Ship not working -1 reply

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firewarrior1705

For the Greater Good

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15th October 2007

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#1 10 years ago

Ok, this is a bit strange and I don't know what causes it: I've downloaded an excelsior class cruiser and I wanted to add it to my personal A2 mod. I've copied the SOD, ODF, textures and admiral's log pic I've edited the techtree and add it in the federation techtree(just like the other modded fed ships that I have in my mod) I've added the build button and wireframes in the gui_global file and finally I've added the ship to the federation basic shipyard. But then surprise: the ship doesn't appear in the build list. WHY? I think I've checked and double checked all of the above files and all seem ok. I've added many ships in my mod so far and they all work fine. Has anyone else had this problem before?




Ragnar

Sneaking about...

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17th April 2007

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#2 10 years ago

I think the maximum for shipyards to build is 12 or 14 ships (I'm not sure) so if you've got 15 and it doesn't appear that'd be why, because they can only support so many buildbuttons. You'll need a second shipyard.




Flash525

The Carbon Comrade

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14th July 2004

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#3 10 years ago

Shipyards can only support up to 12 ships. Just as research stations can only support 12 types of research. If you are aiming for more than 12 ships, you will need another shipyard.




firewarrior1705

For the Greater Good

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15th October 2007

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#4 10 years ago

This ship was only the 9th. That's why I find it strange




Flash525

The Carbon Comrade

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14th July 2004

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#5 10 years ago

Hmm... 9th, that complicates things... Usually, a ship doesn't appear in your build list for a number of reasons. It could be a missing " in one or two of your .odf files, or it could be messed up with the model... Guess the only way to find that out, would be to review the file comments, if it appears everyone else has no problems, then I'd doubt there is a problem with the model, but rather, the coding. That being the case, all you can do is double check what you've done, or, if needs be, start from scratch. Remove the Excelsior from the game, and then readd it.




SFC3

HL2: Leak: Mod Fan/Geek

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15th May 2008

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#6 10 years ago

What Excelsior Class is it?




Guest

I didn't make it!

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#7 10 years ago

More than likely you have made a spelling mastake and the place to look is in the yard's buildlist.




firewarrior1705

For the Greater Good

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15th October 2007

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#8 10 years ago

there's no spelling error and in the comments I haven't seen any problem of this kind mentioned. and the excelsior is this one : Dr. Slims Excelsior, Star Trek: Armada 2 Downloads, Star Trek: Armada 2 ENT, TOS and TMP




pepperman

Cloaked in the Neutral Zone

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5th February 2004

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#9 10 years ago

recommed that you post all of the relevent lines from the edited files (files here and let the folks take a look at them carefully. Also, include the respective sod and odf file name




firewarrior1705

For the Greater Good

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15th October 2007

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#10 10 years ago

Ok, here are the files: techtree: // ***[ FEDERATION SHIPS ]************************ // fconst.odf 1 fbase.odf // construction ship ffreight.odf 2 fbase.odf fmining.odf // mining freighter fcargo.odf 2 fbase.odf ftrading.odf // cargo ship fsrepair.odf 2 fbase.odf fupgrade.odf // repair ship fscout.odf 1 fyard.odf // scout (venture class) fdestroy.odf 1 fyard.odf // destroyer (defiant class) fdestroy2.odf 1 fyard.odf // destroyer (sabre class) fcruise1.odf 2 fyard.odf fresear.odf // cruiser1 (akira class) fcruise2.odf 2 fyard.odf fresear2.odf // cruiser2 (steamrunner class) fcruise3.odf 2 fyard.odf fresear.odf // cruiser3 (intrepid class) fcolony.odf 2 fyard.odf fresear.odf // colony ship fassault.odf 2 fyard.odf fresear2.odf // assault ship (iwo Jima class) fgalaxy.odf 1 fyard2.odf // battleship (galaxy class) fbattle.odf 2 fyard2.odf fupgrade.odf // battleship (sovereign class) ffrigate.odf 1 fyard2.odf // frigate (andor class) fspecial.odf 2 fyard2.odf fresear2.odf // special (nebula class) famb.odf 1 fyard2.odf // battleship (Ambassador Class) fprom.odf 2 fyard2.odf fupgrade.odf // battleship (prometheus class) fexcel.odf 2 fyard.odf fresear2.odf // cruiser (excelsior class)

