Fleet Operations 3.2.3
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posted on May 31st, 2011, 6:14 pm
I understand about the odf files..the explanations in the guide are quite clear. What im wondering about is non odfs..such as sods textures..techtrees, sounds, etc What should I do about them. Do they go into the mod folder as well? or can they all be put into the base FO folder?
posted on May 31st, 2011, 6:16 pm
They should work as well. I have modified version of every Federation AdmiralsLog image and a modified ART_CFG file in the mod and they work just fine.
posted on May 31st, 2011, 6:35 pm
Last edited by Atlantis on May 31st, 2011, 6:36 pm, edited 1 time in total.
They will still work if you put them in the base folder, same as modding before "the event", so long as they don't override the "stock" FlOps models/textures. But you'd be better off putting them in your mod folder anyway. And if you're gonna release a mod, it's pretty much vital you put them in the mod folder.
Or they only told us about it when it was already nearly done. That's how they normally do things
mkman wrote:Fleet Ops team is very fast with updates!!!!
Jan wrote:Oh My God! That was fast!
Or they only told us about it when it was already nearly done. That's how they normally do things

posted on May 31st, 2011, 7:21 pm
Atlantis wrote:They will still work if you put them in the base folder, same as modding before "the event", so long as they don't override the "stock" FlOps models/textures. But you'd be better off putting them in your mod folder anyway. And if you're gonna release a mod, it's pretty much vital you put them in the mod folder.
Or they only told us about it when it was already nearly done. That's how they normally do things
ok, now I've entered all the files in the zipped file and saved this odf.! I've replaced changed FO-files! So far, everything works now! Fortunately!
ok, ich habe jetzt alle dateien in die gepackte odf.-Datei eingefügt und gespeichert! Geänderte Dateien habe ich ersetzt! Bisher funktioniert nun alles! Zum Glück!!!
posted on May 31st, 2011, 7:34 pm
Hmm, the Download is cancelling at the same stage of downloading several times now. How can such a thing happen?
posted on May 31st, 2011, 7:36 pm
Interesting updates. I like the new mod manager.
Although the dode special seems useless. Especially against multiple targets.
Although the dode special seems useless. Especially against multiple targets.
posted on May 31st, 2011, 7:51 pm
TChapman500 wrote:Interesting updates. I like the new mod manager.
Although the dode special seems useless. Especially against multiple targets.
I am already growing fond of the new dode special. With it I was able to not only fend off a bug spam but destroy 4 of the 5 bugs coming at me. I wonder too if there is increased chance for subsystem failure from dode fire while the special is active. I felt like I was disabling more than I had without it
posted on May 31st, 2011, 8:43 pm
And how many dodes did you have?
posted on June 1st, 2011, 12:44 am
Immercenary wrote:
I am already growing fond of the new dode special. With it I was able to not only fend off a bug spam but destroy 4 of the 5 bugs coming at me. I wonder too if there is increased chance for subsystem failure from dode fire while the special is active. I felt like I was disabling more than I had without it
It does double the rate of fire, so in theory you are disabling twice as many subsystems in the time.
posted on June 1st, 2011, 2:25 am
Just in time for my birthday! It's perfect, how didja know??? 

posted on June 1st, 2011, 2:51 am
Last edited by Lt.Cmdr Worf on June 1st, 2011, 3:02 am, edited 1 time in total.
should i be creating my own odf.fpq file and putting it in my mod folder? or should I just have my odfs in an odf folder in my mod folder??
p.s. I put all my stuff in the mod folder..but it crashes upon loading...fyi my mod is a severe modification of FLOPS other than the sprites and underlying config files..my odfs, techtrees and such are completely different. I have enclosed a BugReport as an attachment. I go to Options-Mods- I load my mod. it comes up with the splash screen for me to make my instant actions selections. It sees my races.odf which means its seeing my ODF folder/odf.fpq but when i click launch it crashes. I check my normal install of it to see if there was something wrong there..and there isnt. Please advise.
p.s. I put all my stuff in the mod folder..but it crashes upon loading...fyi my mod is a severe modification of FLOPS other than the sprites and underlying config files..my odfs, techtrees and such are completely different. I have enclosed a BugReport as an attachment. I go to Options-Mods- I load my mod. it comes up with the splash screen for me to make my instant actions selections. It sees my races.odf which means its seeing my ODF folder/odf.fpq but when i click launch it crashes. I check my normal install of it to see if there was something wrong there..and there isnt. Please advise.
Attachments
exceptArmada2.txt
- (18.96 KiB) Downloaded 353 times
posted on June 1st, 2011, 3:43 am
You do not have to create an ODF.fpq file if you do not want to
. Just make sure you follow the same folder set up as Fleet Ops
. Aka, odfs should be in Mods/Worf's Mod/odf/system . It is difficult to know what would cause the crash without more information I think 



posted on June 1st, 2011, 4:21 am
I included a bugreport on my previous post. I copied my entire odf folder over..along with anything that might possibly be relevant to that install...could being built on 3.2.3 have an adverse affect on the game?
posted on June 1st, 2011, 4:48 am
How simple would it be to install previous versions as mods?
posted on June 1st, 2011, 2:27 pm
I am not knowledgeable enough to interpret most bug reports, but some one else will get back to you soon 
Installing previous versions can be done in some instances, provided the coding is still up to date and compatible. Which version are you trying to install?

Installing previous versions can be done in some instances, provided the coding is still up to date and compatible. Which version are you trying to install?
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