Problem with K'Vort -1 reply

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Guest

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#1 12 years ago

Hi!

OS: WinXP SP2 Game: Armada II Version: 1.1 (patch from armada2.filefront.com) Language: german Mods/Addons/Changes: none, new installation and patched Problem: I downloaded K'Vort from here: http://armada2.filefront.com/file/KVort;8824 and installed everything step by step. When I started Armada II and tried to build it, it did not appear in the list. I tried to play with enabling to have all technology at start, but even there, K'Vort could not be build (as it was neither in the build list of the normal and the big klingon yard).

Does someone know, how to fix that or has someone an idea, what could be wrong?

Another thing is: Installing this one (after having restored backups from before K'Vort): http://armada2.filefront.com/file/Animated_Wings_KVort_Bird_of_Prey_Class;27227 worked fine for me, but then the button for changing wing positions did not appear...

I do not get, what I could have made wrong in both versions. If it has something to do with the german version, is there a way to fix that?

Any answer and help would be very nice. Thank you!

best greets aufgreifen




Dave-Mastor

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#2 12 years ago

Two things, did you add it to the shipyard AND the tech file?




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#3 12 years ago
Ray 101Two things, did you add it to the shipyard AND the tech file?

Yeah, I guess so. I did exactly what is listed here:

Add kvort.odf to ships/odf. Add kvort.sod to sod. Add kvort.bmp to bitmaps/Admirals log/ship images. Open tech1.tt and add: kvort.odf 1 kresear.odf under klingon ships. Open kyard and add: buildItem# = “kvort” (where # is the next number) Open gui_global.spr and under klingon build buttons (reference 64) add: b_kvort gbkcruise3 0 0 64 64

EDIT: I even tried creating "ships/odf" after "odf/ships" did not work. But that did not help.




pepperman

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#4 12 years ago

does the ship show up in the storm 3d viewer (i.e., can you see the kvot.sod in the viewer)?




Dave-Mastor

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#5 12 years ago

Could you post the text in the Kyard.odf (Or whatever station you are useing it on.)

Also In-game is there a blank spot where the build button should be? And in instant action what tech level are you playing? (Early upgrades, No super.)




pepperman

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#6 12 years ago

Recommend that you read the instructions in the readme file that is included with the download as it appears to differ from what you posted above. Updated Animated Wings K'Vort Bird of Prey Class Version: 1.1 This is a updated version for Armada2's BoP ship. The K'Vort Bird of Prey Class with movable wings for ATTACK and CRUISING/WARPSPEED modes(like in the movies and films). I have updated this mod from the original 1.0 mod version. This version now has wireframe pics, Admiral's Log pics and NEWER/BETTER/EASIER working 'Attack/Warp Speed' Buttons(2 buttons) to switch modes(view attached pics for examples). INSTALLATION unzip all the files to your armada2 directory like this:

1) kdestroy1.odf and kbopup.odf goes into the odf/ships folder. 2) BMP files go into the bitmaps/Admiralslog/ShipImages folder. 3) SOD files into the SOD folder 4) TGA files into the Texture/RGB folder.

5) Open your gui_global.spr file and add these in the Klingon Ships section: b_kdestroy1 gbbklingWings1a 0 0 64 64 And in the Special Weapons' List: b_BoPAttack gbbBoPAttack 0 0 64 64 b_BoPWarpspeed gbbBoPWarpSpeed 0 0 64 64 Then add this to your Klingon wireframe section: kdestroy1w1 klingonwrf01 0 128 128 128 kbopupw1 klingonwrf01 128 128 128 128 6) Open and add this to the 'kyard.odf' file: buildItemXX = "kdestroy1" (where 'XX' is the next build item number on your list)

7) Open and add this to your 'tech1.tt' file(in the Klingon section): kdestroy1.odf 2 kyard.odf kresear2.odf // destroyer (K'Vort bird of prey) And open your fulltech.tt and add this to the Klingon's list: kdestroy1.odf 0

8) HOW DOES THIS WORK: Select the desire K'Vort ship and then click on the 'Warpspeed(Klingon letter 'A')button. This will ACTIVATE the ship to the 'WARPSPEED/CRUISER' Mode. To switch to 'Attack', press the attack(Klingon letter 'B') button. This will activate to 'Attack/Battle' mode.

