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The Joelteon7

The cake is a lie.There is no cake.

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13th November 2004

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#1 13 years ago

I thought I wolud start a new thread to explain to you the progress of my revamping mod...but to start off with, I need help...

I've sorted all of the federation side out, the defenses, the ships, the shipyards and the tech tree, but its he last two that seem to be a problem. I sorted them out into this order:

Shipyard 1 build list:

buildItem0 = "fscout" buildItem1 = "fdestroy2" (Sabre) buildItem2 = "fcolony" buildItem3 = "ffrigate" (Aegean) buildItem4 = "fassault" buildItem5 = "fcruise2" buildItem6 = "fcruise3" (Intrepid) Shipyard 2 build list: buildItem0 = "fdestroy" buildItem1 = "fcruise1"(Akira) buildItem2 = "fgalaxy" buildItem3 = "fspecial" buildItem4 = "fbattle" and the tech tree 1: fconst.odf 1 fbase.odf // construction ship ffreight.odf 2 fbase.odf fmining.odf // mining freighter fcargo.odf 2 fbase.odf ftrading.odf // cargo ship fsrepair.odf 2 fbase.odf fupgrade.odf // repair ship fscout.odf 1 fyard.odf // scout (venture class) fdestroy.odf 1 fyard2.odf // destroyer (defiant class) fdestroy2.odf 1 fyard.odf // destroyer (sabre class) fcruise1.odf 1 fyard2.odf // cruiser1 (akira class) fcruise2.odf 2 fyard.odf fresear2.odf // cruiser2 (steamrunner class) fcruise3.odf 2 fyard.odf fresear2.odf // cruiser3 (intrepid class) fcolony.odf 2 fyard.odf fresear.odf // colony ship fassault.odf 2 fyard.odf fresear.odf // assault ship (iwo Jima class) fgalaxy.odf 1 fyard2.odf // battleship (galaxy class) fbattle.odf 2 fyard2.odf fupgrade.odf // battleship (sovereign class) ffrigate.odf 1 fyard1.odf fresear.odf // frigate (aegean class) fspecial.odf 2 fyard2.odf fresear2.odf // special (nebula class) Can someone tell me why its crashing then when i get to the loading screen for instant action? Also, I need helping adjusting the AI files for the game to correspond to this...




Flash525

The Carbon Comrade

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14th July 2004

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#2 13 years ago

Hi, Firstly, why do you have the class of ship next to some of the ships and not others?? (if you have those in the odf file (shipyard odf file) then take them away).

Also, You have done that in odf files (for the shipyards) and tech1.tt (for the tech). Have you changed anything to the fulltech.tt file? << If your changing stuff you need to add / edit in the tech1.tt file (which you have) and in the fulltech.tt (which you havn't got above)!!

if you have done all that, you mentioned about the AI. Have you messed about with it yourself? If so, this may be the problem, if not then im stuck!

Hope this has helped.




The Joelteon7

The cake is a lie.There is no cake.

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13th November 2004

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#3 13 years ago

For the shipyard listing, I only added ships names for this post as I kept on getting confused with the cruisers. Secondly, I didn't mess with the Ai, i wanted someone to help me do it to compentsate for the changes I've made. Also for freetech, I haven't axtually changed what ships, just their order in the shipyards or techtree, so i can't figure out why its crashing...but thanks for ya help.




The Joelteon7

The cake is a lie.There is no cake.

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13th November 2004

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#4 13 years ago

I had a thought...could it be the wireframes or the fact that i have decreased/increased the build lists for the two stations meaning that the build buttons have got confused and thus are crashing the game? Althoug there is this annoying crashing problem, when i sort this one out i should be able to release my federation side mommentarily...So here's a few things to expect: The defiant has much weaker pulse phasers but fires them very quickly. The galaxy, nebula and Soveriegn have a special weapon, one that you will notice in game only...the ability to detect cloaked ships. Although the purpose of the scout ships is for partly this, I got the idea from SFC3 (Starfleet Command 3) where you could install a powerul sensor package to detect cloaked ships...so, watch out romulans! the starbase is bigger, and has more powerful weaponary that can fire quicker. It can also build the defiant (ofcourse at the sametime as the second ship yard). The turrets have much more powerful weaponary, whcihc again can fire quicker and their hulls are stronger, so its not so much a case of one battleship clearing that path. this is only a few things, ofcourse, just wait for the other 5 races!




Sherman2

Meh

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30th October 2004

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#5 13 years ago

Whats the Point?




Porty

Warrior Ant

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21st August 2002

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#6 13 years ago
Sherman2Whats the Point?

Because he wants to!! Does he need a reason?? :mad:




The Joelteon7

The cake is a lie.There is no cake.

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13th November 2004

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#7 13 years ago

i just got bored of seeing other games like SFC3 and BC have things in which A2 doesn't...but easily could, with the changing of some odf files. Although I can't make ships , i thought the next best thing would be to change the ones i started with,a nd hopefully add any textures along the way...anyhow, I'm still having problem's with my game crashing...if someone can help me please, that would be really appreciated, so if you do have any idea's, feel free to e-mail me at [email="joelteon7@yahoo.co.uk"]joelteon7@yahoo.co.uk[/email].




stanny

I like cheese

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8th May 2004

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#8 13 years ago

So is this mod gonna use the stock ships and stations? Because if it is then this could be done by anyone with a tiny fraction of modding ability.




The Joelteon7

The cake is a lie.There is no cake.

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13th November 2004

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#9 13 years ago

Although that is true Stanny, not everyone knows how to mod, and even if they did, to go through all the races like I plan to and change not only the ship and station odf's but the weapons aswell will take an incredibly long time, and, not everybody has that.




The Joelteon7

The cake is a lie.There is no cake.

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13th November 2004

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#10 13 years ago

Right, I've given up..I can't seem to find the right answer...could someone *volunteer* test out my shipyards and techtree and make it work please...I'm getting really frustrated! Again, if you want to e-mail me, [email]joelteon7@yahoo.co.uk[/email], thank you.