Deep Space Nine
posted on August 30th, 2010, 9:21 pm
Last edited by rxformula91 on August 31st, 2010, 1:26 am, edited 1 time in total.
Hi,
I'm running 3.13 and added DS9 to the files... but when I load map editor and put DS9 on the map it just shows a Huge Error sign on it... what does that mean?
and also any possible way to fix that?
update: Sorry noob mistake forgot the .sod file
I'm running 3.13 and added DS9 to the files... but when I load map editor and put DS9 on the map it just shows a Huge Error sign on it... what does that mean?
and also any possible way to fix that?
update: Sorry noob mistake forgot the .sod file
posted on August 30th, 2010, 10:39 pm
Seems that you are missing the sod. are you sure you put it in the SOD folder?
posted on September 2nd, 2010, 8:27 pm
I'm having a lot of difficulty with making the tooltips (red numbers) show up right on the game including using notepad++ to edit and copy it. Anyone know another way to make it work in game?
Also say if I decide to give up making the red numbers appear... does that affect the unit at all?
Also say if I decide to give up making the red numbers appear... does that affect the unit at all?
posted on September 2nd, 2010, 9:18 pm
Sadly the only other way is with the Hex editor - and both are difficult/picky. It won't affect any gameplay attributes if you leave or remove those numbers
posted on September 3rd, 2010, 4:43 am
ISS_Enterprise_D wrote:Here is my first conversion for Fleet Operations: the Nor Class Command Station, a.k.a. Deep Space 9
This model comes from dan1025's Cardassian Full Race mod downloadable here: Cardassian Full Race, Star Trek: Armada 2 Downloads, Star Trek: Armada 2 Full Race
Since I haven't gotten the trick of converting down yet, it's not technically complete. There's no build button or wirefram, so I have it rigged to be a map object.
Hope you guys like it!!
I have the Cardassian Full Race Replacement mod in my Star Trek Armada II install and its part of the mod that I'm creating for personal use that I'm working on though for a college project, well I ahve found that the Cardassian Full Race Replacement Mod actually interferes with the Klingon Campaign and now that I know that someone else has it, I was wondering if you have encountered problems with it and have any ideas on how to get the campaign working again?
posted on September 3rd, 2010, 5:53 am
Lol, well a "Full Race Replacement Mod" is doubtless going to cause campaign issues.
I mean ... the possibilities for things that can go wrong is ... staggering. You can't slap a full mod onto something and expect the previous version's things to work .
I mean ... the possibilities for things that can go wrong is ... staggering. You can't slap a full mod onto something and expect the previous version's things to work .
posted on September 3rd, 2010, 7:55 pm
Boggz wrote:Lol, well a "Full Race Replacement Mod" is doubtless going to cause campaign issues.
I mean ... the possibilities for things that can go wrong is ... staggering. You can't slap a full mod onto something and expect the previous version's things to work .
All I know is that the mod was recommended by the staff at Armada2Files and no one really knew if it would ahve problems with the campagin because some campaign missions for the Klingons work well others don't.
How would you suggest fixing this?
posted on September 3rd, 2010, 8:11 pm
jetnova16 wrote:How would you suggest fixing this?
Remove the mod?
Seriously Jet, if people are not aware of a conflict then congratulations, you get to be the person who finds out what the problem is.
However, considering the sheer size of your mod, and from what I understood you have installed just about every single mod off A2Files into the one instance its not surprising that you are having issues.
Sorry if this comes off all cynical and/or sarcastic but you set yourself some massive goals and combing mods in ways that most people have not attempted before, and for someone who has been working on this mod for, what is it? More than 2 years now? You show a surprising naivety about a wide range of A2 modding topics.
Once again, i advise you with the best intentions, considering your remaining time and the number of issues you have with your mod, cut back on the scope. Get the working parts working, ditch the non-working stuff, and have a final product ready to hand in by the deadline.
If this means you have to rework other things such as documentation and the campaign and backstory you have then so be it.
posted on September 3rd, 2010, 8:49 pm
loki_999 wrote:Remove the mod?
Seriously Jet, if people are not aware of a conflict then congratulations, you get to be the person who finds out what the problem is.
However, considering the sheer size of your mod, and from what I understood you have installed just about every single mod off A2Files into the one instance its not surprising that you are having issues.
Sorry if this comes off all cynical and/or sarcastic but you set yourself some massive goals and combing mods in ways that most people have not attempted before, and for someone who has been working on this mod for, what is it? More than 2 years now? You show a surprising naivety about a wide range of A2 modding topics.
Once again, i advise you with the best intentions, considering your remaining time and the number of issues you have with your mod, cut back on the scope. Get the working parts working, ditch the non-working stuff, and have a final product ready to hand in by the deadline.
If this means you have to rework other things such as documentation and the campaign and backstory you have then so be it.
