Star Trek Armada II Import

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posted on June 21st, 2011, 8:42 pm
hmm only thing i can think of is if the d/l was corroded some how or the archiving had issues because the gui shudnt look like that and officers shud be at 600
posted on June 21st, 2011, 8:54 pm
I checked the RTS_CFG file and officers are at 600, the Advanced settings shows the credits dropdown, set at 20. I changed the resources to double, now the officers is at 600 for both normal and double resources.

Nothing new for the interface. It is the same both before and after the archive, so maybe a redownload would help.
posted on June 21st, 2011, 8:57 pm
48% on the download.  Still displaying 3 hours to go.

Blade, maybe you missed a few things in the mod.
posted on June 21st, 2011, 8:58 pm
yh i dnt know how to change the drop down name but you shudnt need to do that in order to get 600 as i dnt and my gui is like it is in a2 (uploading to rapidshare with look that'll fix it
posted on June 21st, 2011, 9:03 pm
Try searching through the "label.map" file to change the displayed stuff to what they should be.  Or just replace it with the stock A2 label.map file.
posted on June 21st, 2011, 9:06 pm
cancel d/l stupid laptop didnt save the zip correctly gotta re zip it up
posted on June 21st, 2011, 9:08 pm
Ok.

Also, the stock Label.map doesn't work; you just get multiple buttons without names.
posted on June 21st, 2011, 9:12 pm
In that case, find similarities between the two files and revert everything back to stock A2.
posted on June 21st, 2011, 9:19 pm
all that is due to the zip file not saving the files correctly as it all works fine for me new version of the file shud be uploaded either tonite or tomorrow after testing of the file before and after uploading
posted on June 22nd, 2011, 1:06 am
Borg101 wrote:I bought and played A1 and A2 on their release dates, tyvm.  He says he's going to import the files, then balance the game out.  Stock A2 wasn't really balanced.  FO changed some of the visuals and game mechanics but, to me, its largest triumph came in balancing the game.


if you think armada 2 was unbalanced please state why as you are being very vague, im only asking this as i am a long term armada 2 player and would like to know what people found unbalanced.
posted on June 22nd, 2011, 3:08 pm
How's the project going?
posted on June 22nd, 2011, 5:19 pm
A2_Tiger wrote:if you think armada 2 was unbalanced please state why as you are being very vague, im only asking this as i am a long term armada 2 player and would like to know what people found unbalanced.


Where would we begin? lol
posted on June 22nd, 2011, 5:52 pm
Here's a basic summary of what is unbalanced about A2.

The Borg and Species-8472 are at a disadvantage (Borg especially) if someone puts an orbital facility on a planet.

If the Borg last long enough, they can build a fusion cube, which will be able to destroy everything in it's path.  It can only be stopped by a very large fleet and when supported by a diamond, is unstoppable.  The Borg pyramid can also "attack" colonized planets which ignores the cease-fire, and you can't stop it.

The Klingons, Romulans, and Cardassians can spam their super-weapons and destroy everything in their path and even though they loose their ships in the process, they can rebuild easily while the enemy is left almost destroyed and defenseless for the next wave of super-weapons.

The Federation frigate doesn't do anything helpful.  It uses up it's special energy and only gives your fleet 1% of it's shields back at absolute maximum.

I know I'm missing something.
posted on June 22nd, 2011, 6:14 pm
a fusion cube can be destroyed very easyly:

put a bunch of vor'chas in line-formation and use the polaron torpedo on the fusion cube. due to the line formation the polaron torpedos will not hit the cube at the same time which results in all subsystems are disabled B)
posted on June 22nd, 2011, 6:56 pm
Supposing you don't have those specials.  You'll loose half of your fleet fighting that thing.
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