• 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.

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Star Trek Armada Classic Modding

CptBenSisko

The Emissary
Joined
2 Feb 2010
Messages
611
So what youre saying in a round about way is that the AI won't go after a ships with the lower shield strength.. but the one with the higher?
 

Rifraf

I know just enough to be a danger to myself
Joined
25 Aug 2013
Messages
1,235
Age
51
The AI "should" always go after the craft with the lower shield strength. This is why we always see it attack scouts first which is idiotic in almost all cases. Which is also how I learned from Freyr to build up to battleships as fast as possible skipping almost all lower class ships. No it's not fun adding in a bunch of destroyers and cruisers when they just get shot up in the first moments of the battle, but the game is not very deep in that regard.

I like your idea of giving the Galaxy more attackpower to make it's preferred targeting priority higher. Have you tested how it plays? There are other variable to consider as well as in which ships came into sensor range first and distance to the target.
 
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CptBenSisko

The Emissary
Joined
2 Feb 2010
Messages
611
ive been experimenting a bit, yes..

im still kind working.. so Ill elaborate more in a bit..

but the results are encouraging.. sort of lol
 

dvatreknerd314

Lieutenant, Junior Grade
Clone Force 99
Joined
31 Jul 2012
Messages
1,363
Age
32
Does anyone know if there's a way to extend the amount of time between winning a game and the game switching to the Admirals' Log?

Also, does anyone know why Fleet Ops cuts off the build list at 13 items whereas vanilla has 14? Is there a way to change this? Thanks!
 

CptBenSisko

The Emissary
Joined
2 Feb 2010
Messages
611
Does anyone know if there's a way to extend the amount of time between winning a game and the game switching to the Admirals' Log?

Also, does anyone know why Fleet Ops cuts off the build list at 13 items whereas vanilla has 14? Is there a way to change this? Thanks!

I think its hardcoded into the game.. not sure if there is a way to change it. I will look into it.

as far as more items in the buildlist... ill see what I can find out
 

dvatreknerd314

Lieutenant, Junior Grade
Clone Force 99
Joined
31 Jul 2012
Messages
1,363
Age
32
So I'm in the process of adding ships from Future Wars and I wanted to check to see if their warp glowy things would look better with Fleet Op's texture instead of Future Wars. Here's the comparison:
comparison.png

The cut-off points for the sprites against the hull are less noticeable with FO but still look more extreme overall than FW.
What do you guys think?
 

kjc733

Wibble
Staff member
Site Manager
Seraphim Build Team
Master Shipwright
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30 Mar 2008
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2,477
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My opinion, the Future Wars version looks better. The FO glow effects spread out far too much for me.
 

Rifraf

I know just enough to be a danger to myself
Joined
25 Aug 2013
Messages
1,235
Age
51
My opinion, the Future Wars version looks better. The FO glow effects spread out far too much for me.
I agree with kjc. Having too much glow can be distracting
 

dvatreknerd314

Lieutenant, Junior Grade
Clone Force 99
Joined
31 Jul 2012
Messages
1,363
Age
32
I agree with kjc. Having too much glow can be distracting
The entire reason I tried this out was because the FW glows, IMO, were too much, but the glows as implemented in FO looked better on the FO models. I'm guessing this is a case of sprite placement on the FW models vs the FO models.
 

Chiletrek

Warriors from Fluidic Space
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Forum Moderator
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Hello:
FleetOps' glows can be tricky to get right, but I agree that, in your ship's case, it looks like it's just about to enter warp (a la Voyager), so maybe the other set should fit better :)
 

Starfox1701

Master of the Arwing
Warrant Officer
Joined
29 Jan 2008
Messages
2,560
Age
47
Fryer was the AI guru. His AI was lethal if you can find any of the limited stuff he did put out into the wild that might provide a great deal of incite.
 

obriensucks

Cadet Sophomore
Joined
8 Jul 2020
Messages
36
Age
35
So I'm in the process of adding ships from Future Wars and I wanted to check to see if their warp glowy things would look better with Fleet Op's texture instead of Future Wars. Here's the comparison:
View attachment 17075

The cut-off points for the sprites against the hull are less noticeable with FO but still look more extreme overall than FW.
What do you guys think?

I've also been trying to add ships from Future Wars but am getting missing SOD errors all the time (the white boxes). I've checked the filenames and they match those of the ODFs - have you encountered this problem too?
 

dvatreknerd314

Lieutenant, Junior Grade
Clone Force 99
Joined
31 Jul 2012
Messages
1,363
Age
32
I've also been trying to add ships from Future Wars but am getting missing SOD errors all the time (the white boxes). I've checked the filenames and they match those of the ODFs - have you encountered this problem too?
The problem is Future Wars and Fleet Ops models have additional lights added to them. I either had to strip those lights from the SOD or open them in Milkshape to figure out which sprite entries to add to my game. It's an involved process
 

obriensucks

Cadet Sophomore
Joined
8 Jul 2020
Messages
36
Age
35
I can’t find the command in Westworlds BB but I seem to remember there was something that made a SP Weapons damage output change depending on the ship?

I wanna change the transphasic torpedoes so they’re not so game breaking lol (maybe only OP against Borg cubes)
 

dvatreknerd314

Lieutenant, Junior Grade
Clone Force 99
Joined
31 Jul 2012
Messages
1,363
Age
32
I can’t find the command in Westworlds BB but I seem to remember there was something that made a SP Weapons damage output change depending on the ship?

