fleetops- Armada1: suiced ships

posted on November 6th, 2017, 10:53 pm
I'm working on a mod to bring armada 1 into fleetops with fleetops having better graphics and game play. I'm wondering if anyone has added the suicide ships to fleetops before and what the trick is to coding them so they work properly.
posted on November 7th, 2017, 8:06 am
Last edited by miklosgo on November 14th, 2017, 9:31 am, edited 1 time in total.
How it's going with the McKinley yard ?
posted on November 7th, 2017, 3:43 pm
McKinley yard works good. Im Working on a different mod right now. Trying to get suicide show to work. The Jach'eng-class and Phoenix-class.
posted on November 12th, 2017, 3:56 pm
what issues are you having with them. im pretty sure ive got them working in fo before
posted on November 15th, 2017, 8:58 pm
I've tried using the armada 2 coding and I've also tried different fleetops coding for weapons. The closest I got was a self destruct that did some damage. Been a little bit since I played with the code for it so I'd have to test it again to see more specifically the problem is. I was wondering if anyone's gotten a weapon to function the same as the armada 1 and 2 ships. I've had trouble figuring out how to get it to target enemies, or a specific are, or get the Klingon ship to fire in certain direction. I was also wondering if the temporal weapon works in fleetops. Right now i substituted the weapon for a temporal phase shift weapon which makes all ships un targetable for a short time. Kinda like that affect better but was wondering if the temporal weapon works.
posted on November 16th, 2017, 8:09 am
As far as I can tell, all the super weapons work fine in FleetOps. I use variants of them for various things in KA2
posted on November 19th, 2017, 4:10 pm
the super weapons are bit messy if i remember correctly (needing sprites to exist and several odfs) but they work in the a2 import mods so you may wanna look at those to see whats what
posted on November 22nd, 2017, 9:25 pm
I was wondering if the problem was in the sprites. Currently the Klingon ship I gave a beefed up version of the field of fire weapon and Romulan was thinking of doing something similar to the old weapon but not quite the same blast range. I don’t want supper weapons to be over powering but want to bring back the build list and feel of A1.

Who is online

Users browsing this forum: Majestic-12 [Bot] and 1 guest