Fleet Operations with Height

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posted on May 31st, 2011, 2:17 pm
Last edited by Anonymous on October 5th, 2011, 12:53 am, edited 1 time in total.
This mod adds the ability to change unit heights and build stations directly above or underneath each other (deep space only).  Please put some space between the moon and mining station.  Like keeping the station footprint from overlapping the moon.  And make sure that the moon is at the same height as the mining station.  To install, unzip the files into you "Fleet OperationsDataMods" directory.

Download Version 1.0.0.4
  • Map height options are now identical to stock A2.
  • Version wasn't incremented correctly in 1.0.0.3.

Download Version 1.0.0.3
  • Removed extra fed_saberY.odf file.  The one in the FPQ file is enough.

Download Version 1.0.0.2
  • The mod now appears as a different game version.

Download Version 1.0.0.1
  • Normal height allows more 3D combat.
  • Normal height doesn't allow defense bypass.
  • Deep space room has been reduced by 1/3.

Attachments

FleetOps_WithHeight.zip
(771 Bytes) Downloaded 470 times
posted on May 31st, 2011, 2:32 pm
Any installation instructions? I would like to try this.
posted on May 31st, 2011, 2:36 pm
Last edited by Anonymous on May 31st, 2011, 2:42 pm, edited 1 time in total.
Um, unzip into your "Fleet OpsData" directory.  Sorry.  I've added the instructions to the first post here.
posted on May 31st, 2011, 2:54 pm
and is this a separate mod i can change in the mod manager?
posted on May 31st, 2011, 3:35 pm
This is a separate mod.  You can "activate" mods in the mod manager.  There's some more info in the Modifications section of the guide.
posted on May 31st, 2011, 6:20 pm
I added this to the Data folder and I can activate it as a mod, but how do you change the height of a station? Is there a key sequence?
posted on May 31st, 2011, 6:29 pm
I believe it's the shift key that changes height.  Green bar is above the 0 grid, red bar is below the 0 grid.
posted on June 1st, 2011, 2:16 pm
Love this mod, it's really fun to mess around with height. I just wish building footprints could be 3d too, so you could build mining above moons.

I know it doesn't take much to add in, but thanks for providing this to the lesser able people like myself :)
posted on June 1st, 2011, 3:29 pm
No problem.  Here's a hint though.  If you select deep space, you can build stations directly above/below other stations/resources.

The heights are the stock A2 heights, which I think I will change.  You can bypass enemy defenses best on deep space.
posted on June 1st, 2011, 3:34 pm
Careful with the zoom if 'Deep Space' is allowed. I used that before and wasn't allowed to zoom back out.
posted on June 1st, 2011, 3:37 pm
I updated the mod.  You can view the change list in the first post.

Stock Fleet Ops uses "Skinny Map" as default.
Normal Height now allows for more 3D combat, but no longer allows for enemy defense bypass.
Deep Space enables you to build directly above or below resources and stations.

EDIT:
Oh yah, the zoom has a little bug when changing default heights.
posted on June 1st, 2011, 5:03 pm
So you have made deep space smaller because it allows to build in 3d effectively?
posted on June 1st, 2011, 6:51 pm
Last edited by Anonymous on June 1st, 2011, 6:53 pm, edited 1 time in total.
You can still build in 3D effectively, but it's less space you have to worry about.  Now the Federation, Dominion, and Borg can scout right on top of the enemy base when deep space is on.  If I didn't want anyone to be able to build effectively in 3D, I wouldn't have made it so deep.  A 1,000-unit radius is artillery range, the map can be up to 2,000 units above and below the 0 grid.

I made normal height smaller because there's not much use for it other than more combat room.  Should fix some pathing issues.
posted on June 3rd, 2011, 11:27 pm
I've updated this mod so it appears as an incompatible game version.

fed_saberY.odf
Code: Select all
shieldrate = 0.411
// Changed to
shieldrate = 0.4110


The extra 0 at the end does not actually change the rate at which the shields regenerate.  It just makes the mod appear as an incompatible game version.  Because if someone is using this mod in the same game that someone else is not using the mod, when the height of a unit goes beyond what is defined by stock Fleet Ops, the game goes OOS.
posted on June 4th, 2011, 12:19 am
Good idea :)
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