Reman Mod Help -1 reply

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Ensign Andrew_Of_Borg

I've assimilated Jesus!

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27th October 2003

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#1 13 years ago

Hi, I was starting to work on a Reman full race mod by making some of the basic elements, the Starbase, Construction Ship, Mining Facility, Freighter, Shipyard, Scout Ships and Destroyers. the only problem is this bloody swap file thing. I know it has something to do with missing/multiple quotation marks or something like but I can't see the problems that so here's the odf's for each of the things I've done so far and hopefully you might spot the problem:

#include "const.odf"

//Race which can build ship & starting race of ship race = "reman"

//Name of Ship class in Ship Display window & in edit mode & tooltip unitName = "Construction Ship"

//tooltips tooltip = "Construction Ship - Towing Beam" verboseTooltip = "Builds all Reman stations and facilities."

//Amount of time required to build ship buildTime = 17.0

//Number of officers required to build this ship officerCost = 2

//Number of crew required to build ship & Starting crew crewCost = 150

//Dilithium Cost to build dilithiumCost = 250

//Metal cost to build metalCost = 0

//Max Shield Strength & Begining Shield Strength <500 maxHealth = 150

// Hitpoints

shieldGeneratorHitPoints = 30 enginesHitPoints = 30 weaponsHitPoints = 30 lifeSupportHitPoints = 30 sensorsHitPoints = 30

//Rate at which shield recharges (points per second... we think) shieldRate = 3.5

//********************************************************************** //Construction Parameters buildItem0 = "rebase" buildItem1 = "reyard" buildItem2 = "remining"

//**********************************************************************

//********************************************************************** //Worker Bee Parameters

// Name of the worker bee SOD. workerBeeName = "rebee" weldingBeamWidth = 5.0

//********************************************************************** //SHIP NAMES

//Possible Craft Names possibleCraftNames = "Aber" "Agrianus" "Ampholius" "Annio" "Antinnus" "Aralax" "Arranius" "Asinus" "Ateius" "Auscus" "Avotolius" "Brunia" "Cania" "Carbo" "Catannus" "Cetor" "Cinus" "Clecus" "Conus" "Crianius" "Culbunia" "D'resal" "Equis" "Falco" "Fena" "Flanumius" "Frupius" "Ganinnius" "Genulus" "Grostis" "Hancius" "Himbibo" "Ixis" "Kevrek" "Laludus" "Lillius" "Lisius" "Loran" "Luvanius" "Mamiusias" "Mictius" "Miullo" "Natenis" "Nirutius" "Nostan" "Ostetius" "Pancreliusus" "Pircenius" "Plaenia" "Prinnonus" "Queritapis" "Scriso" "Selvia" "Silipius" "Siulo" "Sustius" "Thranasius" "Ulpetus" "Usulo" "Vebiulus" "Velolius" "Vishan" "Vistian" "Vocania"

//********************************************************************** // Towing Beam weapon1 = "gtracbm" weaponHardpoints1 = "hp03"

// Hardpoints to hit for various systems and other locations. enginesTargetHardpoints = "hp10" "hp12" "hp16" "hp17" "hp18" lifeSupportTargetHardpoints = "hp10" "hp12" "hp16" "hp17" "hp18" weaponsTargetHardpoints = "hp10" "hp12" "hp16" "hp17" "hp18" shieldGeneratorTargetHardpoints = "hp10" "hp12" "hp16" "hp17" "hp18" sensorsTargetHardpoints = "hp10" "hp12" "hp16" "hp17" "hp18" hullTargetHardpoints = "hp10" "hp12" "hp16" "hp17" "hp18" criticalTargetHardpoints = "hp10" "hp12" "hp16" "hp17" "hp18"

//********************************************************************** hotkeyLabel = "HOTKEY_F1"

#include "destroy.odf"

//Name of Ship class in Ship Display window & in edit mode & tooltip unitName = "Griffin Class"

//tooltips tooltip = "Griffin Class (Reman Version)" verboseTooltip = "This is a Reman version of the Griffin Class which serves as a potent Reman patrol ship."