gui_global: # Federation build buttons @reference=128 @tmaterial=default b_fbattle gbfbld100 0 0 64 64 b_fedpod1 gbfpod100 0 0 64 64 b_fedpod2 gbfpod100 64 0 64 64 b_fedpod3 gbfpod100 0 64 64 64 b_fedpod4 gbfpod100 64 64 64 64 b_fedpod5 gbfpod200 0 0 64 64 b_fedpod6 gbfpod200 64 0 64 64 b_fedpod7 gbfpod200 0 64 64 64 b_fedpod8 gbfpod200 64 64 64 64 @reference=64 b_fmining gbfmining 0 0 64 64 b_fsensor gbfsensor 0 0 64 64 b_fyard gbfyard 0 0 64 64 b_fbase gbfbase 0 0 64 64 b_fconst gbfconst 0 0 64 64 b_ffreight gbffreight 0 0 64 64 b_fedpod9 gbfpod900 0 0 64 64 b_fedpod10 gbfedpod10 0 0 64 64 b_fedpod11 gbfedpod11 0 0 64 64 b_fedpod12 gbfedpod12 0 0 64 64 b_fedpod13 gbfedpod13 0 0 64 64 b_fedpod14 gbfedpod14 0 0 64 64 b_fedpod15 gbfedpod15 0 0 64 64 b_fedpod16 gbfedpod16 0 0 64 64 b_fedpod21 gbfedpod21 0 0 64 64 b_fedpod22 gbfedpod22 0 0 64 64 b_fedpod23 gbfedpod23 0 0 64 64 b_fedpod24 gbfedpod24 0 0 64 64 b_fedpod25 gbfedpod25 0 0 64 64

b_fresear gbfresear 0 0 64 64 b_fsuperbl gbfsuper00 0 0 64 64 b_fresear2 gbfrsrch200 0 0 64 64 b_fturret gbfturret00 0 0 64 64 b_fturret2 gbfturret200 0 0 64 64 b_fyard2 gbfyard200 0 0 64 64 b_fassault gbfassault 0 0 64 64 b_fcolony gbfcolony 0 0 64 64 b_fcargo gbfcargo 0 0 64 64 b_fsrepair gbfsrepair 0 0 64 64 b_ffrigate gbffrigate 0 0 64 64 b_forbital gbforbital 0 0 64 64 b_ftrading gbftrading 0 0 64 64 b_fupgrade gbfupgrade 0 0 64 64 b_fcruise3 gbfcruise3 0 0 64 64 b_fdestroy2 gbfdestroy2 0 0 64 64 b_fgalaxy gbfgalaxy 0 0 64 64 b_fsaucer gbfsaucer 0 0 64 64 b_fbbridge gbfbbridge 0 0 64 64 b_fcruise1 gbfcruise1 0 0 64 64 b_fcruise2 gbfcruise2 0 0 64 64 b_fdestroy gbfdestroy 0 0 64 64 b_fscout gbfscout 0 0 64 64 b_fspecial gbfspecial 0 0 64 64 b_fexcel gbffexcel 0 0 64 64 b_famb gbfambat 0 0 64 64 b_fprom gbfprom 0 0 64 64

# Federation wireframes

@reference=256

fbattlew1 fedwireframe01 0 0 48 48 fbattlew2 fedwireframe01 48 0 48 48 fbattlew3 fedwireframe01 96 0 48 48 fbattlew4 fedwireframe01 144 0 48 48 fbattlew5 fedwireframe01 192 0 48 48

fgalaxyw1 fedwireframe01 0 48 48 48 fgalaxyw2 fedwireframe01 48 48 48 48 fgalaxyw3 fedwireframe01 96 48 48 48 fgalaxyw4 fedwireframe01 144 48 48 48 fgalaxyw5 fedwireframe01 192 48 48 48

fambw1 fambatwire 0 0 48 48 fambw2 fambatwire 48 0 48 48 fambw3 fambatwire 96 0 48 48 fambw4 fambatwire 144 0 48 48 fambw5 fambatwire 192 0 48 48

fexcelw1 fedwireframeSLIM 0 96 48 48 fexcelw2 fedwireframeSLIM 48 96 48 48 fexcelw3 fedwireframeSLIM 96 96 48 48 fexcelw4 fedwireframeSLIM 144 96 48 48 fexcelw5 fedwireframeSLIM 192 96 48 48

