• Hello and welcome to MSFC. We are a small and close knitted community who specialises in modding the game Star Trek Armada 2 and the Fleet Operations modification, however we have an open field for discussing a number of topics including movies, real life events and everything in-between.

    Being such a close community, we do have some restrictions, including all users required to be registered before being able to post as well as all members requiring to have participated in the community for sometime before being able to download our modding files to name the main ones. This is done for both the protection of our members and to encourage new members to get involved with the community. We also require all new registrations to first be authorised by an Administrator and to also have an active and confirmed email account.

    We have a policy of fairness and a non harassment environment, with the staff quick to act on the rare occasion of when this policy is breached. Feel free to register and join our community.

Hello all

sierra078

Cadet Freshman
Joined
24 Dec 2023
Messages
14
Age
35
Hello, everyone. I live in Winter Park, Florida. As a kid, I loved Star Trek Armada/Armada2. I enjoyed modding it and recently got my hands on the GOG versions.
 

Chiletrek

Warriors from Fluidic Space
Staff member
Forum Moderator
Toaster
Joined
22 Oct 2006
Messages
3,479
Age
42
Hello:
Welcome to MSFC! :)
 

Hath

The COON !!!
Leader of the Trash Panda Horde
Joined
6 Mar 2019
Messages
780
Welcome. Are you working on modding your current version of a2?
 

sierra078

Cadet Freshman
Joined
24 Dec 2023
Messages
14
Age
35
Yes. I've been having trouble with the 2014 Ultimate Version as a mod for Fleet Ops. But I can't seem to find a solution, nor can anyone else.
 

Chiletrek

Warriors from Fluidic Space
Staff member
Forum Moderator
Toaster
Joined
22 Oct 2006
Messages
3,479
Age
42
Hello:
Not even the mod developpers? It would help if you can say at what moment the crashes happen.
 

sierra078

Cadet Freshman
Joined
24 Dec 2023
Messages
14
Age
35
It only seemed to happen in instant action against Romulans or Klingons at the start of the game. I could play as them but not against them, which pointed to an AI problem. Sometimes, it would go longer before it happened if there were multiple AI opponents. But no matter what I tried, it kept crashing. I've had the problem before, back in 2015 when I was modding it. This mainly happened with a fresh install of the mod. I tried a game vs Romulans in an old version I saved on a hard drive, and it worked for several minutes before crashing. The main crash report I kept getting was something about formations, AI, and processes. One of the posters said it was a missing quotation mark, but I couldn't find anything like that. I never mess with AI; my modding experience is restricted to modding ODFs. I know how to properly install a ship or station into the game. I ported a Star Wars mod into Fleetops directly from the Stock A2 mod. That was the only time I ever messed with AI.

Here is the forum post on Fleetops
https://www.fleetops.net/forums/armada/ai-formation-crash-14041?p=207671#p207671

 

Hath

The COON !!!
Leader of the Trash Panda Horde
Joined
6 Mar 2019
Messages
780
Post up a copy of the romulan AI and i'll take a look.

Should be found here:

Star trek armada II fleet operations/data/ai/aips/romulanempire_instant_action_build_list.aip
 

sierra078

Cadet Freshman
Joined
24 Dec 2023
Messages
14
Age
35
Here is the Romulan File
// Load up the basic structures...
#include "aipdef.h"

// This aip needs to play by the rules
int checkTechnologyAvailable = 1;

Way_Better_Build_List_Element the_build_list[MAX_ELEMENTS] =
{
//--------------------------------------------------------------------
//
// Syntax: "ODF name", number to build, base to build at, max number from this line, min tech level
//
// TECH LEVEL 0 - MAIN BASE INFRASTRUCTURE

"rconst", 1, 0, -1, 0, // AI either has this ship already or base to build it from
"rmining", 1, 1, 10, 0, // Mining station at the closest moon so AI gets some dilithium
"rorbital", 1, 1, -1, 0, // Orbital station for metal in case AI has really lost everything
"rbase", 1, 0, -1, 0, // Starbase listed after initial mining and orbital so AI can persistantly rebuild
"rfreight", 3, 0, -1, 0, // Extra 3 dil miners and get some decent dil income
"rconst", 1, 0, -1, 0, // Second con ship
"rresear", 1, 0, -1, 0, // Basic research and yes this would be built first in an ideal world
"ryard", 1, 0, -1, 0, // Basic shipyard
"rcolony", 1, 0, 1, 0, // Colony Ship
"ryard2", 1, 0, -1, 0, // Advanced shipyard
"rturret", 2, 1, 6, 0, // Pulse turret to protect 1st mining
"rscout", 3, 0, 3, 0, // 3 scouts to see what's out there

