crash the game.
posted on August 28th, 2011, 6:33 am
Ah, I see - I would definitely not use that with a current version of FO unless you are prepared to change loads of ODFs  :blush:. Sprite entries will be missing for some effects as I recall, and there were a number of crash bugs in that alpha at the time that were found after the last release (and just before Blade's computer bit it again) :sweatdrop: . Likewise, you will have to change all of the renamed ODF command names to comply with the 3.2.5 settings (the complete list can be found in the link Optec provided). I believe also that A2 maps had some issues in that alpha, but I cannot quite recall.  :sweatdrop: . If all you are looking to do is bring A2 back into FO, I would highly recommend to start with the A2 Classic Mod, and reincorporate that, as it will be easier than trying to fix all the issues in the alpha release.
posted on August 28th, 2011, 5:25 pm
yh i would definatly use this version as its much more stable

Star Trek Armada II: Fleet Operations - Star Trek Armada II Import
posted on August 29th, 2011, 12:37 am
RATS!........I hate starting over. Oh well.......how do I properly install this, what version of Fleetops do I need?
posted on August 29th, 2011, 2:13 am
Hm, shouldn't really require much effort to move what you've already accomplished (presuming that you know which files you want to move, and the problem areas) :).

To install, simply install Fleet Ops 3.2.3, add the 3.2.5 patch, then create a folder "mods" in Fleet Ops/Data. Extract Armada II Classic and place within the Mods folder. The hierarchy should look like this: Star Trek Armada II Fleet OperationsDatamodsSTA2 Classic  :)

You can run any mod you put in the mods folder by loading up Fleet Ops (or the mod), going to Options ->Mod Options -> Create Shortcut/Run (whatever you prefer).  :thumbsup:
posted on September 2nd, 2011, 2:11 am
Found a bug.....In the federation mission "There and back again" borg vessels go invisible around the southern zone of the large planet in the middle of the map, and when they get close to the transwarp hub. Even though they are invisible, they can still target and fire their weapons. but they can only be hit by special weapons like antimatter mines or the Akira torpedo.
Reply

Who is online

Users browsing this forum: No registered users and 2 guests