Proteus Class (FO 3.1.5)

1, 2, 3, 4, 5
posted on February 17th, 2012, 2:52 am
You should consider making your mods in a Mods folder, that way when you uninstall Fleet Ops, your changes are kept - that also allows easier access to the files of course :)
posted on February 17th, 2012, 3:16 am
crappy ad-laden download site will not let me have the file. Insists I stare at the damn page for 21 second countdown, then tells me the link is expired.

spyware / scam site?
posted on February 17th, 2012, 3:26 am
Fileserve? The site usually works for me, and it's one of the few filesharing sites I know of that doesn't seem to be ruined.
posted on February 17th, 2012, 3:35 am
I finally got it to work.

You literally have to stare at the page. If you click another tab, or fail to click the link immediately after the timer gets to zero, it does not work. That is an insulting thing to have in my opinion. I feel like the carrot is on a stick.

About the file though : GREAT work  :thumbsup:

Sleek and very modern, while still feeling trekky
posted on February 17th, 2012, 4:37 pm
I got it to work, loving the look of the ship!!!

How would i limit construction to just 4 ships?

and where would i find the names that those ships are given?

After a long sleep i decided i love this game to much to give up having a play!!!
posted on February 17th, 2012, 4:55 pm
Limiting it to a certain number, you'll need a cap file and the code to tell the game to use it. Just copy all_cap_veteran and the code for it is in the veteran odf for all ship, you can copy that. Code for capfiles can be found here: Fleetcap Configuration.

Shipnames are in the odf, after possiblecraftnames = .
posted on February 17th, 2012, 5:00 pm
As there are multiple odf for the proteus like proteus 1 and so on will i have to change each and every one?
posted on February 17th, 2012, 5:06 pm
For the capfile, I think you need to add it to all odfs, though that might just be to make the limit appear in the tooltip. For the name, I don't think you need to since it keeps the name from when it was built.
posted on February 18th, 2012, 10:20 pm
When the Proteus ranks up it gains the distortion field special? however it cannot use it?

Please help?
posted on February 18th, 2012, 10:32 pm
Drewlew wrote:When the Proteus ranks up it gains the distortion field special? however it cannot use it?



Does it have (enough) special energy to feed the Distortion Field?
posted on February 18th, 2012, 10:35 pm
Yep, fully energy, and when its pressed nothing happens at all?

No reduction in special energy at all, just does nothing?
posted on February 18th, 2012, 10:47 pm
Drewlew wrote:Yep, fully energy, and when its pressed nothing happens at all?

No reduction in special energy at all, just does nothing?


"Full energy" doesn't necessarily mean "enough energy".
However, I do have another guess:

This mod was done for 3.1.5.

Until 3.2.0, special weapons which were identical for both avatars were sharing the same .odf.

So you might need to add a Proteus-odf-file for the other avatar.
posted on February 18th, 2012, 11:00 pm
Just checked, doesnt work for Risner either?

So not for either avater?
posted on February 18th, 2012, 11:15 pm
Drewlew wrote:Just checked, doesnt work for Risner either?

So not for either avater?




Check the odf's and compare the names. Compare the single ranks of the Proteus and look if the Distortion field is available to later ranks as well or if it was just added by accident.
posted on February 18th, 2012, 11:18 pm
Cool! Are you any good at the modding?
1, 2, 3, 4, 5
Reply

Who is online

Users browsing this forum: No registered users and 14 guests