Tereanan Empire Mod (New Thread)
posted on May 19th, 2011, 12:17 am
Last edited by Anonymous on June 16th, 2011, 11:30 pm, edited 1 time in total.
Using the soon to be released Fleet Ops modding system, I won't need to make the files super big for already existing ships. All I need to do is create new files in the mod directory with the same names as the original files, use the #include command, and use the damageBase command only on the units specified. At least for existing units. For the Tereanan weapon files, it'll be a whole lot more work because I'll need to include all of the existing ships and the new Tereanan ships.
I'm aware that the developers use a program to calculate their passives.
By the way, what is "TWA?"
I think I'll change the way that the support yard works. The support yard will be the mining station. Here's how it's going to work:
The constructor builds the support yard.
The support yard builds the mining and shipyard "modules" immediately after completion.
The "modules" cannot be damaged, captured, or targeted but will be destroyed when the main facility is destroyed.
The modules are selectable by the player controlling them.
This makes it so that the support yard can process resources, repair ships, and build ships at the same time. It will build the Explorer Class scout, the Construction Ship, Mining Freighter, Repair Ship, and Defense Drone, but can only build one unit at a time.
The only downside I can think of is that it would be a bit bigger than most mining stations. The plus side is that you don't have to go too far to repair your freighters.
I need something unique for the Tereanan Empire. The temporal-based weapons, 4 shipyards and avatars, and a 5th yard to build what the starbase would build are not unique enough. Besides, Fleet Ops is eventually going to have 4 avatars per faction anyways.
I'm aware that the developers use a program to calculate their passives.
By the way, what is "TWA?"
I think I'll change the way that the support yard works. The support yard will be the mining station. Here's how it's going to work:
The constructor builds the support yard.
The support yard builds the mining and shipyard "modules" immediately after completion.
The "modules" cannot be damaged, captured, or targeted but will be destroyed when the main facility is destroyed.
The modules are selectable by the player controlling them.
This makes it so that the support yard can process resources, repair ships, and build ships at the same time. It will build the Explorer Class scout, the Construction Ship, Mining Freighter, Repair Ship, and Defense Drone, but can only build one unit at a time.
The only downside I can think of is that it would be a bit bigger than most mining stations. The plus side is that you don't have to go too far to repair your freighters.
I need something unique for the Tereanan Empire. The temporal-based weapons, 4 shipyards and avatars, and a 5th yard to build what the starbase would build are not unique enough. Besides, Fleet Ops is eventually going to have 4 avatars per faction anyways.
posted on May 19th, 2011, 4:32 am
I think there is an missunderstanding. the system will not automatically calculate values for your odfs to integrate into other existing files. things like "receives less damage from..." will still require replacing most stock FO odfs
posted on May 19th, 2011, 10:35 am
TWA = tactical weapon array
ships like brel get this passive that means they do more damage to long range ships and take more from short range ships.
you would have to find every weapon ordnance file for both avatars, every rank brels.
so 2 avatars x 6 ranks x 2 modes (weapons fatigue changes odf) + 6 ranks for taqqys extra torps on her brels x 2 for her torps under weapons fatigue.
thats 36 odfs just for the brel, no including the mixed tech brels. in each ordnance file you have to take the base damage then multiply it correctly by the modifier, so double it against your destroyer.
so you'd have to add a line like:
"ter_worm" damagebase*2
into every one of those ordnance files. and the base damage changes a lot cos of rankups and fatigue so you cant copypasta.
then go do this for all the other TWA ships.
then add the HDSG files to all your destroyer's ODFs.
adding lines such as :
"fed_monsoon (or whatever the monsoon odf is
" damagebase*0.5
for every ship with HDSG.
have fun!
ships like brel get this passive that means they do more damage to long range ships and take more from short range ships.
you would have to find every weapon ordnance file for both avatars, every rank brels.
so 2 avatars x 6 ranks x 2 modes (weapons fatigue changes odf) + 6 ranks for taqqys extra torps on her brels x 2 for her torps under weapons fatigue.
thats 36 odfs just for the brel, no including the mixed tech brels. in each ordnance file you have to take the base damage then multiply it correctly by the modifier, so double it against your destroyer.
so you'd have to add a line like:
"ter_worm" damagebase*2
into every one of those ordnance files. and the base damage changes a lot cos of rankups and fatigue so you cant copypasta.
then go do this for all the other TWA ships.
then add the HDSG files to all your destroyer's ODFs.
adding lines such as :
"fed_monsoon (or whatever the monsoon odf is

for every ship with HDSG.
have fun!
posted on May 19th, 2011, 1:38 pm
Optec wrote:I think there is an missunderstanding. the system will not automatically calculate values for your odfs to integrate into other existing files. things like "receives less damage from..." will still require replacing most stock FO odfs
I never said it would automatically calculate the damage from passives. There was no misunderstanding about the new modding system. I just won't have to go through the already thousands of lines because the new files won't need every line.
