KA2: Empire at War 1.2 beta

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posted on November 20th, 2012, 1:02 am
Shril wrote: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. :D


I invite you to alter the mod.ini so it uses the STA2 Classic Mod, and then try and play a game of KA2. I am sure if I released it in that condition, i'd receive more emails and such about how it "doesn't work" and how "it suxs" etc. I did not program it this way just to be awkward. If you dig into KA2 and look at the files themselves, you will find very very little that remains unchanged from basic A2. With a total conversion that, well, total, certain irritating conflicts to tend to arise.

The method I have described is the easiest way for the lay person to get KA2 running, and also not have to damage any installation of the STA2 Classic mod they might like to run. If it puts people off because it "doesn't make sense" or "it's too hard" then well, I will let my health conditions show here and be very very blunt and say that if they can't make the effort to install KA2, I doubt very much they will get much enjoyment from the time of game it is.

As for it being stand alone, (i.e not need the STA2 Classic mod) I could, but it would take a considerable amount of time and effort, and merely duplicate the efforts of the STA2 Classic Mod team anyway. Why re-invent the wheel?
posted on November 20th, 2012, 7:42 pm
Squire James wrote:
I invite you to alter the mod.ini so it uses the STA2 Classic Mod, and then try and play a game of KA2. I am sure if I released it in that condition, i'd receive more emails and such about how it "doesn't work" and how "it suxs" etc. I did not program it this way just to be awkward. If you dig into KA2 and look at the files themselves, you will find very very little that remains unchanged from basic A2. With a total conversion that, well, total, certain irritating conflicts to tend to arise.

The method I have described is the easiest way for the lay person to get KA2 running, and also not have to damage any installation of the STA2 Classic mod they might like to run. If it puts people off because it "doesn't make sense" or "it's too hard" then well, I will let my health conditions show here and be very very blunt and say that if they can't make the effort to install KA2, I doubt very much they will get much enjoyment from the time of game it is.

As for it being stand alone, (i.e not need the STA2 Classic mod) I could, but it would take a considerable amount of time and effort, and merely duplicate the efforts of the STA2 Classic Mod team anyway. Why re-invent the wheel?



If I could alter the ini I would - but I'm not into coding at all, my brain resists. And I think it's not necessary. Once understood where to go and what to do it's no a problem anymore. But for the casual gamer the explanation on how to do it should be improved. The explanation you give on moddb lead to excessive web research on my side. How could a casual gamer ever think of installing a side mod that is used by the coding of the main mod inside a mod... you see my point? Most people don't even understand why there is no fricken "Mods" folder. Explaining where to find all needed compartments to make it run (by link or, if not allowed on moddb, by explanation) could have saved me plenty of time and the fear to never be able to run it at all just because I'm stupid (in that respect :P ).
posted on November 20th, 2012, 7:51 pm
I do see your point, and just to reassure you and the admin, my last comment about those who can't be bothered to install the mod was not directed at you Shril :) It was directed at those who previously made waves on the matter back on A2files. A delayed rant but, not directed at ye :)

The flip side of the coin is that if I were to bundle it with the STA2 mod, it would massively increase the filesize, which leads to the inevitable "Why is it so big? I only have 56k" or somesuch complaint. Can't please all the people all the time.

This method also means that the playing public don't have to alter any INIs and such, as it's configured to look for CutDown. All they need do is move a few folders and files about.
posted on November 20th, 2012, 9:26 pm
The tiny fraction of 56k users will have the means to visit an ordinary internet café, university, neighbour or friend and their USB stick in the pocket. 600 mb or even more should not be a problem to download today. Especially when it is a worthwhile TC like yours.

However, complicated installation procedures need to be compensated somehow if you want to make as many people enjoy your work as possible. Would be a shame to have 50% of players lost because of too hard installation procedures.



If it helps:


Installation procedure for KA2: Empire at War :

Note: A working Star Trek: Armada II CD or an image of it is obligatory to install and play the game.


