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FO Modding Questions

Rifraf

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I decided to start modding FO directly for my personal mod using the 6 stock races from Armada 2. So essentially Fleet Ops with new ships/stations and I'm having a dreadful time doing it.

First off is there any way to disable avatars? I don't want to use them.

Second, I am having the hardest time getting a new station in to replace one already there. I had no issues with the ongoing Star Wars mod because I added each faction as a new race and went from there. But, it's like FO doesn't like you to alter anything for an existing race already in game?

Never mind. I think I finally got it. I'm not sure what it was, but I gutted my folder and started over.

I also figured out how to have no avatars. Just having one starting base without the avatar selections within.
 
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Rifraf

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I have another question now that I can't figure out. When you first start the game your starbase pushbuilds 2 construction ships and a scout, but I can't get mine to do it? I can manually build them, but they won't auto build as soon as the game starts like the other races.

I searched over at FO and all I can find is someone mentioning a special file FO uses to cause the ships to build faster and free at the start, but I can't find this file anywhere or see how it's referenced?
 

Majestic

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I have another question now that I can't figure out. When you first start the game your starbase pushbuilds 2 construction ships and a scout, but I can't get mine to do it? I can manually build them, but they won't auto build as soon as the game starts like the other races.

I searched over at FO and all I can find is someone mentioning a special file FO uses to cause the ships to build faster and free at the start, but I can't find this file anywhere or see how it's referenced?

I had this problem just yesterday, it works only when your starbase is created through a replace weapon so you have to make a dummy starbase (starting unit) and a replace weapon. I can send you my YY files if you like that I did yesterday and it will automatically change from the dummy one to the real one without player interaction.
 

Rifraf

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That would be fantastic if you would. I was ready to give up. :)
 

Rifraf

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I'm having an issue sizing a station I put in game. No matter what I change the ScaleSOD = x to the station stays the same size. I've taken the odf out of the root directory to my desktop and changed it and put it back, but no effect?

Is the scalesod command not valid in FO? I didn't have this issue with changing sizes in my stand-alone Upgrade Project mod so I'm a bit puzzled. Is it because my personal mod used FO as a parent instead of being stand-alone?

EDIT: Never mind. I carelessly had 2 scalesod entries so they were conflicting. I need to go to bed :)
 
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Rifraf

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Did FO do away with using research pods? I don't see that there are any pods associated with researching and am uncertain how they do it? Is it all just in ODF's now?
 

Majestic

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Did FO do away with using research pods? I don't see that there are any pods associated with researching and am uncertain how they do it? Is it all just in ODF's now?

The pods are technically still there but you don't need a sod and they are invisible and invincible.

invincible = 1
invalidastarget = 1
hidden = 1
mapicon = "mapicon_empty"


I think those are the most important lines. Just copy a FO odf file and rename it and alter what you need for it.
 

CABAL

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The pods are technically still there but you don't need a sod and they are invisible and invincible.

invincible = 1
invalidastarget = 1
hidden = 1
mapicon = "mapicon_empty"


I think those are the most important lines. Just copy a FO odf file and rename it and alter what you need for it.
Also:

destroyMeWithResearchStation = 0

This is how you keep tech in FO after the enemy blows up your research stations.
 

Majestic

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Also:

destroyMeWithResearchStation = 0

This is how you keep tech in FO after the enemy blows up your research stations.

I can't believe I missed that. Thanks.

Also:

iamgametothedeathcondition = 0

Would also be wise to add.
 

Rifraf

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Awesome, thank you. I had seen those references, but wasn't sure how they tied in. Thanks again both of you
 

Majestic

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Always happy to lend assistance. :)
 

Rifraf

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More questions time. First one is that I want to use ship upgrades for all races so I checked out the Romulan upgrade center in FO. After you build the structure and let's say research the first weapon category does that automatically upgrade every ship with stronger weapons or whichever ones you designate to be upgraded? That sounds simple, but I wasn't sure if that's how it worked?

Next question is where do the values for offensive and defensive strengths come from? I see in the Dynamic Localized Strings filed how they have the tooltips listed, but where do the values of say 30 offense and 20 defense come from? Does the game automatically cull them from the hull/shield values in the ODF's and extrapolate some value as there are no values in the Dynamic Localized Strings file?

