Star Trek Armada II - Requesting Modding Help & Crashing Err
Talk about anything related to old versions of Armada.
posted on August 29th, 2010, 5:39 am
Star Trek Armada II - Requesting Modding Help & Crashing Errors Help – Thread 5
In this thread, I will be describing two different crashing errors. Each of the following threads in this part will continue with the other crashing errors in my Star Trek Armada II Mod. Each one will only list two crashing errors. The more important errors will appear in the first threads and then work their way up to the errors that I don’t think are as important but still are important in their own ways.
**********THE CRASHING ERRORS**********
1. There is a weapon that I have downloaded on ArmadaFleetCommand’s download’s section that is for the Dominion and it’s a “destroy all kind of weapon” the name of the weapon is “destroyall” and after it is launched and its effect spreads, the game crashes (its like the artillery torpedoes on some cruiser vessels and it has the same effect but strong enough to destroy everything). I originally thought that this was because of the increased Shield/HitPoint Values I gave to the Dominion ships (since the weapon is originally for the Dominion). Well I decided to give this weapon to the Romulans (and the Remans) and the Klingons. No matter what race uses it, the game crashes as the effect spreads out and hits and destroys the ships that launched it. I don’t know why this is the case and I’m willing to have anyone take a look at the original downloaded file since I put it into a .ZIP file, but I don’t just want to post this file here or the link, I’ll send it to those who are willing to help me out with it either through a Private Message or e-mail. Just please let me know if you’re willing to help with it first.
In this thread, I will be describing two different crashing errors. Each of the following threads in this part will continue with the other crashing errors in my Star Trek Armada II Mod. Each one will only list two crashing errors. The more important errors will appear in the first threads and then work their way up to the errors that I don’t think are as important but still are important in their own ways.
**********THE CRASHING ERRORS**********
1. There is a weapon that I have downloaded on ArmadaFleetCommand’s download’s section that is for the Dominion and it’s a “destroy all kind of weapon” the name of the weapon is “destroyall” and after it is launched and its effect spreads, the game crashes (its like the artillery torpedoes on some cruiser vessels and it has the same effect but strong enough to destroy everything). I originally thought that this was because of the increased Shield/HitPoint Values I gave to the Dominion ships (since the weapon is originally for the Dominion). Well I decided to give this weapon to the Romulans (and the Remans) and the Klingons. No matter what race uses it, the game crashes as the effect spreads out and hits and destroys the ships that launched it. I don’t know why this is the case and I’m willing to have anyone take a look at the original downloaded file since I put it into a .ZIP file, but I don’t just want to post this file here or the link, I’ll send it to those who are willing to help me out with it either through a Private Message or e-mail. Just please let me know if you’re willing to help with it first.
posted on August 29th, 2010, 6:23 am
You can always post a link to the place where you got the file.
Did you try to add this weapon to a unmodded installation and see what happens? As I understand your modded game is hugely modded. Have you tried it would using the patch project EXE?
I see two potential issues here:
1) We don't know if this weapon actually works (hence try it in an unmodded game).
2) As the weapon is firing, is the problem related to the patch project EXE or something more esoteric or simple.
Final point of advice on this. This sounds a bit like a superweapon. One thing I hated in A2 (and other games like C&C) was the superweapons. You are playing well, things are going good, then BOOM! Half your base gone. Do you really need this weapon for your game.
Oh, and have you tried simply looking for a similar but different weapon to try out?
Did you try to add this weapon to a unmodded installation and see what happens? As I understand your modded game is hugely modded. Have you tried it would using the patch project EXE?
I see two potential issues here:
1) We don't know if this weapon actually works (hence try it in an unmodded game).
2) As the weapon is firing, is the problem related to the patch project EXE or something more esoteric or simple.
Final point of advice on this. This sounds a bit like a superweapon. One thing I hated in A2 (and other games like C&C) was the superweapons. You are playing well, things are going good, then BOOM! Half your base gone. Do you really need this weapon for your game.
Oh, and have you tried simply looking for a similar but different weapon to try out?
posted on August 29th, 2010, 2:06 pm
good gravy...5 threads?
