Star Trek Armada II Import

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posted on June 22nd, 2011, 8:12 pm
ok this link does work so if you get an issue like previously mentioned then i dnt have a clue why

MEGAUPLOAD - The leading online storage and file delivery service
posted on June 22nd, 2011, 8:47 pm
This could use some improvements.
posted on June 22nd, 2011, 8:55 pm
wots wrong with it now
posted on June 22nd, 2011, 9:25 pm
A lot of things.  Is it okay if I send you an improved version?
posted on June 22nd, 2011, 9:26 pm
examples please
posted on June 22nd, 2011, 9:49 pm
Sound effects don't play correctly.  Although unit voices are still correct.

Officer Options are not displayed correctly.  Fixed by changing both the RTS_CFG.h and Label.map files.
Default Map isn't correctly selected.  Fixed by changing the RTS_CFG.h file.
Hotkeys don't work correctly.  Fixed by changing the Input.map file.
Interface is a little messy and does not display the basic information bar correctly (and slightly misaligned).
Formations are not used correctly.
AI like spamming scouts.
Menu Screens have mixed interfaces.
Shield and selection SOD graphics errors.
Info.ini needs to have "Standalone=1" in it.

I believe I can help you fix some of the errors.  I already fixed the hotkeys and officer errors for you and I can send you those modifications if you'd like.
posted on June 22nd, 2011, 10:02 pm
its ok carry on fixing wot needs to having laptop issues and wanna get bck on with my own mods since gotta start from scratch least most of the leg work has been done 4 ya lol
posted on June 25th, 2011, 10:58 am
TChapman500 wrote: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.


I have never known borg or 8472 to be at a disadvantage when it comes to gathering resources, also 8472 only uses bio matter which makes it more efficient than other races 2 trans and 5 collectors on 1 D-class is sufficient while adding another 2-3 collectors on a dill moon they can produce non stop.

TChapman500 wrote: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.


any race given time will produce there best ships, this is not an UNBALANCE more of an unbalance of teams/skill or lack of scouting/attacking your opponent, TFC or any large fleet can be counterd.

TChapman500 wrote: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.


again tbh this is not really an unbalance but lack of scouting which would prevent them reaching your base in the first place.

TChapman500 wrote: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 can agree with you on this one, there is a lot of ships ingame for all races that need a revamp.

borg has really 3 option rush with interceptors to bring down  tech, mass assims or mass diamonds. tfc is for fun but easily lost or stolen by the enemy.

TChapman500 wrote:I know I'm missing something.


the first things i would look at is bugs/exploits

such as the colony trick, note: how this was named trick by 99% of the population as they did not see it as an exploit.

base/structure warping  it was fun to do but it really is cheating.
posted on June 25th, 2011, 6:28 pm
The Klingon, Romulan & Cardassian Superweapons weren't unbalanced; massive cost, massive time and so fragile they rarely survived long enough to get in position. The Romulan one only escaped the last of the three things thanks to cloak.
posted on June 25th, 2011, 7:15 pm
A2_Tiger wrote:I have never known borg or 8472 to be at a disadvantage when it comes to gathering resources, also 8472 only uses bio matter which makes it more efficient than other races 2 trans and 5 collectors on 1 D-class is sufficient while adding another 2-3 collectors on a dill moon they can produce non stop.

But if an orbital facility was built on the planet, the Borg and Species-8472 would be forced to stop mining there.  The Borg could just take over the facility, but Species-8472 would have to destroy it and be vulnerable to another facility being constructed there.

A2_Tiger wrote:any race given time will produce there best ships, this is not an UNBALANCE more of an unbalance of teams/skill or lack of scouting/attacking your opponent, TFC or any large fleet can be counterd.

True, but the fusion cubes require entire fleets in order to be countered.

A2_Tiger wrote:again tbh this is not really an unbalance but lack of scouting which would prevent them reaching your base in the first place.

Scouting doesn't always prevent the opponent from getting those super-weapons.  And once they get them, they'll tear through your fleet when they fire.

A2_Tiger wrote:i can agree with you on this one, there is a lot of ships ingame for all races that need a revamp.

Even the standard weapons need revamping.  That's bad.

A2_Tiger wrote:borg has really 3 option rush with interceptors to bring down  tech, mass assims or mass diamonds. tfc is for fun but easily lost or stolen by the enemy.

Not before it does a great deal of damage.  And it's too dangerous to not destroy.

A2_Tiger wrote:the first things i would look at is bugs/exploits
I'm pretty sure that there are no exploits other than the fact that the Borg can attack planets during a cease fire.

A2_Tiger wrote:such as the colony trick, note: how this was named trick by 99% of the population as they did not see it as an exploit.

You mean send 5 colony ships to 1 M-Class planet to increase the crew rate?  That can hardly be called an exploit.  It's realistic and the only real "exploit" in that is that no two factions can colonize the same planet, which is unrealistic.

