short time. Two classes are included in this library. The first (OdfParser) can parse odf code line by line, while the second is able to analyze and modify whole documents. That's why it's called OdfDocument. It is more handy than the parser, but does not deliver the same performance as the parser does. Using the parser might be quite difficult if you are not that experienced with .NET, so I would recommend to start using the document. So all you need is a little bit knowlegde of any .NET language, be it C++/CLI, C#, VB.NET, IronPython or whatever. I also included a short example solution (written in C#) showing what this library is capable of.
lot easier. They simulate the behavior of the game, so you can predict things like weapon output, crew loss and even the outcome of battles without having to start the game! It doesn't matter whether you're doing a small ODF mod or a total conversion mod, the Toolbox can help you. Every tool comes with its own manual, which explains all the details you need to use the tools correctly. This is a must-have for every modder!
addon is placed in the same directory as the armada2.exe and the mod enabler exe. What it does is launch the mod enabler then once the enabler is closed it will launch armada 2 with the selected mods straight away.
in it's own little archive and then substituting the modded files for the originals without overwriting them. Once you then disable the mod it removes all of the modded files and packs them back in the archive and replaces the original, stock files. The usefulness of this scales up with multiple installations, simply by virtue of not needing them. I currently have 16 Armada II Installations for a wide variety of released and in development work. Using this tool would allow you to remove all of the separate installations and have all of the mods installed on one installation, and only enabled when your using them. If I were to use this it would save slightly over ten gigabytes of space. - Freyr
This should make small and big mods take a little less time. Manual included! ;-)
balancing mods in the future. The utility presents it's weapon outputs at one, ten and thirty seconds. Unfortunately, the weapon outputs appear to be calculated for the thirty second output and then ten and one second results are the figure for thirty seconds divided by three and thirty respectively. That sort of calculation is adequate for a rapidly firing phaser as it's reasonably accurate, but there is a margin of error that increases when you start using powerful but slow firing weapons. For instance, my hypothetical weapon does one point of damage with a certain chance to hit and a three second reload time. Therefore, at one second my hypothetical weapon should have done one point of damage, three points of damage at ten seconds and ten points at thirty seconds. The utility correctly calculates the thirty second value, but then returns incorrect values for the ten and one second values ("3.33333349227905" points of damage at ten seconds and 0.333333343267 at one second respectively) As it is, this utility does have a useful role to play in balancing by providing the average figures which can be considered "near enough" and i'll happily concede that while doing balancing in certain situations it may be more useful to have the average figures. For that alone, this is worth grabbing if your balancing a mod. However, personally i'd like to see the absolute correct figures calculated. Hopefully we'll see another version of this with that little correction in as that would take this from being "useful" while doing balancing to "essential". - Freyr
installations. In addition to this, the manager also offers an improved interface for selecting a map through the map editor. This will probably be easier for most people, as I know many of you do have problems with the command line arguments that are required to launch the map editor. - Freyr
to put it bluntly. Proof by no doubt that the smallest things in life really do matter ;) - SSA
NCC-XXXX). Could become useful for some members... I'll also let the community rate this one. :) - SSA
an object.[/quote] Please note that this is the third party editor, not an official one by Activision.
mod be assoicated and recognized with this tool, and it aint easy creating them, and pretty much no mod i've looked at had that file pre-made. If you don't mind the extra work, this tool is excellent. But, for me it requires too much work to be effective.
window, closing effects, an odf checker, and, for all the modding teams, a Find Modified/New files window. This is capable of copying, moving, and deleting the modified/new files it has found (so you can compile an entire mod in seconds without missing anything). There is also a recompile definition list option that could help to coordinate a mod, but that is in the readme. A more complete list of changes is in the program itself.[/quote]