Some Armada Mode/Upgrade System Questions -1 reply

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086goinfast

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#1 9 years ago

Why are they different for each mod?(Do they really need to be?) Which one would be easier to create from scratch or take from a mod and put in stock Legacy? Same for the upgrade systems i've seen in mods. I want to get it working for stock. Or would just copying a miranda refit odf file and turning it into a true TNG version be better? I've got a few things that I have done but, want to go a bit further. When im done im gonna put it all together(minus stuff for the contests ofcourse) and release it.




gdata

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#2 9 years ago

You can download the upgrade system for stock here: Upgrade System, Star Trek: Legacy Downloads, Star Trek: Legacy Scripting But you also might want to consider doing a TNG refit as not only the stats of the TNG Miranda are better, but it also has different weapons. Those modes are different because they have been developed independently (only the idea is the same), so they use different maps and scripts (not sure whether AM and UUM modes use scripts, but I know TB3 does ;)).




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#3 9 years ago

Both AM and UUM run scripted Armada modes. Dont ask for Aftermath's Armada mode either, you will get told no. Why are the Armada modes different in each mod? Each mod will be outlined below:

Aftermath-original mod that had the Armada mode. Has two sub modes (Heavy and Light). No other mod capable of providing fleet numbers Aftermath does. Fleet numbers range from 50-410. Plays out as scenarios/stories.

UUM- Armada mode sourced from Aftermath, had alot of issues and I had it removed from UUM (compatability issues and hardly anyone could play the mode). Armada mode since replaced with Muldrfs Vs Armada mode. Capable of fleets up to 60 (cant remember exact number).

TLG- has the Armada mode from earlier Aftermath releases watered down. Contains most scenarios seen from 1.7 and below.

New Gen- wouldnt have a clue. Ask one of them. Its a TB3 feature.

As for the upgrade system. Dont particaly care if you use it or not. The one I put out for public is not the version that you see in the TC mods (Aftermath, UUM and TB3 all share a different one. Some have altered stats).




086goinfast

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#4 9 years ago

Well, with the upgrade system I only want it to show up on certain ships in the fleet select screen and not all of them would that be possible? And the upgrade options are ship specific right? The Borg wouldn't even be touched. Actually, creating the odfs would be better for the end result that I want. As for the armada mode, I dont really want that many ships. Im thinking of limiting it to only ten ships per player. Oh, and this will ofocurse work with the stock deathmatch maps right or would I have to make a double of each?




gdata

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#5 9 years ago

You can use the STLTools or UUTools to create 10 vs 10 battles. As for the upgrades: If you use the upgrade system that's on STLFiles, I think you even will have to add it to single sihps manually.




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#6 9 years ago

Incorrect gdata.

Upgrades, all you need to do is link the appropriate upgrade odf to the ships you want. Dont want a ship to have upgrades then simply dont hook an upgrade odf to it. I created a shit load of odf's so the only work you need to do is link appropriate upgrade odfs to the ships you want them to link up to.

That upgrade system I put out, I made it as simple as possible so couldnt screw it up. Its fool proof but not idiot proof (someone is bound to do something they shouldnt have done)




gdata

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#7 9 years ago

Actually, this was exactly what I said, tjoz:

I think you even will have to add it to single ships manually.

Maybe, I should have phrased it this way:

I think you even will have to add it to each ship manually.



086goinfast

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#8 9 years ago

Ok, scratch the upgrade system it wasn't what I was going for. As for the Armada mode couldn't you just have it as just another option in the skirmish screen(coop-wave, death match then armada) instead of a whole new screen? I basically want the armada mode to be a mirror of death match with 9 ships fore all four teams max with keys 1-9 to select a ship and the 0 key to select all of them with nine boxs for each ship in the fleet setup screen and hud. I want this to work on all of the stock DM maps as well as any community made ones. Though I have read that either way I need to have the all missions button enabled which it is in the art.cfg file but im guessing it doesn't work like it does in A1 and A2. Chosing the AI difficulty is a must aswell. And also figuring out how to have six players like some mods have. Notepad is all ready to go, just tell me what I need to do. Thanks.




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#9 9 years ago

What you need to do :D

Something I can actually give all crap on, every one of your requests as I probably the only one that knows the most about those areas at the moment. First up your in for a whole world of disappointment...

-Armada mode as a Skirmish mode. Thats pretty easy to do considering. Just do a few things here and there and you can have a working Armada mode with selectable AI (not their actual fleets, thats something else). Scripting is easily taken care of by doing a few selections in the map editor.