1. Download and Install Star Trek Fleet Operations (fleetops.net) and manually place the "Mods" folder inside the "Data" folder
2. Download KA2:EaW, Textures folder and the STA2 Classic mod to a place you define

You can find KA2:EaW and the Textures folder here: LINK
You can find STA2 Classic here: LINK

3. Create a "STA2 Classic" folder and a "KA2:EaW" folder inside the "Mods" folder of Fleet Operations
4. Install the two respective mods into the respective folders and finally rename "STA2 Classic folder" into "CutDown".
5. Open the "CutDown" folder and replace the existing "Textures" folder with the downloaded "Textures" folder from Step 2. From now on the KA2:EaW mod hooks up to the "CutDown" folder automatically.
6. Run the original Fleet Operations game and go to "Options --> Mod Settings" to activate the KA2:EaW total conversion modification
7. Play the game

Total download size (including two games): XXX MB

Note: A working star Trek: Armada II CD or an image of it is obligatory to play the game.
posted on November 20th, 2012, 9:42 pm
Still struggling to grasp what is so hard, to be honest.

Install STA2 Classic Mod, which I think has it's own installer and ergo is simple
Go to mod folder. Copy and paste STA2 Classic Folder
Rename the copied folder from "STA2 Classic - Copy" to "CutDown"
Open this folder
Delete the textures folder
Open the Replacement Textures RAR file
Copy and paste the textures folder from here to the CutDown folder

Now run the KA2 Installer. Again, a simple windows installer.

Done

I did consider putting a list of files that needed to be saved in the textures folder, and which should be deleted, but that would have opened the door for people to NOT delete the right files etc, and then more "It doesnt work! sux!" comments would be incoming.

Anyone who can use windows can copy and rename folders, and that's all this installation process requires.

Also lets be frank, it's a mod for FleetOps. I doubt anyone would be downloading FleetOps JUST to play my mod. It's nowhere near that good or that popular :) Ergo, they have probably played FleetOps. If copying and renaming folders is too complex for them to grasp, how do they manage with the various gameplay nuances of FleetOps?

It's like saying that a person who drives a car with a manual gearbox successfully will struggle to understand how to use electric windows...
posted on November 20th, 2012, 10:05 pm
You are dealing with Homer Brains. ;)
posted on December 5th, 2012, 10:39 pm
Hello again all,

I feel the time has come to reveal a little something that The Undying Nephalim and myself have been working on :) He has done some absolutely amazing station models, and all credit for them goes to him. The rest is the work of kitbashers and the like at battleclinic, and my own graphical abilities and coding.

Image

Direct link: http://img40.imageshack.us/img40/958/firsthydran.png

Yes, I've managed to finally add the Hydrans as a playable 7th side. When making KA2, I originally had the Hydrans as the sixth race instead of the ISC, but eventually the ISC made more and more sense storyline wise and so the Hydrans were left as a map race. I then came to add a 7th race for KA2 Empire at War, but it wasn't the Hydrans; I had planned to add the Terran Empire, but they started to feel very samey (just the Federation with nifty paintjobs and more guns really)

The Hydran Kingdoms, to use the sides full name, will play quite differently to other races. Firstly, due to their status at the time KA2 is set (i.e just rebuilding from years in exile and occupation) they do not have any advanced shipyards. Their two capital ships are built straight from construction ships. This is both a strength and a weakness. Another consideration is their early access to fightercraft. The Hydrans are the inventors of the fightercraft and were the first to use them during the Organian Conflict. Several of their ships have rudimentary fighter support systems and they can produce and field fighters before anyone else.

Finally, they work on a two-pronged attack doctrine based unusually around heavy weapons. Most powers base their doctrines on primary weapons (phasers or disruptors) or secondary weapons (photon and plasma torpedoes etc). The two heavy weapons employed by the Hydran Royal Navy are the Hellbore Cannon and the Fusion Beam Emitter. These two are polar opposites, the Hellbore being a long ranged shield-breaking weapon and the Fusion Beam being a very short ranged cutting beam weapon designed to slice through hulls. There is a third part to Hydran tactics, the powerful Photon Cannon, which is used as a secondary weapon onboard larger Hydran ships.