As always, thank you in advance
 

Majestic

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I'm not entirely sure on the first one, something I also need to look into and find out more about for YY.

Next question is where do the values for offensive and defensive strengths come from? I see in the Dynamic Localized Strings filed how they have the tooltips listed, but where do the values of say 30 offense and 20 defense come from? Does the game automatically cull them from the hull/shield values in the ODF's and extrapolate some value as there are no values in the Dynamic Localized Strings file?

It takes it from the ODF, the offensive, defensive and system values are a guide to help the player figure out quickly the values of the ships. They aren't meant to be an absolute value, at least that was what I was told a few years back.
 

CABAL

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More questions time. First one is that I want to use ship upgrades for all races so I checked out the Romulan upgrade center in FO. After you build the structure and let's say research the first weapon category does that automatically upgrade every ship with stronger weapons or whichever ones you designate to be upgraded? That sounds simple, but I wasn't sure if that's how it worked?

Next question is where do the values for offensive and defensive strengths come from? I see in the Dynamic Localized Strings filed how they have the tooltips listed, but where do the values of say 30 offense and 20 defense come from? Does the game automatically cull them from the hull/shield values in the ODF's and extrapolate some value as there are no values in the Dynamic Localized Strings file?

As always, thank you in advance
I also don't know how the upgrades work, but the offense, defense, and system values are part of the tooltip in DLS. This page has a section detailing how the values are calculated and another section that shows which symbols correspond to the red numbers and other symbols used. I couldn't copy and paste most of the symbols off of the site properly, though, so I've attached a file with them. Some of them just look like empty space, but they're just symbols your font doesn't support. They show up in-game just fine. You have to calculate out the values yourself and add them to the tooltip.

EDIT:Actually inserted the link this time.
 

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Rifraf

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Crud that seems complicated. I'm still not to this point in my mod yet, but wanted to find out how it worked. I'll have to learn up on it.

I have another question for Majestic. I downloaded your Jupiter Station mod and was wondering if the station at left is supposed to have the blue solar panels like the other Jupiter variants traditionally do?
 

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Majestic

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Crud that seems complicated. I'm still not to this point in my mod yet, but wanted to find out how it worked. I'll have to learn up on it.

I have another question for Majestic. I downloaded your Jupiter Station mod and was wondering if the station at left is supposed to have the blue solar panels like the other Jupiter variants traditionally do?

The solar panels were set up as pods in those files, it was made with A2 in mind rather than FO. I must have messed up with the one on the right. I don't have the files on this Laptop, however it wouldn't be too hard to fit it so they have the solar panels as part of the station mesh. I can have a look in my back-up's if needed.
 

Rifraf

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Oh, so when you complete each research it builds the solar panel on whichever hardpoint?
 

Majestic

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Oh, so when you complete each research it builds the solar panel on whichever hardpoint?

Yeah that was the idea, however FO doesn't use pods like the stock game.
 

Rifraf

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OK, gotcha. That's a brilliant idea for stock. Nice. I have a pending question about hardpoints and research over at FO so it may not matter. It's for my personal mod so certainly not important. I'm just looking at alternatives for different stations.

I liked yours as they more closely match the Fed work done by Aad Moerman with your texture work so wouldn't stick out like a sore thumb like MaP's original ones. (No offense intended MaP) :)
 

Majestic

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Well I am not sure if the idea was originally mine or MAP's, been that long I can't remember. So I can't take credit for that one at this point in time. But I thought it was a good idea for stock.

I think my texturing is a lot like Aad Moerman's, as well as Syf's and a few others. I know my modeling is a lot like Syf's after all he helped me in the early days learn some tricks to keep the poly's down.
 

CABAL

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Crud that seems complicated. I'm still not to this point in my mod yet, but wanted to find out how it worked. I'll have to learn up on it.
If you pay attention to the tooltips in Super Classic, you'll see that I didn't even bother. I did simple DPS assuming 100% accuracy and the max shield value and didn't include a system analogue because it isn't relevant in A1. The file I attached to the previous post is still useful, though. It has all the symbols and red numbers available for easy copy/paste, some notes about the widths of characters in the FO font, and an easy to use marker to keep your tooltips the same width as the ones that stock FO uses. The marker does assume you're using a mono-space font in your text editor, though.
 