I haven't installed or even using all of the mods at Armada2Files, I am not even using half of them that are there because they have many files there and there's no way I want to use all of them. All the errors taht I'm having are also happening in Stock Armada II, I test them in a stock install (I have a zip file of a stock game patched to 1.1 and unzip it when ever I find any error in my game). The Cardassian Full Race Replacement Mod has errors that occur in teh Stock Install too, its not my mod that is causing the problems if it was I'd actually admit it but I'm having Klingson Missons crash in a stock install using the Cardassian Full Race Replacement Mod, A race replacement mod shouldn't be released if its going to interfere with the game's campagin missions because if anyone was to think, some people still play the campaigns.
I can't ditch the part of the game that isn't working because all that is causing the problesm are required for the final product because in my proposal for my project (and since its been approved I can't make any changes) states that I'll be creating a Fourth Campagin, totally replacing the Stock Cardassian Race with a newer more accurate race. In my project proposal I also stated that all the added races, Dominion, Remans, Vulcans, and the non-playable (which will be non-playable) Son'a and the Gorn will all take part in a campaign that each mission will involve a different race and conflict in the Dominions plans to try and retake over the Alpha Quadrant and to destroy all that previously opposed them.
NOTE: The reason this modding project is so far behind is because of all the errors and no one ever offering advice, I have actually had to fix so many errors myself and then for the ones I can't I'm always forced to uninstall the game and then reinstall and start over. This is unexceptable, and shouldn't have to be be done again and again. I get the same errors that I keep reporting more than once but they always occuring at different times, literally random, just like the one with the Trading Station and Cargo Ships. First time that happened I had just installed the Dominion Ultimate Mods, did that first this time and it didn't happen now it only just started happening after trying out a mod that armed the stations (research & trading) .
Because my proposal was excepted for my modding project, I can't change it so I have to make all of this work, one way or another. That means I have to find the problems causing these crashing errors and fix them, but at the same time I still have to add the additonal units for the other races and start creating the Fourth Campaign Missions. That is the reason I am coming to everyone here for help because those that have modded this game for a longer time should at least have some ideas what are causing these errors, or have at least come acrossed something like it before or heard about it.
Does anyone understand what I am saying?
posted on September 3rd, 2010, 9:47 pm
jetnova16 wrote:NOTE: The reason this modding project is so far behind is because of all the errors and no one ever offering advice, I have actually had to fix so many errors myself and then for the ones I can't I'm always forced to uninstall the game and then reinstall and start over. This is unexceptable, and shouldn't have to be be done again and again. I get the same errors that I keep reporting more than once but they always occuring at different times, literally random, just like the one with the Trading Station and Cargo Ships. First time that happened I had just installed the Dominion Ultimate Mods, did that first this time and it didn't happen now it only just started happening after trying out a mod that armed the stations (research & trading) .
Sorry, but this just irks me...it's not the responsibility of anyone here to do your college project for you. If you've asked for help and no-one's replied, then maybe it's because they don't actually know either? Surely if this is your college project then you should be working these bugs out yourself rather than saying that it's unacceptable that you have to do so, as otherwise it's not really your own work...
posted on September 3rd, 2010, 10:55 pm
Blazing Gig wrote:Sorry, but this just irks me...it's not the responsibility of anyone here to do your college project for you. If you've asked for help and no-one's replied, then maybe it's because they don't actually know either? Surely if this is your college project then you should be working these bugs out yourself rather than saying that it's unacceptable that you have to do so, as otherwise it's not really your own work...
I only asked for help at Armada2Files' Forums all that time and I was always being made the into the one causing the problems to occur. Then every time I got banned there for asking for help, I was forced into having to keep unistalling the game and then starting over, just to have the same problems occur over and over again all at different times (Thus I've given the name "Random Crashes"). I know that they happen at different times because I end up starting my mod at the moment the crashing error started and prove to myself and if I was at Armada2Files to the users there that it wasn't me causing them, this prood can be seen in the Trading Stations and Cargo Ships of all the races causing a crash. This happened after adding the Dominion before, started over by adding the Dominion first, the error didn't happen, and then I worked backwards to the mods that were used originally before the Dominion, no crashing error, then at a different point in the process of putting together the mod, the same problems arose again, all Random in timing.
I have worked many of these bugs out myself, I'm reporting the bugs here that I haven't been able to work out because either their in a different file or not related to the ships and stations and weapons.
posted on October 11th, 2013, 7:56 pm
is there a mod fir this on 3.2.7??
posted on October 12th, 2013, 7:03 am
Unfortunately no, but adding it yourself wouldn't be too dificult. Weather you want to simply replace a station ingame already, or add it as something completely new, the information to get started should be in the guide. http://guide.fleetops.net/guide/modding ... ip-station
Plus there are plenty of members here that would be glad to help you figure it out.
Plus there are plenty of members here that would be glad to help you figure it out.
posted on October 12th, 2013, 1:24 pm
Adm. Zaxxon wrote:Unfortunately no, but adding it yourself wouldn't be too dificult. Weather you want to simply replace a station ingame already, or add it as something completely new, the information to get started should be in the guide. http://guide.fleetops.net/guide/modding ... ip-station
Plus there are plenty of members here that would be glad to help you figure it out.
alright thanks man
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