//Race which can build ship & starting race of ship race = "reman"

//Amount of time required to build ship buildTime = 10.0

//Number of officers required to build this ship officerCost = 7

//Number of crew required to build ship & Starting crew crewCost = 80

//Dilithium Cost to build dilithiumCost = 90

//Metal cost to build metalCost = 0

//Max Shield Strength & Begining Shield Strength <500 maxHealth = 120

// Hitpoints

shieldGeneratorHitPoints = 24 enginesHitPoints = 24 weaponsHitPoints = 24 lifeSupportHitPoints = 24 sensorsHitPoints = 24

//Rate at which shield recharges (points per second... we think) shieldRate = 0.675

//Maximum Value of Special Energy maxSpecialEnergy = 1000

//Rate at which special energy recharges (points per second... we think) specialEnergyRate = 15

//********************************************************************** //SHIP NAMES

//Possible Craft Names possibleCraftNames = "Venomous" "Sriber" "Deciept" "Illusion" "Reveared" "Breatch" "Rage" "Lore" "Enforce" "Savager" "Niara"

//********************************************************************** //ART PARAMETERS & WEAPON NAMES

// Pulse Phaser weapon1 = "rdpulse" weaponHardpoints1 = "hp02"

// Pulse Phaser weapon2 = "rdpulse" weaponHardpoints2 = "hp03"

// Cloaking Device weapon3 = "grcloak" weaponHardpoints3 = "hp01"

// Hardpoints to hit for various systems and other locations. enginesTargetHardpoints = "hp09" "hp10" "hp11" "hp12" lifeSupportTargetHardpoints = "hp13" "hp14" weaponsTargetHardpoints = "hp13" "hp14" shieldGeneratorTargetHardpoints = "hp13" "hp14" sensorsTargetHardpoints = "hp13" "hp14" hullTargetHardpoints = "hp09" "hp10" "hp11" "hp12" "hp13" "hp14" criticalTargetHardpoints = "hp11" "hp12" "hp13" "hp14"

//********************************************************************** //AI system parameters //These parameters influence how the AI evaluates and compares craft.

//An abstract number that represents how much extra strength must be //used to attack this craft due to its weapons. // (0.0=no weapons, 0.5 = average weapons, 1.0=many good weapons) attackPower = 0.25f

//The normalized intrinsic value of a target. High value craft make good //attack targets. (0.0=lowest value, 1.0=highest value) intrinsicValue = 0.25f

//**********************************************************************

//********************************************************************** //CREW STATUS MULTIPLIERS //The multiplier for the delay between shots for weapons while in yellow status weaponYellow = 1.5f

//The multiplier for the delay between shots for weapons while in red status weaponRed = 2.0f //********************************************************************** //change the scale ScaleSOD = 1.0 //********************************************************************** //KEYMAP LABEL hotkeyLabel = "HOTKEY_F2"

#include "freight.odf"

//Race which can build ship & starting race of ship race = "reman"

//Name of Ship class in Ship Display window & in edit mode & tooltip unitName = "Harvester"

//tooltips tooltip = "Harvester - Mining Beam" verboseTooltip = "Mines all resources for the Remans."

//Amount of time required to build ship buildTime = 13.0

//Number of officers required to build this ship officerCost = 1

//Number of crew required to build ship & Starting crew crewCost = 100

//Dilithium Cost to build dilithiumCost = 150

//Metal cost to build metalCost = 0

//Max Shield Strength & Begining Shield Strength <500 maxHealth = 250

// Hitpoints

shieldGeneratorHitPoints = 45 enginesHitPoints = 65 weaponsHitPoints = 45 lifeSupportHitPoints = 40 sensorsHitPoints = 40

//Rate at which shield recharges (points per second... we think) shieldRate = 2.5

// which resources can this station process? resourcesCanHandle = "dilithium" "metal"

