planets building things -1 reply

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#1 10 years ago

Hi, I'm making a mod and wanted to have a planet build a ship, but still be colonizable. Ex. Colony ship colonizes planet and lands on it. Then planet builds another one. How would one go about doing something like that. If at all any help would be apreciated thanks




CanadianBorg

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30th July 2008

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#2 10 years ago

If you add a build HP in your model editor (be it 3DS Max or MS3D), then modify the .odf to make it build whatever ships you want. However, it will not be able to build a planetary shield if you do this.




Avon

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#3 10 years ago

As far as I know you cant. It's a classlabel thing. To be able to build ships, it needs the starbase or shipyard classlabel. It will not be colonisable.




CanadianBorg

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#4 10 years ago

Then how is it that they are able to research? They use the same set of commands, after all. Because it researches the planetary shields, and research uses almost the same .odf commands as construction.




Amateur

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#5 10 years ago

Silly idea - but with the fleetops patch you can build anything as a pod. Might it not, therefore, be possible to build a shipyard at the root node - within the planet - and then use that to build ships? Probably won't work; but if it does then it opens up the possibility of fully upgrading planets.




dEjavU'

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#6 10 years ago

..I think this is another perfect example of a good use for the replaceweapon code. Avon is correct and that you cannot build ships if the planet is not using the class label starbase or shipyard however, theoretically, you should be able to install the weapon that the Prometheus class use to seperate and modify it to replace the planet with a similar planet class labeled shipyard which in turn will be capable of building any ship. CanadianBorg may also be right about the planet lacking the neccessary harpoints to build a ship, as far as I know the only hardpoint the planet comes with is at the very center(so you might have to have the luxury of using a milkshape modeling program to add that extra hp for building say on high orbit)........




Avon

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#7 10 years ago
CanadianBorg;4552756Then how is it that they are able to research? They use the same set of commands, after all. Because it researches the planetary shields, and research uses almost the same .odf commands as construction.

Yep but try and build a ship from a research station. It dont work. And planets use the 'planet' classlabel and as far as I know, that's the only one that can be colonised and stuff. I'm sure there are others that can explain it better, but it's been tried before and it dont work. I'm not up with the flops patches, but I think it would be the only way. Plus didn't I read somewhere they found a way to use more than one classlabel? That would solve the problem. Edit: The hardpoint wouldn't be a problem as such as every sod used is given a generic hardpoint called root. You could use that without having to add more.




Elrond1982

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#8 10 years ago

If I may...this sort of approach, building a shipyard that is a pod coming from another station...or planet...could be done in Armada 1; however, Armada 1 does not have colonizable planets. To have a planetary shield and be able to build ships, doesn't seem possible.

In Armada 1, you could mix'n'match class labels. In Armada II, you can no longer do this. Either the game defaults to the last-coded classlabel or it crashes. You can, however, build pods that can fire weapons, but you cannot build a pod that is a shipyard in A2. That would require having two classlabels - the "pod" and "shipyard" classlabels.

Other possibilities include allowing a planet that has pods, or pretty much any object with pods, to move under its own power. I was going to say, too bad the models can't have extension areas so that if you move a pod (which you can't do), it has an arm that extends out so that you could make a Stretch Armstrong or something like that. No doubt, there are so many things that could be done if the source code were released...or if the developers didn't 'conveniently' lose it.




Amateur

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#9 10 years ago
Elrond1982;4552847If I may...this sort of approach, building a shipyard that is a pod coming from another station...or planet...could be done in Armada 1; however, Armada 1 does not have colonizable planets. To have a planetary shield and be able to build ships, doesn't seem possible. In Armada 1, you could mix'n'match class labels. In Armada II, you can no longer do this. Either the game defaults to the last-coded classlabel or it crashes. You can, however, build pods that can fire weapons, but you cannot build a pod that is a shipyard in A2. That would require having two classlabels - the "pod" and "shipyard" classlabels. Other possibilities include allowing a planet that has pods, or pretty much any object with pods, to move under its own power. I was going to say, too bad the models can't have extension areas so that if you move a pod (which you can't do), it has an arm that extends out so that you could make a Stretch Armstrong or something like that. No doubt, there are so many things that could be done if the source code were released...or if the developers didn't 'conveniently' lose it.

Ah, but with the latest patch project; it is possible to build all classlabels as pods. I tried with a research station (made it build a shipyard at the end of an arm) and it seems to work fine. No idea what'll happen with a planet. I think I'll go and try it...




Elrond1982

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#10 10 years ago

That's pretty neat then. I haven't revisited using the patch project in a while, and had forgotten that they had done that.