// TECH LEVEL 1 - STARTING BATTLESHIP PRODUCTION

"rorbital", 1, 2, 10, 1, // Second orbital station
"rbattle2", 2, 0, 1, 1, // Venator
"rdestroy", 1, 0, 1, 1, // Shrike
"rcolony", 1, 0, 1, 1, // 2nd Colony ship
"rbattle2", 2, 0, 1, 1, // Venator
"rdestroy", 1, 0, 1, 1, // Shrike
"rcruise1", 1, 0, 2, 1, // Griffin
"rbattle2", 2, 0, 1, 1, // Venator
"rdestroy", 2, 0, 1, 1, // Shrike
"rbattle2", 2, 0, 2, 1, // Venator
"rdestroy", 1, 0, 2, 1, // Shrike
"rcruise1", 1, 0, 2, 1, // Griffin
"rmining", 1, 2, 9, 1, // Second mining station at the 2nd closest moon. I hope there is a second closest moon
"rfreight", 3, 0, -1, 1, // Another extra 3 dil miners

// TECH LEVEL 2 - LATINUM COLLECTION OPERATIONS BEGIN. BUILD MORE SHIPS, AND STALL FOR TIME TO BUILD UP LATINUM RESERVES

"rtrading", 1, 0, 5, 2, // Trade station in case there are no latinum desposits so AI has at least some latinum income
"rdestroy", 1, 0, 2, 2, // Shrike
"rompod5", 1, 0, -1, 2, // Tachyon Detection Grid to force start latinum mining
"rdestroy", 1, 0, 2, 2, // Shrike
"rturret", 1, 0, 6, 2, // Pulse turret to protect base
"rcolony", 1, 0, -1, 2, // 3rd Colony ship
"rturret", 2, 2, 6, 2, // Pulse turret to protect 2nd mining
"rdestroy", 1, 0, 2, 2, // Shrike
"rbattle2", 1, 0, 2, 2, // Venator
"rdestroy", 1, 0, 2, 2, // Shrike
"rbattle2", 1, 0, 2, 2, // Venator
"rcruise1", 1, 0, 3, 2, // Griffin
"rbattle2", 1, 0, 2, 2, // Venator
"rturret", 2, 0, 6, 2, // Pulse turret to protect base
"rompod3", 1, 0, -1, 2, // Sensor Jammer for Griffin
"rdestroy", 1, 0, 2, 2, // Shrike
"rbattle2", 1, 0, 2, 2, // Venator
"rdestroy", 1, 0, 2, 2, // Shrike
"rbattle2", 1, 0, 2, 2, // Venator
"rdestroy", 1, 0, 2, 2, // Shrike
"rbattle2", 1, 0, 2, 2, // Venator
"rcruise1", 1, 0, 3, 2, // Griffin
"rbattle2", 1, 0, 2, 2, // Venator
"rdestroy", 2, 0, 2, 2, // Shrike
"rbattle2", 1, 0, 2, 2, // Venator
"rdestroy", 2, 0, 2, 2, // Shrike
"rbattle2", 1, 0, 2, 2, // Venator
"rscout", 3, 0, 3, 2, // 3 scouts to see what's out there

// TECH LEVEL 3 - RESEARCH II, RELAYS CROSSED THAT WE HAVE ENOUGH LATINUM GATHERED! STALLING FOR UPGRADES IS BETTER
// THAN STICKING OR LOOPING. UNLESS YOUR IN AN AIRCRAFT

"rresear2", 1, 0, -1, 3, // Phase II research centre. We only want this for the upgrade centre tbh.
"rmining", 1, 3, 5, 3, // Third mining station at the 3rd closest moon. I hope there is a third closest moon...
"rfreight", 2, 0, -1, 3, // Extra 2 dil miners.
"rorbital", 1, 3, 5, 3, // Orbital station for metal at the third closest planet to boost metal production for endgame
"rbattle2", 1, 0, 3, 3, // Venator
"rturret", 2, 3, 4, 3, // Pulse turret to protect 3rd mining
"rcruise1", 1, 0, 3, 3, // Shrike
"rbattle2", 1, 0, 3, 3, // Venator
"rdestroy", 1, 0, 3, 3, // Shrike
"rbattle2", 1, 0, 3, 3, // Venator
"rturret2", 1, 0, 2, 3, // Torpedo turret to protect base
"rcruise1", 1, 0, 3, 3, // Griffin
"rbattle2", 1, 0, 3, 3, // Venator
"rdestroy", 2, 0, 3, 3, // Shrike
"rturret2", 1, 0, 2, 3, // Torpedo turret to protect base