fcruise1w1 fedwireframe01 0 96 48 48 fcruise1w2 fedwireframe01 48 96 48 48 fcruise1w3 fedwireframe01 96 96 48 48 fcruise1w4 fedwireframe01 144 96 48 48 fcruise1w5 fedwireframe01 192 96 48 48

fcruise2w1 fedwireframe01 0 144 48 48 fcruise2w2 fedwireframe01 48 144 48 48 fcruise2w3 fedwireframe01 96 144 48 48 fcruise2w4 fedwireframe01 144 144 48 48 fcruise2w5 fedwireframe01 192 144 48 48

fcruise3w1 fedwireframe01 0 192 48 48 fcruise3w2 fedwireframe01 48 192 48 48 fcruise3w3 fedwireframe01 96 192 48 48 fcruise3w4 fedwireframe01 144 192 48 48 fcruise3w5 fedwireframe01 192 192 48 48

fdestroyw1 fedwireframe02 0 0 48 48 fdestroyw2 fedwireframe02 48 0 48 48 fdestroyw3 fedwireframe02 96 0 48 48 fdestroyw4 fedwireframe02 144 0 48 48 fdestroyw5 fedwireframe02 192 0 48 48

fdestroy2w1 fedwireframe02 0 48 48 48 fdestroy2w2 fedwireframe02 48 48 48 48 fdestroy2w3 fedwireframe02 96 48 48 48 fdestroy2w4 fedwireframe02 144 48 48 48 fdestroy2w5 fedwireframe02 192 48 48 48

ffrigatew1 fedwireframe02 0 96 48 48 ffrigatew2 fedwireframe02 48 96 48 48 ffrigatew3 fedwireframe02 96 96 48 48 ffrigatew4 fedwireframe02 144 96 48 48 ffrigatew5 fedwireframe02 192 96 48 48

fspecialw1 fedwireframe02 0 144 48 48 fspecialw2 fedwireframe02 48 144 48 48 fspecialw3 fedwireframe02 96 144 48 48 fspecialw4 fedwireframe02 144 144 48 48 fspecialw5 fedwireframe02 192 144 48 48

fassaultw1 fedwireframe02 0 192 48 48 fassaultw2 fedwireframe02 48 192 48 48 fassaultw3 fedwireframe02 96 192 48 48 fassaultw4 fedwireframe02 144 192 48 48 fassaultw5 fedwireframe02 192 192 48 48

fscoutw1 fedwireframe03 0 0 48 48 fscoutw2 fedwireframe03 48 0 48 48 fscoutw3 fedwireframe03 96 0 48 48 fscoutw4 fedwireframe03 144 0 48 48 fscoutw5 fedwireframe03 192 0 48 48

fcargow1 fedwireframe03 0 48 48 48 fcargow2 fedwireframe03 48 48 48 48 fcargow3 fedwireframe03 96 48 48 48 fcargow4 fedwireframe03 144 48 48 48 fcargow5 fedwireframe03 192 48 48 48

fcolonyw1 fedwireframe03 0 96 48 48 fcolonyw2 fedwireframe03 48 96 48 48 fcolonyw3 fedwireframe03 96 96 48 48 fcolonyw4 fedwireframe03 144 96 48 48 fcolonyw5 fedwireframe03 192 96 48 48

fconstw1 fedwireframe03 0 144 48 48 fconstw2 fedwireframe03 48 144 48 48 fconstw3 fedwireframe03 96 144 48 48 fconstw4 fedwireframe03 144 144 48 48 fconstw5 fedwireframe03 192 144 48 48

ffreightw1 fedwireframe03 0 192 48 48 ffreightw2 fedwireframe03 48 192 48 48 ffreightw3 fedwireframe03 96 192 48 48 ffreightw4 fedwireframe03 144 192 48 48 ffreightw5 fedwireframe03 192 192 48 48

fsrepairw1 fedwireframe04 0 0 48 48 fsrepairw2 fedwireframe04 48 0 48 48 fsrepairw3 fedwireframe04 96 0 48 48 fsrepairw4 fedwireframe04 144 0 48 48 fsrepairw5 fedwireframe04 192 0 48 48

fentew1 fedwireframe04 0 48 48 48 fentew2 fedwireframe04 48 48 48 48 fentew3 fedwireframe04 96 48 48 48 fentew4 fedwireframe04 144 48 48 48 fentew5 fedwireframe04 192 48 48 48

