Uber ranked up defiant

I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
posted on September 7th, 2011, 4:18 pm
I'm a noob so i'm trying to tweak the defiant so that once the normal fed built ship reaches level 6 it gains the cloak and the antimatter mines.

Code: Select all
basename = "fed_defiant"
verbosetooltip = "AUTOTOOLTIP-fed_defiantr6.odf"
worthxp = 159
xplevel = 6
maxhealth = 496
curhealth = 496
healthrate = 0.483
maxshields = 1662
curshields = 1662
shieldrate = 3.096
shieldgeneratorhitpoints = 118
engineshitpoints = 118
weaponshitpoints = 118
lifesupporthitpoints = 118
sensorshitpoints = 118
maxspecialenergy = 345
specialenergyrate = 2.878
attackpower = 1.000
intrinsicvalue = 1.000
weapon1 = "fedW_defiantr61"
weapon2 = "fedW_defiantr61"
weapon3 = "fed_critical"
weaponhardpoints3 = "hp11"
weapon4 = "passive_ablativearmor"
weaponhardpoints4 = "root"
weapon5 = "passive_weaponrefit"
weaponhardpoints5 = "root"
weapon6 = "fedW_defiantr62"
weaponhardpoints6 = "hp01"
weapon7 = "fedW_defiantr62"
weaponhardpoints7 = "hp02"
weapon8 = "passive_chenfieldcollider"
weaponhardpoints8 = "hp11"
weapon8iconpos = 75   50
weapon9 = "fed_antimattermine"
weaponhardpoints9 = "root"
weapon10 = "fed_cloak"
weaponhardpoints10 = "root"
giveisallowed = 0
fleetcapfile = "all_cap_veteran.odf"
weapon6iconpos = 73   28
weapon7iconpos = 73   72
unitname = "Defiant Class"
tooltip = "Defiant Class"
hotkeylabel = "GAME-HOTKEY-D"
race = "unitedfederation"
buildtime = 133
crewcost = 80
dilithiumcost = 905
latinumcost = 312
biomattercost = 29
recycledilithium = 271
recyclelatinum = 93
recyclebiomatter = 9
recycletime = 73
physicsfile = "smooth_physics_130.odf"
trekphysicsfile = "smooth_physics_130.odf"
originalclass = "fed_defiant"
weaponhardpoints1 = "hp01"
weaponhardpoints2 = "hp02"

enginestargethardpoints = "hp12" "hp13" "hp14" "hp15" "hp16" "hp17"
lifesupporttargethardpoints = "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10"
weaponstargethardpoints = "hp01" "hp02" "hp11"
shieldgeneratortargethardpoints = "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10"
sensorstargethardpoints = "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10"
hulltargethardpoints = "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10"
criticaltargethardpoints = "hp12" "hp13" "hp14" "hp15" "hp16" "hp17"
weapon1iconpos = 67   28
weapon2iconpos = 67   72
weapon3iconpos = 70   50
weapon4iconpos = 80   40
weapon5iconpos = 80   60
weapon9iconpos = 85   50
weapon10iconpos = 80   70
possiblecraftnames = "USS Achilles" "USS Acrux" "USS Albacore" "USS Ambush" "USS Atlanta" "USS Atule" "USS Bergall" "USS Brigand" "USS Bullhead" "USS Canopus" "USS Capella" "USS Castor" "USS Cavalier" "USS Cavalla" "USS Concord" "USS Crisis" "USS Dace" "USS Descartes" "USS Destiny" "USS Dominance" "USS Electra" "USS Elite" "USS Enkidu" "USS Falkland" "USS Fearless" "USS Garth" "USS Gaskell" "USS George" "USS Goldberg" "USS Greeneville" "USS Grenadier" "USS Hansen" "USS Heroic" "USS Housatonic" "USS Infiltrator" "USS Interceptor" "USS Isoc" "USS Jefferson" "USS Lagan" "USS Lincoln" "USS Lion" "USS Monitor" "USS Morgan" "USS Naval" "USS Newell" "USS Onyx" "USS Pavlov" "USS Phantom" "USS Propus" "USS Proxima" "USS Quiver" "USS Rana" "USS Redoubt" "USS Renegade" "USS Resilient" "USS Ryento" "USS Sacramento" "USS Sahara" "USS Scorpion" "USS Seal" "USS Security" "USS Seeker" "USS Seginus" "USS Serpent" "USS Steelhead" "USS Talon" "USS Talos" "USS Tarantula" "USS Thuban" "USS Tomahawk" "USS Tresher" "USS Vampire" "USS Velociraptor" "USS Vindicator" "USS Viper" "USS Viyuga" "USS Vulture" "USS Xavier" "USS Xiphos" "USS Zosma"
shipclass = "battleship"
shiptype = "B"
enginesrepairtime = 1.0
lifesupportrepairtime = 0.25
weaponsrepairtime = 1.0
shieldgeneratorrepairtime = 1.0
sensorsrepairtime = 1.0
avoidanceclass = 8
weldingradius = 0.25
fireball = "x_large2_explosion"
eventselect = "Basic1BattleshipSelect"
eventacknowledge = "Basic1BattleshipAcknowledge"
eventattack = "Basic1BattleshipAttack"
eventstop = "Basic1BattleshipStop"
eventmove = "Basic1BattleshipMove"
eventrepair = "Basic1BattleshipRepair"
classlabel = "craft"
ainame = "CraftProcess"
officercost = 0
shielddelay = 2
damagedscan = 50.0
enginescrewloss = 10.0f
lifesupportcrewloss = 10.0f
weaponscrewloss = 10.0f
shieldgeneratorcrewloss = 10.0f
sensorscrewloss = 5.0f
lifesupportloss = 2
engineshitpercent = 7.0f
lifesupporthitpercent = 7.0f
weaponshitpercent = 7.0f
shieldgeneratorhitpercent = 1.0f
sensorshitpercent = 0
crewhitpercent = 7.0f
hullhitpercent = 71.0f
ship = 1
has_hitpoints = 1
has_crew = 1
transporter = 1
alert = 1
show_sw_autonomy = 1
show_movement_autonomy = 1
can_explore = 1
combat = 1
can_sandd = 1
buildablebyownerraceonly = 1
specialenergydisplaymode = 1
extraweaponhardpoints = "root"
maxextraweapons = 10
rangescan = 800
shieldhit = "shield_fed_hitM"
shieldhitcritical = "shield_fed_hitcritM"
shielddown = "shield_fed_down"


