Trading
I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
posted on January 2nd, 2013, 9:52 pm
Not sure if this has been posted before.
I have been wanting to set up trading outposts in my mod so one of the groups can get resources without mining.
As "Latinum" is their primary resource, it can use the hardcoded setup, but I am having trouble setting up a trading post.
Any help would be nice.
I have been wanting to set up trading outposts in my mod so one of the groups can get resources without mining.
As "Latinum" is their primary resource, it can use the hardcoded setup, but I am having trouble setting up a trading post.
Any help would be nice.
posted on January 2nd, 2013, 11:46 pm
In what way "having trouble" what appears to be the issue?
posted on January 3rd, 2013, 3:10 am
Destroyer92 wrote:Not sure if this has been posted before.
I have been wanting to set up trading outposts in my mod so one of the groups can get resources without mining.
As "Latinum" is their primary resource, it can use the hardcoded setup, but I am having trouble setting up a trading post.
Any help would be nice.
I'm no expert but if I recall correctly FO disables the trade ability, only by using the Stock A2 mod that you can re-enable trading.
posted on January 3rd, 2013, 3:48 am
Trading isn't disabled in Fleet Operations, it's just not used
. If you re-add the commands and proper GUI stuff, all the stuff will be there - just like if you added all the buttons etc for the Corbomite Reflector, that'd be there too 


posted on January 3rd, 2013, 5:02 am
Thanks. The idea was just for a supply ship to appear with a large amount of stuff.
If I can get a ship to come in, drop off the load, and leave, then that's another thing to check off the list.
If I can get a ship to come in, drop off the load, and leave, then that's another thing to check off the list.
posted on January 3rd, 2013, 5:08 am
Dominus_Noctis wrote:Trading isn't disabled in Fleet Operations, it's just not used. If you re-add the commands and proper GUI stuff, all the stuff will be there - just like if you added all the buttons etc for the Corbomite Reflector, that'd be there too
oh how i miss the corbomite reflector and all it's reflective goodness, wasn't overpowered at all

posted on March 6th, 2013, 11:57 pm
Hope I'm not necroposting, but instead of wasting a new thread for this, may I ask HOW to "re-add the commands and GUI stuff"? Or should it be "WHERE" Not quite positive on how to phrase that question.
What I mean is, where might I go and what file(s) to edit to re-enable the trading options? Mainly I just want to restore this functionality in the STA2 Classic mod, and not implement in FO...
What I mean is, where might I go and what file(s) to edit to re-enable the trading options? Mainly I just want to restore this functionality in the STA2 Classic mod, and not implement in FO...
posted on March 7th, 2013, 2:44 am
The STA2 Classic Mod already has all the commands present and functional - the only issue is to get into the trading menu, the button is currently missing due to a fault on our development side. Just hit "v" and it will bring you into the trade menu.
posted on March 7th, 2013, 6:18 pm
okay thanks
I'll make a note somewhere so I don't forget (which I'm likely too lol)

posted on March 7th, 2013, 6:37 pm
posted on Thu Jan 03, 2013 3:48 am
Trading isn't disabled in Fleet Operations, it's just not used . If you re-add the commands and proper GUI stuff, all the stuff will be there - just like if you added all the buttons etc for the Corbomite Reflector, that'd be there too
Will the specials like the Corbomite Reflector ever be brought back by any chance, that was a perfect special weapon, I really miss seeing it in FleetOps for the Sovereign-class but of course I won't re-add it because then my game won't be compatible for online play.
Who is online
Users browsing this forum: No registered users and 7 guests