officerGain Re-implemented Please

Post ideas and suggestions on new features or improvements here.
posted on April 29th, 2013, 11:16 pm
Could a future version have Armada 1's officerGain odf command programmed back in? It could be very useful for modding.
posted on April 29th, 2013, 11:52 pm
Hmm, what did that command do exactly?
posted on April 30th, 2013, 1:30 am
It raised the officer cap. So if the base officer cap was 100 and you built a starbase whose odf had officerGain = 20 your cap was raised to 120. If you lost the starbase it went back down to 100.
posted on April 30th, 2013, 2:07 am
I'd like to see that implemented in both FleetOps and also included to be used in modding. I've noticed that the Officer ODF files have been in A2 and in some mods as well but just not used.

It would be extremely nice to see the Officer Gain reimplemented into FleetOps and A2 along with for modding purposes. :)
posted on April 30th, 2013, 7:38 am
FO has no officer cap, how would you increase what doesn't exist?
posted on April 30th, 2013, 7:48 am
Yes, wouldn't be useful for Fleet Operations. But i'll have a look into it. Doesn't sound too hard to implement.
posted on April 30th, 2013, 3:32 pm
Tyler wrote:FO has no officer cap, how would you increase what doesn't exist?

I wasn't intending it for FO itself, but for modding purposes. Officers can be reactivated with a cap, but that cap can't be raised right now like it could in A1 and negative officer cost was a little glitchy.
Reply

Who is online

Users browsing this forum: Bing [Bot] and 13 guests