KNOWN BUG: There are no known bugs(if installed properly)

IMPORTANT NOTE: Some files may be OVERWRITTEN like; events.dat, tech1.tt, earlytech.tt, fulltech.tt, freetech.tt, gui_global.spr, weapons.spr, *.cfg & *.spr files THAT you may already edited/ modified for personal reasons, so back up your files first before installing! If you're a EXPECT in editing files and don't want your personalized files changed, then I suggest to back-up your personalized/modified files and do what you know best in EDITING! I CAN NOT/WILL NOT BE HELD FULLY RESPONSIBLE FOR ANY UNEXPLAINED DAMAGES/CRASHES TO YOUR COMPUTER, so you install this at your OWN RISK! If anyone needs to contact me, my e-mail is: [EMAIL="zion2001@optonline.net"]zion2001@optonline.net[/EMAIL] :-) UPDATE CREDITS Wireframe pics, Admiral's Log pics, Mode Buttons and updated odf files: STGamerNew2002

ORIGINAL CREDITS SOD: 9 OF NINE TEXTURE: 9 OF NINE OTHER: HeiFi CONTACT for any answerable questions: [EMAIL="zion2001@optonline.net(originator"]zion2001@optonline.net(originator[/EMAIL]: [EMAIL="HeiFi@giga4u.de"]HeiFi@giga4u.de[/EMAIL])

Copyright and Distribution Permissions -------------------------------------- THIS MOD IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION TM & (C) ACTIVISION & PARAMOUNT PICTURES. Copyright notices: Star Trek, Star Trek Armada, Star Trek: Deep Space Nine, Star Trek: The Next Generation, Star Trek: Voyager (and the various logo devices used in them) are copyright Paramount Pictures, as are the characters, related images, and sound from the productions.




Guest

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#7 12 years ago

peppermandoes the ship show up in the storm 3d viewer (i.e., can you see the kvot.sod in the viewer)?[/quote]

Sorry, I am rather new with such programs. Is this freeware?

Ray 101Could you post the text in the Kyard.odf (Or whatever station you are useing it on.)

Also In-game is there a blank spot where the build button should be? And in instant action what tech level are you playing? (Early upgrades, No super.)

Yes, but I have to re-edit it before (then I'll post both, original and edited files), because I reinstalled the whole game, as LAN did not work anymore (different versions).

And no, there is no blank spot. All is the same as if nothing were edited.

[quote=pepperman]Recommend that you read the instructions in the readme file that is included with the download as it appears to differ from what you posted above. Updated Animated Wings K'Vort Bird of Prey Class Version: 1.1 This is a updated version for Armada2's BoP ship. The K'Vort Bird of Prey Class with movable wings for ATTACK and CRUISING/WARPSPEED modes(like in the movies and films). I have updated this mod from the original 1.0 mod version. This version now has wireframe pics, Admiral's Log pics and NEWER/BETTER/EASIER working 'Attack/Warp Speed' Buttons(2 buttons) to switch modes(view attached pics for examples). INSTALLATION unzip all the files to your armada2 directory like this:

1) kdestroy1.odf and kbopup.odf goes into the odf/ships folder. 2) BMP files go into the bitmaps/Admiralslog/ShipImages folder. 3) SOD files into the SOD folder 4) TGA files into the Texture/RGB folder.

5) Open your gui_global.spr file and add these in the Klingon Ships section: b_kdestroy1 gbbklingWings1a 0 0 64 64 And in the Special Weapons' List: b_BoPAttack gbbBoPAttack 0 0 64 64 b_BoPWarpspeed gbbBoPWarpSpeed 0 0 64 64 Then add this to your Klingon wireframe section: kdestroy1w1 klingonwrf01 0 128 128 128 kbopupw1 klingonwrf01 128 128 128 128 6) Open and add this to the 'kyard.odf' file: buildItemXX = "kdestroy1" (where 'XX' is the next build item number on your list)

7) Open and add this to your 'tech1.tt' file(in the Klingon section): kdestroy1.odf 2 kyard.odf kresear2.odf // destroyer (K'Vort bird of prey) And open your fulltech.tt and add this to the Klingon's list: kdestroy1.odf 0

8) HOW DOES THIS WORK: Select the desire K'Vort ship and then click on the 'Warpspeed(Klingon letter 'A')button. This will ACTIVATE the ship to the 'WARPSPEED/CRUISER' Mode. To switch to 'Attack', press the attack(Klingon letter 'B') button. This will activate to 'Attack/Battle' mode.