Once I save the .odf the FPQ Edit program asks me if I want to "updates changes to archive" I click yes. After closing and opening the program the file I've moddified has reset back to original.
Will this code work and how do I update the FPQ edit? Will I have to delete the oringal file and replace it with my version? Any help would be great.
posted on September 7th, 2011, 4:49 pm
It may be easiest to export the file, and create the directory FO/Data/odf/system and put it in there.  I think that will overwrite the file in the fpq, but if not, you might have to make a mod module and put it in there,

Alternately, you could just make that directory I mentioned above, and extract the entire fpq into it, and then mod the odf's that way. :blush: 

There may be an easier way to edit the fpq(its possible you have it set to read only. :blush:) but I"m not positive as I don't use it very often.

p.s. Welcome to the modding club! :D
posted on September 7th, 2011, 6:13 pm
Also, this is the stock A1/A2 modding section, this should probably go into FO modding instead.  :ermm:
posted on September 7th, 2011, 7:56 pm
moved
posted on September 7th, 2011, 11:04 pm
This sounds like it could be one or both of two things,
  • 1. The odf.fpq is marked read only (which it probably is)
  • 2. If you're on Vista/7 UAC is denying you permission to write because the "Program Files" directory is protected.

Your best bet is to copy the .fpq to a non-system folder like your desktop and make sure "Read-only" is unchecked in the file properties. Now, do the edits on that file, then copy (or move) it back into the FO folder. Make sure you keep a copy of the original though.
posted on September 8th, 2011, 12:32 am
Windows 7 sometimes hates it when a program is located in the (root)User(your logon name) folder structure because of the permission settings won't let you or it make changes to files unless you change the permissions for the file or folder first.  I've installed FO into (root)GamesFO to avoid most Windows 7 permission hiccups when modding
posted on September 8th, 2011, 2:04 am
Why would FO be installed in C:Users ?

By default it's C:Program Files ActivisionStar Trek Armada 2 Fleet Operations
posted on September 8th, 2011, 6:51 pm
Last edited by davel27 on September 8th, 2011, 7:23 pm, edited 1 time in total.
Thanks peeps it works :D

Just tested the ship and it it gains cloak and mines once it upgades to level 6. If I removed all the other names and left just the "USS Defiant" would it rename any defiant class on level 6?

Also anyone else feel free to use the modified code in the first post, but u will  need to adjust the posistion of the new equipment. I'l chance mine once I get chance.

Atlantisbase wrote:Why would FO be installed in C:Users ?

By default it's C:Program Files ActivisionStar Trek Armada 2 Fleet Operations


Who knows my copy is installed in the default directory.
posted on September 8th, 2011, 9:59 pm
out of curiosity how do you change the ship sounds on individual ships?
posted on September 9th, 2011, 1:07 am
About renaming it to the USS Defiant at level 6. Im not sure that its that simple i think there is a line of code that tells it to inherit that from its predisior. But the easiest way to figure it out would just be to do it. and if ya break the game then it didnt work :p
posted on September 9th, 2011, 1:21 am
Last edited by Tyler on September 9th, 2011, 1:23 am, edited 1 time in total.
You mean replacementkeepname = 1 from the veteran rankup? Disabling that might make the other 8-slot ships get random names, so either it works or you get an amusing mistake.
posted on September 9th, 2011, 1:59 am
If you do not use replacementKeepName, and have only one name, the game will add a suffix -A/B/C etc when the ship ranks up. :)
posted on September 10th, 2011, 9:16 pm
Atlantisbase wrote:
Your best bet is to copy the .fpq to a non-system folder like your desktop and make sure "Read-only" is unchecked in the file properties. Now, do the edits on that file, then copy (or move) it back into the FO folder. Make sure you keep a copy of the original though.


This is what I meant by my first post things on the desktop or usually located in the C:Usersdesktop  folder and have separate security settings from the program files directory but still Win7 likes to do not nice things to programs accessing files on the desktop.  Sorry Atlantisbase's quote didn't survive editing the first time around
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