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I Need Some Major Modding Help

N

Nalthren

Deleted Due to Inactivity
Former MSFC Member
I recently tried coding in ships to armada II and i was mostly successful until this morning when my game stalled when going into instant action. Now i got jetfreaks warning of not reinstalling abit too late and i reinstalled, I found out that it still has all the new files still in but they are not active.
Please tell me how to get it back to the stock game so I can start right..

Packs i am using
Ghosts Comp Mod
TMP Ship pack
TOS Ship Pack
TOS Ship Pack Addon
Polaris
25th Century NX
TMP Federation
TOS Federation
09 Constitution Pack
TOS Ship Pack Texture upgrades

How can i get these all to work together.. Help the modding noob please
 
N

Nalthren

Deleted Due to Inactivity
Former MSFC Member
Also I need help in getting the game directly back to Stock format, it is just cluttered to the point I cant edit. Please I really need help with this
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
What kind of re-install did you do?

oh, And I recomend this if your game is becoming cluttered.

it works perfectly:thumbsup:
 
Last edited by a moderator:

Majestic

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Indeed, if it's too cluttered by various addons and edits it's best to have a new install.

What I do is have several installs, one for each mod I am working on (Clash of Empires and Yesteryears), one for each mod I have installed (Future Wars, Art of War etc), one base install that has not been edited, one install that has only enhancement mods done (Project Blue, Midnight v2.0, Patch Project, Pink Blob be Gone etc). I use the last install and copy it when I start a new project. It saves time.

It's the best way to make sure one mistake doesn't destroy hours upon hours of work.

Also do only small things and test it, take small steps so if you do screw something up you know how to fix it. Back-ups aren't a bad idea either to be certain. I do that myself in the game folder itself (D:/Program Files/Games/Star Trek/Armada II/_COE/Mod_COE/). That way if you can't find the issue you just copy everything in that folder and wolla you're back with minimum loss of time.

As far as trying to fix your problem, the only way one of us is going to be able to help, is to know exactly what you've done between the last time the mod played right and now. If you don't know yourself a re-install might be your only option as it could end up being far quicker and less frustrating.
 
N

Nalthren

Deleted Due to Inactivity
Former MSFC Member
Indeed, if it's too cluttered by various addons and edits it's best to have a new install.

What I do is have several installs, one for each mod I am working on (Clash of Empires and Yesteryears), one for each mod I have installed (Future Wars, Art of War etc), one base install that has not been edited, one install that has only enhancement mods done (Project Blue, Midnight v2.0, Patch Project, Pink Blob be Gone etc). I use the last install and copy it when I start a new project. It saves time.

It's the best way to make sure one mistake doesn't destroy hours upon hours of work.

Also do only small things and test it, take small steps so if you do screw something up you know how to fix it. Back-ups aren't a bad idea either to be certain. I do that myself in the game folder itself (D:/Program Files/Games/Star Trek/Armada II/_COE/Mod_COE/). That way if you can't find the issue you just copy everything in that folder and wolla you're back with minimum loss of time.

As far as trying to fix your problem, the only way one of us is going to be able to help, is to know exactly what you've done between the last time the mod played right and now. If you don't know yourself a re-install might be your only option as it could end up being far quicker and less frustrating.

Well i fixed it up and my current problem is getting the TOS Federation to appear in my yards, my TMP Appears twice thanks to the same ffed file
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
You'll need to rename one or the other of the shipyards to something slightly different. The TMP yard shows up twice because it has been set up this way.
The files you'll need to check first are the techtree files.

fulltech.tt - This one tells the game what is actually in the game by odf name. A ship or station listed here would be shown as:
Code:
Blahblah.odf 0
tech1.tt - This one tells the game whom has what and what is required to build something. For example, The Blah Blah Class ship would be listed like this:
Code:
BlahBlah.odf 1 kresear.odf  //BlahBlah class
This line of code tells the game the Klingon research station has to be built before the BlahBlah class can be. Unless a ship or station is listed in both of these files, it will not show up in game nor will it be available in the Map Editor menus.

By far the most common reason for something to not appear in game is a spelling mistake. It is really easy to make such a mistake. It is even easier to overlook one. Before you do anything else, go check the spellings.

Every time I add something significant to the game, I make a zipped copy of the entire game as it is right now. This way, if I wreck something or install it incorrectly, I do not have to start out from scratch trying to figure out what I did wrong. I can go back the last point where everything worked and start again. I also tend to stay away from auto installers. I'd much rather place everything into my files manually rather than take a chance on the modder forgetting to include something and me not having any clue as what he left out.
 
