i noticed some new ships for the federation and other races in the odf folders. but only there. they don't show up in the game. i've installed it correctly, and i've checked the federation advanced shipyard odf file and saw this; buildItem0 = "ffrigate" buildItem1 = "fgalaxy" buildItem2 = "fspecial" buildItem3 = "fambass" buildItem4 = "fbattle" but ingame it only shows the original 4 ships. here's what the normal shipyard's odf is; buildItem0 = "fscout" buildItem1 = "fdestroy2" buildItem2 = "fdestroy" buildItem3 = "fcolony" buildItem4 = "fcruise1" buildItem5 = "fcruise3" buildItem6 = "fassault" buildItem7 = "fcruise2" buildItem8 = "fmiranda" buildItem9 = "fexcel" buildItem10 = "fnorway" it only shows the stock 9 ships ingame. same goes for the borg and other races. the borg are suppost to have an armed orbital base, but they don't have one ingame. can anyone help?
[COLOR=orange]Hello and I can help you. Those ships: fmiranda, fambass, fnorway and fexcel are not included in the mod. You may have to edited those ships from the fyard station files. I didn't included them in it, just the shipyard odf(they are from my perosnal files).[/COLOR] :talker:
well, you also included other files that don't belong then, like the special weapons. i saw ablative armoring, for instance.
[COLOR=limegreen]borg121 & others, Yes, there may be some 'dups' files or some that may not be in use, but they shouldn't affect the gameplay of the mod. I had to do this for it was TIDIOUS to find specific files that make the mod work. In the past when I was working on the 'crash'/bug problems many was reporting before, there was so many unanswered questions that some had about the mod. For me at that time, the mod was working on my PC smoothly and it was suggested that maybe I should just add all my odf files I had to make the mod work, and that I did. So again, you may find some files that may have nothing to do with the mod, but if it runs smoothly(when installed properly), then it's cool. If you trust yourself to 'edit' any of your files, if you find something 'not right', then that's upon your choice(don't hold me responsible for any UNEXPLAINED CRASHES if they do so - TAKE YOUR OWN RISK!). Yet, me and Iggy will be replacing the zipped form installing the mod into a auto-exe program.[/COLOR] :talker:
accually, i have a few sugestions for an update, if you want them. and i understand now.
[COLOR=orange]OK, borg121, I'm open to what you may suggest, but mind you the mod is already in 'auto-exe' installation now and may be posted pretty soon, so I may not be able to do what you suggest.[/COLOR] :)
well, most of it i can do myself, if allowed. it could be realesed as an addon.
[COLOR=orange]borg121, tell me what your plans before I may agree a 'add-on', please?[/COLOR] :talker:
17th October 2002
First off, I would like to say thanks to STGamer2003 for your great Dominion mod. I love it. If your going to put it in an .exe file, please make sure ppl can set their own directory. I know that may sound obvious....in fact, it is. But the guy that brought out the supposedly magnificant Promethius with Multi vectoral attack, set the exe to only extract to the defult dir...but anyway, there's not much criticism to level at the mod. It's smashing. Though it would have been nice to have had the Miranda, Excelcier and Ambassador in the mod, cause they were used quite alot in the Dominion War. But I just ended up adding them to my game regardless. :)
And on a side note. It the Dominion combat ships file for the mapeditor....or any file for the map editor....you can only have 12 entries, 1 for each function key. You have 15 in that file which screws it up totally. You might have already found this out, but I thought I might as well let you know.
stgamer, what's your email, i'll let you know that way, as not to spoil it for anyone else