//********************************************************************** //SHIP NAMES

//Possible Craft Names possibleCraftNames = "Afacunius" "Albanius" "Antelius" "Areius" "Asonius" "Aulia" "Besonia" "Caetius" "V'cassia" "Centes" "Citutia" "Conia" "Danthonius" "Dulcitis" "Erelax" "Flabo" "Flattius" "Fruvallius" "Gavelirius" "Grevus" "Halvonis" "Horiaccius" "Jular" "Laenia" "Liulfa" "Lopan" "Lorius" "Malchio" "Megutilo" "Mininius" "Motutius" "Naepius" "Navrus" "Neriax" "Olpia" "Orceius" "Partius" "Perrix" "Piussus" "Ponunenius" "Potruso" "Pusis" "Samens" "Secistonus" "Segavus" "Setronius" "Sigimiulus" "Stacius" "Stlacutius" "Susia" "Tibimnius" "Truso" "T'esedar" "T'gereth" "T'ixtar" "T'rnderf" "Ulpanius" "Urgelinenus" "Vapodris" "Velber" "Vellunis" "Vettius" "Vulas" "Vunnius"

//********************************************************************** //ART PARAMETERS & WEAPON NAMES

// Mining Beam for Dilithium weapon1 = "gmineDilithium" weaponHardpoints1 = "hp03" "hp07" "hp08"

// Mining Beam for latinum weapon2 = "gmineMetalBorg" weaponHardpoints2 = "hp03" "hp07" "hp08"

// Hardpoints to hit for various systems and other locations. enginesTargetHardpoints = "hp09" "hp10" "hp12" "hp14" lifeSupportTargetHardpoints = "hp09" "hp10" "hp12" "hp14" weaponsTargetHardpoints = "hp09" "hp10" "hp12" "hp14" shieldGeneratorTargetHardpoints = "hp09" "hp10" "hp12" "hp14" sensorsTargetHardpoints = "hp09" "hp10" "hp12" "hp14" hullTargetHardpoints = "hp09" "hp10" "hp11" "hp12" "hp13" "hp14" "hp15" criticalTargetHardpoints = "hp09" "hp10" "hp12" "hp14"

hotkeyLabel = "HOTKEY_F2"

//********************************************************************** scaleSod = 1.3

#include "scoutBase.odf"

//Name of Ship class in Ship Display window & in edit mode & tooltip unitName = "Seeker Class"

//tooltips tooltip = "Seeker Class - Detect Cloak" verboseTooltip = "Reman scout ship. Can be upgraded with an anti-cloaking device."

//Race which can build ship & starting race of ship race = "reman"

//Amount of time required to build ship buildTime = 5.0

//Number of officers required to build this ship officerCost = 2

//Number of crew required to build ship & Starting crew crewCost = 10

//Dilithium Cost to build dilithiumCost = 47

//Metal cost to build metalCost = 0

//Max Shield Strength & Begining Shield Strength <500 maxHealth = 45

// Hitpoints

shieldGeneratorHitPoints = 8 enginesHitPoints = 8 weaponsHitPoints = 8 lifeSupportHitPoints = 8 sensorsHitPoints = 20

//Rate at which shield recharges (points per second... we think) shieldRate = 0.5

//Maximum Value of Special Energy maxSpecialEnergy = 1000

//Rate at which special energy recharges (points per second... we think) specialEnergyRate = 15

//********************************************************************** //SHIP NAMES

//Possible Craft Names possibleCraftNames = "New Dawn" "Pre Demise" "Long Dart" "Seeker"

//********************************************************************** //ART PARAMETERS & WEAPON NAMES

// Pulse Phaser weapon1 = "rspulse" weaponHardpoints1 = "hp01" "hp02" "hp03"

// Detect Cloak Level 3 weapon2 = "gdetectr" weaponHardpoints2 = "hp01"

// Cloaking Device weapon3 = "grcloak" weaponHardpoints3 = "hp01"

// Hardpoints to hit for various systems and other locations. enginesTargetHardpoints = "hp15" "hp17" "hp21" lifeSupportTargetHardpoints = "hp15" "hp17" "hp21" weaponsTargetHardpoints = "hp15" "hp17" "hp21" shieldGeneratorTargetHardpoints = "hp15" "hp17" "hp21" sensorsTargetHardpoints = "hp15" "hp17" "hp21" hullTargetHardpoints = "hp15" "hp16" "hp17" "hp18" "hp19" "hp20" "hp21" criticalTargetHardpoints = "hp15" "hp17" "hp21" //********************************************************************** //AI system parameters //These parameters influence how the AI evaluates and compares craft.