N

Nalthren

Deleted Due to Inactivity
Former MSFC Member
You'll need to rename one or the other of the shipyards to something slightly different. The TMP yard shows up twice because it has been set up this way.
The files you'll need to check first are the techtree files.

fulltech.tt - This one tells the game what is actually in the game by odf name. A ship or station listed here would be shown as:
Code:
Blahblah.odf 0
tech1.tt - This one tells the game whom has what and what is required to build something. For example, The Blah Blah Class ship would be listed like this:
Code:
BlahBlah.odf 1 kresear.odf  //BlahBlah class
This line of code tells the game the Klingon research station has to be built before the BlahBlah class can be. Unless a ship or station is listed in both of these files, it will not show up in game nor will it be available in the Map Editor menus.

By far the most common reason for something to not appear in game is a spelling mistake. It is really easy to make such a mistake. It is even easier to overlook one. Before you do anything else, go check the spellings.

Every time I add something significant to the game, I make a zipped copy of the entire game as it is right now. This way, if I wreck something or install it incorrectly, I do not have to start out from scratch trying to figure out what I did wrong. I can go back the last point where everything worked and start again. I also tend to stay away from auto installers. I'd much rather place everything into my files manually rather than take a chance on the modder forgetting to include something and me not having any clue as what he left out.

This helps but the TMP Federation Class and the TOS Federation class are different until its the assign to a yard deal. they both are ffed.odf, I dont know how to change it
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
Change the name of one of the odfs then. I suggest the TOS one stays 'ffed.odf'. The TMP one becomes 'ffed1.odf. You will need to go back and change the name in all the other files as well.
 
N

Nalthren

Deleted Due to Inactivity
Former MSFC Member
Change the name of one of the odfs then. I suggest the TOS one stays 'ffed.odf'. The TMP one becomes 'ffed1.odf. You will need to go back and change the name in all the other files as well.

Can you please explain what i need to change?
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
The name of the odf file itself.
 

Majestic

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Have you got the basename command in the odf? It could be that is your problem.

The basename command if you are unaware is a line of code that connects an odf to a sod of a different name. Like they do in stock with the Nebula specials that appear in the campaign.
 
N

Nalthren

Deleted Due to Inactivity
Former MSFC Member
Have you got the basename command in the odf? It could be that is your problem.

The basename command if you are unaware is a line of code that connects an odf to a sod of a different name. Like they do in stock with the Nebula specials that appear in the campaign.

ok. well i could use a lil more help then that, i know nothing about this
 

EAS_Intrepid

MSFC Staff Paramedic
Joined
23 Apr 2006
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35
Why don't you just post the .odf file in CODE-Tags?

[CODE*]COPY/PASTE ODF-CONTENT HERE[/CODE*] (without the " * ")
 
N

Nalthren

Deleted Due to Inactivity
Former MSFC Member
Here is the TOS fulltech.tt odf
ffed.odf 0

the TMP is also

ffed.odf 0

Could this be it?
 

Majestic

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In your techtree files you need to have the name of the odfs so if you have a TOS ship as ffed.odf and a TMP ship as ffed1.odf you need to have the following in your techtree files:

Code:
ffed.odf  0
ffed1.odf 0

If you have both as ffed.odf 0 then only the TOS will show up in-game.
 
S

StarBlade

Deleted Due to Inactivity
Former MSFC Member
What Majestic is referring to is the 'baseName' command. If you refer in the .ODF to the 'baseName' (press Ctrl+F and search for that command) then the game will add all the details called sprites that are usually associated with whichever Federation class starship is closest to the end of a file called "gui_global.spr" in the Sprites directory.

Note that you can not have two "ffed" entries. One has to be renamed "fTOSfed" or "fTMPfed" --and all the other entries, in tech1.tt, in fulltech.tt, in gui_global.spr, and in your shipyards, will also have to be called the same name. I would recommend renaming BOTH to include their era. My personal A2 build has tags for various types of ships if multiple versions exist --XI, ENT, TOS, TMP, TNG, and TFF (anything future gets a "The Final Frontier" or TFF tag). That sort of system in your .ODFs and throughout your build is the only real way to guarantee you'll be able to keep everything straight --especially if you like the cross-generational starship ideas.

