Regent Class (FO 3.2.4)

posted on June 1st, 2011, 12:50 am
Right all here is Aad Moerman's Regent Class brought into Fleet Operations by me. He has given me permission to edit and release this ship for FO so hope you enjoy

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Attachments

Regent Class.zip
(1.24 MiB) Downloaded 542 times
posted on June 1st, 2011, 1:15 am
Um, Blade, you put the wrong AssetVersion in the info.ini file.  It's supposed to be 3230.  Otherwise, it'll appear to be "out of date," which it does.
posted on June 1st, 2011, 1:18 am
Nice job Blade  :thumbsup:
posted on June 1st, 2011, 5:45 pm
Pretty nice, has the feel of a scaled down Sov. class. Couple of things though; It's not in the right place as far as build order. Its the very last thing to build in my Earudi yard, instead of being the last ship. Secondly, what does the wheel looking special do? It has no tooltip, just a bunch of nonsense.
posted on June 1st, 2011, 6:37 pm
Are there any install instructions? I tried adding this in the Mods folder and can launch it as a mod, but I dont see it available in the yard
posted on June 1st, 2011, 7:05 pm
I couldn't either, until I opened the info file within the regent folder, and changed the "Assetversion" value to 3230. Then it showed up.
posted on June 1st, 2011, 11:23 pm
poop looks like i accidently broke a few things when adding tech requirements also the special is slipstream
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Anyway i here is 1.1 of the regent I hope it addresses all the issues raised

Attachments

Regent Class.zip
(1.35 MiB) Downloaded 539 times
posted on June 5th, 2011, 8:23 am
Last edited by JR_109 on June 5th, 2011, 8:28 am, edited 1 time in total.
Once it gains it's first rank, it loses everything, special weapons, regular weapons...

EDIT: i just looked at the odfs, you forgot the ranking weapons files
posted on June 6th, 2011, 6:34 pm
yh I know im currently fixing it (granted not a long job just got other stuff to do at the moment. next patch should fix this but if there are any other errors please let me know so i dont have to make another patch for a while
posted on June 8th, 2011, 1:11 am
Hi,

it would be good to make usage of the #include command in all files.
Your mod overwrite a couple of orginal FO files and make usage with other mods or newer FO versions more difficult as is ...

Regards
R-TEAM
posted on June 11th, 2011, 12:20 pm
im sure i used the #include command in the odfs that overided FO ones will double check
posted on June 12th, 2011, 4:47 am
Hi,

this is maybe right (i think it is) - but you overwrite all techtree + sprite-relatet files ....
Can the #include dont used here ??

Regards
R-TEAM
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