// TECH LEVEL 4 - UPGRADE CENTER

"rupgrade", 1, 0, -1, 4, // Ship upgrade station
"rsrepair", 2, 0, -1, 4, // Repair ship in case we have damaged stations
"rbattle", 1, 0, 1, 4, // Now we have Warbird's. Bow to the power.
"rompod1", 1, 0, -1, 4, // The shield inversion beam. We'll be wanting this if we've gotten this far.
"rompod11", 1, 0, -1, 4, // Weapon upgrade lvl 2. Weapons to +50% firepower.
"rbattle", 1, 0, 1, 4, // Warbird
"rsrepair", 2, 0, -1, 4, // Repair ship in case we have damaged stations
"rdestroy", 1, 0, 1, 4, // Shrike
"rbattle", 1, 0, 1, 4, // Warbird
"rdestroy", 1, 0, 1, 4, // Shrike
"rbattle", 1, 0, 1, 4, // Warbird
"rdestroy", 1, 0, 1, 4, // Shrike
"rbattle", 1, 0, 1, 4, // Warbird
"rdestroy", 1, 0, 1, 4, // Shrike
"rompod21", 1, 0, -1, 4, // Weapon upgrade lvl 3. Weapons(including mining beams)now 100% more effective than base rates
"rbattle2", 1, 0, 1, 4, // Venator
"rdestroy", 1, 0, 1, 4, // Shrike
"rbattle", 1, 0, 1, 4, // Warbird
"rdestroy", 1, 0, 1, 4, // Shrike
"rbattle", 1, 0, 1, 4, // Warbird
"rdestroy", 1, 0, 1, 4, // Shrike
"rbattle", 1, 0, 1, 4, // Warbird
"rdestroy", 1, 0, 1, 4, // Shrike
"rompod12", 1, 0, -1, 4, // Shield upgrade level 2.
"rbattle2", 1, 0, 1, 4, // Venator
"rdestroy", 1, 0, 1, 4, // Shrike
"rbattle", 1, 0, 1, 4, // Warbird
"rdestroy", 1, 0, 1, 4, // Shrike
"rbattle", 1, 0, 1, 4, // Warbird
"rdestroy", 1, 0, 1, 4, // Shrike
"rbattle", 1, 0, 1, 4, // Warbird
"rdestroy", 1, 0, 1, 4, // Shrike
"rompod22", 1, 0, -1, 4, // Shield upgrade lvl 3. 100% before is 50% now, because shields now take 100% more punishment
"rbattle2", 2, 0, 2, 4, // Venator
"ryard2", 1, 0, -1, 4, // Second advanced shipyard
"rbattle", 2, 0, 2, 4, // Warbird
"ryard", 1, 0, -1, 4, // Second basic shipyard

// TECH LEVEL 5 AREN'T YOU DEAD YET?

"rbattle", 4, 0, -1, 5, // Warbird
"rdestroy", 8, 0, -1, 5, // Shrike
"rcruise2", 2, 0, -1, 5, // Raptor (Artillery)
"rbattle", 4, 0, -1, 5, // Warbird
"rbase", 1, 0, -1, 5, // 2nd Starbase for defense/more crew
"rdestroy", 8, 0, -1, 5, // Shrike
"rcruise2", 2, 0, -1, 5, // Raptor (Artillery)
"rbattle", 4, 0, -1, 5, // Warbird
"rdestroy", 8, 0, -1, 5, // Shrike
"rcruise2", 2, 0, -1, 5, // Raptor (Artillery)
"rbattle", 4, 0, -1, 5, // Warbird
"rdestroy", 8, 0, -1, 5, // Shrike
"rcruise2", 2, 0, -1, 5, // Raptor (Artillery)
"rbattle", 4, 0, -1, 5, // Warbird
"rdestroy", 8, 0, -1, 5, // Shrike
"rcruise2", 2, 0, -1, 5, // Raptor (Artillery)
"rbattle", 4, 0, -1, 5, // Warbird


