Roots mod has been released!
posted on July 22nd, 2019, 5:31 pm
rifraf wrote:Are you thinking you have a ship or station ready and resources ready and it's in place, but the game is just not building something for unknown reasons?
Yes, exactly this, and it's always a station. I'm guessing it has something to do with the AI getting interrupted, like something blocking a building location (though I've seen the AI handle this properly sometimes) or a construction ship getting destroyed while building or while underway to build something and then the replacement construction ship doesn't take over the build order.
But these are just guesses: I know the build lists are fine since the AI builds everything most of the time.
posted on July 22nd, 2019, 8:42 pm
Well, you know it works so it has to be one of the issues you stated. I get that all the time in my AI testing. The AI can sometimes be 2 items behind when progressing through it's build list. Like I get it listing a freighter as being produced next in line, but it says no producer because the con ship hasn't even built the mining station yet. It's triggered to build the station, but is en route to the build location
posted on July 24th, 2019, 4:58 pm
Tryptic wrote:Cloaking seemed to be almost useless when cloak detection is this powerful, although some of that is just the fact that the AI builds so many scouts. It would be helpful to have some visual indicator of how far cloak detection extends; maybe put the tachyon pings back on the ships visually even if their detection is always active.
The 1.1 patch will have a detection range (using the visiblerange command) when you hover the cursor over the detection subsystem. Normal effects, like the ping effect are ugly because they tend to trail behind a moving scout. I've resorted to using a static overlaysod for sensor arrays (just a blueish circle, based on a modified, hexedited version of the effect_progscan.sod file) and there's an easy option in the patch to put this on scouts as well (you just have to rename a texture file). This is completely optional since it doesn't affect multiplayer compatibility.
Tryptic wrote:There is a line that goes in weapon odf files that determines "when the ship is set to medium/high movement autonomy, and it fires this weapon or the player gives an attack command, turn the ship to face the target". This line seems to be missing from your weapons, as I noticed my Romulan ships facing away from the enemy and not turning to face them unless I gave a move command.
Which command is that? I haven't been able to find this in the guide. I vaguely remember experimenting with something like "turntofacetarget = 1" or something similar, but now I can't find it in the guide and I seem to remember that it didn't work anyway...
posted on July 25th, 2019, 5:08 pm
rifraf wrote:Well, you know it works so it has to be one of the issues you stated. I get that all the time in my AI testing. The AI can sometimes be 2 items behind when progressing through it's build list. Like I get it listing a freighter as being produced next in line, but it says no producer because the con ship hasn't even built the mining station yet. It's triggered to build the station, but is en route to the build location
Yeah...
I did find I had two entries in my build lists set to start tech level one (both the first two construction ships had it, so maybe the AI went bonkers if the second construction ship had to be rebuilt), so I fixed that and I put the checkTechnologyAvailable parameter back to 0, thinking that might add some stability. I've observed a few test games on maps where the AI seemed to run into the above problem more often and nothing has been going wrong so far since the changes to the build lists, so I either solved it or made it less likely to happen, either way it's a win

posted on July 26th, 2019, 3:44 pm
Patch 1.1 is out: https://www.moddb.com/mods/fleet-ops-ro ... s-patch-11
Full version 1.1 is also available: https://www.moddb.com/mods/fleet-ops-ro ... -ops-roots
Enjoy!
Full version 1.1 is also available: https://www.moddb.com/mods/fleet-ops-ro ... -ops-roots
Enjoy!
posted on July 30th, 2019, 1:00 am
JanB wrote:Patch 1.1 is out: https://www.moddb.com/mods/fleet-ops-ro ... s-patch-11
Full version 1.1 is also available: https://www.moddb.com/mods/fleet-ops-ro ... -ops-roots
Enjoy!
A 1000 thanks.
posted on August 21st, 2019, 12:16 pm
great MOD. Thx for the hard work.
There is one thing though, how can i play classic FO now except from having a complete seperate FO installation?
Can i add classic FO as a MOD and if, how can i do that?
There is one thing though, how can i play classic FO now except from having a complete seperate FO installation?
