Buildable Warp-Ins Mod - cancelled

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posted on September 24th, 2011, 11:52 am
yep, shouldnt be too difficult for the average weapon
posted on September 24th, 2011, 12:33 pm
Tok`ra wrote:True, or an excel spreadsheet combined with a basic script that makes the .odfs.


Yep, gotta agree with that; you can totally do odfs in Excel with Macros. In fact, a whole tool system to generate all odfs, including weapons, passives, etc, is certainly within the realms of possibility, if someone had the time to dedicate to it.
posted on September 24th, 2011, 1:32 pm
2.0.5.1 is out!
posted on September 24th, 2011, 11:06 pm
Last edited by Tok`ra on September 24th, 2011, 11:12 pm, edited 1 time in total.
TChapman500 wrote:2.0.5.1 is out!


Damn you, now I gotta re-pack my fpq file for this mod so I have a higher vet limit! :p

Atlantis wrote:Yep, gotta agree with that; you can totally do odfs in Excel with Macros. In fact, a whole tool system to generate all odfs, including weapons, passives, etc, is certainly within the realms of possibility, if someone had the time to dedicate to it.


Yup.

EDIT: For those that want it, heres my edited odf.fpq file, all ships set to take up 1 vet slot, 40 vet slots avalible.

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posted on September 24th, 2011, 11:42 pm
A sub mod for the Buildable Warp-Ins mod?
posted on September 25th, 2011, 2:40 pm
If you do a test game, make sure to record a replay and post it.  I'll be using that and be participating in tests myself to ensure that the mod is balanced.
posted on September 25th, 2011, 8:21 pm
Version 2.0.5.2 is out!

Tok'ra, I'll make your veteran sub-mod so it doesn't conflict with the Buildable Warp-Ins mod.  In the mean time, check out this forum for strategies that you can play with the new balance system.

Buildable Warp-Ins Strategy Guide
posted on November 3rd, 2011, 6:08 pm
It seems that since no one is interested in helping me improve the balance of this mod by testing it and giving me replays to review, I'm cancelling the mod.
posted on November 4th, 2011, 8:17 am
im not sure if its a bug or if thats how its designed but im able to essentially double the veteran limit by building the ships in the shipyard and calling them with starfleet command.  to be honest its better that way since the other races dont have limits on their high end ships with the exception of the dominions s7 defenders and those suck ass anyways. 

in the off chance you do work on this again doubling the limit would seem to be a bit more balanced since you can only start with 3 ships until they level up and the teutoburgs die alot since the AI seems to like to target them first.

i dont know how i did it but one time i ended up with a 17/10 limit by just building the ships (no fleet command yet) ..........i think i might have had 3 ships building at the same time. 

thanks for this mod though i love using these ships.  :)
posted on November 5th, 2011, 4:18 pm
Can you clarify what ships you are building that are allowing you to go over the fleet caps?
posted on November 5th, 2011, 7:39 pm
the teutoburg and descent.
posted on November 5th, 2011, 7:42 pm
I believe those are capped at 10 slots total.  Teutoburg uses 4 slots, Descent uses 3 slots.  What avatar?  Risner uses a replaceweapon to compensate for a techtree limitation.
posted on November 5th, 2011, 10:27 pm
yeah risner.  i can build 2 descent and a teutoburg and then build a starfleet command and warp in additional ships.  if you look at the cap count it looks like there are two seperate ones.  one for starfleet command and another one for the shipyards.  not complaining though since it allows me to get a couple extra ships.

the time i had 17/10 was when i lost all my ships and started building again starting with the descents and teotoburgs.........at the time that happened i had a buttload of shipyards so i wonder if once you start building a ship if its under the cap it will be completed even if you go over the cap before its finished.  next time i play feds ill see if i can replicate it. (currently play the klingons as they are the BESTEST race ever)
posted on November 5th, 2011, 10:57 pm
There are two separate caps.  The one from the starfleet command, and the other from the shipyard.  That was intentional.  However  Exceeding the cap may be a bug within the FO engine.
posted on January 12th, 2012, 12:09 pm
I really want to try this mod out as I think it looks epic! But for some reason the link appears dead, it comes up with 'cannot display page'. Please help as I really want to play this!  :(
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