Mod In Progress: Concept Armada 3
posted on March 9th, 2010, 1:39 am
this has kindda gone off topic a bit lol
any way i'll be starting modding again this week so hopefully new updates l8r
any way i'll be starting modding again this week so hopefully new updates l8r
posted on March 9th, 2010, 1:46 am
sorry bout that blade looking forward to this mod
posted on March 20th, 2010, 8:13 pm
This is a great Idea Blade, I am downloading your conversion mod right this second, and I'm hoping to port my current A2 mod into this modified FO engine. Just wanted to say that if you need help let me know, and I will try to help the best I can. Now I'm going to take a look at your FO to A2 mod and begin learning all I need to know to make good use of it.
posted on March 20th, 2010, 8:15 pm
there are still bugs with that mod that i'm slowly try to fix (although iam not working on the mod in particular just this one atm
posted on March 20th, 2010, 11:49 pm
I've been looking over the setup of your star trek armada2 mod powered with fo3.1.1. I understand a little more than I thought, but I'm still going to be poking around with it for the next couple of weeks. the single player missions aren't working like you said, but I'm sure there is a simple fix. The thing that perplexes me most is any instant action game I play, I can only build a mining station and freighter. After that I keep getting the message "not enough availible credits to build". I have been looking to resolve this problem, but not sure what I'm looking for. Are credits subbing for officers? Is there a button missing from the speed panel? or is it some other type of glitch? I'd like to resolve this issue so I can move on and get a better grasp of the new engines ingame dynamics.
posted on March 21st, 2010, 1:21 am
I believe it has to do with the FO team taking officers out of the game. what you need is the lines
creditscost = 0
officercost = 0
in all the odfs so they don't require any officers and it won't have that problem. i had the same issue with my BSG mod but I figured it out eventually
creditscost = 0
officercost = 0
in all the odfs so they don't require any officers and it won't have that problem. i had the same issue with my BSG mod but I figured it out eventually

posted on March 21st, 2010, 2:40 am
Thats a good temporary fix Adm. Zaxxon. So far it helps, but I guess In the long run I'm going to have to figure out how to re-integrate the officer caps and parameters. I'm going to need good ol armada's officer system for the dominion race in my mod. Right now I'm comparing the fo to a2 mod files with the fleet ops files, so i can start figuring out if I can add their warp-in capabilities, rank up system and new impact effects. If anyone has already figured out how to re-activivate these abilities, let me know....it would save me a ton of time. If not, I will post any progress I make, if any.
posted on March 22nd, 2010, 8:14 am
doing so is easy (but the option to change the starter number is taken out (only one level) i have also accidentally forgot to readd the combat formation thing
posted on March 22nd, 2010, 9:53 am
Blade wrote:the race name is gonna stay as Sra'Xa'Diin but the avatar Name will be Undine or the other way around not quite sure yet
and thank you Optec
Waitwaitwait, I have just had a thought, maybe, you could have the race name being Undine, and one of the avatar's being Sra'Xa'Diin?
posted on March 22nd, 2010, 1:29 pm
but he has it opposite of that 
_ Undine
Sra'Xa'Diin { _
Noxter

_ Undine
Sra'Xa'Diin { _
Noxter
posted on March 22nd, 2010, 4:35 pm
Lol. I guess that works aswell. :-P
posted on March 23rd, 2010, 1:52 am
no worries blade, I'm making some decent progress. The impact effects were their already, I just needed to enhance them a little. I managed to get the trade working again, it just needed some tweeking in the odfs. I'm working with the ranking system now. It looks like it's a matter of re-adding the proper odf's, and tweek them for the stock shiplist. I will admit that it would help if i knew which files are associated with the rank, because their are dozens that I have to go through and I think I overlooked some ( I found and altered the all-rank files and added the higher rank ship odf's) because it's still not working. I will keep at it and hopefully figure it out soon, then I will move on to the warp-in.
This is a good base for building mods Blade, thanks for putting it together for us.
This is a good base for building mods Blade, thanks for putting it together for us.
posted on March 23rd, 2010, 11:08 am
np i would of worked on it more but i did hit a dead end but know i've figured a lot of the issues out (like the gravity wells, combat formations(dog fight thing) and fixed the 8472 neb generator. i'm now working on getting a station to build, trade and gather resources (more difficult than it sounds due to stupid trade menu overlapping the build menu
)

posted on April 4th, 2010, 3:09 am
OK....I got the rank working, re-added the gravity wells, and formations. I'm catching up finally but I think I've run into the same problem as the one you mentioned earlier. I have the trade working but the trade menus for the cargo ships aren't there. I got the menue working for the trade stations, but I can't seem to figure out the cargo ship menu problem. I also figured out that the fleet ops supply is actually bio-matter, so the officers just have to be re-added and supply needs to be switched back to bio-matter. I'll start on that if I can ever get the cargo ship trade menu to show properly. Through trial and error, I also figured out that the single player mission problem has to do with the single player maps. I systematically switched out every file with stock A2 files with no luck. In the end I found that the maps are the problem, they won't even load with the map editor. I think megadroids MMM would be the best solution, but until then we need to find a workaround.
posted on May 29th, 2010, 9:18 pm
The maps themselves would have to have all the stock objects replaced with FO objects, i.e., asteroids fields, moons, nebula, etc. Thats the only way that it will work the way we want it to...
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