KNOWN BUG: There are no known bugs(if installed properly)

IMPORTANT NOTE: Some files may be OVERWRITTEN like; events.dat, tech1.tt, earlytech.tt, fulltech.tt, freetech.tt, gui_global.spr, weapons.spr, *.cfg & *.spr files THAT you may already edited/ modified for personal reasons, so back up your files first before installing! If you're a EXPECT in editing files and don't want your personalized files changed, then I suggest to back-up your personalized/modified files and do what you know best in EDITING! I CAN NOT/WILL NOT BE HELD FULLY RESPONSIBLE FOR ANY UNEXPLAINED DAMAGES/CRASHES TO YOUR COMPUTER, so you install this at your OWN RISK! If anyone needs to contact me, my e-mail is: [EMAIL="zion2001@optonline.net"]zion2001@optonline.net[/EMAIL] :-) UPDATE CREDITS Wireframe pics, Admiral's Log pics, Mode Buttons and updated odf files: STGamerNew2002

ORIGINAL CREDITS SOD: 9 OF NINE TEXTURE: 9 OF NINE OTHER: HeiFi CONTACT for any answerable questions: [email]zion2001@optonline.net[/email](originator: [EMAIL="HeiFi@giga4u.de"]HeiFi@giga4u.de[/EMAIL])

Copyright and Distribution Permissions -------------------------------------- THIS MOD IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION TM & (C) ACTIVISION & PARAMOUNT PICTURES. Copyright notices: Star Trek, Star Trek Armada, Star Trek: Deep Space Nine, Star Trek: The Next Generation, Star Trek: Voyager (and the various logo devices used in them) are copyright Paramount Pictures, as are the characters, related images, and sound from the productions.

This readme: I followed it (when I tried this version of K'Vort ships). I went on step by step and controlled everything afterwards again and again...




Guest

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#8 12 years ago

Here are my files for kyard.odf Of course, "modified kyard.odf" is just renamed to show the difference in the archive - when I edited it to install Kvort, it was simply called "kyard.odf" ;)

greetz aufgreifen

PS: Sorry for double posting, but I didn't get how to upload attachments by editing my last post. Please feel free to melt my two posts if this can be done (with the attachment) @moderators




pepperman

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#9 12 years ago

Okay, I just downloaded this file and it installed okay for me. Here is what I did.

  • Download file (newkbop.zip)
  • Virus check file
  • Extract file to a directory (not directly to the Armada folder). The directory structure should look something like this (directory structure):

\Klingon Ships \Klingon Ships\bitmaps \Klingon Ships\odf \Klingon Ships\SOD \Klingon Ships\Textures

  • Copy respective files into the Armada directories
  • Copy objective definition files (odf)

\Klingon Ships\odf\other sbopphys.odf è C:\Program Files\Activision\Star Trek Armada II\odf\other \Klingon Ships\odf\ships kdestroy1.odf è C:\Program Files\Activision\Star Trek Armada II\odf\ships kbop.odf è C:\Program Files\Activision\Star Trek Armada II\odf\ships kbopup.odf è C:\Program Files\Activision\Star Trek Armada II\odf\ships \Klingon Ships\odf\special_weapons BoPAttack.odf è C:\Program Files\Activision\Star Trek Armada II\odf\special_weapons BoPWarpspeed.odf è C:\Program Files\Activision\Star Trek Armada II\odf\special_weapons

    • Copy model files (sod)

\Klingon Ships\SOD kbopup.SOD è C:\Program Files\Activision\Star Trek Armada II\SOD kdestroy1.SOD è C:\Program Files\Activision\Star Trek Armada II\SOD