I wanna change the transphasic torpedoes so they’re not so game breaking lol (maybe only OP against Borg cubes)
Is that depending on the ship firing it or the ship being hit?
 

Rifraf

I know just enough to be a danger to myself
Joined
25 Aug 2013
Messages
1,235
Age
51
Same question as dvatreknerd314. But, from the FO guide below. You can have weapons do different damage amounts to different ships. In the example below the weapon does 100 damage to everything except it only does 50.5 damage to the ship named monsoon. Hope that helps.

damageBase
Float, Default: 0.0, Pair Array

Determines the base amount of damage dealt by this weapon.

Note that not all ordnance can deal damage directly. Of Beam Ordnance, only the Phaser / Unibeam and ClairvoyantLink can. Of BeamToggle Ordnance, only the AccelCannon and ResourceExtractionBeam can. Of Bullet Ordnance, only the PulsePhaser can. Of Mine Ordnance, only AntiMatterMine can. Of Missile Ordnance, only ChainPulsar, PlasmaCannon, PolaronTorpedo, ShieldRemovingTorpedo, Unitorpedo can. Other Ordnance that can deal damage are the RepulsionWave and BlackHoleCreator.

damageBase = 100
"monsoon.odf" 50.5

damageVariance
Float, Default: 0.0, Pair Array

Sets the random variation in damage per shot as defined by damageBase plus or minus the damageVariance.

damageVariance = 10
"monsoon.odf" 3
"shrike.odf" 4.4

damageThreshold
Float, Default: 0.0, Pair Array

The damage threshold per shot which must be exceeded to cause crew casualties prior to shield exhaustion.

Note that this command is affected by the RTS_CFG.h SHIELD_DAMAGE_PROTECTION command and by the Craft shieldProtection ODF command: if the Craft is fully protected by its shields, damageThreshold will have no effect.

damageThreshold = 60
"neghvarY.odf" 100
 

obriensucks

Cadet Sophomore
Joined
8 Jul 2020
Messages
36
Age
35
Yes thank you that’s exactly what I was looking for - I remember seeing it in the fleetops guide then thought it was in W BB
 

CptBenSisko

The Emissary
Joined
2 Feb 2010
Messages
611
that is in the stock game as well i believe. but if you are using FLOPS, yes you can def do it
 

dvatreknerd314

Lieutenant, Junior Grade
Clone Force 99
Joined
31 Jul 2012
Messages
1,363
Age
32
So I'm trying to modify the stock button sounds for the Federation (and add some for the Tholians, Breen, etc) but I don't want to overwrite the vanilla sounds if I don't have to. Is there an ODF file somewhere that controls which files are used or are the names derived automatically from the faction names, like the selection SOD's?
 

Rifraf

I know just enough to be a danger to myself
Joined
25 Aug 2013
Messages
1,235
Age
51
The sound entries are in the events.dat file in the main directory. You should be able to add additional entries in there. IIRC they are specific to whatever button/ship you add and shouldn't overwrite anything.

I wonder if you put "eventSelect = "Playsound1"" for instance in the odf of a specific button then put the appropriate entry in the evenst.dat file if when you click the button it should make that sound?
 

dvatreknerd314

Lieutenant, Junior Grade
Clone Force 99
Joined
31 Jul 2012
Messages
1,363
Age
32
The sound entries are in the events.dat file in the main directory. You should be able to add additional entries in there. IIRC they are specific to whatever button/ship you add and shouldn't overwrite anything.

I wonder if you put "eventSelect = "Playsound1"" for instance in the odf of a specific button then put the appropriate entry in the evenst.dat file if when you click the button it should make that sound?
I've looked for button entries in that file and can't find any. These should be the specific sound files for each race's GUI buttons, not for voices.
 

Starfox1701

Master of the Arwing
Warrant Officer
Joined
29 Jan 2008
Messages
2,560
Age
47
i thought that stuff was in the UI config file
 

Jetfreak

Filipino Expat
Staff member
Forum Moderator
Seraphim Build Team
Master of Art
Joined
22 Mar 2008
Messages
2,564
I swear they should be on the race odfs in the odf/other directory, this one got me stumped too
 

dvatreknerd314

Lieutenant, Junior Grade
Clone Force 99
Joined
31 Jul 2012
Messages
1,363
Age
32
So it looks like the sound file names are derived automatically from the race name, but they needed to be in .wav format
 

dvatreknerd314

Lieutenant, Junior Grade
Clone Force 99
Joined
31 Jul 2012
Messages
1,363
Age
32
So now I'm experimenting with putting the voice of Tuerell from Star Trek Legacy into A2. Does anyone know how A2 handles the Acknowledge voice events? Anyone know under what conditions they are triggered?
 

K_merse

Star Trek: Evolution
Joined
22 Feb 2008
Messages
438
As far as I remember the "Acknowledge" is used for movement/non-combat confirmation, if there is no other file is defined (like going to repairs, which usually has its own voice line)
 

Starfox1701

Master of the Arwing
Warrant Officer
Joined
29 Jan 2008
Messages
2,560
Age
47
i think they are defined in the ship or station odfs
 

K_merse

Star Trek: Evolution
Joined
22 Feb 2008
Messages
438
No, the audio files are defined in events.dat. Although I think it could be defined in the ship file as well.
 
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