File functions, Mods and the Patch Project

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posted on April 28th, 2011, 2:19 pm
NuclearDude wrote:Wow I am really looking forward to this :D
I will miss my tea break though (no coffee please, we're English) :( :P :lol:

But still... Stock A2 with Flops graphics :D or did I misread?  :crybaby: :whistling:


Don't forget that you will soon be able to play that Dr. Who mod sometime in the future without breaking multiplayer compatibility. :woot:
posted on April 28th, 2011, 4:07 pm
I'm guessing that this possible A2 revamp would require new models for the A2 ships (and indeed, races) that aren't already in Fleet Operations. Would this lead to some of these ships you'd be spending development time on appearing in Fleet Ops (even if only in the map editor)?
posted on April 28th, 2011, 4:40 pm
we won't spend too much of our time into that classic mod (if that will happen at all). but we'll use what we have
posted on April 28th, 2011, 5:01 pm
Another question: Would it be possible for this new system to have an automatic compiler-thingy for altered damage values. For example: Say I want a weapon to deal 50% less damage to long range vessels. So, I have an engine run a search for a specific tag, and each file partition with that tag goes into the alteration.

Sorry if this doesn't make much sense  :sweatdrop: I'm not good at explaining stuff :lol:
posted on April 28th, 2011, 5:04 pm
Nope, as thats a question of the actual odf file content, not the filesystem they are stored in. But we are aware that its hard for modders to work with passives and are working on more tools ^-^
posted on April 28th, 2011, 5:14 pm
Will this allow all of Stock A2 gameplay features like map height, assault maps, capture the flag, etc. to be used?
posted on April 28th, 2011, 5:27 pm
I believe that would be correct TCR :)

Incidentally, map height is completely reimplemented in 3.2.2 :thumbsup:
posted on April 28th, 2011, 5:31 pm
Wouldn't 'completely reimplemented' imply you can move across the heights? Because I still seem to be locked on the zero grid.
posted on April 28th, 2011, 5:32 pm
Optec wrote:Nope, as thats a question of the actual odf file content, not the filesystem they are stored in. But we are aware that its hard for modders to work with passives and are working on more tools ^-^


Oh okay  :thumbsup: Fair enough  B)
posted on April 28th, 2011, 5:41 pm
Tyler wrote:Wouldn't 'completely reimplemented' imply you can move across the heights? Because I still seem to be locked on the zero grid.

Many Stock A2 menu switches were brought back - such as Species movement. You could always move across heights using the configuration switches previously, but this is the first patch which allows you to see the green/red height settings and have a switch for depth in the main game setup menu :) . Miscellaneous Configuration Elements - The Hitchhiker's Guide to Fleet Operations
posted on April 28th, 2011, 5:46 pm
Last edited by Tyler on April 28th, 2011, 5:50 pm, edited 1 time in total.
Does that mean I could have my ships change height again by changing the files in the guide or is it only seeing the height that works?

EDIT: Nevermind, just tested; I had it turned off... much happier with movement now.
posted on April 28th, 2011, 6:18 pm
Last edited by 086gf on April 28th, 2011, 6:20 pm, edited 1 time in total.
@Dom

So just turn the switch on in the rts_cfg and im good to go? Neat.

NuclearDude wrote:But still... Stock A2 with Flops graphics :D or did I misread?  :crybaby: :whistling:


Indeed you did. You would have to do that yourself(or someone else).
posted on April 28th, 2011, 6:29 pm
Cool, thanks!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
posted on April 28th, 2011, 6:56 pm
Hi,

Is multiplayer save still broken or now full functional ?

And btw. GREAT Work :)

Regards
R-TEAM
posted on April 28th, 2011, 6:58 pm
speaking of the height thingy, using a completely unmodded fleetops i see the green line next to the cursor. is this intended?
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