};

Here is the Klingon File

// Load up the basic structures...
#include "aipdef.h"

// This aip needs to play by the rules
int checkTechnologyAvailable = 1;

Way_Better_Build_List_Element the_build_list[MAX_ELEMENTS] =
{
//--------------------------------------------------------------------
//
// Syntax: "ODF name", number to build, base to build at, max number from this line, min tech level
//
// TECH LEVEL 0 - MAIN BASE INFRASTRUCTURE

"kconst", 1, 0, -1, 0, // AI either has this ship already or base to build it from
"kmining", 1, 1, 10, 0, // Mining station at the closest moon so AI gets some dilithium
"korbital", 1, 1, -1, 0, // Orbital station for metal in case AI has really lost everything
"kbase", 1, 0, -1, 0, // Starbase listed after initial mining and orbital so AI can persistantly rebuild
"kfreight", 3, 0, -1, 0, // Extra 3 dil miners and get some decent dil income
"kconst", 1, 0, -1, 0, // Second con ship
"kyard", 1, 0, -1, 0, // Basic shipyard
"kresear", 1, 0, -1, 0, // Basic research and yes this would be built first in an ideal world
"kcolony", 1, 0, 1, 0, // Colony Ship
"kyard2", 1, 0, -1, 0, // Advanced shipyard
"kturret", 2, 1, 6, 0, // Pulse turret to protect 1st mining
"kscout", 3, 0, 3, 0, // 3 scouts to see what's out there

// TECH LEVEL 1 - STARTING BATTLESHIP PRODUCTION

"korbital", 1, 2, 10, 1, // Orbital station for metal at the second closest planet to boost metal production for T1
"kdestroy", 2, 0, 1, 1, // Bird of Prey
"kbattle2", 1, 0, 1, 1, // Qehral Battleship
"kcolony", 1, 0, 1, 1, // 2nd Colony Ship
"kdestroy", 1, 0, 1, 1, // Bird of Prey
"kbattle2", 2, 0, 1, 1, // Qehral Battleship
"kcruise1", 1, 0, 2, 1, // Vor'cha
"kdestroy", 2, 0, 1, 1, // Bird of Prey
"kbattle2", 2, 0, 1, 1, // Qehral Battleship
"kdestroy", 1, 0, 2, 1, // Bird of Prey
"kbattle2", 2, 0, 2, 1, // Qehral Battleship
"kcruise1", 1, 0, 2, 1, // Vor'cha
"kmining", 1, 2, 9, 1, // Second mining station at the 2nd closest moon. I hope there is a second closest moon
"kfreight", 3, 0, -1, 1, // Another extra 3 dil miners

// TECH LEVEL 2 - LATINUM COLLECTION OPERATIONS BEGIN. BUILD MORE SHIPS, AND STALL FOR TIME TO BUILD UP LATINUM RESERVES

"ktrading", 1, 0, 5, 2, // Trade station in case there are no latinum desposits so AI has at least some latinum income
"kdestroy", 1, 0, 2, 2, // Bird of Prey
"klipod5", 1, 0, -1, 2, // Tachyon Detection Grid to force start latinum mining
"kdestroy", 1, 0, 2, 2, // Bird of Prey
"kturret", 1, 0, 6, 2, // Pulse turret to protect base
"kcolony", 1, 0, -1, 2, // 3rd Colony ship
"kturret", 2, 2, 6, 2, // Pulse turret to protect 2nd mining
"kdestroy", 1, 0, 2, 2, // Bird of Prey
"kbattle2", 1, 0, 2, 2, // Qehral Battleship
"kdestroy", 1, 0, 2, 2, // Bird of Prey
"kbattle2", 1, 0, 2, 2, // Qehral Battleship
"kcruise1", 1, 0, 3, 2, // Vor'cha
"kbattle2", 1, 0, 2, 2, // Qehral Battleship
"kturret", 2, 0, 6, 2, // Pulse turret to protect base
"klipod2", 1, 0, -1, 2, // Polaron Torpedo for Vorcha
"kdestroy", 1, 0, 2, 2, // Bird of Prey
"kbattle2", 1, 0, 2, 2, // Qehral Battleship
"kdestroy", 1, 0, 2, 2, // Bird of Prey
"kbattle2", 1, 0, 2, 2, // Qehral Battleship
"kdestroy", 1, 0, 2, 2, // Bird of Prey
"kbattle2", 1, 0, 2, 2, // Qehral Battleship
"kcruise1", 1, 0, 3, 2, // Vor'cha
"kbattle2", 1, 0, 2, 2, // Qehral Battleship
"kdestroy", 1, 0, 2, 2, // Bird of Prey
"klipod4", 1, 0, -1, 2, // Gravity Mines for BOP
"kbattle2", 1, 0, 2, 2, // Qehral Battleship
"kdestroy", 1, 0, 2, 2, // Bird of Prey
"kbattle2", 1, 0, 2, 2, // Qehral Battleship
"kscout", 3, 0, 2, 2, // 3 scouts to see what's out there

