• 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.

Star Trek A2: Fleet Operations

Majestic

Administrator
Staff member
Administrator
Seraphim Build Team
Joined
17 Apr 2006
Messages
18,367
Age
39
Since I have noticed a number of Fleet Operation users registering here I thought a thread to find what our users like and dislike about the modification would be interesting as lets face it, Fleet Ops is one of the most popular mods for A2 around.

So what do you like and dislike about Fleet Ops?
 

Terra_Inc

MSFC's Cheshire Cat
Staff member
Site Manager
Necromancer/Troll hunter
Kitten Commander
Joined
16 Dec 2009
Messages
3,142
Age
34
I love the additional options that FleetOps gives us modders. You can actually come up with new concepts, which is hard in A2 (for example, try making a new special weapon without copying one...).
I love how research is handled. In stock A2, the most important stations were the research stations. If you lose them, it's curtains. Some people, like Achilles, tied the research progress and the ships you can build together, which made the Research Center THE vital station in AOW. In FlOps, you can lose the research building, but you'll keep your researched tech.
I love the way they implemented warp-in. It's a totally new way of getting units. And the concepts you can realize with it...
I love the new GUI. It looks really great.
I love the modders' taste. Their ship designs are TEH AWSUM.
I love the ranking system. So many new options you can toy around with...

I don't like the way weapons are handled in FlOps. Sure, it looks better, but it's horrible to mod. I love about A2 that you can just make something and drop it into the game without having to do a lot of work. (For example, try a new ship. I just need the SOD, texture and ODF. Put it into the map editor menu and voila - I can try it in-game and let it shoot stuff. Or trying weapon textures, just put them into the spr and change the reference in the ODF.)
I don't like how the new GUI is coded. It makes it hard to add stuff, because the GUI is so complicated. In A2, you can ignore the GUI. You don't necessarily need a wireframe, you can just put stuff into the game and make one later.)
I don't like the ranking system. (I know, I love it, but it's horrible!) Yeah, it's a cool addition to the game, but you need so many ODF files now for ONE single ship.

In general, FlOps is a great platform for extended modifications of the game, but it requires a lot of work. Much more work than your average A2 mod.
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
Heh, I just consider it an extra challenge. The odf seem kinda sloppy and out of order because there are no editor notes or antything, but the Flops Devs use an odf writing program, so they are just spit out in what ever order they add new features in.

The features that FO allows with all the new code is just amazing. One of the few mods that utilizes a ton of these features is Sigma, by The Undying Nephalim. His mod has like 5 completely unique races from a completely made up universe. It is pretty cool, but it isn't out of BETA yet. None of the FO mods really are since 3.1 when all those new features were added

I don't like the way weapons are handled in FlOps. Sure, it looks better, but it's horrible to mod. I love about A2 that you can just make something and drop it into the game without having to do a lot of work. (For example, try a new ship. I just need the SOD, texture and ODF. Put it into the map editor menu and voila - I can try it in-game and let it shoot stuff. Or trying weapon textures, just put them into the spr and change the reference in the ODF.)
I don't like how the new GUI is coded. It makes it hard to add stuff, because the GUI is so complicated. In A2, you can ignore the GUI. You don't necessarily need a wireframe, you can just put stuff into the game and make one later.)
I don't like the ranking system. (I know, I love it, but it's horrible!) Yeah, it's a cool addition to the game, but you need so many ODF files now for ONE single ship.

In general, FlOps is a great platform for extended modifications of the game, but it requires a lot of work. Much more work than your average A2 mod.

The weapons are dificult, but the end result, for me, is worth the effort. The Explosions and the quality of all the weapons is just outstanding. I only have a problem with the fact that they require a sod which I can't make.:cry2: I just have to reuse the ones they have.

Maybe I only like the GUI because I spend a few long hours to understand it all,:sweat: But I did write an explanatory guide which is in the modding section of the FO guide site. It does require some extra work, but you have to admit, it is easier than trying to recreate the original armada2 wireframes. :lol2: We got around it by just making a picture, which you can still do for FO. If you just make a miniimage, the engine will just use it as the background image, and you don't have to do anything else. it will work just like a picture wireframe in Stock.

The actual UI frame is actually really east to edit since it is all in one file now.

But I have to agree with you about the ranking system. It is a love hate relationship, it is a really cool feature, but it is a modders nightmare. 6 odf's for every ship plus weapons!!!

I actually use it to make a realistic ace ranking system in my mod. I just skip all the other ranks, and when my fighters get a few kills, they become aces.:)


The one thing I can not stand in FO though, is the tooltips. And not just the tooltips in general, but the
Offencive
Defencive
and System values.

and its not even that the numbers are in a different format that is very difficult to edit, its the fact that only the devs in FO know how to calculate the values. We can guess based on ships in the game, and what values they have, but we have no idea exactly what you use to calculate these values. I do not use them in any mods except streight ship editions, and I can guarentee the values I add aren't correct.:x Drives me nutz...
 