Scripting knowledge required: shit all :lol:

-Additional ships in the fleet selection screen. SHIT EASY!! Well for me it is haha. Its pretty easy to do but you need to adjust CP options to accomadate 4+ ship purchases.

XML knowledge: none if your Tjoz (thats me!!), everyone else it will be a pain in the ass for first timers (only hurts for the first few minutes :D )

-Choosing AI difficulty. Standard Legacy feature that is.

Modding skill required: clicking a drop down box at the race select screen

-Setting up maps with more than 4 players. SHIT EASY AGAIN!! All you do is bring up Legacy map editor, enter the file name with the .sol extension, click map editor. Once in, click on Dialog Box (map editor is a purely point and click affair, dont believe anything anyone else says about the map editor), change the number of players to no higher than 8 (Legacy gets crash happy if you go higher). Throw in some extra start locations and you got more players on maps. Dont forget to save.

Mapping ability: pretty easy and straight forward. If you want help with map editor, see me. People I have trained in map making dont fuck up. Map editor is SHIT EASY!! Dont believe anyone else. Only me

-Controlling more than 9 ships directly AND with key assignments. Fat chance of happening. Tried and Legacy wont do it. I found a few things out with Legacy while I was getting help with modding some areas from Bethesda. Legacy is tied to the 360 version alot more than what people realize. If you have had experience in developing for the 360 you will take to it like a duck takes to water. Everyone else though and you hit a brick wall. Legacy understands specific code that relates to direct control and 360 dev code.

Now Bethesda did tell me that certain 360 code is open knowledge but finding it is the hard part. The Microsoft Dev Kit for 360's may have it (cant remember what its called, its a free download. You pay if you release material. You get a license and such). I think its called a XNA Dev Kit or Studio or whatever. Its a tool for developing games for the 360. Simple games not your studio releases (those kits cost money. Big money...)

Anything else, ask. I would be able to help you out in many areas of Legacy except for the following:

-Ship making (I make nice cylinders though...) -Mission scripting (I can script, just choose not to. Advanced in AI relation to the scripting environment)




086goinfast

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#10 9 years ago
tjoz;5022943-Armada mode as a Skirmish mode. Thats pretty easy to do considering. Just do a few things here and there and you can have a working Armada mode with selectable AI (not their actual fleets, thats something else). Scripting is easily taken care of by doing a few selections in the map editor.

Are xbox multiplayer.xml and shell.xml the only two I need to edit or what other files do I need to modify?

-Additional ships in the fleet selection screen. SHIT EASY!! Well for me it is haha. Its pretty easy to do but you need to adjust CP options to accomadate 4+ ship purchases.

Im already halfway done with this part, though can I have more than 3 cp options? Like 25k, 50k, 75k, 100, 150k, 200k on up.

-Choosing AI difficulty. Standard Legacy feature that is.

I only brought that up since STLTools dosen't have any ai difficulty options and that I want to get this out of the way before I play any of the big mods so, I don't know if those armada modes have difficulty settings.

-Setting up maps with more than 4 players. SHIT EASY AGAIN!! All you do is bring up Legacy map editor, enter the file name with the .sol extension, click map editor. Once in, click on Dialog Box (map editor is a purely point and click affair, dont believe anything anyone else says about the map editor), change the number of players to no higher than 8 (Legacy gets crash happy if you go higher). Throw in some extra start locations and you got more players on maps. Dont forget to save. Mapping ability: pretty easy and straight forward. If you want help with map editor, see me. People I have trained in map making dont fuck up. Map editor is SHIT EASY!! Dont believe anyone else. Only me

Yeah this is no problem for me since its the same (basic) editor that Armada 1 and 2 use so I know my way around it pretty well but, im sure I will get lost somewhere once I really start making maps.

-Controlling more than 9 ships directly AND with key assignments. Fat chance of happening. Tried and Legacy wont do it. I found a few things out with Legacy while I was getting help with modding some areas from Bethesda. Legacy is tied to the 360 version alot more than what people realize. If you have had experience in developing for the 360 you will take to it like a duck takes to water. Everyone else though and you hit a brick wall. Legacy understands specific code that relates to direct control and 360 dev code. Now Bethesda did tell me that certain 360 code is open knowledge but finding it is the hard part. The Microsoft Dev Kit for 360's may have it (cant remember what its called, its a free download. You pay if you release material. You get a license and such). I think its called a XNA Dev Kit or Studio or whatever. Its a tool for developing games for the 360. Simple games not your studio releases (those kits cost money. Big money...)

Oh well, scratch that. That would probably be way over my head anyways.




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