// TECH LEVEL 3 - RESEARCH II, RELAYS CROSSED THAT WE HAVE ENOUGH LATINUM GATHERED! STALLING FOR UPGRADES IS BETTER
// THAN STICKING OR LOOPING. UNLESS YOUR IN AN AIRCRAFT

"kresear2", 1, 0, -1, 3, // Phase II research centre. We only want this for the upgrade centre tbh.
"kmining", 1, 3, 5, 3, // Third mining station at the 3rd closest moon. I hope there is a third closest moon...
"kfreight", 2, 0, -1, 3, // Extra 2 dil miners.
"korbital", 1, 3, 5, 3, // Orbital station for metal at the third closest planet to boost metal production for endgame
"kbattle2", 1, 0, 3, 3, // Qehral Battleship
"kturret", 2, 3, 4, 3, // Pulse turret to protect 3rd mining
"kcruise1", 1, 0, 3, 3, // Vor'cha
"kbattle2", 1, 0, 3, 3, // Qehral Battleship
"kdestroy", 1, 0, 3, 3, // Bird of Prey
"kbattle2", 1, 0, 3, 3, // Qehral Battleship
"kturret2", 1, 0, 2, 3, // Torpedo turret to protect base
"kcruise1", 1, 0, 3, 3, // Vor'cha
"kbattle2", 1, 0, 3, 3, // Qehral Battleship
"kdestroy", 2, 0, 3, 3, // Bird of Prey
"kturret2", 1, 0, 2, 3, // Torpedo turret to protect base

// TECH LEVEL 4 - UPGRADE CENTER

"kupgrade", 1, 0, -1, 4, // Ship upgrade station
"ksrepair", 2, 0, -1, 4, // Repair ship in case we have damaged stations
"kbattle", 1, 0, 1, 4, // Now we have Neghvar's. Bow to the power.
"klipod1", 1, 0, -1, 4, // The ion cannon. We'll be wanting this if we've gotten this far.
"klipod11", 1, 0, -1, 4, // Weapon upgrade lvl 2. Weapons to +50% firepower.
"kbattle", 1, 0, 1, 4, // Neghvar
"ksrepair", 2, 0, -1, 4, // Repair ship in case we have damaged stations
"kdestroy", 1, 0, 1, 4, // Bird of Prey
"kbattle", 1, 0, 1, 4, // Neghvar
"kdestroy", 1, 0, 1, 4, // Bird of Prey
"kbattle", 1, 0, 1, 4, // Neghvar
"kdestroy", 1, 0, 1, 4, // Bird of Prey
"kbattle", 1, 0, 1, 4, // Neghvar
"kdestroy", 1, 0, 1, 4, // Bird of Prey
"klipod21", 1, 0, -1, 4, // Weapon upgrade lvl 3. Weapons(including mining beams)now 100% more effective than base rates
"kbattle2", 1, 0, 1, 4, // Qehral Battleship
"kdestroy", 1, 0, 1, 4, // Bird of Prey
"kbattle", 1, 0, 1, 4, // Neghvar
"kdestroy", 1, 0, 1, 4, // Bird of Prey
"kbattle", 1, 0, 1, 4, // Neghvar
"kdestroy", 1, 0, 1, 4, // Bird of Prey
"kbattle", 1, 0, 1, 4, // Neghvar
"kdestroy", 1, 0, 1, 4, // Bird of Prey
"klipod12", 1, 0, -1, 4, // Shield upgrade level 2.
"kbattle2", 1, 0, 1, 4, // Qehral Battleship
"kdestroy", 1, 0, 1, 4, // Bird of Prey
"kbattle", 1, 0, 1, 4, // Neghvar
"kdestroy", 1, 0, 1, 4, // Bird of Prey
"kbattle", 1, 0, 1, 4, // Neghvar
"kdestroy", 1, 0, 1, 4, // Bird of Prey
"kbattle", 1, 0, 1, 4, // Neghvar
"kdestroy", 1, 0, 1, 4, // Bird of Prey
"klipod22", 1, 0, -1, 4, // Shield upgrade lvl 3. 100% before is 50% now, because shields now take 100% more punishment
"kbattle2", 2, 0, 2, 4, // Qehral Battleship
"kyard2", 1, 0, -1, 4, // Second advanced shipyard
"kbattle", 2, 0, 2, 4, // Neghvar
"kyard", 1, 0, -1, 4, // Second basic shipyard

