So you could basically add this to any mod that you pleased then? But you'd have to tinker with it to get it to work with mod-specific ships wouldnt you?
Well I believe it will work like a special weapon just with different odf code, so you'd have to produce the odf code for your mod yourself.
Major A Payne;4008262With regards to this MVAM. Its actually being added to their patch, which works with the stock game, so you dont' need Flops itself installed.
You miss understand me, I don't want to have to be forced to use their patch for my projects. I hate using installers for a start as they screw my system up at times. What I believe they should do is to have it as a single download that people can then use to mod into their game themselves. If I recall last time, the files install the FlOps logo all over the place which takes away from the originality of YY and Par.
Majest;4011260 If I recall last time, the files install the FlOps logo all over the place which takes away from the originality of YY and Par.
Well it's their file, you can't moan about that, they have every right to use their file to publise themselves. Activision does it with the A2 game itself after all.
The Joelteon7;4006879 Well, I entirely commend them. It will be interesting to see how far this is taken, but I hazard a guess to say that it will only really be used on Galaxy class variations and the Prometheus...not many people seem to want it for anything else and if they did, I imagine it'd only be cool once for the 'wow' factor.
I dunno, there may be other possible ideas - i took a look around the fleetops site after hearing about this - someones suggested it as a new method of fighter deployment - say having a SOD with 3 or 4 fighters, then use the MVAM to make them deploy from a ship, for example, the concord class. initially, you'd have the concord. press the mvam button and hey presto, new fighter groups deployed. personally, legality issues aside, i think its pretty cool and opens up new areas for A2. and to be honest, asides from being the same team, I dont see what it has to do with Fleet-ops. its something done for the stock game patching. While it will be included in fleetops, from the sound of the thread over on their forums, the prometheus wont appear anyway...
AdmarilRyan;4012527Well it's their file, you can't moan about that, they have every right to use their file to publise themselves. Activision does it with the A2 game itself after all.
I can if I don't want the FlOps installers screwing up all my hard work on my mods and to see their logos everwhere. A simple download where modders themself can install is really all what many of us want.
this is fine and dandy but who can host it?? AFC cant due to the conflicts of the user agreement dunno bout A2files though
Majest;4012903I can if I don't want the FlOps installers screwing up all my hard work on my mods and to see their logos everwhere. A simple download where modders themself can install is really all what many of us want.
Or you could tell the exe to install in an unrelated directory so it unzips all the files, then you just intergrate whatever MVAM related files there are into your game? Its what I use to do when I was learning how to mod many years ago :)
Had EXEs of Mirandas and Connies and they conflicted each other so i unzipped the files and intergrated n got it working to allow both :) should be similar with this.
Future Tense' MVAM is A2 Compatible though at present the Prometheus in Future Tense feature Future Tense hitpoints that act as the blative hull armor and Im not sure if A2 has compatiable armor codes like Armada 1 but the basic premise of how we got it to work would work with A2 all u'd need is a general odf and a sod with the Prometheus :)