KA2: Empire at War 1.2 beta
posted on November 15th, 2012, 2:16 am
Correct. My first FleetOps release
The only other steps required are outlined in the posts above. As mentioned, regrettable but unavoidable.

The only other steps required are outlined in the posts above. As mentioned, regrettable but unavoidable.
posted on November 16th, 2012, 1:29 pm
I hath discoveredded something interesting 
Whether a ship has crew or not is irrelevant to it self-destructing as a map unit.
What affects it is something rather interesting and in retrospect, makes sense. In order for map units not to self-destruct, the team they are on has to have at least 1 station. If they have a base, like my Orion Pirates, Mirak, Lyrans, Hydrans etc do, then they don't self-destruct.
The reason for this is so that once a player destroys all the stations of an AI player, he doesn't have to play hunt the submarine around the entire map looking for that last Talon Class Scout that's cloaked behind a nebula. A work around for those of us that want our map units to stay around and do something is to give them a base, and thanks to FleetOps you don't even need a special ODF for it. Any base will do. Using the map editor, make it invisible and invincible.
I noticed this after a test session playing my Outback Region map. The Orion Pirates hung around and did all their piratey stuff, until I blew up their base. After that, the remaining ships self-destructed. This functionality is GREAT for the Orions and such, as it makes perfect sense. Not so much for Space Monsters
Ergo my work around.

Whether a ship has crew or not is irrelevant to it self-destructing as a map unit.
What affects it is something rather interesting and in retrospect, makes sense. In order for map units not to self-destruct, the team they are on has to have at least 1 station. If they have a base, like my Orion Pirates, Mirak, Lyrans, Hydrans etc do, then they don't self-destruct.
The reason for this is so that once a player destroys all the stations of an AI player, he doesn't have to play hunt the submarine around the entire map looking for that last Talon Class Scout that's cloaked behind a nebula. A work around for those of us that want our map units to stay around and do something is to give them a base, and thanks to FleetOps you don't even need a special ODF for it. Any base will do. Using the map editor, make it invisible and invincible.
I noticed this after a test session playing my Outback Region map. The Orion Pirates hung around and did all their piratey stuff, until I blew up their base. After that, the remaining ships self-destructed. This functionality is GREAT for the Orions and such, as it makes perfect sense. Not so much for Space Monsters

posted on November 16th, 2012, 4:09 pm
if that's true then that's awesome work. thanks.
posted on November 16th, 2012, 4:56 pm
Nice find 

posted on November 16th, 2012, 5:44 pm
Well put it this way, after adding the invisible base (or as it's called in the ODF, "Secret Invisible Space Monster Nest"
) my Asteroid Miners and Planet Killer didn't go and commit hara-kiri after ten minutes.

posted on November 16th, 2012, 11:02 pm
I'll have to look into that. I have NPC's with bases but their fighter craft that has no crew always self destructs after awhile. Perhaps it's just the fighter classlabel though.
posted on November 17th, 2012, 11:52 am
Could be a combination of both (one makes ships self-destruct when their team has no stations, the other confusing ships with no crew with derelicts)
posted on November 18th, 2012, 7:12 am
Hey James..I really dig this mod.. played a Fed vs ISC and instantly brought back memories of SFC2. Fantastic work! The only couple critisims i have are very minor. firstly I'd increase the range of standard photon torpedo weaponry as they should have a longer firing range than phasers. Especially for Starfleet and the Klingons. the second is the speed of ships.. I had to turn gamespeed up just a bit as the ships moved just a tad too slow for my taste..but thats not a major thing. I know you are trying to replicate SFC/KA with those physics..and youve done a wonderful job! keep itup!
posted on November 18th, 2012, 10:11 am
It is indeed awesome to finally be able to play this on FO. If you need help with anything or you need any new models and textures let me know. I can never get enough TMP era stuff. 