// TECH LEVEL 5 AREN'T YOU DEAD YET?

"kbattle", 4, 0, -1, 5, // Neghvar
"kdestroy", 8, 0, -1, 5, // Bird of Prey
"kcruise3", 2, 0, -1, 5, // Chuqbeh (Artillery)
"kbattle", 4, 0, -1, 5, // Neghvar
"kbase", 1, 0, -1, 5, // 2nd Starbase for defense/more crew
"kdestroy", 8, 0, -1, 5, // Bird of Prey
"kcruise3", 2, 0, -1, 5, // Chuqbeh (Artillery)
"kbattle", 4, 0, -1, 5, // Neghvar
"kdestroy", 8, 0, -1, 5, // Bird of Prey
"kcruise3", 2, 0, -1, 5, // Chuqbeh (Artillery)
"kbattle", 4, 0, -1, 5, // Neghvar
"kdestroy", 8, 0, -1, 5, // Bird of Prey
"kcruise3", 2, 0, -1, 5, // Chuqbeh (Artillery)
"kbattle", 4, 0, -1, 5, // Neghvar
"kdestroy", 8, 0, -1, 5, // Bird of Prey
"kcruise3", 2, 0, -1, 5, // Chuqbeh (Artillery)
"kbattle", 4, 0, -1, 5, // Neghvar


};

I had issues even with fresh copies of the 2014 Ultimate. I tried replacing them with versions from a couple of different mods that people sent me, but they didn't work.
 

Hath

The COON !!!
Leader of the Trash Panda Horde
Joined
6 Mar 2019
Messages
780
Hi Sierra, I suggest we concentrate on just the romulans to start. I looked over the romulan AI and couldn't see anything. My guess is your are missing a odf file, have an error in a odf file, or have a missing physic file. My suggestion is for you to do some testing. Start up a game with just you and one romulan computer player. Turn the speed DOWN. Turn the settings in the game launch screen so that you can see the hole map and everything the computer is doing. You said the game crashed after only a few minutes so I would not do anything with my base. Instead scroll over top of the romulan's base and watch what happens. Pay attention as the romulan builds each ship and station and try to catch what is causing the game to chase. You should be able to see the ship build in the ship yard. If it builds then you know the sod and textures are ok. Right after the ship exist the yard does the game chase? If so take a close look at that ships odf and also make sure it is using the correct physic file. You may need to do this a few times to make sure you have found the correct problem.

If you are still having trouble report back and we will give you some more help.

Good luck. Don't give up there is a reason we just have to find it.
PS: If your game hasn't crashed this week then you are not modding! :lol2:
 

Majestic

Administrator
Staff member
Administrator
Seraphim Build Team
Joined
17 Apr 2006
Messages
18,329
Age
39
Welcome to MSFC :)
 

sierra078

Cadet Freshman
Joined
24 Dec 2023
Messages
14
Age
35
The last few times, it happened right at the start of the game. It would freeze for about twenty seconds and then crash. I checked the Romulan base, scout, and construction ship odfs but still had issues. I ended up deleting that version and extracting a new copy from a zip file. But I find I'm still having issues with a freshly extracted copy of the mod. Now, when I load a game against Romulans, it says something about a missing unit.
main thread ($584c):
004248a9 +099 Armada2.exe AIP.m_UpdateTechnologyLevel
004249ce +07e Armada2.exe AIP.m_Update_Desired_Units
00421ae6 +126 Armada2.exe AIP.Update
0041ef77 +187 Armada2.exe AI_Team.Process_Team_AI
0044b819 +0c9 Armada2.exe AI.Process
0040190b +06b Armada2.exe AiMission.Update
00450de7 +007 Armada2.exe EmptyMission.Update
0044e84e +01e Armada2.exe Manage_AI
00483574 +124 Armada2.exe Program.GameProcess
00559b07 +087 Armada2.exe TransportLocal.GameExecute
00487293 +1b3 Armada2.exe Program.GameDoOne
00486b44 +544 Armada2.exe Program.MainLoop
0047608d +11d Armada2.exe _WinMain@16
5a9adab5 +029 FleetOpsHook.dll FleetOpsFunctionsHook 4977 +3 DebugException_Execute_New
5a9adf13 +26b FleetOpsHook.dll FleetOpsFunctionsHook 5097 +75 A2_WinMain
006734ef +12f Armada2.exe _WinMainCRTStartup
76307ba7 +017 KERNEL32.DLL BaseThreadInitThunk