//An abstract number that represents how much extra strength must be //used to attack this craft due to its weapons. // (0.0=no weapons, 0.5 = average weapons, 1.0=many good weapons) attackPower = 0.10f

//The normalized intrinsic value of a target. High value craft make good //attack targets. (0.0=lowest value, 1.0=highest value) intrinsicValue = 0.15f

//**********************************************************************

//********************************************************************** //CREW STATUS MULTIPLIERS //The multiplier for the delay between shots for weapons while in yellow status weaponYellow = 1.5f

//The multiplier for the delay between shots for weapons while in red status weaponRed = 2.0f //**********************************************************************

//********************************************************************** //KEYMAP LABEL hotkeyLabel = "HOTKEY_F1" scaleSod = 1.00

#include "station.odf"

//********************************************************************** //MAIN DESIGN PARAMETERS

//Name of Ship class in Ship Display window & in edit mode & tooltip unitName = "Starbase"

//tooltips tooltip = "Starbase" verboseTooltip = "Reman base of operations. Builds: Construction Ship & Harvester."

//Race which can build ship & starting race of ship race = "reman"

//Amount of time required to build ship buildTime = 100.0

//Number of officers required to build this ship officerCost = 10

//Number of crew required to build ship & Starting crew crewCost = 150

//Number of maximum crew (only specified if different from crewCost) maximumCrew = 1500

//The number of crew added to the capacity maxCrewGain = 3000

//Dilithium Cost to build dilithiumCost = 2000

//Metal cost to build metalCost = 2000

//Number of Officers starbase gives by default officerGain = 0

//Maximum number of officer quarters maximumUpgrades = 6

//Max Shield Strength & Begining Shield Strength <1000 maxHealth = 6000

//Rate at which shield recharges (points per second... we think) shieldRate = 5.0

//Shield absorbs all damage until it's gone shieldProtection = 1.0

// Rate at which latinum is unloaded from freighters latinumTransferRate = 15.0

//Possible Craft Names possibleCraftNames = ""D’ouras Station" "D'merra Station" "D'sorris Station" "D'larran Station"

//********************************************************************** //ART PARAMETERS & WEAPON NAMES

// Pulse Phaser weapon1 = "rbpulse" weaponHardpoints1 = "hp23" "hp24" "hp25"

// Pulse Phaser weapon2 = "rbpulse" weaponHardpoints2 = "hp11" "hp12" "hp13"

// Pulse Phaser weapon3 = "rbpulse" weaponHardpoints3 = "hp14" "hp15" "hp16"

// Pulse Phaser weapon4 = "rbpulse" weaponHardpoints4 = "hp17" "hp18" "hp19"

// Pulse Phaser weapon5 = "rbpulse" weaponHardpoints5 = "hp20" "hp21" "hp22"

// Pulse Phaser weapon6 = "rbpulse" weaponHardpoints6 = "hp02" "hp07" "hp09"

// Pulse Phaser weapon7 = "rbpulse" weaponHardpoints7 = "hp04" "hp05" "hp08"

// Pulse Phaser weapon8 = "rbpulse" weaponHardpoints8 = "hp03" "hp06" "hp10"