These weapons lead to the unusual ambuscade tactics used by the HRN. Hellbore armed vessels, principally Heavy Cruisers and larger, open fire at long range, hoping to draw the enemy closer and in the process weaken their shields. As the enemy closes to try and engage and neutralise the Hellbore bombardment, Fusion armed vessels, usually lighter ships such as the Knight Class Destroyer, emerge from behind the larger ships and advance at flank speed toward the oncoming enemy. Mirroring an ancient "cavalry charge" the Destroyers use their Fusion Beams to rip apart the weakened enemy, now hopelessly outflanked and outgunned.

More info and screenshots will follow. At the moment, I don't have any AI, button sounds or voiceovers programmed for the Hydrans, but their techtree, build buttons, wireframes and such are complete.
posted on December 6th, 2012, 12:54 am
Nice Work!!!!
posted on December 8th, 2012, 10:16 pm
Small update. Other than AI and perhaps some balancing, the Hydrans are complete :) (oh and two voice over sets, one for the Troop Transport one for the Repair Tender, but I'll get to those).

On a quick playtest today, I found that the Hydrans took a while to get going, but gradually pushed back when they did, which is how I intended them to play. They are kind of, ish, a "good" side Tholians, although not as extreme (Tholians are REALLY weak when starting and REALLY powerful when they are built up). Also I was playing against the Klingons, who are kind of a rush race - they tend to struggle when their enemy gets capital ships as their real strength is with their destroyers and cruisers. Perhaps they are more balanced against the Romulans or the Tholians.

I may adjust the tech tree for when fighters are available. They are still a little late in the tech tree for my liking. As mentioned the Hydrans are supposed to be able to field them first.

I may give their orbital stations gatling phasers as given the research requirement (Hellbore Cannons) for their mines and outpost they tend to be poorly defended at first, which leaves the Hydrans a little too vulnerable. The Romulans almost suffer from the same, but they do have the advantage of a Destroyer as a starting ship so they can cloak some defenders near a "undefended" orbital. The Hydrans don't have this option.

Oh I also updated the Yamato Class model with one from Starfox1701, with my own texture modifications to be more like the original. Tis very nice :)

Image
posted on December 10th, 2012, 6:06 pm
Last edited by Adam_C on December 10th, 2012, 6:10 pm, edited 1 time in total.
Fantastic News KA2 is being modified for Fleet Ops!
posted on December 10th, 2012, 6:09 pm
The FleetOps version is already out :)

Just curious, but in what way is the download link hard to find? It's on ModDb, and from the mods main page click downloads. Tada! :)
posted on December 10th, 2012, 6:11 pm
sorry i got a bit confused, im downloading this sta2 classic mod now.
posted on December 10th, 2012, 6:34 pm
1) installation is very difficult
> installed Sta2 inside Activision\Star Trek Armada II Fleet Operations\Data\Mods\Cutdown
> completed the file amendments
> Launched FO went to mods launch mod nothing happens

edit: i think its due to the compatibility mode no luck so far

its likely my impatience i guess i'll work it out


2) dont underestimate how much people love tmp :)
posted on December 10th, 2012, 6:39 pm
Righty, what you need to do is install the STA2 Classic mod to it's default directory (STA2 Classic). Then copy it, rename that copy to CutDown, then delete the texture folder from the CutDown version. Then paste the files from the RAR file I provided.

I really don't know how to simplify the installation any further. It's just how it is. It's only moving a few files.
posted on December 10th, 2012, 6:46 pm
ive ammended all the files to \Activision\Star Trek Armada II Fleet Operations\Data\Mods\Cutdown

is that the correct path?

if i launch a mod from the fo exe nothing happens (run as admin and compatibility mode)
if i launch the armada exe from cutdown folder it crashes (run as admin and compatibility mode)
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