stack dump:
0019f5c8 74 fa 19 00 00 00 00 00 - f8 01 a9 13 41 49 50 20 t...........AIP.
0019f5d8 45 72 72 6f 72 3a 20 55 - 6e 69 74 20 72 4b 65 72 Error:.Unit.rKer
0019f5e8 63 68 56 32 20 6e 6f 74 - 20 66 6f 75 6e 64 2e 00 chV2.not.found..
0019f5f8 10 e0 9e 16 00 00 96 02 - ff 07 00 00 7f 07 00 00 ................
0019f608 a0 f7 19 00 be dc cb 77 - 01 00 00 00 10 e0 9e 16 .......w........
0019f618 ff 07 00 00 6f ee cb 77 - ec 63 cb a6 00 20 04 00 ....o..w.c......
0019f628 fc 13 00 00 00 65 96 02 - 00 00 96 02 00 00 01 00 .....e..........
0019f638 80 e9 60 16 0c 07 00 0b - 00 00 96 02 00 00 a3 16 ..`.............
0019f648 08 00 a3 16 00 00 96 02 - de a4 cc 77 7f 07 00 00 ...........w....
0019f658 8c f6 19 00 8f b2 cc 77 - 01 00 00 00 08 00 a3 16 .......w........
0019f668 ff 07 00 00 fc 13 00 00 - ff 83 00 00 08 e0 9e 16 ................
0019f678 00 00 00 00 02 00 00 00 - 88 e9 60 16 c0 00 96 02 ..........`.....
0019f688 00 00 00 00 90 f7 19 00 - 3f c8 cc 77 e9 04 cd 77 ........?..w...w
0019f698 b0 f6 19 00 4b f8 95 76 - 04 00 00 00 ac f6 19 00 ....K..v........
0019f6a8 00 00 00 00 c8 f6 19 00 - b3 14 ab 75 ec f6 19 00 ...........u....
0019f6b8 40 b7 db 0d b8 13 96 02 - 00 00 00 00 60 f9 19 00 @...........`...
0019f6c8 4e e2 af 75 64 c3 ca 77 - 80 f9 19 00 78 b7 a8 13 N..ud..w....x...
0019f6d8 30 b5 a8 13 f8 01 a9 13 - 6e ea af 75 08 00 00 00 0.......n..u....
0019f6e8 b4 ff ff ff 40 b7 db 0d - b8 13 96 02 b8 05 96 02 ....@...........
0019f6f8 01 00 00 00 00 00 00 00 - 00 00 96 02 00 00 00 00 ................
 

Attachments

  • exceptArmada2.txt
    44.3 KB · Views: 0

Hath

The COON !!!
Leader of the Trash Panda Horde
Joined
6 Mar 2019
Messages
780
Well if its crashing at start up then my testing method isn't going to work.

Instead I would take a look at the romulan.odf file. Load up the fed.odf file as well and compare the two and see if you can see something missing.

Also check and see if the unit odfs that this file gives you when the game starts are actually there and not missing.