A2_Tiger wrote:base/structure warping  it was fun to do but it really is cheating.

And realistically, you risk collisions with other ships and stations.  However, dropping out of warp, staying for a few seconds to deal damage, then warping away is not cheating.  It's when you warp during the attack without the intent to withdraw when it becomes cheating.
posted on June 25th, 2011, 9:31 pm
Personally, I don't see the orbital facility as a problem to Borg or Species 8472 at all. The same thing happens with other species. Its far easier to just destroy the station that just faf around boarding and trying to fix lifesupport, for all races.
posted on June 25th, 2011, 10:51 pm
Last edited by Anonymous on June 26th, 2011, 1:24 pm, edited 1 time in total.
I'm going to try something different since the import doesn't seem to be going very well.  I'm going to copy Fleet Operations and override the Fleet Ops files with the A2 files gradually to prevent a crash.  Once I'm done with that, I'll delete the Fleet Ops files one by one.

EDIT:
Well, so far neither method seems to be going well.
posted on June 26th, 2011, 1:37 pm
Last edited by A2_Tiger on June 26th, 2011, 1:40 pm, edited 1 time in total.
before i start i hope in no way you think im trolling you.


TChapman500 wrote:But if an orbital facility was built on the planet, the Borg and Species-8472 would be forced to stop mining there.  The Borg could just take over the facility, but Species-8472 would have to destroy it and be vulnerable to another facility being constructed there.


this was never a problem and should not be seen as one, and if for some reason  someone managed to  build a mining station on your moon which is very unlikly then it is only that players fault. (ive only seen this happen against very noob players, and would never happen against a mid/pro player.


TChapman500 wrote:True, but the fusion cubes require entire fleets in order to be countered.


well i would not expect anyone to be able to counter it with a few defiant or akira class, this is the biggest ship in game and requires technology and additional metal (unsure think it was 1k metal) so it has to be a strong ship, look at the size of borgs adv yards they are so big and easy to kill.  alos i have successfully defended a tfc attack on a base with min  ships.



TChapman500 wrote:True, but the fusion cubes require entire fleets in order to be countered.

Scouting doesn't always prevent the opponent from getting those super-weapons.  And once they get them, they'll tear through your fleet when they fire.[/quote]

yes scouting is everything  in armada 2,  also you never send a full fleet to kill a super weapon.  if you have the full map scouted or at least your half of the map then you have pleanty time to intercept a super weapon with 2-3 ships also the cost to produce these things are crazy so i dont see your point.



TChapman500 wrote:Not before it does a great deal of damage.  And it's too dangerous to not destroy.


i dont get your meaning?


TChapman500 wrote:You mean send 5 colony ships to 1 M-Class planet to increase the crew rate?  That can hardly be called an exploit.  It's realistic and the only real "exploit" in that is that no two factions can colonize the same planet, which is unrealistic.


my bad, i took you for someone who actually knows Armada 2 or maybe its just been so long that you have forgoten. the colony trick is where you use 1 non borg colony ship  without losing it and reusing it  as many times as you like saving you possible thousands of resources.


TChapman500 wrote:And realistically, you risk collisions with other ships and stations.  However, dropping out of warp, staying for a few seconds to deal damage, then warping away is not cheating.  It's when you warp during the attack without the intent to withdraw when it becomes cheating.


again your talking about something 100% different, base warping is where you build a stucture anywere on the map without actually being there. if you want i can meet up with you in game and show you how these exploits work that way you will know how to fix them.
posted on June 26th, 2011, 1:51 pm
A2_Tiger wrote:i dont get your meaning?


I visited the post you quoted there.  I was talking about the fusion cubes being so dangerous that the only logical course of action is to destroy it.  I guess I should have been more specific.

A2_Tiger wrote:my bad, i took you for someone who actually knows Armada 2 or maybe its just been so long that you have forgoten. the colony trick is where you use 1 non borg colony ship  without losing it and reusing it  as many times as you like saving you possible thousands of resources.


THAT'S CHEATING!

A2_Tiger wrote:again your talking about something 100% different, base warping is where you build a stucture anywere on the map without actually being there.

Oh.  I didn't know that was even possible.  I sure hope Fleet Operations fixed that, because that's cheating!

A2_Tiger wrote:if you want i can meet up with you in game and show you how these exploits work that way you will know how to fix them.

Sure, I'll be on Teamspeak in the "Other Games -> rFactor" channel.
posted on June 26th, 2011, 3:38 pm
Base warping has been fixed. Not sure about the colony ship exploit (I always considered it cheating).

Also, just very few regular stock A2 online are among us in these forums (Jan, Tiger, me - did I forget about anyone else?). Listen to Tiger. ;)
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