fdataw1 fedwireframe04 0 96 48 48 fdataw2 fedwireframe04 48 96 48 48 fdataw3 fedwireframe04 96 96 48 48 fdataw4 fedwireframe04 144 96 48 48 fdataw5 fedwireframe04 192 96 48 48

fincursionw1 fedwireframe04 0 144 48 48 fincursionw2 fedwireframe04 48 144 48 48 fincursionw3 fedwireframe04 96 144 48 48 fincursionw4 fedwireframe04 144 144 48 48 fincursionw5 fedwireframe04 192 144 48 48

fsaucerw1 fedwireframe04 0 192 48 48 fsaucerw2 fedwireframe04 48 192 48 48 fsaucerw3 fedwireframe04 96 192 48 48 fsaucerw4 fedwireframe04 144 192 48 48 fsaucerw5 fedwireframe04 192 192 48 48

fbbridgew1 fedwireframe05 0 0 48 48 fbbridgew2 fedwireframe05 48 0 48 48 fbbridgew3 fedwireframe05 96 0 48 48 fbbridgew4 fedwireframe05 144 0 48 48 fbbridgew5 fedwireframe05 192 0 48 48

fbasew1 fedwireframe05 0 48 48 48 fbasew2 fedwireframe05 48 48 48 48 fbasew3 fedwireframe05 96 48 48 48 fbasew4 fedwireframe05 144 48 48 48 fbasew5 fedwireframe05 192 48 48 48

fminingw1 fedwireframe05 0 96 48 48 fminingw2 fedwireframe05 48 96 48 48 fminingw3 fedwireframe05 96 96 48 48 fminingw4 fedwireframe05 144 96 48 48 fminingw5 fedwireframe05 192 96 48 48

fyardw1 fedwireframe05 0 144 48 48 fyardw2 fedwireframe05 48 144 48 48 fyardw3 fedwireframe05 96 144 48 48 fyardw4 fedwireframe05 144 144 48 48 fyardw5 fedwireframe05 192 144 48 48

fyard2w1 fedwireframe05 0 192 48 48 fyard2w2 fedwireframe05 48 192 48 48 fyard2w3 fedwireframe05 96 192 48 48 fyard2w4 fedwireframe05 144 192 48 48 fyard2w5 fedwireframe05 192 192 48 48

fsensorw1 fedwireframe06 0 0 48 48 fsensorw2 fedwireframe06 48 0 48 48 fsensorw3 fedwireframe06 96 0 48 48 fsensorw4 fedwireframe06 144 0 48 48 fsensorw5 fedwireframe06 192 0 48 48

fturretw1 fedwireframe06 0 48 48 48 fturretw2 fedwireframe06 48 48 48 48 fturretw3 fedwireframe06 96 48 48 48 fturretw4 fedwireframe06 144 48 48 48 fturretw5 fedwireframe06 192 48 48 48

fturret2w1 fedwireframe06 0 96 48 48 fturret2w2 fedwireframe06 48 96 48 48 fturret2w3 fedwireframe06 96 96 48 48 fturret2w4 fedwireframe06 144 96 48 48 fturret2w5 fedwireframe06 192 96 48 48

fsuperblw1 fedwireframe06 0 144 48 48 fsuperblw2 fedwireframe06 48 144 48 48 fsuperblw3 fedwireframe06 96 144 48 48 fsuperblw4 fedwireframe06 144 144 48 48 fsuperblw5 fedwireframe06 192 144 48 48

fbasehqw1 fedwireframe06 0 192 48 48 fbasehqw2 fedwireframe06 48 192 48 48 fbasehqw3 fedwireframe06 96 192 48 48 fbasehqw4 fedwireframe06 144 192 48 48 fbasehqw5 fedwireframe06 192 192 48 48

forbitalw1 fedwireframe07 0 0 48 48 forbitalw2 fedwireframe07 48 0 48 48 forbitalw3 fedwireframe07 96 0 48 48 forbitalw4 fedwireframe07 144 0 48 48 forbitalw5 fedwireframe07 192 0 48 48

ftradingw1 fedwireframe07 0 48 48 48 ftradingw2 fedwireframe07 48 48 48 48 ftradingw3 fedwireframe07 96 48 48 48 ftradingw4 fedwireframe07 144 48 48 48 ftradingw5 fedwireframe07 192 48 48 48

