It seem's like I can't get it to work -1 reply

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I didn't make it!

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#1 10 years ago

Hello there, I hope I managed to find the right place for my problem, but "help" lookmed exactly like what I'm searching for. I also hope that my english is still understandable, because it's already some time ago, that I had it in school. ;)

Now to the problem I have: After a long time I decides to play Bridge Commander again, but this time not normal but with some extra fire power... Or to say it on a different way, I wanted this time some overkill-aspects on my side of the show. So I installed the game, took a look on the different pages in the Net to find some trainers or mods and found these Network with a lot of nice mods, extra ships and also some ships you can realy call overkill-ships. Up to now I manged to install the game itself (german version), the 1.1 patch, the BC-Mod Installer (with foundation) and also some BC-Mod for an overkill Sovereign, so that I thought, the destruction can now begin. But this new mode only seem to work in the quickfight-menu, there the Sovereign get' something abot 2k torpedos and each torpedobay is able to fire up to 4 torpedos at once. So it seemed that everything works... But as soon as I enter the storymode and load an old savegame where I could use the enhanced Sovereign, I just get the normal one, no stronger shields, phasers, nothing... (the savegame is not exatly old, I just started playing a bit while I downloades the files form the network, due to the fact that I'm at the moment limited to an 56k-Modem-dial-up-connection, downloady quite take a while...):rolleyes: Does perhaps somebody know the trick to get the mod work in the storymode, or must I start a completly new game or am I missing a certain file or something like that? I also noticed, something else which irritated me a bit: Many changed ships seem to consist of some .py files for a place in scripts-directory or so and the help says, you just need to overwrite the existing .py to get them to work... But in my installation, there wasn't any .py-file, just some .pyc-files...:confused:

If there's some tutorial which already answers my problem, it would be nice if you coul give me a link, like I said, i just hate my little modem at the moment and searching the forum also takes far to long if you are used to higher I-Net-speed:sleep:

Well, than thanks for your time and I realy hope somebody can help me with my problem:bows:




Henze

perfection!

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14th December 2006

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#2 10 years ago

first of all: please give the title some short information about your problem like: Stronger sovereign not able to use in the campaign (your story mode)

to your problem:

What ship did you install exactly? which sovereign?? does the Readme say it is overwriting the original stock sovereign?




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#3 10 years ago

It's this Sovereign-Mod, which is causing my troubles, but I don't insist on it, like I said, all I want is to play the game this time with a true hell of a ship. If there would be some romulan warbirds, let's say 4 or 5 and all of them would decloack behind me and open fire, all I want to think is: "Ok boys, you want it, you get it..." But this was the only Mod i found which should work with the Modinstaller as Mod-file. Like I already said, in my directory theere are no .py files ( or at least weren't there, until I installed the Mod via bcmi... And the tutorial I wanted to check for possible mistakes I could have made can't be opened by my old PowerPoint...

And regarding the title you're right, that would have been better, but I missed it... I'll take a look if there's a possibility to edit the title in this forum, but I can't promiss that I cant manage it

edit: seems as it's not possible to change the title, while this post still has an edit function, my opening post hast lost the edit-button, sorry




Henze

perfection!

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14th December 2006

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#4 10 years ago

I know, don't worry, just keep it in mind for the next time =p;)

perhaps the game saves the location and the status of the ship at the moment of saving....my guess is that it also keeps entries for the entire configuration of the ship..so the ship will be the configuration as it was when you saved it ;)

try beginning an new campaign....do you get the new ship now?




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#5 10 years ago

Shame on me, it was the prob with the saves... After I deleted them and started a new game, the Sovereign I recieved was the modded one, thanks...

By the way, do you know if there's an easy way (without to much downloading, like I said, 56k modem) to change the Sovereign bridge to a Galaxy or something else? If not, no problem, I'll than take a look for it when I have my better Inet-Connection back.

It happens to often, that I want for example my first officer for red alert but I get the science-officer. Or the other way round... With the new Souvereign this only would hit me hard, if I would get cought by maaany ships with pants (shields) down. ;-)




Henze

perfection!

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14th December 2006

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#6 10 years ago

well, you CAN change the bridge in singleplayer, but i do not know if it still works.

in some missions there are people entering the bridge to help you with the mission. that is a special scripting for their movements. if you have an other bridge they will walk a little in the air or through walls or consoles and they will not sit right where they belong.

using http://forums.filefront.com/st-bc-modding-editing/327807-beta-spswitch-testers-needed.html this you can easily change the bridge. it is just a group of edited files in the maelstrom folder and a file with changeable values. don't worry, the download is not that big ;)

for quickbattle, when you have installed Kobayashi Maru there is already a file named: zzzShipReplacement.py in the autoload folder

you can create one yourself using notepad and you paste this data in to it: ------------------------- # GPL - Defiant

import Foundation import StaticDefs

#mode = Foundation.MutatorDef("Default Replacement")

def GetBridge(self): return 'prometheusbridge'

Foundation.ShipDef.GetBridge = GetBridge #import Custom.Ships.Defiant Foundation.MutatorDef.Stock.startShipDef = Foundation.ShipDef.MvamPrometheus

#Foundation.OverrideDef.DefaultReplacement = Foundation.OverrideDef("DefaultReplacement", "Foundation.MutatorDef.Stock.startShipDef", "Foundation.ShipDef.Defiant", dict = { "modes": [ mode ] } ) #Foundation.OverrideDef.DefaultReplacement = Foundation.OverrideDef("DefaultReplacement", "Foundation.ShipDef.GetBridge", __name__ + "GetBridge", dict = { "modes": [ mode ] } ) ------------------------------------------------------------------

where i have PrometheusBridge, you can place any bridge you want if you have it

and where i have MvamPrometheus you can change the ship.

leave the words Defiant as is. this will not affect the new ship you are using as startship in Quickbattle

hope i could help you this way ;)