Can i add classic FO as a MOD and if, how can i do that?
posted on August 21st, 2019, 2:16 pm
zimpi wrote:great MOD. Thx for the hard work.
There is one thing though, how can i play classic FO now except from having a complete seperate FO installation?
Can i add classic FO as a MOD and if, how can i do that?
Thank you!
Yes, you can add classic FO as a mod: just copy everything that is in the classic FO's "Data" folder into a folder called "Classic FO" (or whatever you want to name it) and copy this folder into the Mods folder in the Fleet Ops: Roots installation. The Classic FO should now be available under Mod Options in the main menu of the game. Of course you can do it the other way around as well: copy the Data folder of Fleet Ops: Roots into the Classic FO installation to have it be a mod inside Classic FO.
posted on August 21st, 2019, 9:53 pm
zimpi wrote:great MOD. Thx for the hard work.
There is one thing though, how can i play classic FO now except from having a complete seperate FO installation?
Can i add classic FO as a MOD and if, how can i do that?
JanB wrote:Yes, you can add classic FO as a mod: just copy everything that is in the classic FO's "Data" folder into a folder called "Classic FO" (or whatever you want to name it) and copy this folder into the Mods folder in the Fleet Ops: Roots installation. The Classic FO should now be available under Mod Options in the main menu of the game. Of course you can do it the other way around as well: copy the Data folder of Fleet Ops: Roots into the Classic FO installation to have it be a mod inside Classic FO.
I have tried to turn FleetOps into a Mods Directory Mod and it doesn't' work properly after doing so. All the build items that the Devs set to be Hidden all show up and they don't show up right either. Normally they are multiple click buttons (think of the ones on the Starbase) these show up in a straight row. The same happens with all the Mixed Tech items and additional shipyards. These are not the only problems that occur when trying to put FleetOps "Proper" into the Mods Directory; there are other errors as well. I created an entire thread here on the Forums about this that also has pictures/screenshots. It can be found here: https://www.fleetops.net/forums/technical/fleetops-version-3-2-7-in-the-mods-directory-13788
You would really have better luck turning the Roots Mod into a Mods Directory Mod instead and transporting it to FleetOps that way. That is really how JanB should have made it. Instead of doing that though I got rid of the Roots Mod because the "End User" shouldn't have to do this and turn JanB's mod into a Mods Directory Mod when that was their responsibility as the Mod's Creator to do.
posted on August 22nd, 2019, 5:25 pm
USSJasmine wrote:zimpi wrote:great MOD. Thx for the hard work.
There is one thing though, how can i play classic FO now except from having a complete seperate FO installation?
Can i add classic FO as a MOD and if, how can i do that?JanB wrote:Yes, you can add classic FO as a mod: just copy everything that is in the classic FO's "Data" folder into a folder called "Classic FO" (or whatever you want to name it) and copy this folder into the Mods folder in the Fleet Ops: Roots installation. The Classic FO should now be available under Mod Options in the main menu of the game. Of course you can do it the other way around as well: copy the Data folder of Fleet Ops: Roots into the Classic FO installation to have it be a mod inside Classic FO.
I have tried to turn FleetOps into a Mods Directory Mod and it doesn't' work properly after doing so. All the build items that the Devs set to be Hidden all show up and they don't show up right either. Normally they are multiple click buttons (think of the ones on the Starbase) these show up in a straight row. The same happens with all the Mixed Tech items and additional shipyards. These are not the only problems that occur when trying to put FleetOps "Proper" into the Mods Directory; there are other errors as well. I created an entire thread here on the Forums about this that also has pictures/screenshots. It can be found here: https://www.fleetops.net/forums/technical/fleetops-version-3-2-7-in-the-mods-directory-13788
You would really have better luck turning the Roots Mod into a Mods Directory Mod instead and transporting it to FleetOps that way. That is really how JanB should have made it. Instead of doing that though I got rid of the Roots Mod because the "End User" shouldn't have to do this and turn JanB's mod into a Mods Directory Mod when that was their responsibility as the Mod's Creator to do.
I don't get the errors you described in that thread when I make Classic FO into a mod for the FLeet Ops: Roots.