fresearw1 fedwireframe07 0 96 48 48 fresearw2 fedwireframe07 48 96 48 48 fresearw3 fedwireframe07 96 96 48 48 fresearw4 fedwireframe07 144 96 48 48 fresearw5 fedwireframe07 192 96 48 48

fresear2w1 fedwireframe07 0 144 48 48 fresear2w2 fedwireframe07 48 144 48 48 fresear2w3 fedwireframe07 96 144 48 48 fresear2w4 fedwireframe07 144 144 48 48 fresear2w5 fedwireframe07 192 144 48 48

fupgradew1 fedwireframe07 0 192 48 48 fupgradew2 fedwireframe07 48 192 48 48 fupgradew3 fedwireframe07 96 192 48 48 fupgradew4 fedwireframe07 144 192 48 48 fupgradew5 fedwireframe07 192 192 48 48

fpromw1 fedwireframe08 0 96 48 48 fpromw2 fedwireframe08 48 96 48 48 fpromw3 fedwireframe08 96 96 48 48 fpromw4 fedwireframe08 144 96 48 48 fpromw5 fedwireframe08 192 96 48 48

fyard build list: //Construction Parameters buildItem0 = "fscout" buildItem1 = "fdestroy2" buildItem2 = "fdestroy" buildItem3 = "fcolony" buildItem4 = "fcruise1" buildItem5 = "fcruise3" buildItem6 = "fassault" buildItem7 = "fcruise2" buildItem8 = "fexcel"

The name of the odf and sod is fexcel

#include "cruise.odf"

//MAIN DESIGN PARAMETERS

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

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

//tooltips tooltip = "Excelsior Class Lakota Refit" verboseTooltip = "The Excelcior Class Lakota Refit is a small refit to the Exselsiot making it more stable in warpflight and expanding it's sesor technology making it more sutable for space exploration."

//Amount of time required to build ship buildTime = 20.0

//Number of officers required to build this ship officerCost = 32

//Number of crew required to build ship & Starting crew crewCost = 400

//Dilithium Cost to build dilithiumCost = 250

//Metal Cost to build metalCost = 100

//Max Shield Strength & Begining Shield Strength <500 maxHealth = 2250 curHealth = 2250 healthRate = 2

maxShields = 2600 curShields = 2600 shieldRate = 6

// Hitpoints

shieldGeneratorHitPoints = 600 enginesHitPoints = 600 weaponsHitPoints = 600 lifeSupportHitPoints = 590 sensorsHitPoints = 600

//Maximum Value of Special Energy maxSpecialEnergy = 1200

//Rate at which special energy recharges (points per second... we think) specialEnergyRate = 10

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

//Possible Craft Names possibleCraftNames = "USS Lakota" "USS Tampa" "USS Excalibur" "USS Charlotte" "USS Forester" "USS Reid"

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

// Phaser weapon1 = "fed_type9" weaponHardpoints1 = "hp01" "hp02" "hp03"

// Quantum torpedoes weapon2 = "fed_quan1" weaponhardpoints2 = "hp01" "hp12"

// Quantum torpedoes weapon3 = "fed_quan2" weaponhardpoints3 = "hp01" "hp12"

// Quantum torpedoes weapon4 = "fed_quan3" weaponhardpoints4 = "hp01" "hp12"

// Tractor beam weapon5 = "gtracbm" weaponHardpoints5 = "hp01" "hp12"

// Self destruct weapon6 = "gselfdes" weaponHardpoints6 = "hp09"

// Hardpoints to hit for various systems and other locations. enginesTargetHardpoints = "hp10" "hp11" "hp15" "hp16" "hp17" "hp18" lifeSupportTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15" weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp12" shieldGeneratorTargetHardpoints = "hp06" "hp07" "hp08" "hp09" sensorsTargetHardpoints = "hp01" "hp04" "hp05" hullTargetHardpoints = "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 = 0.50f

//The normalized intrinsic value of a target. High value craft make good //attack targets. (0.0=lowest value, 1.0=highest value) intrinsicValue = 0.50f

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

//********************************************************************** //CREW STATUS MULTIPLIERS //The multiplier for the delay between shots for weapons while in yellow status weaponYellow = 1.0f

//The multiplier for the delay between shots for weapons while in red status weaponRed = 1.0f //**********************************************************************

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

// let's make this a bit bigger ScaleSOD = 2.12




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