New mod progect - art of war

I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
posted on March 4th, 2021, 9:31 pm
Working on a remaster art of war mod based on STA2 Classic though with weapon effects of carried over from fleet ops. (will need permission from fleet ops before releasing.) The game based on five tier system with slow resources accumulation. Each tier takes from eight + plus minutes for each tier. This is done to make sure low tech ships like constitution have their moment in the sun before becoming trash. All ships are in the mod and working. Federation is mostly finished. So early alpha ish Future plan - add "Fighters" to planets. Though question for fleet ops dev. If you add fighters to a neutral planets and player captures it does the fighters become the players or do they remain hostile? or does your computer catch fire? When mod is finished will definitely check. Will also use the above item, if it works, to add neutral barbarians that will attack players. Best place to post images so i can upload them here?

*guessing planet hard coding prevents weapons on planets from firing. Thinking you can make star bases invisible and non targetable, but still have weapons.

Barbarian working. The basic list include sona and reman ships. With chance for planets to be guarded by a Scimitar.
Weapon range are much longer than fleet ops. Most battleship and station having 2000 + ranges.
posted on March 8th, 2021, 2:58 am
I look forward to seeing your progress. Art of War was one of my favorite mods.
posted on March 8th, 2021, 4:35 am
If your interested, I could use a beta testers. So far the dominion and cardassians are finished. Biggest issues is a lack of maps. so far I have dante's world as proof of concept. More to come. Eventually their will be two layers of npc enemies. one is based on lairs and is destroyable, the other the ship continue to spawn and cant be perma-death. For borg hell maps ect. dante's world isn't a perma death map. The center has constant enemies. But is the only class M on the map. Do you dare?
posted on March 8th, 2021, 6:28 am
In days past, I would have jumped at the chance to be on a beta test team. Unfortunately, my job has only gotten busier over the last year. Between my job and my responsibilities at home, I don’t think I would have the time to dedicate to reliably test your mod. I thank you for the offer, but for now anyway, I’ll have to decline.
posted on April 11th, 2021, 2:04 pm
I might be up for doing some beta testing... if I'm told what to test for.
posted on April 22nd, 2021, 10:56 am
Sounds awfully similar to a mod I know from somewhere... :lol: But healthy competition is always welcome.
Answering to your question, I would ASSUME that the fighters wouldn't change faction. The fighters have their own race entry, and that wouldn't change even if their parent's would. They would either attack you until destroyed, or fly away when they do if the carrier is destroyed.
New fighters should be loyal to you though, unless the fighter weapon has some prereq that prevents it to spawn fighters.

But as always, the best way is to test is. It is easy to set up a little scenario in the map editor with a planet vs a bunch of ships and see what happens if those ships capture the planet. I do several test runs when I'm experimenting with new features to see how they work and if they break the game. It's quite fun actually, because you sometimes get outcomes you did not expect.
posted on May 29th, 2021, 4:05 pm
Hello there,

its nice to see that people are still working on mods for this game. Looking forward to see some pics:) I've recently rediscovered Fleet Operations and the Classic mod and I'm still enjoying it a lot. I've been working a bit on a personal "mod", whereas its more a conglomerate of content taken from Art of War, BIVR, FleetOPs, Alliances (which was a A1 mod), Physics project, Midnight Universe etc...

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posted on January 1st, 2022, 10:36 am
tim1988 wrote:Working on a remaster art of war mod based on STA2 Classic though with weapon effects of carried over from fleet ops. (will need permission from fleet ops before releasing.) The game based on five tier system with slow resources accumulation. Each tier takes from eight + plus minutes for each tier. This is done to make sure low tech ships like constitution have their moment in the sun before becoming trash. All ships are in the mod and working. Federation is mostly finished. So early alpha ish Future plan - add "Fighters" to planets. Though question for fleet ops dev. If you add fighters to a neutral planets and player captures it does the fighters become the players or do they remain hostile? or does your computer catch fire? When mod is finished will definitely check. Will also use the above item, if it works, to add neutral barbarians that will attack players. Best place to post images so i can upload them here?

*guessing planet hard coding prevents weapons on planets from firing. Thinking you can make star bases invisible and non targetable, but still have weapons.

Barbarian working. The basic list include sona and reman ships. With chance for planets to be guarded by a Scimitar.
Weapon range are much longer than fleet ops. Most battleship and station having 2000 + ranges.



HAPPY NEW YEAR TO EVERYONE !!! 8)

Hey tim1988, I wanted to ask how the progress is?
Art of War was (is) such a cool mod! Can't wait to try^^
posted on March 18th, 2022, 11:22 am
Hello everyone,

I am still working on my personal mod from time to time, which would be sth. like an art of war/alliances mod for STA2 classic (FO engine).
I was able to implement the weapons and fighter system of FO into my mod. So, for example, Starfleet now builds two carrier-type ships (Curry and Britain Class) which launch Peregrine or Javelin-class fighters, respectively.
I've also implemented a basic upgrade system for some ships, which becomes available once you research upgrades for ships subsystems in the later game.
However, I noticed a few issues. Nothing severe and it mainly involves strange AI behaviour. For instance, the AI tends to self-destroy disabled ships and stops building structures at a certain point (no errors in tech tree etc.). The later seems to be map related. I am no AI expert, but maybe someone of you has some clues or ideas or has observed similar things.

Here are some pics from an AI test game (Starfleet vs. Klingon).

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posted on March 20th, 2022, 10:24 am
USSAndromeda wrote:However, I noticed a few issues. Nothing severe and it mainly involves strange AI behaviour. For instance, the AI stops building structures at a certain point (no errors in tech tree etc.). The later seems to be map related. I am no AI expert, but maybe someone of you has some clues or ideas or has observed similar things.


Start a game where the AI can build uninterrupted (use a map with wormholes and then use the map editor to remove the wormhole so the AI is cut off from enemies) and see if they still stop building at some point. If they do then try to reduce the footprint buffer around buildings (in their odf files) because this usually happens when the AI feels it has no space to build. What also helps is making the sodscale of the largest buildings smaller, or setting the combat ceilings to 500 in RTS_CFG.h, then the AI will stack buildings vertically once it runs out of space.

Also think hard about if you really need all those stations. Many mods have a tendency to just add more stuff mindlessly while that clogs up the AI (not just build space, but build lists too, and an AI that gets heavily attacked during a build phase can also get interrupted, that chance increases the more unique buildings there are in the build list) and most players don't really like having to build 4 different research stations to unlock something.
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