Federation Mini-Mod

posted on May 15th, 2012, 12:04 pm
Last edited by alphathetagamma on May 15th, 2012, 12:33 pm, edited 1 time in total.
Hi all I've almost finished making a mod that-

-replaces Starfleet Command with the McKinley Yard (with all the warp-in ships buildable)

-adds an A2 style transwarp gate special power to the Rigel-subtype Nebula class, to allow fleets of ships to use the conduit (essentially making the Nebula into a transwarp gate for the duration of the special power- it is a science ship after all ought to do something cool ;) ).

I'm almost ready to upload it but need a little help adding the Wormhole Generator power to the Rigel. Which ODF file(s) do I open, and what lines do I need to add to make it work? Any help appreciated! Thanks you!

For balance issues I'm adding the transwarp function, but making the Rigel much more expensive and the conduit only open for a limited time. So you send the ships through and its potentially a long time before they can transwarp back again.

:borg:

One other problem (though minor) how do you make there be a build button for the McKinley yard? It builds fine but the button is just blank. ANy placeholder would be fine
posted on May 15th, 2012, 3:19 pm
Last edited by Andre27 on May 16th, 2012, 7:58 pm, edited 1 time in total.
Interesting.

A few things come to mind:
* The warp-in vessels (now buildable through the yard) will need a complete overhaul to maintain balance. Currently they are balanced through their limited availability.

* The warp-gate special sounds interesting, but once again balance will probably be a b***.

As for the build button, i think there is a tutorial for that and the icon for any yard will do.
posted on May 15th, 2012, 4:12 pm
Sounds pretty cool, I like the whole McKinley yard idea although it'll be hard to balance. Information for adding ship and station buttons can be found here:

Adding a Ship / Station - The Hitchhiker's Guide to Fleet Operations
posted on May 15th, 2012, 4:20 pm
If Warp-In is balanced by numbers, just give the buildable ones a cap of 10 just like the Warp-In version.
posted on May 15th, 2012, 4:30 pm
I've managed to get around some of the problems today.

Instead of inserting the McKinley yard the ships are now buildable from the two ordinary ones (for both Fed avatars).

The thing I'm really struggling with is adding the transwarp conduit power to a ship. The walkthroughs have got me part way there and what I have is the Transwarp Conduit ODFs from vanilla A2. How do I transfer that ability to the Nebula class? Any instructions would be great! I've looked through every walkthrough but none of them deal with transwarp conduits, they just deal with transwarp (like the borg interceptor or fed slipstream- both of which are only usable for one ship, not for fleets.....)
posted on May 15th, 2012, 4:43 pm
it's not just numbers

if you could just build 10 ambas/centaurs/rigels instead of having to contend with luck, then it would be horribly op.

also using the warpins' for specific countering isn't possible currently because they are randomly given, if your enemy had long range ships, you could spam gal/ambas to counter that. if they had small ships you could make rigels, big ships you make torp nebs, if medium range ships you make e1 etc. something that isn't possible now.
posted on May 15th, 2012, 4:47 pm
Yeah I see what you mean.

I'll look at some build limits and see what works- so there isn't a crushing Fed advantage.

Still trying to figure out the transwarp conduit problem! Its a tough one to crack!
posted on May 15th, 2012, 5:00 pm
the awesomeness of the warpin units makes it almost impossible to balance just using a cap for all werpins.

if you set it at something like or 2 or 3 then you've basically built a yard for nothing. if you set it at like 5 then you will cry when 5 centaurs/rhode islands steamroll you.

currently the awesomeness is mitigated by the fact that you don't get to pick them. you usually have to deal with the fact that you get e1s a lot. which isn't terrible as the e1 is a decent ship which compares ok with your enemy's current ships on stats but is free, and even has a passive.

the really annoying thing is when the god of war-pin decides your enemy needs a rhode island, centaur and neb in the same draw as their first draw. and they still have 2 or 3 140 speed monsoons to tank by this time. You'll be lucky to kill a monsoon. You'll never kill the rhode island.
posted on May 15th, 2012, 5:14 pm
Last edited by alphathetagamma on May 15th, 2012, 5:17 pm, edited 1 time in total.
Success!

I've converted the Fed Sensor Platform into a Transwarp Gate with an opening/closing conduit just like the A2 borg one! I've increased the price to 7000 tritanium and 3000 dilithium, and because it removed the tachyon power thing the Fed now has a weakness against cloaked ships (good for balance) which it can only compensate with using the Venture.

Now working on changing the womhole colour to blue, and changing the tooltips! :thumbsup: cheers for all the advice!

It also fits the size of the platform perfectly so doesn't look bad!

Attachments

1.jpg
posted on May 15th, 2012, 5:32 pm
If you want it to look best, you'd be better of using the unrefitted Platform SOD for the station; Sensor Platforms should destroy any ship that tries to enter.
posted on May 15th, 2012, 5:42 pm
is there an odf line to make the conduit appear above the platform- to solve that problem....?
posted on May 15th, 2012, 5:51 pm
basename = "fed_platform"


That will use the sod you name, the sprite entries and AdmiralsLog images also change to match.
posted on May 16th, 2012, 3:03 pm
Hmm tried the platform but it looks too much like a stargate lol. Watching ships jump into the conduit now they dont actually appear to 'hit' the cross shaped structure, and the distortion effect as they enter stretches them anyway so it doesn't look visually awkward.

So I think I'll keep it how it is. Also changed the texture to a federation-blue colour. Not bad for a first mod ha!
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