MOD: STA2 Upgrade Project 2014 - A stock A2 mod in FO
I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
posted on April 6th, 2014, 11:13 am
rifraf wrote:@emmett: I don't believe Armada 1 can be ported over as has been done with Armada 2. You should check out the Super Classic Mod by Cabal here on this site. It's game play inspired by Armada 1 utilizing the FO assets.
I posted a new update download in the first post. It should make the ships less glass fragile (due to crew loss) and battles last longer. Hope you like.
Thanks, I was try yours mod. But i better like A1. A1 more balanced (weapon, repair etc) .
posted on April 6th, 2014, 11:46 am
I played the Super Classic Mod by Cabal .This mod it's awesome and I like it so much. It's game play inspired by Armada 1 utilizing the FO assets.
posted on April 8th, 2014, 8:46 am
Unlimited officers limit possible? Like in A1 and Fleet Operations
posted on April 8th, 2014, 2:06 pm
Yes, you can increase the office limit in the RTS_CFG file near the bottom. Change the value I have from 750 to 9999. See the guide here:
http://guide.fleetops.net/guide/modding ... ICER_LIMIT
Mod Update: I'm almost finished redoing the single player missions. I have the Feds and Klings done and am wrapping up the Borg and will post as a separate download. Not much has changed from the Improved Single Player Campaign mod that Thunderfoot006 released several years ago so it should provide a similar challenge.
I'm also increasing the size of the ships/stations to be easier to see and I now have access to Dan's Cardassian Full Race mod so and contemplating switching out to most of his stations, but keeping Aad's ships. I'll decide in the coming days.
http://guide.fleetops.net/guide/modding ... ICER_LIMIT
Mod Update: I'm almost finished redoing the single player missions. I have the Feds and Klings done and am wrapping up the Borg and will post as a separate download. Not much has changed from the Improved Single Player Campaign mod that Thunderfoot006 released several years ago so it should provide a similar challenge.
I'm also increasing the size of the ships/stations to be easier to see and I now have access to Dan's Cardassian Full Race mod so and contemplating switching out to most of his stations, but keeping Aad's ships. I'll decide in the coming days.
posted on April 8th, 2014, 6:18 pm
I just played the second Federation episode in single player mode, and I couldn't get my cargoships to load resources to deliver to the computer allied base. I can only buy or sell metal and 'liffium. That's a bit strange. I couldn't cumplete the mission because of that. Any ideas?
posted on April 9th, 2014, 12:55 am
Eris wrote:I just played the second Federation episode in single player mode, and I couldn't get my cargoships to load resources to deliver to the computer allied base. I can only buy or sell metal and 'liffium. That's a bit strange. I couldn't cumplete the mission because of that. Any ideas?
Select the cargo ship and Presss V, then you'll see the trade menu which has load resource buttons.
This is a known problem on stock Armada II import in FO 3.x.
posted on April 9th, 2014, 10:26 am
Thank you, works Large fleet better
rifraf wrote:Yes, you can increase the office limit in the RTS_CFG file near the bottom. Change the value I have from 750 to 9999. See the guide here:
http://guide.fleetops.net/guide/modding ... ICER_LIMIT
Mod Update: I'm almost finished redoing the single player missions. I have the Feds and Klings done and am wrapping up the Borg and will post as a separate download. Not much has changed from the Improved Single Player Campaign mod that Thunderfoot006 released several years ago so it should provide a similar challenge.
I'm also increasing the size of the ships/stations to be easier to see and I now have access to Dan's Cardassian Full Race mod so and contemplating switching out to most of his stations, but keeping Aad's ships. I'll decide in the coming days.
posted on April 9th, 2014, 12:15 pm
Thank you Yoshi! I'll try it out.
posted on April 9th, 2014, 7:38 pm
hi,
my friend, I can not download the link given by you ... I should do? ...?
larry...
my friend, I can not download the link given by you ... I should do? ...?
larry...
posted on April 11th, 2014, 6:07 pm
Both links work fine for me. Problems on your end.
posted on April 14th, 2014, 5:00 am
First post updated. New for download is updated single player campaigns and a couple of corrected build buttons.
Next update will be new Cardassian stations to replace what is in currently and a new Romulan advanced shipyard and Federation basic ship yard. Hope you'll like.
Let me know of any problems you may have/continue to have and I'll do my best to fix/get help with.
Next update will be new Cardassian stations to replace what is in currently and a new Romulan advanced shipyard and Federation basic ship yard. Hope you'll like.
Let me know of any problems you may have/continue to have and I'll do my best to fix/get help with.
posted on April 14th, 2014, 6:24 am
Hello, I have a suggestion -- could you change the M-class planet texture to a more generic one? It looks weird since all M-class planet use Earth map...
posted on April 14th, 2014, 4:33 pm
I can take a look around for a different M-class planet and see about swapping it out. Kinda makes sense I guess.
As for the single player update it's mostly the exact work the ImpSPCam team released however, I did redo most of the AI stuff and I altered a few of the maps further to add more resources to the AI if warranted. I'm not a great RTS player so if the mission is too easy for me then I tried to give the AI a slight leg up. So I hope I didn't screw anything up and consider this to be evolution 1 for the missions. Some missions may be too hard so just dial down the difficulty to see if that helps. Obviously it's not fun if it's unbeatable.