I'd also recommend you spend some time reading at Starbase 34.net, the tutorial site I set up. It's got quite a bit of information about .ODFs and techtrees and all the fundamentals of modding. Some of it needs a little tweaking and updating but your purposes would be greatly served by learning just how to combine all those mods together one step at a time. There might be something simple you're overlooking. It happens to all of us. It's why I put the site together.

:D
 
N

Nalthren

Deleted Due to Inactivity
Former MSFC Member
What Majestic is referring to is the 'baseName' command. If you refer in the .ODF to the 'baseName' (press Ctrl+F and search for that command) then the game will add all the details called sprites that are usually associated with whichever Federation class starship is closest to the end of a file called "gui_global.spr" in the Sprites directory.

Note that you can not have two "ffed" entries. One has to be renamed "fTOSfed" or "fTMPfed" --and all the other entries, in tech1.tt, in fulltech.tt, in gui_global.spr, and in your shipyards, will also have to be called the same name. I would recommend renaming BOTH to include their era. My personal A2 build has tags for various types of ships if multiple versions exist --XI, ENT, TOS, TMP, TNG, and TFF (anything future gets a "The Final Frontier" or TFF tag). That sort of system in your .ODFs and throughout your build is the only real way to guarantee you'll be able to keep everything straight --especially if you like the cross-generational starship ideas.

I'd also recommend you spend some time reading at Starbase 34.net, the tutorial site I set up. It's got quite a bit of information about .ODFs and techtrees and all the fundamentals of modding. Some of it needs a little tweaking and updating but your purposes would be greatly served by learning just how to combine all those mods together one step at a time. There might be something simple you're overlooking. It happens to all of us. It's why I put the site together.

:D

I tried it, they BOTH didnt show up in the yard this time.. >> I renamed everything you said..
 
S

StarBlade

Deleted Due to Inactivity
Former MSFC Member
What about in the techtree? You have to rename the .SOD, the .ODF, and the techtree entry.

:D
 

Terra_Inc

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Forgot the SOD and ODF *facepalm*

Slips like that happen to every modder. What constitutes a pro is not that he/she does not make such slips, but the experience and knowledge necessary to find and correct them. :)
 
N

Nalthren

Deleted Due to Inactivity
Former MSFC Member
Slips like that happen to every modder. What constitutes a pro is not that he/she does not make such slips, but the experience and knowledge necessary to find and correct them. :)

GAH!! It worked until i went to build it then the game crashed!!!
 

EAS_Intrepid

MSFC Staff Paramedic
Joined
23 Apr 2006
Messages
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Post your ffed1.odf (the odf file for your TOS ship) here!

Like this:

Code:
#include "cruise1.odf"
physicsFile = "terdestphys.odf"

//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Destroyer"

//tooltips
tooltip = "Destroyer"
verboseTooltip = "Unified Terani Territories Destroyer class"

//Race which can build ship & starting race of ship
race = "terani"

//Amount of time required to build ship
buildTime = 12.0

//Number of officers required to build this ship
officerCost = 9

//Number of crew required to build ship & Starting crew
crewCost = 200

//Dilithium Cost to build
dilithiumCost = 175

//Metal Cost to build
metalCost = 100

//Max Shield Strength & Begining Shield Strength <500
maxHealth = 315


// Hitpoints

shieldGeneratorHitPoints = 0
engine****Points = 55
weapon****Points = 55
lifeSupportHitPoints = 55
sensor****Points = 55

//Rate at which shield recharges (points per second... we think)
shieldRate = 1.5
maxshields = 0

//Maximum Value of Special Energy
maxSpecialEnergy = 2000

//Rate at which special energy recharges (points per second... we think)
specialEnergyRate = 10

//ART PARAMETERS & WEAPON NAMES

// Phaser
weapon1 = "terdrail"
weaponHardpoints1 = "hp01"

// Chain Reaction Pulsar
weapon2 = "terdrail"
weaponHardpoints2 = "hp02"

// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp06" "hp07" "hp08" "hp09" "hp10"
lifeSupportTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15"
weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp26" "hp27" "hp28" "hp29"
shieldGeneratorTargetHardpoints = "hp16" "hp17" "hp18" "hp19" "hp20"
sensorsTargetHardpoints = "hp21" "hp22" "hp23" "hp24" "hp25"
hullTargetHardpoints = "hp06" "hp08" "hp10"  "hp12" "hp14" "hp16" "hp18" "hp20" "hp22"
criticalTargetHardpoints = "hp07" "hp09" "hp11" "hp13" "hp17" "hp19" "hp21" "hp23"


//**********************************************************************
//AI system parameters
//These parameters influence how the AI evaluates and compares craft.