I think I have to agree with loki, though without looking at the odf, I can only suggest any number of options, non of which might be the problem.
I think I have to agree with loki, though without looking at the odf, I can only suggest any number of options, non of which might be the problem.
posted on August 29th, 2010, 2:18 pm
Isn't five threads a little overkill?
posted on August 29th, 2010, 4:46 pm
I advised him to make 2-3 concerning his most serious problems. He didn't follow my advice.
posted on August 30th, 2010, 4:16 am
Last edited by jetnova16 on August 30th, 2010, 4:40 am, edited 1 time in total.
loki_999 wrote:You can always post a link to the place where you got the file.
Did you try to add this weapon to a unmodded installation and see what happens? As I understand your modded game is hugely modded. Have you tried it would using the patch project EXE?
I see two potential issues here:
1) We don't know if this weapon actually works (hence try it in an unmodded game).
2) As the weapon is firing, is the problem related to the patch project EXE or something more esoteric or simple.
Final point of advice on this. This sounds a bit like a superweapon. One thing I hated in A2 (and other games like C&C) was the superweapons. You are playing well, things are going good, then BOOM! Half your base gone. Do you really need this weapon for your game.
Oh, and have you tried simply looking for a similar but different weapon to try out?
I tried the weapon in an unmodded game using it with the Federation and the Scout ship and it has the same effect, the mod is for Armada2 well there is also one for Armada I too, I have the second version of it, there was a 2.0 version that I got.
This is a last resort weapon only, it builds fast and cost little to no resources. If your about to lose its ment to take down the enemy and the player at the same time. The ships using this weapon aren't going to be part of the AI when that is complete. Because of how its a last resort weapon, its only for those races that are actually an empire, the Dominion, The Klingons and the Romulans/Remans. It would be to deadly in the hands of the Borg and the Federation wouldn't use such a weapon. The Cardassians don't get it because they are in my Fourth Campaign part of the Dominion again in a renewed alliance.
I'm using this weapon in a way to symbolize "The Children Of Heaven" the Chal. (AKA from William Shatner's Star Trek novels, "The Ashes of Eden, The Return, Avenger, Spectre, Dark Victory, Preserver, Captain's Peril, Captain's Blood, and Captain's Glory")
Edit:
Adm. Zaxxon wrote:good gravy...5 threads?
I think I have to agree with loki, though without looking at the odf, I can only suggest any number of options, non of which might be the problem.
The ODF files have been added,, the ship, and the weapon files. I have been thinking about taking out this part of the main weapon's file to see if that could help:
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posted on August 30th, 2010, 5:44 am
jetnova16 wrote:I tried the weapon in an unmodded game using it with the Federation and the Scout ship and it has the same effect,
What? Do you mean it also causes problems in an unmodified game? If so, drop it/change it. You're wasting time trying to get it working. With your timescale you don't have time to be working on getting non-working things working.
PS: Still hate the idea of the weapons.
posted on August 30th, 2010, 11:44 pm
loki_999 wrote:What? Do you mean it also causes problems in an unmodified game? If so, drop it/change it. You're wasting time trying to get it working. With your timescale you don't have time to be working on getting non-working things working.
PS: Still hate the idea of the weapons.
I did test it in an unmodded game, but I consider an unmodded game to be Vanilla Ultimate without being modded by me an unmodded game because of the fact it was installed over a stock Armada II Install with the Official Patch. I can test it in a unmodded/patched version of Armada II but I think the results will be the same.
"If something doesn't work, you never give up at it, that's quiting and quiters never win and never succeed at anything either." To give up on that weapon and its purpose and its reason for being will mean the Fourth Camapgin's story will have to be drastically changed. I know that my time scale makes it slightly impossible to get this weapon working, but it is possible to figure it out.
In many mods that I've downloaded, especially full conversions, I've seen many different weapons, special weapons, ships and even stations commented out. They of course may or may not work or still need to be worked on to get them to work. My goal is not to have to do that but if I have to, I will.