I'll continue to look at them, and test how the AI plays (I discovered some very interesting things about how the AI plays the missions for instance which was unexpected) so I may release an update later. I hope Thunderfoot reads this as I can't seem to get any PM's to go through to him here as they stay stuck in my outbox and won't process. I'd like to discuss the AI and mission stuff with you.
As for the single player update it's mostly the exact work the ImpSPCam team released however, I did redo most of the AI stuff and I altered a few of the maps further to add more resources to the AI if warranted. I'm not a great RTS player so if the mission is too easy for me then I tried to give the AI a slight leg up. So I hope I didn't screw anything up and consider this to be evolution 1 for the missions. Some missions may be too hard so just dial down the difficulty to see if that helps. Obviously it's not fun if it's unbeatable.
I'll continue to look at them, and test how the AI plays (I discovered some very interesting things about how the AI plays the missions for instance which was unexpected) so I may release an update later. I hope Thunderfoot reads this as I can't seem to get any PM's to go through to him here as they stay stuck in my outbox and won't process. I'd like to discuss the AI and mission stuff with you.
posted on April 15th, 2014, 2:05 am
Been playing through the campaign with your mod and have been enjoying myself with it thoroughly. I'm impressed at both how well it looks and plays now.
However, I've come across a pretty game-breaking problem whilst playing through the Fed campaign. Enemy units have the lovely habit of descending lower than the map allows for (From what I can tell, the mod has shrunk the verticals so you can't go as high or low anymore).
Looks like the AI is pretty much ignoring the new constraints on the player. It'd be easily managed... If it weren't for the fact that any unit that goes below the established vertical limit can no longer be seen or targeted. It makes any kind of unit defence mission near impossible when you've got enemies sniping the objective unit and you can't return fire.
Notable mission that it happens on is There and Back Again, especially with the 8472 units that show up, not one of them came into the map at a targetable height.
Imagine having three artillery units in your base that you can't see or target, but can only see the rounds of doom wrecking your buildings.
However, I've come across a pretty game-breaking problem whilst playing through the Fed campaign. Enemy units have the lovely habit of descending lower than the map allows for (From what I can tell, the mod has shrunk the verticals so you can't go as high or low anymore).
Looks like the AI is pretty much ignoring the new constraints on the player. It'd be easily managed... If it weren't for the fact that any unit that goes below the established vertical limit can no longer be seen or targeted. It makes any kind of unit defence mission near impossible when you've got enemies sniping the objective unit and you can't return fire.
Notable mission that it happens on is There and Back Again, especially with the 8472 units that show up, not one of them came into the map at a targetable height.
Imagine having three artillery units in your base that you can't see or target, but can only see the rounds of doom wrecking your buildings.
posted on April 15th, 2014, 3:38 am
Glad you like it. I'm terrified that I screwed up the game play some how in the missions with the edits I did to the already great work the ImpSPCam team did originally. I included original file backups in the update just in case of this.
From what you describe I think it's because the maps have pre scripted paths for the AI to follow to enter the map and some of them are very high/very low on the z-axis, well outside the +/- 250 limit I placed in the RTS_CFG file. Maybe they get stuck above or below and can't maneuver to within the same level +/- 250 on the z-axis?
If that's not the case and the AI is simply ignoring the limit and maneuvering outside of it then that's a new one on me. I've not noticed this behavior so far, butI'm not sure how it would be allowed to do so? I'll see if I can replicate it and try to get some idea why it might be happening. Thanks for playing though and feel free to let me know of any other issues you may run into if you don't mind.
I'm not sure how experience of a modder you are, but you can try increasing the values in the RTS_CFG file to maybe double and see if it corrects it. These settings are about 2/3 the way down.
// Ship combat configuration
float SKINNY_SHIP_COMBAT_FLOOR = -250.0;
float SKINNY_SHIP_COMBAT_CEILING = 250.0;
float SHIP_COMBAT_FLOOR = -250.0;
float SHIP_COMBAT_CEILING = 250.0;
float DEEP_SPACE_SHIP_COMBAT_FLOOR = -250.0;
float DEEP_SPACE_SHIP_COMBAT_CEILING = 250.0;
From what you describe I think it's because the maps have pre scripted paths for the AI to follow to enter the map and some of them are very high/very low on the z-axis, well outside the +/- 250 limit I placed in the RTS_CFG file. Maybe they get stuck above or below and can't maneuver to within the same level +/- 250 on the z-axis?
If that's not the case and the AI is simply ignoring the limit and maneuvering outside of it then that's a new one on me. I've not noticed this behavior so far, butI'm not sure how it would be allowed to do so? I'll see if I can replicate it and try to get some idea why it might be happening. Thanks for playing though and feel free to let me know of any other issues you may run into if you don't mind.
I'm not sure how experience of a modder you are, but you can try increasing the values in the RTS_CFG file to maybe double and see if it corrects it. These settings are about 2/3 the way down.
// Ship combat configuration
float SKINNY_SHIP_COMBAT_FLOOR = -250.0;
float SKINNY_SHIP_COMBAT_CEILING = 250.0;
float SHIP_COMBAT_FLOOR = -250.0;
float SHIP_COMBAT_CEILING = 250.0;
float DEEP_SPACE_SHIP_COMBAT_FLOOR = -250.0;
float DEEP_SPACE_SHIP_COMBAT_CEILING = 250.0;
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