//An abstract number that represents how much extra strength must be
//used to attack this craft due to its weapons. 
// (0.0=no weapons, 0.5 = average weapons, 1.0=many good weapons)
attackPower = 0.75f

//The normalized intrinsic value of a target.  High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 0.30f

//**********************************************************************

//**********************************************************************
//CREW STATUS MULTIPLIERS
//The multiplier for the delay between shots for weapons while in yellow status
weaponYellow = 1.0f

//The multiplier for the delay between shots for weapons while in red status
weaponRed = 2.0f
//**********************************************************************

//**********************************************************************
//KEYMAP LABEL
// Obsolete, use hotkeyLabel
// keymapLabel = "fed_phaser"
hotkeyLabel = "HOTKEY_F5"

// Change the scale

// with no scale 1/2 of sovereign
// want 2/3 of sovereign
ScaleSOD = .5
 
N

Nalthren

Deleted Due to Inactivity
Former MSFC Member
Post your ffed1.odf (the odf file for your TOS ship) here!

Like this:

Code:
#include "cruise1.odf"
physicsFile = "terdestphys.odf"

//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Destroyer"

//tooltips
tooltip = "Destroyer"
verboseTooltip = "Unified Terani Territories Destroyer class"

//Race which can build ship & starting race of ship
race = "terani"

//Amount of time required to build ship
buildTime = 12.0

//Number of officers required to build this ship
officerCost = 9

//Number of crew required to build ship & Starting crew
crewCost = 200

//Dilithium Cost to build
dilithiumCost = 175

//Metal Cost to build
metalCost = 100

//Max Shield Strength & Begining Shield Strength <500
maxHealth = 315


// Hitpoints

shieldGeneratorHitPoints = 0
engine****Points = 55
weapon****Points = 55
lifeSupportHitPoints = 55
sensor****Points = 55

//Rate at which shield recharges (points per second... we think)
shieldRate = 1.5
maxshields = 0

//Maximum Value of Special Energy
maxSpecialEnergy = 2000

//Rate at which special energy recharges (points per second... we think)
specialEnergyRate = 10

//ART PARAMETERS & WEAPON NAMES

// Phaser
weapon1 = "terdrail"
weaponHardpoints1 = "hp01"

// Chain Reaction Pulsar
weapon2 = "terdrail"
weaponHardpoints2 = "hp02"

// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp06" "hp07" "hp08" "hp09" "hp10"
lifeSupportTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15"
weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp26" "hp27" "hp28" "hp29"
shieldGeneratorTargetHardpoints = "hp16" "hp17" "hp18" "hp19" "hp20"
sensorsTargetHardpoints = "hp21" "hp22" "hp23" "hp24" "hp25"
hullTargetHardpoints = "hp06" "hp08" "hp10"  "hp12" "hp14" "hp16" "hp18" "hp20" "hp22"
criticalTargetHardpoints = "hp07" "hp09" "hp11" "hp13" "hp17" "hp19" "hp21" "hp23"


//**********************************************************************
//AI system parameters
//These parameters influence how the AI evaluates and compares craft.

//An abstract number that represents how much extra strength must be
//used to attack this craft due to its weapons. 
// (0.0=no weapons, 0.5 = average weapons, 1.0=many good weapons)
attackPower = 0.75f

//The normalized intrinsic value of a target.  High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 0.30f

//**********************************************************************

//**********************************************************************
//CREW STATUS MULTIPLIERS
//The multiplier for the delay between shots for weapons while in yellow status
weaponYellow = 1.0f

//The multiplier for the delay between shots for weapons while in red status
weaponRed = 2.0f
//**********************************************************************

//**********************************************************************
//KEYMAP LABEL
// Obsolete, use hotkeyLabel
// keymapLabel = "fed_phaser"
hotkeyLabel = "HOTKEY_F5"

// Change the scale

// with no scale 1/2 of sovereign
// want 2/3 of sovereign
ScaleSOD = .5

Nvm, i will when I get home,
 

Terra_Inc

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I'm not sure if this causes your error, but where are your possibleCraftNames?
 

