Plans for a Stargate Mod -1 reply

Please wait...

Guest

I didn't make it!

0 XP

 
#1 8 years ago

A long time and one account ago, i made a promise to use the stargate files released already to make a stargate compilation to release to filefront. Obviously i failed. I had a lot of trouble trying to get the ships to play in the game with each other, and i got too frustrated and gave up, never posting here again until now. I am posting to tell whoever is left in the Armada 2 world that i am again to to try and release a compilation of the stargate files that i can find on the net. I have many weeks/months off of college to do so, and despite being new yet again to the A2 modding i feel i can get this done. I will be asking for permission from modders once i have completed the frist beta compilation, because if i cannot get permission, i still have it incase anything or anyone comes up. My plan is to create and release it in many stages over the coming months. [EDIT] I have decided to change the ways in which i will release the mod. 0.1) This will Replace one of the Existing races with the Tauri/humans, most of the stations and ships will be replaced with ones that look more 'humany', and many ships will be in this part. Weapons will be added AND mostly positioned at the correct hardpoints. They may be multi targetting if i can find the thread in which it said how to do so. It wont just be the canon human ships that are added, the Achilles, 401 and 404 will most likely be added, and so will the ancint warship found in pegusas, as a godship. To recreate how only either the shields could be used at for, or the weapons, i will edit the intrepids special to change into ablative intrepid , so it can be swapped between weapons and shields.We had some problems with the nuke and missile mod before, and i am going to try to stop the missile from bypassing shields, and represent the AIM/Mark 8/9/10 missiles of human ships, if anyone knows how to stop it from skipping the shields, please inform me. 0.2) This will finish off the Humans as a race, and will add the Goa'uld as a race now, they will most likely replace the borg or Klingons. I may use the goauld mod already released, or i might add in the ships individually released to the public, depending of permission i can get. Again, weapons that are available will be used and the best matching ones to goa'uld cannons will be picked. Anubis/ supership will probably be available as a godship, and Apophis' ship will either be a godship, or an extremely time and resource consuming ship to build when at the height of strength, which is more canon to the series. 0.3-0.7) At this time i can only speculate, i will definately be added the Ancients and Asgard, but since both have very few ships, i might instead add them as the alliance, like they were in the past as members of the 4 great races of the Ancients, Asgard, Furlings and Nox. The replicators will also be added, and i might combine them with asurans, in order to beef uo the ship list, and use existing ships with slight weapon modifications. I dont know what to do with the Ori however, as they have a single ship.I could add them to the ancients, but that would w*nk and already overw*nked race. Be assured however, i will make sure they are released correctly with no bugs, and as accurate as i possibly can make. I will be updating this thread a few times per week to inform of my progress, and to ask for possible help if and when i may require it. If anyone has questions or concerns, post here and i will reply when possible.




Freyr VIP Member

A2Files Staff

46,875 XP

6th February 2005

11 Uploads

4,275 Posts

0 Threads

#2 8 years ago

With the missile mod, you cannot get the missile to do damage directly. It's a special effect which does damage to the "hull" of the ship, rather than doing damage to the ship which can be stopped by the shields.

I'm not sure if you can actually do anything about this directly. If you look at the little BSG mini mod that I did, I just worked around the problem by using an invisible pulse laser mounted on the same hardpoints travelling at the same speed as the missile.

I'm looking forward to seeing what you come up with.




Guest

I didn't make it!

0 XP

 
#3 8 years ago

Can i not change the special weapon effect to what i wish it to be though?




Stalkerh

The Empire is Back...

50 XP

24th April 2003

0 Uploads

54 Posts

0 Threads

#4 8 years ago

There are a number of special weapon "classes", which define behavior for special weapons. The class a weapon uses determines a number of things:

- Whether it uses a SOD or a sprite for the effect - What the effect of the weapon is - What ODF commands can affect the weapon - Etc.

The only way to do missiles that damage shields in Armada is to use a direct-impact/direct target weapon class that can use a SOD and give the weapon 0 damage. Then you create an invisble direct damage weapon with the same stats, except it does damage. Photons or pulses are great for this.

Note that this is for missiles as a normal weapon. Doing them as a special weapon is a little bit more complex.

Edit: You could use antimatter mines as the base of a 1-stage missile (just crank up the seek range to near your weapon range). Keep in mind that the missiles will track the closest target, though, which may or may not be the target you want!




Guest

I didn't make it!

0 XP

 
#5 8 years ago

I unfortunately don't have the required skill to do that just yet. I will find a compromise, hopefully.

A quick update however.

A silly mistake cost me much of what i already had. Being unfamiliar with modding while using vista, when asked to overwrite the files, i simply pressed skip, and use for next 20 conflicts, not knowing that would mean i lost quite a lot of work, so from now on, more backups! and no more cut-pasting, only copy-pasting.

I might seem to be a noob, but i will get this done.




Cpt.BenSisko

Battlestations!!!!

50 XP

23rd March 2004

0 Uploads

306 Posts

0 Threads

#6 8 years ago

using FleetOps as a base for the mod might be able to attain the effects you want....for instance the Borg have the ability to drain a targets shields...but the weapon does not do direct damage to the hull...even if it still fires at an unshielded enemy the hull points never go down




Pro_X

by your command

50 XP

2nd February 2009

0 Uploads

49 Posts

0 Threads

#7 8 years ago
Cpt.BenSisko;5233165using FleetOps as a base for the mod might be able to attain the effects you want....for instance the Borg have the ability to drain a targets shields...but the weapon does not do direct damage to the hull...even if it still fires at an unshielded enemy the hull points never go down

ya but then all of the people who have the nocd crack can't play what is going to be an awesome mod...




apoclaydon

Modding Beginner

50 XP

7th October 2006

0 Uploads

286 Posts

0 Threads

#8 8 years ago

actually the nocd crack works for fo just place it in the data directory (the crack has to be for armada2 1.1) so should go in the path C:\Program Files\Activision\Star Trek Armada II Fleet Operations III\Data




Freyr VIP Member

A2Files Staff

46,875 XP

6th February 2005

11 Uploads

4,275 Posts

0 Threads

#9 8 years ago
Pro_X;5256441ya but then all of the people who have the nocd crack can't play what is going to be an awesome mod...

:nono:

Discussing no-cd hacks is forbidden.




Goody. VIP Member

Former Network Admin and Former Forum Admin

98,410 XP

26th July 2005

4 Uploads

8,390 Posts

2 Threads

#10 8 years ago

Discussion of warez is strictly forbidden here. Any further violation will see those starting such discussion removed from here. This is now closed :lock: