Armada gets tech-savvy

Announcements and news by us. Post comments about them here.
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posted on December 15th, 2011, 11:46 pm
Last edited by DOCa Cola on December 16th, 2011, 1:46 am, edited 3 times in total.
We know there are some modders who see the complexity and sheer number of the object definition files (ODF) in FO as a hurdle that they aren't willing to take on in order to add new content for FO. Which is understandable. We face the same problems extending Fleet Operations and therefore we currently invest a lot of time in making Fleet Operations easier to mod and maintain not only for you, but also for us.

Click here to read this article!
posted on December 16th, 2011, 12:02 am
Much better title  :lol:  :thumbsup:
posted on December 16th, 2011, 12:09 am
Very cool stuff, Like where the tech tree is going. Seems like itll be heading into a very dynamic range of options now.
posted on December 16th, 2011, 12:10 am
I relish in the thought of my modding life being so much easyer. I've been waiting for a mustnothavetech command for a while, this makes a whole ton of stuff SO MUCH EASYER. thanks Doca, i wouldn't mind if you put up more of these techy newspost, they are very helpful.
posted on December 16th, 2011, 12:27 am
Should be good news for modders.

Question about the breen cruiser and cloak. You say that if a romulan or dominion capture a breen cruiser it'll have cloak. Will that cloak be breen, klingon or romulan.
posted on December 16th, 2011, 12:55 am
So you could literally have an Avatar that can build for example Neghvar without an Ordinance Depot, or Norexans with a staryard instead of the Tal'Shiar.

Or something that would actually be the slightest bit balanced, but you get my point.  You could even have certain avatars lean toward different races and make it easier to get that races' mixtech with that avatar.
posted on December 16th, 2011, 1:44 am
I would like to suggest two more requirements something like killXEnemies and captureXEnemies. And they would both take an argument like killXEnemies([type/shipName/race], number)
Maybe this would be hard to implement but it could provide some interesting mechanics if you could figure it out.
Looks really cool either way
posted on December 16th, 2011, 1:54 am
DOCa Cola wrote:I hope some of you enjoyed my technical blah. If that was not the case, don't worry. We'll come back with more, less-technical info about the new version of Fleet Operations soon.

I like technical ([sub]understatement[/sub]).  In fact, I can't seem to get enough of it. :)  I can't wait to try this out.  I just have one question.  Other than modifying the technology tree to use AND/OR "commands," what else will be used to make modding easier?
posted on December 16th, 2011, 1:58 am
Last edited by Anonymous on December 16th, 2011, 2:01 am, edited 1 time in total.
Woot!! :woot:  You added an [or] !  :woot:

Now All we need is a !and, and a !or :woot:
Xanto
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posted on December 16th, 2011, 3:02 am
DOCa Cola wrote:Now for some examples of what the new techtree will additionally be able to accomplish:
  • You can add requirements that your allied or enemy player has to build or research first before they are fulfilled. Example: Klingon player can research special anti-station torpedo if enemy Federation player has built a Torpedo turret
  • Ships can now be limited by multiple capacity requirements. Example: Veteran fighter carriers are limited both by their number and veteran limit
  • Requirements can now be AND/OR. With that you can combine all requirements you can think of: Ship requires Research A or Research B, and an enemy Federation Player with Research C. - A 'real world' example of that could be: You as Dominion player can build a Breen vessel that has a cloaking device. In order to use it, you have to research cloak first. However, if a Romulan or Klingon player captures such a vessel, then these races can make use of the cloaking device without research, since these races are in possession of the cloaking device technology anyway.
  • Since all techtree specific settings are not bound to ship object definition files anymore, alternate techtree files can be created where different (or no) capacity requirements and race limitations for a vessel apply


:o
posted on December 16th, 2011, 4:19 am
Adm. Zaxxon wrote:Woot!! :woot:  You added an [or] !  :woot:

Now All we need is a !and, and a !or :woot:


LOL why did I just see an intrepid class fly through a galactic nand gate?
posted on December 16th, 2011, 4:52 am
Hey Doca... i do have a question.



Can you have tech tree requirements based on the enemey know?
Like the enemey having a certain unit? or research?
posted on December 16th, 2011, 5:08 am
kainalu wrote:LOL why did I just see an intrepid class fly through a galactic nand gate?
:lol:
posted on December 16th, 2011, 5:22 am
I've been looking for some of these features for a while, this sounds awesome and cool, thanks for doing those. It's funny how I posted about some techtree improvements a while back and you guys were already working on it.  :lol:
posted on December 16th, 2011, 8:25 am
Andre27 wrote:Question about the breen cruiser and cloak. You say that if a romulan or dominion capture a breen cruiser it'll have cloak. Will that cloak be breen, klingon or romulan.

i choose this as sample of what could be done with this feature. it is not decided if and how that will be implemented.

Dircome wrote:I would like to suggest two more requirements something like killXEnemies and captureXEnemies. And they would both take an argument like killXEnemies([type/shipName/race], number)

actually wouldn't be too hard to add. the new techtree implementation's requirement types are designed as modules which can be added or removed without too much hassle. tracking kills or ship captures isn't impossible to do either :) i like that idea

Styer Crisis wrote:Can you have tech tree requirements based on the enemey know?
Like the enemey having a certain unit? or research?

yes
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