I already know that I'm going to need to make a lot of ODF files with thousands of lines each.
posted on May 19th, 2011, 1:47 pm
erm i think you are misunderstanding it, if u want the passives to apply to your ship, you're gonna need to edit the stock odfs that apply. you cant expect the new modding system to do that for u.
your ship would require editing the brel ordnances files, but not the intrepid for example (its passives dont interact with your ship). so the modding system will mean you wont need to have an intrepid file in your mod, just the altered files (anything with TWA or ablative armour) and of course your own files for your ships.
your ship would require editing the brel ordnances files, but not the intrepid for example (its passives dont interact with your ship). so the modding system will mean you wont need to have an intrepid file in your mod, just the altered files (anything with TWA or ablative armour) and of course your own files for your ships.
posted on May 19th, 2011, 2:11 pm
I understand exactly what I need to do.
I'm not editing a single original ODF file because I don't need to. All I need to do is this:
Create a new ODF file in the "Datamodstereanan_empireodfsystem" director with the same name as the odf file in the "Dataodfsystem" directory. Then inside that ODF file, all I need to do is put these lines in:
That's all I need to do. Not a single original ODF file will be modified for this mod because it's going to use the new modding system. The only misunderstanding here is that you think I don't know what I'm trying to do! I know exactly what I'm trying to do!
I'm not editing a single original ODF file because I don't need to. All I need to do is this:
Create a new ODF file in the "Datamodstereanan_empireodfsystem" director with the same name as the odf file in the "Dataodfsystem" directory. Then inside that ODF file, all I need to do is put these lines in:
- Code: Select all
#include "fac_ship1o.odf"
damageBase = "ter_ship.odf" damageBase*passiveModifier
"ter_ship.odf" damageBase*passiveModifier
"ter_ship.odf" damageBase*passiveModifier
That's all I need to do. Not a single original ODF file will be modified for this mod because it's going to use the new modding system. The only misunderstanding here is that you think I don't know what I'm trying to do! I know exactly what I'm trying to do!
posted on May 19th, 2011, 2:16 pm
whoa easy, no need to internet beatdown me to death with exclamation points. if thats true, then its still creating the same number of files (1 file for each ordnance) and writing in the modified damage value. all the rest of the file (the stuff u are gonna use #include for - damages to stock ships etc) you could have just copypastad anyway, so this new modding system isnt gonna save you a lot of time.
posted on May 19th, 2011, 3:14 pm
Maybe, but it's still easier that going through a file that already has thousands of lines in it and adding thousands of more lines.
By the way, all of the Alef Class Shipyard vessels are long or medium range. The Bet Class Shipyard vessels are of mixed range and require the Engineering Center, which requires the Alef Class Shipyard.
Alef Class Shipyard
If you decide to build vessels from all 4 extension modules, you may find yourself out of resources very quickly.
By the way, all of the Alef Class Shipyard vessels are long or medium range. The Bet Class Shipyard vessels are of mixed range and require the Engineering Center, which requires the Alef Class Shipyard.
Alef Class Shipyard
- Destroyer Extension Module (x2)
- [li]Boundary Class Destroyer
- Wormhole Class Destroyer
- Cruiser Extension Module (x2)
- [li]Exponent Class (avatar exclusive)
- Hurricane Class
If you decide to build vessels from all 4 extension modules, you may find yourself out of resources very quickly.
posted on May 19th, 2011, 3:49 pm
Last edited by Optec on May 19th, 2011, 3:51 pm, edited 1 time in total.
actually, if you change the damage base, the list ignored. In other words: your files will have to contain the complete damage list from the original file, plus your changes.
I would recommend to wait with mod-related planing until the feature is actually released. There might be changes to the features
I would recommend to wait with mod-related planing until the feature is actually released. There might be changes to the features

posted on May 19th, 2011, 4:39 pm
Optec wrote:actually, if you change the damage base, the list ignored. In other words: your files will have to contain the complete damage list from the original file, plus your changes.
I was hoping to save space by not needing the entire list. Well, I kind of expected I need the top damageBase value on the list, but not the entire ship list. I suppose that goes for hit/miss rates as well.
Optec wrote:I would recommend to wait with mod-related planing until the feature is actually released. There might be changes to the features
What does that mean, exactly?
posted on May 19th, 2011, 4:41 pm
It means wait until it's released before making plans and changes to the mod thing might be made. Seems pretty straight-foward.
posted on May 19th, 2011, 5:19 pm
What exactly are these changes going to be if they're made? Time to split the topic.
posted on May 19th, 2011, 7:40 pm
The point is TC. that they don't know what the final patch is going to be like, and they don't have time to tell you every time they make a little changed to a prereleased build, so it's better not to plan for something that isn't released yet.
posted on May 19th, 2011, 7:49 pm
So I should just do the models and wait to do the ODFs, sprites, techtree, tooltips, and hotkeys until the new system is out?
posted on May 19th, 2011, 7:54 pm
Yeah probably the best thing to do.
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