Doing it the other way around is of course just as possible but would not make things easier for the "end user". The end user would still have to figure out the right installation folders and I cannot automate that for them because using the registry to get the installation folder is not entirely reliable. On top of this the end user would have to install Classic FO first anyway. The way I've set it up now is that Fleet Ops: Roots will work out of the box and a separate installation of Classic FO will not interfere with it in anyway. Anyone who wants to have Roots as a mod can just make it one by copying the data into the Classic FO's Mod folder, but this won't save you any disk space, only a game icon on your desktop...
posted on August 23rd, 2019, 5:44 am
JanB wrote:USSJasmine wrote:zimpi wrote:great MOD. Thx for the hard work.
There is one thing though, how can i play classic FO now except from having a complete seperate FO installation?
Can i add classic FO as a MOD and if, how can i do that?JanB wrote:Yes, you can add classic FO as a mod: just copy everything that is in the classic FO's "Data" folder into a folder called "Classic FO" (or whatever you want to name it) and copy this folder into the Mods folder in the Fleet Ops: Roots installation. The Classic FO should now be available under Mod Options in the main menu of the game. Of course you can do it the other way around as well: copy the Data folder of Fleet Ops: Roots into the Classic FO installation to have it be a mod inside Classic FO.
I have tried to turn FleetOps into a Mods Directory Mod and it doesn't' work properly after doing so. All the build items that the Devs set to be Hidden all show up and they don't show up right either. Normally they are multiple click buttons (think of the ones on the Starbase) these show up in a straight row. The same happens with all the Mixed Tech items and additional shipyards. These are not the only problems that occur when trying to put FleetOps "Proper" into the Mods Directory; there are other errors as well. I created an entire thread here on the Forums about this that also has pictures/screenshots. It can be found here: https://www.fleetops.net/forums/technical/fleetops-version-3-2-7-in-the-mods-directory-13788
You would really have better luck turning the Roots Mod into a Mods Directory Mod instead and transporting it to FleetOps that way. That is really how JanB should have made it. Instead of doing that though I got rid of the Roots Mod because the "End User" shouldn't have to do this and turn JanB's mod into a Mods Directory Mod when that was their responsibility as the Mod's Creator to do.
I don't get the errors you described in that thread when I make Classic FO into a mod for the FLeet Ops: Roots.
Doing it the other way around is of course just as possible but would not make things easier for the "end user". The end user would still have to figure out the right installation folders and I cannot automate that for them because using the registry to get the installation folder is not entirely reliable. On top of this the end user would have to install Classic FO first anyway. The way I've set it up now is that Fleet Ops: Roots will work out of the box and a separate installation of Classic FO will not interfere with it in anyway. Anyone who wants to have Roots as a mod can just make it one by copying the data into the Classic FO's Mod folder, but this won't save you any disk space, only a game icon on your desktop...
I have many friends that have had the exact same problems that I have shown with putting FleetOps in the Mods Directory and they have all complained about it after. They have also complained about your way of making FleetOps: Roots" and have begged to have it as a Mods Directory mod because it is far easier to go to "Options" on the Main FleetOps Menu and then Select Mods and go to "FleetOps: Roots" as the Mod wanting to play and the way the FleetOps Devs designed the Mods Directory in the game, users can create a Game Icon from there to Quickly Access "FleetOps: Roots" and any other mod, thus making your statement: "The way I've set it up now is that Fleet Ops: Roots will work out of the box and a separate installation of Classic FO will not interfere with it in anyway." 100% false especially since all people playing your mod actually already have FleetOps installed as Zimpi here has shown you; thus all you ahve done is made it harder for people to play your mod by not just putting it as a Mods Directory Mod instead of doing what you did and releasing an ENTIRE NEW version of FleetOps that the End User has to make space for. All you needed to do with the Mods Directory was put your Edited Files in the correct Folders and use the info.ini file (also known as: a Configuration Settings Files) and set FleetOps Proper (what you're calling Classic FleetOps) as the Parent Mod and then it goes and gets the required files from FleetOps Proper that the mod doesn't have and loads them with the mod; which is very simple and takes up far less space than your mod does now.
