New Alliance Coming (early development) -1 reply

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TCR_500

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22nd January 2010

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#1 11 years ago

I'm creating an alliance for Star Trek Armada 2. Transwarp capable and Earth in origin. The name of this alliance is Tereana. Allies with the Federation but the rules of the alliances differs. I'm working on the flagship right now just to see if it'll work. Then I'll work on the rest of the vessels. The flagship has 1,800 shield points/armor points and the phasers alone can cause 3,000 hit points of damage. The only vessel on the alliance that is stronger is a cube shaped vessel that's bigger than a Borg cube. I'm going to call it a battle cube. The rest of the ships are weaker than that, but they all have transwarp drives.




TCR_500

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#2 11 years ago

One question. Well, maybe a few. How do I change the orientation of docking/construction ports? How do I get the alience to appear in the editor? How do I name the hard points in GMAX? Do I really need the unitname1.tga and unitname2.tga textures in addition to the unitname.tga textures? Do I need to create 'bump map' textures to those textures? How do I make an assimilation texture for an assimilated vessel? Do I also need a seperate mesh for that?




Guest

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#3 11 years ago

1 rotate the hardpoint 2 add it to the map editor files 3 I don't know as you can't export the file to SOD 4 Need no but if you have alot of textures or low powered graphics they will help 5 No you don't need to make bump maps they just help give some textures deapth 6 add borg parts to the normal texture and add_b to name. Place this between the name and _1 or _2s No you don't need a seperate mesh.




TCR_500

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#4 11 years ago

That was helpful for the most part. Can you clarify number 2 for me a little?




StarBlade

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#5 11 years ago
starfox1701;5221243 2 add it to the map editor files

There's a series of ODFs in odf\other\ that start with 'e' which Starfox is referring to-- you'll need to mod those in order to make the map editor work for you.

:cool:




TCR_500

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#6 11 years ago

Thanks.

By the way, I decided to add two more ship types that are very powerful. When this alliance comes across a new threat, it designs a vessel that can easily neutralize it. The only problem is making sure you have the resources.

One more thing, is there a limit to how many 'build-able' stations I can have? And can I build say a transwarp network that can have up to 7 transwarp gates on it?




StarBlade

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#7 11 years ago

TCR_500;5221443One more thing, is there a limit to how many 'build-able' stations I can have? [/QUOTE]

Fourteen per construction ship. In theory there's no limit but the AI is stupid.

[QUOTE=TCR_500;5221443]And can I build say a transwarp network that can have up to 7 transwarp gates on it?

Check out Borg Incursion, Major Payne put together a transwarp hub with eight gates on it that's in the mod.

:cool:




anarchyfan

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#8 11 years ago

If you want the AI to be able to build your new powerful ships, you'll have to edit the AI files...if you need further instruction, I suggest you contact Freyr.




TCR_500

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#9 11 years ago

Here's something. A defence grid. Build at least two in a strategic location (like between dangerous nebula's) at a distance from each other, and when an enemy ship tries to go through, the grid puts up a force field whose harmonics will cause damage to the ship at a steady rate. Would that be possible?

By the way, a single defence grid station looks like a pole. Building two or more of these within a certain range will create an actual defence grid. And the poles need to be at almost the exact same altitude.




anarchyfan

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#10 11 years ago

Intriguing..... I'm not sure how it would work... you would probably have to program the forcefield like a nebula... something which entails sprites. It sounds plausible, though.




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