I actually still beleive in this weapon and a way to get it to work. I beleive that this weapon still has potential.
posted on August 31st, 2010, 8:55 pm
I have done what you fully said to do in testing the weapon in an unmodded version of my game fully. I tested it in a game patched to 1.1 using the Official Patch and the weapon worked perfectly and the game didn’t crash. I then ran the test again after installing Vanilla Ultimate to that testing version and found that the game didn’t crash (like it did in my previous test) and finally I added one other patch to the testing install, the Fleet Ops Patch Project 1.2.5 Patch. Testing this weapon in this version didn’t crash the game either. I have decided to re-install (re-put the files for this weapon into my mod and overwrite the original ones just in case that might end up fixing the problem.
Now the only thing I can’t figure out is that this mod is based on the Tricolbalt Torpedoes used by ships like the Federation Steamrunner class and its counterparts among the other races. Nothing is changed for the textures or the weapon, the Dominion and even the Remans; all my added races (including the Cardassian Full Race Replacement Mod) have a ship that use the standard version of this weapon and the information inside the weapon’s main file relates it right to the Tricolbalt Torpedoes. What I’m trying to say is that there isn’t really anything in my game that should prevent this weapon from actually working the way it does in the unmodded versions that you suggested I test it in, after all, none of the files associated with the weapon or the ship have been edited. The only file I could think of that might be causing issues with the weapon is the weapons.spr file, because it might be likely that stock information could have been removed but that theory is highly unlikely because I haven’t removed any information from it, I’ve only added to it, Maybe though it could be edited from another mod where stock information was removed that I don’t know but if that was the case, then how come the other ships using that type of weapon (aka the weapon used by the type of ships equal to the Steamrunner-class).
Given this information, can anyone please help me make this weapon finally work?
Now the only thing I can’t figure out is that this mod is based on the Tricolbalt Torpedoes used by ships like the Federation Steamrunner class and its counterparts among the other races. Nothing is changed for the textures or the weapon, the Dominion and even the Remans; all my added races (including the Cardassian Full Race Replacement Mod) have a ship that use the standard version of this weapon and the information inside the weapon’s main file relates it right to the Tricolbalt Torpedoes. What I’m trying to say is that there isn’t really anything in my game that should prevent this weapon from actually working the way it does in the unmodded versions that you suggested I test it in, after all, none of the files associated with the weapon or the ship have been edited. The only file I could think of that might be causing issues with the weapon is the weapons.spr file, because it might be likely that stock information could have been removed but that theory is highly unlikely because I haven’t removed any information from it, I’ve only added to it, Maybe though it could be edited from another mod where stock information was removed that I don’t know but if that was the case, then how come the other ships using that type of weapon (aka the weapon used by the type of ships equal to the Steamrunner-class).
Given this information, can anyone please help me make this weapon finally work?
posted on September 4th, 2010, 5:17 am
I think I have an idea on what could be causing some of these crashes involving the Destroy All Weapon, maybe there is a damage.spr information missing or something is not right in the exsplosions.spr file. Or these could be a weapon in the Weapons.spr that isn't labled right, I believe I might have narrowed down the cause of the problem possibly, after all something has to be missing in my mod that isn't missing in the Stock Install (with the patch, another Stock Install with Vanilla Ultimate and a third unmodded install with official patch, vanilla ultimate and the 1.2.5 patch installed).
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posted on September 5th, 2010, 2:09 am
I found what mod the destroy all weapon and the Dominion Avenger-class came in, it is a mod that I got off of Armada Fleet Command, but it waasn't a single mod, infact it was a fule mod. As I reported earlier though, the weapon works just fine in a stock install, a stock install with Vanilla Ultimate and the official patch and another stock install using Vanilla Ultimate Patch 1.1 and the Patch Project 1.2.5 Patch.
The name of the full mod is: VENGEANCE V1.3.1
Here is a link that links to all the "Vengeance Mods"
Armada Fleet Command: You are using an invalid IP V1.3.1
The name of the full mod is: VENGEANCE V1.3.1
Here is a link that links to all the "Vengeance Mods"
Armada Fleet Command: You are using an invalid IP V1.3.1
posted on September 14th, 2010, 9:40 pm
I'm starting to think that this crashing error could be related to the other ones involving ships. I just have no way to prove that theory yet until the other errors are fixed, but it would be great if they are connected because they would all be fixed at once.
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