You must never have played FleetOps Mods Directory mods before or you'd actually know that this is the case how FleetOps works. You didn't need to make it harder for everyone to have FleetOps Proper and your Mod for that is what the Mods Directory is all about, having FleetOps Proper and Mods all in ONE PLACE with both FleetOps accessible and the Mods freshly out of the box and ready to play just by launching FleetOps and then going to "Options" on the Main Menu and then "Mods" and then selecting the Mod you want to play. These are all three (3) Easy Quick Clicks of the mouse and the Mod then loads quickly (faster than FleetOps does) and then your able to setup the matches you want to play.
All you did by making FleetOps: Roots as its own separate game is making harder for people to switch from FleetOps Proper and to play games online with their friends and other FleetOps players for now instead of having to just leave the Mods Directory they also have to leave your Mod then load FleetOps Proper by clicking on its executable. Congratulations on making it Harder to play FleetOps Proper online unless everyone playing the matches is actually Playing FleetOps: Roots online but they aren't; they are mostly playing Tryptic's Mod which is easier for it uses the Mods Directory and has an info.ini (configuration settings file).
This is what a info.ini (Configuration Settings File) looks like; and this is the one for Tryptic's Mod:
- Code: Select all
[mod]
name=Fleet Operations: Tryptic's Mod
Description=A rebalance mod by Tryptic.
Author=Tryptic
Version=Tryptic's Mod 3.2d: Test version
AssetVersion=30205
ignoreParentMaps = 1
Then there are also Mods that link to each other in the Mods Directory that then link to another Mod that uses FleetOps as the Parent Mod after the mod being played links to the other mod as its parent before linking to FleetOps Proper (Classic FleetOps):
- Code: Select all
[mod]
Name=Super Classic Advanced
Description=A mod for Super Classic that integrates several Fleet Ops features.
Author=CABAL
Website=http://www.msfc.com.au/forum/forum.php
Version=Beta 1.1.0
Screenshot=
Icon=sca.ico
Standalone=0
ParentMod=Super Classic
ignoreParentMaps=0
AssetVersion=30207
- Code: Select all
[mod]
Name=Super Classic
Description=A recreation of Star Trek: Armada I using Fleet Operations art assets.
Author=CABAL
Website=http://www.msfc.com.au/forum/forum.php
Version=Beta 1.1
Screenshot=
Icon=sc.ico
Standalone=0
ignoreParentMaps=1
AssetVersion=30207
You could have easily done this and saved a lot of people including my friends as well as Zimpi a lot of time. Now I have been having to take time out of working on my own Modding Project to fix your mistake for many people since you didn't release a version for the Mods Directory. You may personally like playing it as its own mod that isn't in the Mods Directory but its a hassel for many other people I'm afraid to say. I don't think it was your goal to make playing your Mod and still being able to have quick access to FleetOps Proper a hassle but it is now.
posted on August 23rd, 2019, 7:16 am
I have the FleetOps: Roots Mod working in the Mods Directory; meaning I did JanB's job that should really have been done in the first place, especially since a useless info.ini file was included in the mod for those files only work in the Mods Directory. I didn't remove any of the duplicate FleetOps textures that take up a lot of space so this will officially take time to transfer to a .zip file and uploaded to a site fir downloading but people wanting this in the Mods Directory like Zimpi can now have it they way and just one copy of FleetOps installed. Eventually I can do this for other Mods that are forcing End Users to have multiple copies of FleetOps Proper installed or you can follow the example of this mod I've setup to work with the Mods Directory and delete/remove the unnecessary files.
Here are some screenshots to prove that this is done and works:
Here are some screenshots to prove that this is done and works:
- screenshot 2019-08-23 02.33.54.png (70.64 KiB) Viewed 1102 times
- screenshot 2019-08-23 02.37.31.png (293.86 KiB) Viewed 1102 times
- screenshot 2019-08-23 02.37.55.png (201.44 KiB) Viewed 1102 times
posted on August 23rd, 2019, 7:19 am
More screenshots:
- screenshot 2019-08-23 02.38.30.png (232.6 KiB) Viewed 1102 times
- screenshot 2019-08-23 02.39.37.png (643.61 KiB) Viewed 1102 times
posted on August 23rd, 2019, 3:53 pm
JanB wrote:USSJasmine wrote:zimpi wrote:great MOD. Thx for the hard work.