Terra_Inc

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Sorry, I thought Intrepid's code was yours. :sweat:
 
Last edited:

EAS_Intrepid

MSFC Staff Paramedic
Joined
23 Apr 2006
Messages
2,615
Age
35
I'm not sure if this causes your error, but where are your possibleCraftNames?

You can delete the "possibleCraftNames" entries without any consequences barring that the ship won't have a name displayed on the GUI.

Back to topic!
 
N

Nalthren

Deleted Due to Inactivity
Former MSFC Member
Post your ffed1.odf (the odf file for your TOS ship) here!


Code:
#include "cruise1.odf"

//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Federation Class"

//tooltips
tooltip = "Federation Class dreadnought"
verboseTooltip = "23rd century Starfleet dreadnought"

//Race which can build ship & starting race of ship
race = "federation"

//Amount of time required to build ship
buildTime = 17.0

//Number of officers required to build this ship
officerCost = 8

//Number of crew required to build ship & Starting crew
crewCost = 480

//Dilithium Cost to build
dilithiumCost = 170

//Metal Cost to build
metalCost = 70

//Max Shield Strength & Begining Shield Strength <500
maxHealth = 220

// Hitpoints

shieldGeneratorHitPoints = 45
engine****Points = 60
weapon****Points = 55
lifeSupportHitPoints = 150
sensor****Points = 48

//Rate at which shield recharges (points per second... we think)
shieldRate = 1.4

//Maximum Value of Special Energy
maxSpecialEnergy = 1000

//Rate at which special energy recharges (points per second... we think)
specialEnergyRate = 10

//**********************************************************************
//**********************************************************************
//SHIP NAMES

//Possible Craft Names
possibleCraftNames = 
	"USS Razor" "USS Alliance" "USS Association" "USS Compactat" "USS Concordat" "USS Confederation"
	"USS Consortium" "USS Corporation" "USS Directorate" "USS Dominion" "USS Entente" "USS Federation"

//**********************************************************************
//ART PARAMETERS & WEAPON NAMES

// Pulse Phaser
weapon1 = "fwnuconphas"
weaponHardpoints1 = "hp01" "hp02" "hp03" 

// Pulse Phaser
weapon2 = "fwnuconphas"
weaponHardpoints2 = "hp04" "hp05"  

// Towing Beam
weapon3 = "gtracbm"
weaponhardpoints3 = "hp27"

//Self Destruct
weapon4 = "gselfdes"
weaponHardpoints4 = "hp08"

// Photon Torpedo
weapon5 = "fwnuconsphot"
weaponHardpoints5 = "hp26" 


// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp06" "hp07" "hp08" "hp09" "hp10"
lifeSupportTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15"
weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp26" "hp27" 
shieldGeneratorTargetHardpoints = "hp16" "hp17" "hp18" "hp19" "hp20"
sensorsTargetHardpoints = "hp21" "hp22" "hp23" "hp24" "hp25"
hullTargetHardpoints = "hp06" "hp08" "hp10"  "hp12" "hp14" "hp16" "hp18" "hp20" "hp22"
criticalTargetHardpoints = "hp07" "hp09" "hp11" "hp13" "hp17" "hp19" "hp21" "hp23"


//**********************************************************************
//AI system parameters
//These parameters influence how the AI evaluates and compares craft.

//An abstract number that represents how much extra strength must be
//used to attack this craft due to its weapons. 
// (0.0=no weapons, 0.5 = average weapons, 1.0=many good weapons)
attackPower = 0.20f

//The normalized intrinsic value of a target.  High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 0.20f

//**********************************************************************

//**********************************************************************
//CREW STATUS MULTIPLIERS
//The multiplier for the delay between shots for weapons while in yellow status
weaponYellow = 1.0f

//The multiplier for the delay between shots for weapons while in red status
weaponRed = 2.0f
//**********************************************************************

//**********************************************************************
//KEYMAP LABEL
// Obsolete, use hotkeyLabel
// keymapLabel = "fed_battle"
hotkeyLabel = "HOTKEY_F4"

// Change the scale

ScaleSOD = 1

I fixed the CODE-Tags.
EA
 
N

Nalthren

Deleted Due to Inactivity
Former MSFC Member
Huzzah!

I fixed it!!! All i needed was the Tos Constitution weapon ODF's which I didnt have at the time. *facepalm* **** I'm a noob.. Thanks for all your help guys and look at my Deviant Art page for proof that its up
 
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