KA2: Empire at War 1.2 beta
posted on October 3rd, 2014, 9:27 am
I em a little confused,
did you forget to put ( Lirans ) main yard build buttons?...
Cos i install your path- (1.3) correct and everything else is fine but ( Lirans ) main yard don't have any build buttons?...
In the place of the build buttons is just nothing-no empty squares just nothing!... I can see thru there...
I can research texnologies, other ships but i can't build anything!... And yes i checked the ( Lirans ) main yard (ODF) file and
it seems to be OK - ( i em not a specialist )...
And no i em not checked the ( Textures ) folder were the build buttons (Textures) should be!... And i wonder before why ( Lirans ) are so passive?!...
p.s.I reinstalled and installed everything just to be sure!....
" They just don't have it in them"!...



Cos i install your path- (1.3) correct and everything else is fine but ( Lirans ) main yard don't have any build buttons?...

In the place of the build buttons is just nothing-no empty squares just nothing!... I can see thru there...
I can research texnologies, other ships but i can't build anything!... And yes i checked the ( Lirans ) main yard (ODF) file and
it seems to be OK - ( i em not a specialist )...


p.s.I reinstalled and installed everything just to be sure!....

" They just don't have it in them"!...


posted on October 3rd, 2014, 11:56 am
Squire James wrote:The current version has some odd little bugs with the Lyrans (namely the Caracal DD, Wildcat FS and Serval APA) but a patch I released a few hours ago fixes these. Hopefully that will solve the problem for you also. (I believe you are given a Wildcat as a starting unit, which would explain why it crashes)
Thanks patch, now works good

posted on October 3rd, 2014, 2:41 pm
I reinstalled and installed path- (1.3) again, no build buttons!?...
Perhaps i em missing something???
I will be really grateful for any help pleeeease.
What Am I Doing Wrong???
Help pleeeease
pretty please... 



Perhaps i em missing something???







What Am I Doing Wrong???





posted on October 3rd, 2014, 4:04 pm
You will need the latest patch (v.1.3.1a, not v.1.3.1). It fixes the issue with Hydran and Lyran ships not appearing correctly. (and contains all the fixes from 1.3.1)
posted on October 3rd, 2014, 5:11 pm
Thank you very much i was confused and didn't know what is wrong...
I was in panic mode...
I just have to press the thing in the bottom to lead me into the update page...
Please forgive my stupidity...








Please forgive my stupidity...




posted on October 4th, 2014, 1:47 am
You sneak SJ. Using STA2's Cardassian faction for the ISC, hehehehehehehehe. Well stations of anyway.
What I don't understand is why KA2 conflicts with the Classic mod? They're separate.
Just downloaded and installing as I type this. Just gotta do the textures steps and I'm set.
What I don't understand is why KA2 conflicts with the Classic mod? They're separate.
Just downloaded and installing as I type this. Just gotta do the textures steps and I'm set.
posted on October 4th, 2014, 1:59 am
Well, with a lick of paint they seemed to match the style of the ISC Starbase quite well 
The confliction is a little strange. The problem is the same as the original Armada 2; those pesky _1 and _2 files. They for some reason cause crashes when used with modified SODs (it seems the game sees them and still tries to apply them to vastly changed models..this is a bad thing). So, the easiest way to remove them is to create a clone of the Classic Mod, then delete it's texture folder and use a vastly cut down version (which I handily provide). It also means that I load the absolute bare minimum from the texture folder of that mod, which helps when it comes to system resources.

The confliction is a little strange. The problem is the same as the original Armada 2; those pesky _1 and _2 files. They for some reason cause crashes when used with modified SODs (it seems the game sees them and still tries to apply them to vastly changed models..this is a bad thing). So, the easiest way to remove them is to create a clone of the Classic Mod, then delete it's texture folder and use a vastly cut down version (which I handily provide). It also means that I load the absolute bare minimum from the texture folder of that mod, which helps when it comes to system resources.
posted on October 4th, 2014, 1:26 pm
But you have 2 classic mods and KA2 mod in the mods folder, or were we meant to put the KA2 in the cutdown folder?
Oh I'm getting CTDs after some game time, I don't think it has anything to do with anything as the mod would crash from load if anything in the ODFs or other files were missing.
I'm not sure what to say about it. It just crashes.
I also found that the repair ships do not follow repair orders. I have to move them in range of the ship/station to get them to use their specials.
The Romulan TT is quite slow to respond as well.
What happened to the movement markers?
Also it is somewhat annoying that your main starbase is the only facility to process titanium, though I would imagine that is on purpose. Though could we get another facility to help?
Oh another note, I think the ISC trading station could be darker, just a thought. lol
Oh I'm getting CTDs after some game time, I don't think it has anything to do with anything as the mod would crash from load if anything in the ODFs or other files were missing.
I'm not sure what to say about it. It just crashes.
I also found that the repair ships do not follow repair orders. I have to move them in range of the ship/station to get them to use their specials.
The Romulan TT is quite slow to respond as well.
What happened to the movement markers?
Also it is somewhat annoying that your main starbase is the only facility to process titanium, though I would imagine that is on purpose. Though could we get another facility to help?
Oh another note, I think the ISC trading station could be darker, just a thought. lol
posted on October 4th, 2014, 2:00 pm
If I started having people cut lumps out of the Classic Mod, then it might render the Classic Mod unplayable. Rather than risk that backlash, the Cut Down folder is entirely unused except as a basis for KA2. I'd love to make it entirely stand alone but I can't seem to work out how the Classic Mod team did that. And really, why reinvent the wheel?
Remember to download patch 1.3.1a. Some faulty special weapon coding in some Romulan and Gorn (and the ISC Hero ship) were causing CTDs. These have been fixed. These can be the source of "random" CTD, since if you're playing against the Romulans and they built a Condor Class DN...crash. So, it'd seem random to the player.
Romulan TT?
I believe grids and markers can be re-enabled with Alt-G
Also, the ISC Mining Station has the following lines;
//for building near map resources
resourcesCanHandle = "metal" "dilithium"
The same as the stock Borg do. So the ISC should be able to use Mining Stations with their tritanium-mining freighters.
I'll take a look at tweaking some ISC textures. There are now some of the oldest remaining in game (the Gorn Trading Station often seems a tad bright too). We'll see
Remember to download patch 1.3.1a. Some faulty special weapon coding in some Romulan and Gorn (and the ISC Hero ship) were causing CTDs. These have been fixed. These can be the source of "random" CTD, since if you're playing against the Romulans and they built a Condor Class DN...crash. So, it'd seem random to the player.
Romulan TT?
I believe grids and markers can be re-enabled with Alt-G
Also, the ISC Mining Station has the following lines;
//for building near map resources
resourcesCanHandle = "metal" "dilithium"
The same as the stock Borg do. So the ISC should be able to use Mining Stations with their tritanium-mining freighters.
I'll take a look at tweaking some ISC textures. There are now some of the oldest remaining in game (the Gorn Trading Station often seems a tad bright too). We'll see