// Hardpoints to hit for various systems and other locations. enginesTargetHardpoints = "hp30" "hp34" "hp35" "hp36" "hp37" "hp39" "hp41" "hp42" "hp45" lifeSupportTargetHardpoints = "hp30" "hp34" "hp35" "hp36" "hp37" "hp39" "hp41" "hp42" "hp45" weaponsTargetHardpoints = "hp30" "hp34" "hp35" "hp36" "hp37" "hp39" "hp41" "hp42" "hp45" shieldGeneratorTargetHardpoints = "hp30" "hp34" "hp35" "hp36" "hp37" "hp39" "hp41" "hp42" "hp45" sensorsTargetHardpoints = "hp30" "hp34" "hp35" "hp36" "hp37" "hp39" "hp41" "hp42" "hp45" hullTargetHardpoints = "hp30" "hp34" "hp35" "hp36" "hp37" "hp39" "hp41" "hp42" "hp45" criticalTargetHardpoints = "hp30" "hp34" "hp35" "hp36" "hp37" "hp39" "hp41" "hp42" "hp45"

//**********************************************************************

//********************************************************************** //Construction Parameters buildItem0 = "reconst" buildItem1 = "refreight"

//Hardpoint location for building. buildHardpoint = "hp01" //********************************************************************** //********************************************************************** //AI system parameters //These parameters influence how the AI evaluates and compares craft.

//An abstract number that represents how much extra strength must be //used to attack this craft due to its weapons. // (0.0=no weapons, 0.5 = average weapons, 1.0=many good weapons) attackPower = 0.50f

//The normalized intrinsic value of a target. High value craft make good //attack targets. (0.0=lowest value, 1.0=highest value) intrinsicValue = 2.00f

//**********************************************************************

//********************************************************************** //CREW STATUS MULTIPLIERS //The multiplier for the delay between shots for weapons while in yellow status weaponYellow = 1.5f

//The multiplier for the delay between shots for weapons while in red status weaponRed = 2.5f //**********************************************************************

//********************************************************************** //SYSTEM HITPOINTS

//********************************************************************** //SYSTEM HITPOINTS

// Hitpoints

shieldGeneratorHitPoints = 1000 enginesHitPoints = 0 weaponsHitPoints = 1000 lifeSupportHitPoints = 1000 sensorsHitPoints = 1000

//**********************************************************************

//********************************************************************** //SYSTEM DAMAGE DISTRIBUTION //The following section's values should add up to 100 //Percent Chance out of 100 of engines being destroyed enginesHitPercent = 0.0f

//Percent Chance out of 100 of life support being destroyed lifeSupportHitPercent = 10.5f

//Percent Chance out of 100 of weapons being destroyed weaponsHitPercent = 10.0f

//Percent Chance out of 100 of shields being destroyed shieldGeneratorHitPercent = 13.0f

//Percent Chance out of 100 of sensors being destroyed sensorsHitPercent = 13.0f

//Percent Chance out of 100 of hull being hit (crew dying) crewHitPercent = 13.5f

//Percent Chance out of 100 of entire ship exploding hullHitPercent = 40.0f //**********************************************************************

//********************************************************************** //MESSAGE & SOUND PARAMETERS //**********************************************************************

eventSelect = "StarbaseSelect" eventAcknowledge = "StarbaseAcknowledge" eventAttack = "StarbaseAttack" eventDecommission = "StarbaseDecommission"

//********************************************************************** //PROGRAMMING PARAMETERS WHICH SHOULD NOT BE CHANGED & UNUSED PARAMETERS

//Runtime class label for instantiation of object. classLabel = "starbase"

//********************************************************************** //KEYMAP LABEL // Obsolete, use hotkeyLabel // keymapLabel = "starbase" hotkeyLabel = "HOTKEY_F1"

//************************************************************ // Brian additions for context sensitive menus builder_ship = 1 transporter = 1 alert = 1 combat = 1 SHOW_MOVEMENT_AUTONOMY = 1 SHOW_SW_AUTONOMY = 1

scaleSOD = 1.0

#include "station.odf"

//********************************************************************** //MAIN DESIGN PARAMETERS

//Name of Ship class in Ship Display window & in edit mode & tooltip unitName = "Mining Refinery"

tooltip = "Mining Refinery" verboseTooltip = "Processes resources collected by Harvesters."