minimalunits1 = "fconst.odf"
standardunits1 = "rom_starbaseS.odf"
standardunits2 = "rom_effectsS.odf"
superunits1 = "bconst.odf"
superunits2 = "fconst.odf"
superunits3 = "kconst.odf"
superunits4 = "rconst.odf"
ctfunits1 = "ctf_fbase.odf"
ctfunits2 = "ctf_fconst.odf"
ctfunits3 = "ctf_fconst.odf"
ctfunits4 = "fscout.odf"



preloadunits0 = "rom_mogaiY"
preloadunits1 = "rom_mogaiYS"
preloadunits2 = "rom_mogaiZ"
preloadunits3 = "rom_mogaiZS"
 

sierra078

Cadet Freshman
Joined
24 Dec 2023
Messages
14
Age
35
Nothing seems to be missing in those ODFs. The only thing I saw was the Romulans had no Single-player music entry, which isn't a surprise since they don't have a campaign. I have noticed that some of the Federation missions won't complete, mainly the ones where the objective is to destroy all Borg ships and stations on the map. And even if I use the "Kobayashi Maru" cheat, there's a crash when it tries to pull up the Admiral's log. The Fleet Ops guide says that's because of an invalid race odf string. I've also noticed that when the Admiral's log does come up, there are no calculated statistics. It always says, "No effective combat ships used." Maybe for that, I'll try building one ship and station at a time, then go to the Admiral's log and see what crashes.

I've attached the Rom and Fed Race Odfs so you can look at them and see if I missed something.
Maybe I just have a corrupted copy.
 

Attachments

  • fed.txt
    4.2 KB · Views: 0
  • rom.txt
    4.5 KB · Views: 1

Hath

The COON !!!
Leader of the Trash Panda Horde
Joined
6 Mar 2019
Messages
780
the rom file looks fine to me. i'm not really sure where to suggest you look next to fix the problem. sorry.
 

Terra_Inc

MSFC's Cheshire Cat
Staff member
Site Manager
Necromancer/Troll hunter
Kitten Commander
Joined
16 Dec 2009
Messages
3,138
Age
34
Welcome to the site! :) I hope we'll manage to fix your crashes together. I'm afraid I'm not very knowledgeable about Fleetops so I don't think I'll be of much help.
 

Chiletrek

Warriors from Fluidic Space
Staff member
Forum Moderator
Toaster
Joined
22 Oct 2006
Messages
3,479
Age
42
Hello:
I agree :( , the best would be to ask in the FleetOps' forums.
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
Welcome! Crashes are almost always related to a reference to a file that doesn't exist or a name that is misspelled (they are essentially the same problem).

Have you changed anything from the original Ultimate version mod? if not, the first thing I'd try is a clean reinstall of the GOG A2, FO, and the Mod. It would be very odd for it to continue crashing un-modified, unless its not actually related to those races, and instead is some sort of graphics problem with GOG and FO and newer drivers or the like. Graphical or other compatibility issues are the only other major crash issue I can think of outside of just having a file name that is too long.
 

sierra078

Cadet Freshman
Joined
24 Dec 2023
Messages
14
Age
35
I was having issues with a clean copy of Ultimate A2, but then I tried deleting the mod module for it and making a new one, and I've been playing through the campaign without issues. I even did an instant action game against Romulans with no crashes. I might have fixed it with the 1.2.5 unofficial patch. The only remaining issue I seem to get is the no effective combat ships bug at the end of missions or instant action.
 

sierra078

Cadet Freshman
Joined
24 Dec 2023
Messages
14
Age
35
Make that no issues until I play the Borg Campaign, same formation or craft.process problem with the AI, issue with scout.process? maybe a problem with a weapon? tactical range. I don't know anymore. I played against an easy AI Romulan and had no problems but when I play against merciless I have that problem several minutes into the game. It's very hard to pin down this crash. Also, I noticed Borg Planetary shields still require Latinum to research. Is there a way to fix that?
 

Hath

The COON !!!
Leader of the Trash Panda Horde
Joined
6 Mar 2019
Messages
780
Try looking in the shield.odf In A2 its in odf/station/shield.odf
 

sierra078

Cadet Freshman
Joined
24 Dec 2023
Messages
14
Age
35
Hello, I just wanted to let everyone know I got some help on the Fleet Ops discord. The AI crash had something to do with the newdefault.aip file. Replacing it with the stock version seems to have solved the issue. As for the Borg planetary shields needing latinum, I removed the latinum requirement from all races for research purposes and from the planetary shield.
 

Terra_Inc

MSFC's Cheshire Cat
Staff member
Site Manager
Necromancer/Troll hunter
Kitten Commander
Joined
16 Dec 2009
Messages
3,138
Age
34
Good to hear that you managed to find and fix the issues! :thumbsup:
 

Chiletrek

Warriors from Fluidic Space
Staff member
Forum Moderator
Toaster
Joined
22 Oct 2006
Messages
3,479
Age
42
Hello:
That is awesome! I hope you will not get anymore crashes :) .
 
Top