    • Copy the texture files, build buttons and wireframes

\Klingon Ships\Textures\RGB *.tga è C:\Program Files\Activision\Star Trek Armada II\Textures\RGB

  • Make the ship buildable from a shipyard

a. Open the kyard.odf and add the following under the Construction Parameters heading. The kyard.odf is located in the following directory C:\Program Files\Activision\Star Trek Armada II\odf\stations NOTE: You may need to change the properties of the file in order to save it. buildItemX = "kdestroy1" where X in the next number in the sequence. For a game that hasn’t been modded it should look like this //********************************************************************* //Construction Parameters buildItem0 = "kscout" buildItem1 = "kdestroy" buildItem2 = "kcolony" buildItem3 = "kcruise1" buildItem4 = "kcruise2" buildItem5 = "kassault" buildItem6 = "kcruise3" buildItem7 = "kdestroy1"

  • Setup the tech trees (I will illustrate using base tech tree)

Open the tech1.tt file. It is located here C:\Program Files\Activision\Star Trek Armada II\techtree Add these lines kdestroy1.odf 2 kyard.odf kresear2.odf // destroyer (K'Vort bird of prey) BoPWarpspeed.odf 0 BoPAttack.odf 0 Here is how it looked in mine // ***[ KLINGON SHIPS ]*************************** // kconst.odf 1 kbase.odf // construction ship kfreight.odf 2 kbase.odf kmining.odf // mining freighter kcargo.odf 2 kbase.odf ktrading.odf // cargo ship ksrepair.odf 2 kbase.odf kupgrade.odf // repair ship kscout.odf 1 kyard.odf // scout (nug'duj class) kdestroy.odf 1 kyard.odf // destroyer (bird of prey class) kcruise1.odf 2 kyard.odf kresear.odf // cruiser1 (vor'cha class) kcruise2.odf 2 kyard.odf kresear.odf // cruiser2 (suq'jagh class) kcruise3.odf 2 kyard.odf kresear2.odf // cruiser3 (Chuq'Beh class) kcolony.odf 2 kyard.odf kresear.odf // colony ship kassault.odf 2 kyard.odf kresear2.odf // assault ship (chava'kal class) kbattle2.odf 1 kyard2.odf // battleship (qeh'ral class) kbattle.odf 2 kyard2.odf kupgrade.odf // battleship (negh'var class) kfrigate.odf 1 kyard2.odf // frigate (koloth class) kspecial.odf 2 kyard2.odf kresear2.odf // special (fek'lhr class) ksuper.odf 1 ksuperbl.odf // super weapon (jach'eng class) kdestroy1.odf 2 kyard.odf kresear2.odf // destroyer (K'Vort bird of prey) BoPWarpspeed.odf 0 BoPAttack.odf 0

  • Setup the necessary spite files.

Open the gui_global.spr file. It is located here: C:\Program Files\Activision\Star Trek Armada II\Sprites Add these lines under a @reference=64 section preferable under the Klingon section. Note: These are the build button references @reference=64 b_kdestroy1 gbbklingWings1a 0 0 64 64 b_BoPAttack gbbBoPAttack 0 0 64 64 b_BoPWarpspeed gbbBoPWarpSpeed 0 0 64 64 For example, here is how mine looked @reference=64 b_kdestroy1 gbbklingWings1a 0 0 64 64 b_BoPAttack gbbBoPAttack 0 0 64 64 b_BoPWarpspeed gbbBoPWarpSpeed 0 0 64 64 b_kmining gbkmining 0 0 64 64 b_ksuperbl gbksuperbl 0 0 64 64 b_kyard gbkyard 0 0 64 64 b_kscout gbkscout 0 0 64 64 Now, add the wireframe references into the gui_global.spr file. Under the following reference add the proceeding lines # Klingon wireframes @reference=256 kdestroy1w1 klingonwrf01 0 128 128 128 kbopupw1 klingonwrf01 128 128 128 128 Hopefully this should now work. Please note: The computer will not be able to build the ship. For that you must learn to mod the AI files.