hey if anyone knows how to make a useable resource plz respond...:confused: i can mod just about anything but im stuck on races and resources. any input would be sweet.
6th February 2005
I have no idea. You could try and rename one of the existing ones.
Space The Final Froniter
31st July 2006
I dont think you can but renaming the ones you already have is easy for insistence you could change bio-matter to what ever you whant your resource to be called as an example we will use zmp first of all open Dynamic_Localized_Strings press ctrl+h and then type bio-matter in the top box and zmp in the bottom click replace all then press ctrl+r type in zmp and press find keep clicking until you find the tool tip change the end bit description which should now look like this (zmp is used by Species 8472) to what ever you like then when in game it should now display as zmp (or what ever you changed bio-matter to. hope this helps
thanks guys but im tryn to keep the ones i have and add more
30th September 2007
I don't think it's possible. As I know the resources are hardcoded in the game. You can only replace/rename resources.
Resource types are hardcoded. Five types and that's all, six if you count "officers" (not that you can mine them, but "crew" is a resource and that's why A2 has colonies).
You can still come up with all kinds of combinations beyond dilithium + metal with crew and latinum for high-end stuff. For example, the TNG-era Tholian race uses dilithium, metal, biomatter AND latinum. Achilles' Art of War takes dilithium out as a resource. Still other mods like FleetOps and KA2 change resources to more plausible forms still canon, things like deuterium and tritanium.
On that subject, I never really understood why the game came with "dilithium" and "latinum" as available resources but then dumbed down the others to "metal" and "biomatter". Like, can't we be specific in a similarly atomic or fictionally-molecular fashion? And why wouldn't EVERYONE rely on "biomatter" as a single resource when they all use replicators anyway? What's the point of saving energy by mining for dilithium when your warp core (in the case of the Galaxy class and later Federation engines) are capable of replenishing their onboard dilithium crystals in the first place? We're already replicating starships on a whim in the shipyards (unless you're playing a small-fleet mod like Borg Incursion where a scout takes 250 seconds to build and costs a huge amount in resources compared to stock), so why mine anything at all, really?
(Then again, why research the same thing twenty times? How often does the wheel --or the chain-reaction pulsar for that matter-- need to be reinvented??)
Better slap myself for applying concepts in real science to Star Trek. Bad Kid! No gagh for you!
there has got to be way......
Short of re-encoding the game and violating the license agreement.... not sure if you can find a way.
Ask the FleetOps crew. They've done more with A2 than we can here simply because they're not bound by the same rules FileFront requires us to maintain. I don't think there's much in the way of an alternative. But I wish you luck in finding it.
well how do i contact the fleet ops crew??
Their site is linked through the Supported Mods section on the A2Files main page.