[Idea] Idea for station/planet mod -1 reply

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Harcourt Fenton Mudd

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7th October 2010

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#1 8 years ago

Pitching this here since I lack the skillset (modeling etc etc) to pull it off. I can do simple .odf moding, but not much past that.

1- A new way to handle planets

Essently, have planets be like defualt stars. They sit as background objects below the map.

Now, the key, is it possible to have such a planet still be targetable for bombardment/transport/colonization ? Mining stations could be handled by having the mining station be built on the planets surface as an upgrade proabaly.

This would allow for planets to play a part, yet past that be out of the way, and would also allow for larger better scaled planets that dont get in the way.

2- shipyard/Station/starbase improvement.

Shipyards: Essently, have a core module, and an expansion of yards connected to that

Starbase/Stations: Have upgrade modules, adding (depending on station type) various items, from weapons emplacements, repair emplacement, shipyard, etc etc,

The whole idea is to get rid of the heavily turreted stations, and have less clutter, while still having defensive options.




Freyr VIP Member

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6th February 2005

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#2 8 years ago

Harcourt Fenton Mudd;5408228Pitching this here since I lack the skillset (modeling etc etc) to pull it off. I can do simple .odf moding, but not much past that.

1- A new way to handle planets

Essently, have planets be like defualt stars. They sit as background objects below the map.

Now, the key, is it possible to have such a planet still be targetable for bombardment/transport/colonization ? Mining stations could be handled by having the mining station be built on the planets surface as an upgrade proabaly.

This would allow for planets to play a part, yet past that be out of the way, and would also allow for larger better scaled planets that dont get in the way.[/QUOTE]

Nope. I've tried everything I can think of, blank models for an overlay, the works. None of it did any good.

Feel free to have a crack at it though, you might come up with something i've missed. [QUOTE=Harcourt Fenton Mudd;5408228] 2- shipyard/Station/starbase improvement.

Shipyards: Essently, have a core module, and an expansion of yards connected to that

Starbase/Stations: Have upgrade modules, adding (depending on station type) various items, from weapons emplacements, repair emplacement, shipyard, etc etc,

The whole idea is to get rid of the heavily turreted stations, and have less clutter, while still having defensive options.

Weapon emplacements on pods has been done in many a mod, but i'm not sure about shipyards etc. I don't know if that's because it's not possible or because nobody has wanted to do it because you'd lose the lot if someone blew up what all of your pods were connected to.




C.A.B.A.L.

Intermittently Connected

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13th March 2009

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#3 8 years ago

Don't know about the pods, but as for the planet not blocking construction, try adding "footprintBuffer = (x)f" where (x) is a negative variable and f is simply f (no spaces, example "footprintBuffer = -80.0f") to a planet's odf. This will increase or decrease the size of the area that it blocks construction on depending on whether (x) is positive or negative. (x) should use the same scale as weapon ranges, where one of those yellow squares that's always on the map is approximately 100 units.




Harcourt Fenton Mudd

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7th October 2010

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#4 8 years ago

Well Freyr my skillset of stuff Ive done before lies more in the rage of bullying a coder Im working with and coming up with unconventional ideas for stuff (which occasionly works), hence my post here :p .

C.A.B.A.L. , true Ive done that before

As for the shipyard/station pod ideas, I know its been done before, fleet ops for example has a shipyard (for Klingons) that you can expand.




Freyr VIP Member

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#5 8 years ago

Hey, that's no obstacle. I started off with a few wacky ideas and a dislike for the stock textures many years ago, and ended up with the Upgrade Project.

I can't model, and I have in total added something like 8 ships to various installations in about as many years. I usually go strait for the "how to" guides when i'm ODF modding, because I decided that the chances of coming up with anything new solely with ODF modding were about a million to one so of instead of learning the ODF's I picked up on modding the AI, textures and other similar things.

There's plenty of tutorials around here to get you started on whatever you take your fancy to. =p




Harcourt Fenton Mudd

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7th October 2010

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#6 8 years ago

Oh, I know, I got teh big book of moding in my A2 installs folder for a reason ;) .

Heh, I think the biggest mod Ive actualy 'finished' was a simple ODF mod that just added sheild protection=1 to all ships ingame, and gave the vanilla quantum torpedo to all federation ships, tho I did work on a large upgrade for the KA2 mod a while back, using the unused Hydran models, but never ended up finishing it.




k_merse

Evolution

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30th September 2007

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#7 8 years ago

Everybody starts like this. My forst modification was when I make the Enterprise-E to Enterprise-D. Don't bother with the KA2 mod, it's not welcome here. Sad story...

For the ideas: 1. I think it would be hard to control, because sometimes it's very hard to highlight anything which is too low on the map. Also, when a ship attacks/colonizes a planet, it has to go just as low as the planet is and then you have to make it to come back. WOuldn't it be easier simply making the planets bigger?

2. You'll need Patch 2.5 for this. And a hell lot of work with the ODFs. But it's really something worth to focus on, because it would be a nice addon to the game. On the other hand, be careful, not to add too many options to a particular station, because it would mean a too complex techtree and too much micro-management which preferred to be avoided in this type of strategy games.




Dominus_Noctis

GF makes me horny

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2nd October 2010

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#8 8 years ago

If you happen to look in Fleet Ops, you'll be able to accomplish part 2 pretty easily - many of the stations operate like that already, so you can even simply copy the ODFs and splice them together if need be :)




Harcourt Fenton Mudd

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7th October 2010

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#9 8 years ago

If I can reverse engineer them anyway :p .




Dominus_Noctis

GF makes me horny

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2nd October 2010

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#10 8 years ago

If you mean reverse engineering for Stock A2, then can't help you, but if you mean doing it for Fleet Ops, it's easy as pie :)

Many of the commands needed are described on the modding guide Weapon - The Hitchhiker's Guide to Fleet Operations

For anything that isn't, ask in the forums ;)