Unit Limits

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posted on October 5th, 2010, 9:54 pm
Greetings,

First off - first post and all - thought I'd start off with how much a love fleet ops. Really took an old game that should have been better in the first place, and made it a masterpiece that can complete with modern RTS games.

Now.. the question:
I know I've read this somewhere, but I'll be damned if i can find it when i need it... How do i remove or amend the unit limits such as mixed tech dreadnoughts etc?

Reason:
In long games, fixed unit limits tend to become meaningless (especially against Borg  :borg: - when they have 3 dozen cubes flying around the map in a fleet, a limit of 2 dreadnoughts suddenly seems a little silly).

Have you guys considered a % allocation for different types of ships? I.E. max 50% cruiser, 50% destroyers, 20% dreadnoughts etc etc etc. % would prob have to vary per race etc. - Just a thought..

..I tend to play multiplier with my brother over the net, so if i amend it on both his and my PC will i still be able to play over the net with him?
posted on October 5th, 2010, 10:02 pm
Last edited by Tyler on October 5th, 2010, 10:04 pm, edited 1 time in total.
Welcome to the site.

Find the cap files, normally named 'all_cap_X', and edit them to increase the limit (10 additional slots would be needed for 1 Dreadnought).

Caps are limited to special units, normal ones are unlimited. That was an intended feature because the devs don't like hard-caps like the officer limit.

The game works in multiplayer if both have identical mods, sound and texture files don't count though.
posted on October 5th, 2010, 10:04 pm
I thought textures do count.

Welcome to the forums man!  As tyler said, delete or edit the all_cap_x.odf's to get rid of them.  the only problem is that you will no-longer be able to play in multiplayer with that mod, so be sure to make backups.
posted on October 5th, 2010, 10:16 pm
bril thanks guys
posted on October 5th, 2010, 10:24 pm
Adm. Zaxxon wrote:I thought textures do count.


Nope, for some reason textures don't count. This has been used to make multi-player compatible graphics enhancements since the A1 days.
posted on October 5th, 2010, 10:28 pm
neat! :D  Dom should add that to the guide.*Looks at Dom*
posted on October 5th, 2010, 10:34 pm
Yeah, the non-modder should add up all the modding information so that modders who have the modding information in their heads don't have to come up with a modding guide to increase the general modding knowledge of anyone who wishes to begin modding, thus becoming a modder by definition; which is to say a modder who mods.  Now modders can mod their mods with more modding expertise than they were originally able to mod, because a non-modder modded a site to help modders in modding their mods moderately. :whistling:

Lolz.......modders....... :rolleyes:
posted on October 5th, 2010, 11:03 pm
...mod doesn't even make sense any more.... :ermm:
posted on October 5th, 2010, 11:06 pm
:lol:

Well, it's sloooowly getting there now through collaboration  ^-^ . Just can't believe how much I've learned in the process  :D I added in the reference, I hope it is satisfactory :)
posted on October 6th, 2010, 6:52 pm
welcome to the forums avatargw. hope u enjoy your time here.

hope to see you online.
posted on October 6th, 2010, 7:01 pm
if the texture is modified then that dnt affect compatability but if its been resized then i'm sure it dse also i was sure mising/extra textures also affect online games
posted on October 6th, 2010, 8:20 pm
How much mod could a mod-chuck... aww screw it! Welcome to the Forums  :lol:
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