//Name of the ODF file of the matching freighter to build with the station freighterName = "refreight"

//Race which can build ship & starting race of ship race = "reman"

//Dilithium transfer rate from freighter to station dilithiumTransferRate = 20.0 metalTransferRate = 20.0

//Amount of time required to build ship buildTime = 50.0

//Number of officers required to build this ship officerCost = 4

//Number of crew required to build ship & Starting crew crewCost = 250

//Dilithium Cost to build dilithiumCost = 0

//Metal cost to build metalCost = 400

//Max Shield Strength & Begining Shield Strength <1000 maxHealth = 2400

//SYSTEM HITPOINTS shieldGeneratorHitPoints = 600 enginesHitPoints = 0 weaponsHitPoints = 0 lifeSupportHitPoints = 600 sensorsHitPoints = 600

//Rate at which shield recharges (points per second... we think) shieldRate = 2.0

//Possible Craft Names possibleCraftNames = "S'klar-84" "S'klar-94" "S'klar-15" "S'klar-64" "S'klar-94" "S'klar-23" "S'klar-18" "S'klar-73"

//********************************************************************** //ART PARAMETERS & WEAPON NAMES

// Cloaking Device //weapon1 = "gcloak" //weaponHardpoints1 = "hp100"

// Hardpoints to hit for various systems and other locations. enginesTargetHardpoints = "hp21" "hp25" "hp29" "hp33" "hp36" lifeSupportTargetHardpoints = "hp21" "hp25" "hp29" "hp33" "hp36" weaponsTargetHardpoints = "hp21" "hp25" "hp29" "hp33" "hp36" shieldGeneratorTargetHardpoints = "hp21" "hp25" "hp29" "hp33" "hp36" sensorsTargetHardpoints = "hp21" "hp25" "hp29" "hp33" "hp36" hullTargetHardpoints = "hp21" "hp25" "hp28" "hp29" "hp31" "hp33" "hp36" "hp37" criticalTargetHardpoints = "hp21" "hp25" "hp29" "hp33" "hp36"

//********************************************************************** //********************************************************************** //AI system parameters //These parameters influence how the AI evaluates and compares craft.

//The normalized intrinsic value of a target. High value craft make good //attack targets. (0.0=lowest value, 1.0=highest value) intrinsicValue = 1.50f

//**********************************************************************

//********************************************************************** //MESSAGE & SOUND PARAMETERS //**********************************************************************

eventSelect = "MiningStationSelect" eventAcknowledge = "MiningStationAcknowledge" eventDecommission = "MiningStationDecommission"

//********************************************************************** //PROGRAMMING PARAMETERS WHICH SHOULD NOT BE CHANGED & UNUSED PARAMETERS

//Runtime class label for instantiation of object. classLabel = "mining"

//********************************************************************** //KEYMAP LABEL // Obsolete, use hotkeyLabel // keymapLabel = "mining_station" hotkeyLabel = "HOTKEY_F5"

//************************************************************ // Brian additions for context sensitive menus transporter = 1 alert = 0

//************************************************************* // Make sure we can build this base near dilithium moons and planets resourcesCanHandle = "dilithium" "metal"

#include "station.odf"

//********************************************************************** //MAIN DESIGN PARAMETERS

//Name of Ship class in Ship Display window & in edit mode & tooltip unitName = "Shipyard"

//tooltips tooltip = "Shipyard" verboseTooltip = "Builds all basic Reman warships."