Ryderstorm

Fight to live, Live to die
Joined
14 Sep 2009
Messages
221
The reasons I switched to FO over editing stock was because FO has simply more features and (for the most part) improved weapon coding. Also FO runs smoother on my system than A2 patched, though FO is lil more graphicly demanding.

Another thing I like about FO is its content is very well done. Not to say that other mods are not well done but FO for me is a step above the rest.

Lastly I prefer FO over just A2 patched because it is constantly improved. I will admit that this is a love hate relationship I have with it as sometimes porting from one update to the next can be very time consuming...for example 3.1.0, but as I see it that is a good thing because the devs usually add features or improve features and fix bugs with the updates, which means even more modability.
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
Thats true, keeping up with new patches can be difficult.
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
Never go the Fleet Ops bug, mostly because I've never had a 'puter powerful enough to run it full on. Watching Adm_Z create his BSG Addon, it seems like the added features and wow textures and ships come at a very high price in terms of complexity for modders.

No one has yet stated whether or not it is playable online. Is it? Where do I find the ways to do so?
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
:lol2: Yeah, its playable. they play over Tunngle, a Virtual VPV game system. It became so popular, the devs replaced the gamespay option with it. they have an excess of 20 players a day, sometimes more, but that is actually the ,most popular feature is that it is great for online play. If you visit their main page, you can see a player counter that tells how many people play it. atm there are 17 people playing.:)

There is information in the guide on how to install tunngle, and how to play, ect.

p.s. you can still play gamespy by right clicking on the option, and all the other options are still available. The community just searched around for a good way to play without the lagg of gamespy, and, after going through about 4 or 5 different services they found tunngle which works for about everyone.
 

Majestic

Administrator
Staff member
Administrator
Seraphim Build Team
Joined
17 Apr 2006
Messages
18,367
Age
39
Things I like about the FO mod is the added effects and features, don't we all. Though the upgrade systems is a pain as you can only upgrade so many ships. I love the warp in feature and the improve cloak detection.

Things I don't like are the high poly models, they can sometimes create lag. The difficulty to mod the mod, due to the amount of odfs as others above have mentioned. Some of the designs are down right ugly and used when a cool canon model could be used in it's place. They don't have the Cardassians, come on peoples the Cardassians are cool!

Overall it's a great mod and like every mod there are likes and dislikes. However with no Armada 3 or the likes even in the rumour mill it's the closest thing we have to it.
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
Hehe, the cardies, which you have prally learned, are one of the biggest contingency points. The devs believe, as do it, that after the dominion war, the cardies would no longer be a large race, nor would they have a fleet big enough to do any damage. they will be future NPC's

The other big issue is the Miranda class, which I also agree with the devs about. they say its too old to still be in use, which is why they have the miranda mk2. I tried to fix this problem with my first released mod, but like previously stated, it is hard to keep up with patches.:sweat:
 

Ryderstorm

Fight to live, Live to die
Joined
14 Sep 2009
Messages
221
To be quite honest its not as complex as it seems. For me I find FO is still less complex than modding C&C or HW2. Both of which require toolkits to an extent. Thats one thing I always enjoyed was A2 and FO are still very accesible in terms of modding. FO though has more glitz and glam and possibilties than vanilla. I guess its fair to say that the added features come at the price of having to do more work. Also FO is infact a mod that puts a strong emphasis on balance, a very mircromanaged balance. I dont think any weapon is standardized in FO....thats something I kinda disagree with. So trying to fit in additions that feel corect inside of the FO universe is a pain. Maybe once FO script is released that will change.
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
Yeah, a2 and legacy are real easy to mod. I tried to mod battlefront, and HW2, and all their data is compiled and requires you to have special tools to decompile it, open textures with special programs, and recompile them, and then hope they work. Verry dificult. Alot harder than using a text editor.:lol2:
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
I've always thought the difficulty of modding a game is based upon personal perception. If one starts out modding something like A2, then modding something like Fleet Ops could seem a little overwhelming at first. Still, the easiest way to be successful at something new is to shamelessly imitate someone who is already successful at it. I've looked inside Fleet Ops and I find some of the things I did for the BSG Half Race Mod would have been a ton easier and required a lot less tweaking and adjustment.

Still, doing something for Fleet Ops after all the things I've done for A2 would feel a little like being unfaithful to me. And I think it might be best for someone more comfortable with Fleet Ops to take what I've done and add it in, rather than have yet another ODF coder for Fleet Ops who gets it all wrong because he doesn't know what he is doing.
 
Top