There is one thing though, how can i play classic FO now except from having a complete seperate FO installation?
Can i add classic FO as a MOD and if, how can i do that?.JanB wrote:Yes, you can add classic FO as a mod: just copy everything that is in the classic FO's "Data" folder into a folder called "Classic FO" (or whatever you want to name it) and copy this folder into the Mods folder in the Fleet Ops: Roots installation. The Classic FO should now be available under Mod Options in the main menu of the game. Of course you can do it the other way around as well: copy the Data folder of Fleet Ops: Roots into the Classic FO installation to have it be a mod inside Classic FO.zimpi wrote:great MOD. Thx for the hard work.
There is one thing though, how can i play classic FO now except from having a complete seperate FO installation?
Can i add classic FO as a MOD and if, how can i do that?
Here is a version of FleetOps: Roots that is actually for the Mods Directory of FleetOps Proper (what JanB has called: Classic FleetOps). This makes just having FleetOps Proper installed and no other FleetOps needed. This saves End Users from having multiple FleetOps games on their computers thus taking up Hard Drive Space that they don't want to lose. As the screenshots I have posted about this in previous posts shows; this 100% works.
This is a download that JanB should download and post for the FleetOps: Roots Mod instead of the Full Install of FleetOps!
https://mega.nz/#!HJAmUC7S!vSdCLPHmBeLw49Lblb3Y6Wk8H905OhJeAIaIvw0Z8S0
posted on October 30th, 2019, 3:04 pm
Jan,
First off.. Im a long time modder of this game going waaaay back to 2001...
So ive seen a lot of mods.. both very good.. and very, very bad... with that being said...
This is very polished and extremely well put together.
Ive been endeavoring to rebuild my personal mod... but i have been unsuccessful.. Im gonna build my mod on top of yours... the biggest thing thats missing from FleetOps is that starships do not move in combat. they simply stay stationary.. and shoot.. soo not star trek at all.. Id love to be able to mod the cloverleaf attack pattern back into the game to give it more of that star trek feel. I was able to do so with my personal mod.. but the icon for it looked so out of place because it uses the stock A2 Gui texture. Id love for something like this to be reintegrated into the game.. as it is already there.. just needs an icon to fit in the with the GUI style and be readded. Would this be something you might be willing to help me undertake?
edit: Going through the build progression of the game.. when i build the weapon enhancement/shield enhancement.. how does that actually go about adding 10% damage or 10% stronger shields... what method did you use? Thanks in advance bud.
edit #2 1:38pm - Found a bug with the nbre_battleship.odf. The race name for the ship should read "npc_breen" and you have it listed as "nbre_battleship" so its trying to reference itself as a race. I fixed it in my install.. but I recommend a fix for yours as well
First off.. Im a long time modder of this game going waaaay back to 2001...
So ive seen a lot of mods.. both very good.. and very, very bad... with that being said...
This is very polished and extremely well put together.
Ive been endeavoring to rebuild my personal mod... but i have been unsuccessful.. Im gonna build my mod on top of yours... the biggest thing thats missing from FleetOps is that starships do not move in combat. they simply stay stationary.. and shoot.. soo not star trek at all.. Id love to be able to mod the cloverleaf attack pattern back into the game to give it more of that star trek feel. I was able to do so with my personal mod.. but the icon for it looked so out of place because it uses the stock A2 Gui texture. Id love for something like this to be reintegrated into the game.. as it is already there.. just needs an icon to fit in the with the GUI style and be readded. Would this be something you might be willing to help me undertake?
edit: Going through the build progression of the game.. when i build the weapon enhancement/shield enhancement.. how does that actually go about adding 10% damage or 10% stronger shields... what method did you use? Thanks in advance bud.
edit #2 1:38pm - Found a bug with the nbre_battleship.odf. The race name for the ship should read "npc_breen" and you have it listed as "nbre_battleship" so its trying to reference itself as a race. I fixed it in my install.. but I recommend a fix for yours as well

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