//Race which can build ship & starting race of ship race = "reman"

//Amount of time required to build ship buildTime = 25.0

//Number of officers required to build this ship officerCost = 5

//Number of crew required to build ship & Starting crew crewCost = 500

//Dilithium Cost to build dilithiumCost = 100

//Metal cost to build metalCost = 500

//Max Shield Strength & Begining Shield Strength <1000 maxHealth = 2000

//Rate at which shield recharges (points per second... we think) shieldRate = 1.66

//Possible Craft Names possibleCraftNames = "Remus Prime I" "Remus Prime II" "Remus Prime III" "Remus Prime IV" "Remus Prime V" "Remus Prime VI" "Remus Prime VII" "Remus Prime VIII"

//********************************************************************** //ART PARAMETERS & WEAPON NAMES

// Cloaking Device //weapon1 = "gcloak" //weaponHardpoints1 = "hp100"

// Hardpoints to hit for various systems and other locations. enginesTargetHardpoints = "hp10" "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17" lifeSupportTargetHardpoints = "hp10" "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17" weaponsTargetHardpoints = "hp10" "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17" shieldGeneratorTargetHardpoints = "hp10" "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17" sensorsTargetHardpoints = "hp10" "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17" hullTargetHardpoints = "hp10" "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17" criticalTargetHardpoints = "hp10" "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17"

//**********************************************************************

//********************************************************************** //Construction Parameters buildItem0 = "rescout" buildItem1 = "redestroy"

//Hardpoint location for building. buildHardpoint = "hp01" repairHardpoint = "hp05" //********************************************************************** //********************************************************************** //AI system parameters //These parameters influence how the AI evaluates and compares craft.

//The normalized intrinsic value of a target. High value craft make good //attack targets. (0.0=lowest value, 1.0=highest value) intrinsicValue = 1.00f

//**********************************************************************

//********************************************************************** //MESSAGE & SOUND PARAMETERS //**********************************************************************

eventSelect = "ShipyardSelect" eventAcknowledge = "ShipyardAcknowledge" eventDecommission = "ShipyardDecommission"

//********************************************************************** //PROGRAMMING PARAMETERS WHICH SHOULD NOT BE CHANGED & UNUSED PARAMETERS

//Runtime class label for instantiation of object. classLabel = "shipyard"

//********************************************************************** //KEYMAP LABEL // Obsolete, use hotkeyLabel // keymapLabel = "shipyard" hotkeyLabel = "HOTKEY_F2"

//************************************************************ // Brian additions for context sensitive menus builder_ship = 1 transporter = 1 SHOW_MOVEMENT_AUTONOMY = 1 SHOW_SW_AUTONOMY = 1

// make it bigger ScaleSOD = 1.20f

Also can you do a new Armada 2 GUI for the Remans that is something like the Borg GUI (with dilithium, metal, crew and officers, NO LATINUM) but based on this Armada 1 GUI I found? It is attatched to this post so I hope you'll help me on this.

Andrew_Of_Borg




Ensign Andrew_Of_Borg

I've assimilated Jesus!

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27th October 2003

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#2 13 years ago

I just found out the problem now and it is sorted! I realised it was a ship name of the Reman Starbase that caused the promlem! :lol:

Anyway, If you see the attatched Armada 1 Reman GUI on the first post of this topic I want you to do it for Armada 2 and it has to have a resource pannel consisting of dilithium, metal, crew and officers, AND NO LATINUM!

Hope you do well! Andrew_Of_Borg




Ensign Andrew_Of_Borg

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#3 13 years ago

Hey! Someone's looking in the .zip file! :D :D :D




Achilles

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#4 13 years ago

Hmmm, these sound like my Reman units from my Xtreme Dominion addon mod? am I right?

come to think of it... those look like my GUI files?




Ensign Andrew_Of_Borg

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#5 13 years ago

Well, can you do the GUI files in Armada 2 in the same look? It has to have no latinum though, since this race will never use latinum like the Borg. And yes, they are from your Xtreme Dominion addon mod for Armada 1, why do you ask?




Achilles

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#6 13 years ago

beacause you didn't?

I made those units and don't remember being asked for permission yet again???




Ensign Andrew_Of_Borg

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#7 13 years ago

Then can I ask permission to use them from you?




Achilles

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#8 13 years ago

what were you going to do, just use them and not ask?




Ensign Andrew_Of_Borg

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#9 13 years ago

No, so can I ask permission to use your models for my mod?




Achilles

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#10 13 years ago

Use them, just make sure that the credits are correct. I have an updated Greaver if you want it.