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Rifraf

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Thanks Cabal. Yeah, I don't think I really wanted to bother either. If it was easy then maybe, but I'll probably do as you did and keep it simple.

I think my texturing is a lot like Aad Moerman's, as well as Syf's and a few others. I know my modeling is a lot like Syf's after all he helped me in the early days learn some tricks to keep the poly's down.
I certainly don't mean to compare you or anyone to anyone else either. :) I just try to have every ship/station as closely match each other of the same race as possible. Unless it could pass as a new era or something that could warrant a different hull look.
 

Majestic

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I certainly don't mean to compare you or anyone to anyone else either. :) I just try to have every ship/station as closely match each other of the same race as possible. Unless it could pass as a new era or something that could warranty a different hull look.

It's not a problem. Wasn't offended. I too try to keep each races units as close as possible. An issue that is going to hit me with the YY Klingons. B'rel's are bright green, K'tinga's are grey/light green what to do, what to do...
 

Dominus_Noctis

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The universal upgrades work just as in Armada II - without using some nasty work around with replaceweapons and unibeams, you can't easily replace a ship's normal capabilitites. For a page with more on the universal upgrades, please visit ResearchPod .

Special weapons can be upgraded if you use some other fancy work arounds (i.e. if you have buttonslots overwrite and have one tech require the next - this works better in the V4 unofficial toolkit, due to the redone techtree).
 

dvatreknerd314

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It's not a problem. Wasn't offended. I too try to keep each races units as close as possible. An issue that is going to hit me with the YY Klingons. B'rel's are bright green, K'tinga's are grey/light green what to do, what to do...
If you think about it, though, the Bre'l was a new class of ship during the TMP era, and the Vorcha at the very least followed a similar hull color later on. I see it as similar to what happened with the Prometheus vs the rest of Starfleet.
 

Majestic

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The universal upgrades work just as in Armada II - without using some nasty work around with replaceweapons and unibeams, you can't easily replace a ship's normal capabilitites. For a page with more on the universal upgrades, please visit ResearchPod .

Special weapons can be upgraded if you use some other fancy work arounds (i.e. if you have buttonslots overwrite and have one tech require the next - this works better in the V4 unofficial toolkit, due to the redone techtree).

Thanks for that info Dom. Will be useful for me with Yesteryears.

If you think about it, though, the Bre'l was a new class of ship during the TMP era, and the Vorcha at the very least followed a similar hull color later on. I see it as similar to what happened with the Prometheus vs the rest of Starfleet.

That is a good point. Issue is I would like the whole faction to match in textures. Something that the Klingons are going to prove difficult with. I will figure it out. I might give the older ships some green high lights to match the newer ships green hulls or something.
 

Rifraf

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Thanks D_N good info. Have another question for anyone-Do you think the Fed Warp-In is best left to them or would it be fun/benefit play to have every race be able to have limited Warp-Ins? Why can't other races call for back up from another sector? Just looking from a personal mod stand point etc...
 

CABAL

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Thanks D_N good info. Have another question for anyone-Do you think the Fed Warp-In is best left to them or would it be fun/benefit play to have every race be able to have limited Warp-Ins? Why can't other races call for back up from another sector? Just looking from a personal mod stand point etc...
I always thought that giving the Klingons a sort of mead hall (bloodwine hall?) where warriors gather to boast about their victories could be interesting. Tales of victory (or glorious death) would attract captains with their own private ships to support your KDF forces via automatic warp-in.
 

Atlantis

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For my B5 install I use a warp-in type thing (calling in reinforcements through your jump-gate) for every race, but the ships that appear tend to be older, weaker, or less well "trained": normally-built naval ships start at Rank 2, ships "jumped" in are usually local militia (or "House fleets" for the Centauri) at Rank 1. I make it necessary to use these forces, as military naval shipyards appear later in the tech tree.

So I guess what I'm saying is, I'd use warp-in for all races, but as a kind of early yard.
 

Majestic

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Thanks D_N good info. Have another question for anyone-Do you think the Fed Warp-In is best left to them or would it be fun/benefit play to have every race be able to have limited Warp-Ins? Why can't other races call for back up from another sector? Just looking from a personal mod stand point etc...

In Yesteryears, there is a race that will be totally warp-in, no shipyards to build forces. Will make a bad AI faction but a lot of fun for player vs player.
 
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