posted on November 18th, 2012, 2:16 pm
most of the models you won't find better quality of... some of the Fed ships you prob will..but the effect hes going for is the classic video game SFC/KA feel. And I dig it. Someone years ago on A2Files or AFC or somewhere when he was building the original mod was complaining about the way the disruptors looked on the Klingon ships that they looked like little sticks and not disruptors..this caused James to pull the mod cuz the guy was trolling sooo bad..im glad to see none of that going on here and that James got it done as he promised! Kudos man!!!
posted on November 18th, 2012, 2:35 pm
Well, it was actually the usual FilesNetwork mindless drooling morons who, after I discovered that weird incompatibility thing I've mentioned with the old texture files, decided that my mod was "teh wrst evA!" and decided to just repeatedly bash their head against the wall rather than perform the fix I advised them of.
Then we had the admin telling me I ought to be grateful that they let me pull the file (just to fix it initially) because if I read the small print, A2Files now owned my mod because I had uploaded it. Horrified by this, that was the point I removed KA2. And so the debacle began...
Anyways all in the past
You are right to a point Worf, I do try and keep the feeling of KA and SFC, the classic era of Trek Gaming, however as the new Romulan models show I am not averse to changing the models for more detailed ones. It all depends on whether I feel a new model would take things too far from the roots. The biggest quandry for me was the new War Eagle model, as it's completely different to the original. However I felt it kept the right feel, and it also strengthened the link to TNG as it was now clearly the ancestor of the Melak and D'Dereidex.
Nephalim, the only models i'd be after are some of the more obscure ones from KA, namely the various Civilian Freighters, (I have the Altair Star though) and the Federation Sensor Probe (the one from the first campaign mission). If it's possible to help with those, i'd greatly appreciate it
Then we had the admin telling me I ought to be grateful that they let me pull the file (just to fix it initially) because if I read the small print, A2Files now owned my mod because I had uploaded it. Horrified by this, that was the point I removed KA2. And so the debacle began...
Anyways all in the past

You are right to a point Worf, I do try and keep the feeling of KA and SFC, the classic era of Trek Gaming, however as the new Romulan models show I am not averse to changing the models for more detailed ones. It all depends on whether I feel a new model would take things too far from the roots. The biggest quandry for me was the new War Eagle model, as it's completely different to the original. However I felt it kept the right feel, and it also strengthened the link to TNG as it was now clearly the ancestor of the Melak and D'Dereidex.
Nephalim, the only models i'd be after are some of the more obscure ones from KA, namely the various Civilian Freighters, (I have the Altair Star though) and the Federation Sensor Probe (the one from the first campaign mission). If it's possible to help with those, i'd greatly appreciate it

posted on November 19th, 2012, 8:58 pm
"Firstly you will need the STA2 Classic Mod installed. Copy the Classic Mods folder and rename the copy to "CutDown". Open this new folder. Find the textures folder. Delete it. Open the Replacement Texture Folder RAR and copy the Textures folder from it to your new CutDown directory."
THIS is driving me nuts! It does not make any sense to me. Please, explain as I'd like to play the game.
THIS is driving me nuts! It does not make any sense to me. Please, explain as I'd like to play the game.
posted on November 19th, 2012, 9:30 pm
Ill give you the easiest way to do it...download the STAclassic Mod from the forums..install it..rename it CutDown..delete the textures folder that is there..extract the Replacement Textures that James mentioned. You will have the STAClassic mod installed but without the LOD textures. Then install KA2Beta and start playing. The CutDown is the parent mod for KA2. It is required for the game to not crash
posted on November 19th, 2012, 10:41 pm
After fiddling around I finally got the game to run. How it doesn't make sense at all to have a separate mod called "CutDown" influence the actual mod... that's absolutely strange. At least a link and explanation of what the "STA2 Classic" Mod is would be nice in the explanation.
just finished the first game and I have to say ... I like.
just finished the first game and I have to say ... I like.

posted on November 19th, 2012, 10:51 pm
Like i said..the CutDown is the parent mod for KA2...the way FLOPS is set up is that you dont need to include files in a mod that havent been altered..all you have to do is include what folder in the mods folder that your mod is 'chained' to..makes adding or removing mods much easier
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