posted on October 5th, 2014, 5:32 pm
Romulan Troop Transport, the Kestral class I believe.
It just seems a bit odd to not see where the ships are going.
Pitty you can't ask them, nor would they give that kind of helpful information away unless you were on their team.
I downloaded all patches at the start and I have no idea how to debug en mass ODF files.
Are the patches at ModDB up-to-date?
But that leaves out the Federation, Romulans and probably the Klingons with only one processing facility for metal. I'm not sure about the other four. Tholians (Though I would assume you made them using 8472 race as a base so they would be converting metal and dil into crystals(biomatter)), Gorn and the other two.
It just seems a bit odd to not see where the ships are going.
Pitty you can't ask them, nor would they give that kind of helpful information away unless you were on their team.
I downloaded all patches at the start and I have no idea how to debug en mass ODF files.
Are the patches at ModDB up-to-date?
But that leaves out the Federation, Romulans and probably the Klingons with only one processing facility for metal. I'm not sure about the other four. Tholians (Though I would assume you made them using 8472 race as a base so they would be converting metal and dil into crystals(biomatter)), Gorn and the other two.
posted on October 5th, 2014, 10:29 pm
The ISC don't have a trading station; the old Cardassian model is used for the Gorn Confederacy 
The other races don't need a tritanium processing facility. Their ships mine dilithium, which goes to dilithium mining stations, or precious metals which go to the starbase. Tritanium is mined by orbital processing plants.
I don't ever recall seeing any lines or indicators of direction in Armada 2, other than the grid squares and height indicators (which aren't really required in the FleetOps engine as its flatter, like Armada 1)
The latest patch 1.3.1a, although it should be installed manually (i.e copy each set of ODFs manually over to their folders, as I made a typo, special weapons rather than special_weapons)

The other races don't need a tritanium processing facility. Their ships mine dilithium, which goes to dilithium mining stations, or precious metals which go to the starbase. Tritanium is mined by orbital processing plants.
I don't ever recall seeing any lines or indicators of direction in Armada 2, other than the grid squares and height indicators (which aren't really required in the FleetOps engine as its flatter, like Armada 1)
The latest patch 1.3.1a, although it should be installed manually (i.e copy each set of ODFs manually over to their folders, as I made a typo, special weapons rather than special_weapons)
posted on October 7th, 2014, 8:21 am
Last edited by stfb on October 13th, 2014, 1:17 pm, edited 1 time in total.
Something strange happening with some textures on some of the planets?!...





posted on October 7th, 2014, 9:17 am
It's an odd bug i've encountered before that effects certain graphics cards. I believe it's an issue with Z-buffers. (it doesn't properly render the two surfaces, planet and atmosphere so close together)
A side effect of the engine unfortunately.
A side effect of the engine unfortunately.
posted on October 7th, 2014, 9:53 am
Don't worry the planets are cool anyway!...
About my graphics card - yes i think you are right...
I just wanted to be sure...
Well such is life...
Thank you for your hard work and dedication, it is a great mod!...

p.s.Is it a way to fix this-aside from changing my graphics card?...



I just wanted to be sure...



Thank you for your hard work and dedication, it is a great mod!...



p.s.Is it a way to fix this-aside from changing my graphics card?...

posted on October 7th, 2014, 11:05 am
I'll have a look and see if there are any settings in FleetOps that may solve the problem. Unfortunately though I think its just an engine thing (stock A2 does it for me, and it's only not noticeable in FleetOps because they don't have planets
) Notice the planets without atmospheres (or the ones without terrain, like gas giants) don't have this problem; its the interaction of those two layers that cause it.
And just to be clear, it's not a fault with your graphics card
It's just the engine being rather old these days.

And just to be clear, it's not a fault with your graphics card

Who is online
Users browsing this forum: Google [Bot] and 1 guest