porting over special weapons from Armada 2

Program aborts? Network configuration? Graphic errors? Bugs? Post your question here.
posted on February 4th, 2018, 11:50 pm
Fleetops is basically a new game engine from Armada 2. How easy or hard is it to port over the super special weapons (klingon shockwave, federation temporal wave...)???


I'm guessing it has to do with various sprite files, textures and odf files that no longer work in Fleetops.
posted on February 5th, 2018, 5:00 pm
Fleet Operations 3.2.x is fully backwards-compatible :)
posted on February 5th, 2018, 9:08 pm
^What Dominus_Noctis said^

The files from Armada II should run properly on their own, just by putting them in the mods folder. Of course there might be a little bit of tweaking required, such as techtree entries and removing "race = cardassianunion" from something.
posted on February 5th, 2018, 10:42 pm
What about the various sprites, any thing needed to be changed in the sprite folder?
posted on February 6th, 2018, 12:56 pm
well, if you want the complete list, it should be:

-techtree entry
-gui_global: entry for the button
-textures folder: texture file with the button in it
-special weapon odfs: possible race changes, etc
-if it uses an explosion, this will be listed in the ordinance file and require a .SOD file in the sod folder

You should also check the type of weapon in the Fleet Ops modding guide to see if there are any crashes that can be caused (such as using "target location" without "requires target" or some other AI-related commands)
Reply

Who is online

Users browsing this forum: No registered users and 2 guests