small changes sought... need help!
I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
posted on February 4th, 2010, 4:07 pm
long time fan of Fleet Ops, and a bit of an amateur modder of original Armada2... God, you guys did an amazing job at modding all this, it makes my head spin!
i have been playing fleet ops over my own mod! but one thing bugs me... infinite moons. i really always liked the necessary expansion to retain production. however, you have given me an even better idea... minable nebula?
i would like to see some mineable nebula, maybe even asteroids, rather than the same static moons everytime. i am just a little unsure how difficult this would be to change... and frankly since my son was born i dont seem to find the time to learn anymore... lol.
let me know if anyone has worked on a similar idea, perhaps the work is already done... i have less issue with map editing to swap out the old moons, and place some variable resources around.
also... just remembered this one;
i would like an "ejectable" officer, seperates from the ship as a small shuttle, and you can then combine it with a new ship, this could in fact be an upgrade from veteran; once a veteran ship reaches so much experience, you can select a "Promote Officer" button and it ejects the officer who can then go crew a new ship as an officer. dunno... would love this though i know this one i could manage...
little question... do the developers have a database or something that does mass edits on these files? cause GOD! so many odfs for each ship, and so many wepons hit chances entries on each weapon... i could do much with a copy of this... LOL...
AWESOME work, and even if i couldnt change a thing i would love this game.
evilbob
i have been playing fleet ops over my own mod! but one thing bugs me... infinite moons. i really always liked the necessary expansion to retain production. however, you have given me an even better idea... minable nebula?
i would like to see some mineable nebula, maybe even asteroids, rather than the same static moons everytime. i am just a little unsure how difficult this would be to change... and frankly since my son was born i dont seem to find the time to learn anymore... lol.
let me know if anyone has worked on a similar idea, perhaps the work is already done... i have less issue with map editing to swap out the old moons, and place some variable resources around.
also... just remembered this one;
i would like an "ejectable" officer, seperates from the ship as a small shuttle, and you can then combine it with a new ship, this could in fact be an upgrade from veteran; once a veteran ship reaches so much experience, you can select a "Promote Officer" button and it ejects the officer who can then go crew a new ship as an officer. dunno... would love this though i know this one i could manage...
little question... do the developers have a database or something that does mass edits on these files? cause GOD! so many odfs for each ship, and so many wepons hit chances entries on each weapon... i could do much with a copy of this... LOL...
AWESOME work, and even if i couldnt change a thing i would love this game.
evilbob
posted on February 4th, 2010, 4:12 pm
Last edited by Tyler on February 4th, 2010, 4:20 pm, edited 1 time in total.
evilbob wrote:i have been playing fleet ops over my own mod! but one thing bugs me... infinite moons. i really always liked the necessary expansion to retain production. however, you have given me an even better idea... minable nebula?
i would like to see some mineable nebula, maybe even asteroids, rather than the same static moons everytime. i am just a little unsure how difficult this would be to change... and frankly since my son was born i dont seem to find the time to learn anymore... lol.
Just need to change the resource files they use to correct the infinate flaw. The files that control resource levels are map_tritanium_moon_res and map_dilithium_moon_res.
posted on February 4th, 2010, 5:33 pm
Yeah they have programs that they wrote that govern how much damage each weapon will do to each other vessel.
Lol I bet you looked into the weapon ordinance ODF's and went WHOAWHOAWHOA. It's far too complicated. They have programs that let them punch in the desired value and come out with a number for each weapon
.
Lol I bet you looked into the weapon ordinance ODF's and went WHOAWHOAWHOA. It's far too complicated. They have programs that let them punch in the desired value and come out with a number for each weapon

posted on February 4th, 2010, 5:40 pm
thanks tyler... and yeh i felt pretty overwhlemed when i saw the weapon odfs... until i realized they MUST have a program do all the tedious work... still... damn impressive stuff really...
i think i have great ideas for fun and balanced (yet still true to the stories) gameplay, however i definately lack the ability to change FO... way more thought and work put into this than A2... which is kinda backasswards...
i think i have great ideas for fun and balanced (yet still true to the stories) gameplay, however i definately lack the ability to change FO... way more thought and work put into this than A2... which is kinda backasswards...
posted on February 4th, 2010, 5:50 pm
making resources not infinite is not too hard, mineable nebulas also not hard (unsure if u can give them the same effects as normal nebulas) astroids may be difficult if the asteroid is in a asteroid field
posted on February 4th, 2010, 5:59 pm
actually (in stock atleast) mining asteroids wasn't that hard. I did it so that my SW freightors would stop miming dilithium 
Actually, its quite simple. they just have it so each weapon effects EVERY ship differently. so really the number that comes after each ship is just the his chance, or how often the weapon will hit the ship.

Boggz wrote:Yeah they have programs that they wrote that govern how much damage each weapon will do to each other vessel.
Lol I bet you looked into the weapon ordinance ODF's and went WHOAWHOAWHOA. It's far too complicated. They have programs that let them punch in the desired value and come out with a number for each weapon.
Actually, its quite simple. they just have it so each weapon effects EVERY ship differently. so really the number that comes after each ship is just the his chance, or how often the weapon will hit the ship.
posted on February 4th, 2010, 8:37 pm
made my moons "finite"... but noticed so many diferent moon odf's nd they all state "infinite=1" in them... will this affect anything?
also what is the simplest way to make a nebula minable? just add a resource section from the moon odfs into a nebula odf? its so sad i have to start all over again on learning this stuff... LOL
wheres westwoods bbm for FO?
goSH!
also what is the simplest way to make a nebula minable? just add a resource section from the moon odfs into a nebula odf? its so sad i have to start all over again on learning this stuff... LOL
wheres westwoods bbm for FO?
goSH!
posted on February 4th, 2010, 9:42 pm
Most likely, just copy the lines that are in the moon odfs.
better yet, go look at the old latnum nebuli odfs and see what they're like
better yet, go look at the old latnum nebuli odfs and see what they're like
posted on February 5th, 2010, 3:31 am
worked with the dil moons... not with the trit moons... odd... i am going to have to figure this out.
posted on February 5th, 2010, 3:40 am
Adm. Zaxxon wrote:Most likely, just copy the lines that are in the moon odfs.
better yet, go look at the old latnum nebuli odfs and see what they're like
i thought FO was significantly different from stock armada...
posted on February 5th, 2010, 1:02 pm
Not everything, some things are still the same.
posted on February 5th, 2010, 11:37 pm
it is extremely different, but that still use the same coding in much of their stuff. that, and the space objects have been the same since beta2 

posted on February 6th, 2010, 10:10 am
Adm. Zaxxon wrote:actually (in stock atleast) mining asteroids wasn't that hard. I did it so that my SW freightors would stop miming dilithium
Actually, its quite simple. they just have it so each weapon effects EVERY ship differently. so really the number that comes after each ship is just the his chance, or how often the weapon will hit the ship.
lol i meant that to get working ok due to the fact that an astroid fild contains several astroids and if u make them mineable the freighters may have difficultiy moving around them but yh the coding is simple enuf
posted on February 6th, 2010, 4:18 pm
yeh, they just get stuck on the belt, but it isn't that bad.
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