Star Trek Armada I - Mod

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Star Trek Armada I - Mod

Postby jetnova16 » Sun Apr 15, 2012 8:52 pm

****Yes, I know I just said Star Trek Armada I Mod for the title of this thread, and yes, it is just that related to Armada I not Armada II. I know all of my questions are related to Armada II but not this time.****

Ok, I know back in the thread related to Star Trek Armada I - Future Tense, I said that I wasn't going to mod Armada I until that mod came out and that it was going to be my only mod for Star Trek Armada I. Well I decided to change that thinking. Mostly this is because I am getting tired of Torel destroying the USS Avenger on my in the third Federation Campaign. So I decided to fix this problem by making the Defiant-class starships of Star Trek Armada I just like my Defiant-class starships in Armada II. (Please Note: I do have Star Trek Armada I - Borg Incursions (BI) Aftermath) on my External Hard Drive as a playable Mod.)

In other words, they are not destroyers anymore and they don't use the "destroy.odf" file! They are now using a file called: "warship.odf" (this file turns the Defiant-class into a ship that is almost like a Battleship with all the perks that a ship that uses the: "battle.odf" has/gets.

Well right after the first Federation Campaign (Premonitions) ends, the game crashes and stops responding. Since the Defiant-class, is in that mission, especially with the USS Avenger being a starting unit, I believe that my games is crashing related to my modded efforts for the Defiant-class (fdestroy.odf and favenger.odf).

In the following two files, is there any extra coding in them that will prevent the game from working and cause this crashing error?

warship.odf
Code: Select all
#include "craft.odf"

//This is for stat accumulation
shipclass = "battleship"

//This is the main file for the battleship

//**********************************************************************
//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 = 1.00f

//The normalized intrinsic value of a target.  High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 0.50f

//**********************************************************************
//SYSTEM HITPOINTS
//These values are the hitpoint values of the systems
//If the value is set to zero the ship does not have that system
enginesHitPoints = 10
lifeSupportHitPoints = 10
weaponsHitPoints = 10
shieldGeneratorHitPoints = 10
sensorsHitPoints = 10

//**********************************************************************
//MESSAGE & SOUND PARAMETERS
//**********************************************************************
eventSelect = "BattleSelect"
eventAcknowledge = "BattleAcknowledge"
eventAttack = "BattleAttack"
eventStop = "BattleStop"
eventMove = "BattleMove"
eventRepair = "BattleRepair"

//**********************************************************************
//John avoidance stuff DO NOT CHANGE
avoidanceClass = 8

// All battleships can attack planets
//canAttackPlanets = 1

//**********************************************************************
//PHYSICS PARAMETERS
//physics file for all other physics stuff
physicsFile = "batphys.odf"

// ship type for formations
shipType = "B"

//Explosion to use
fireball = "xfireblg"

//************************************************************
// Tara Additions For Context Sensitive Menus
alert = 1
combat = 1
can_sandd = 1


favenger.odf
Code: Select all
#include "warship.odf"

//**********************************************************************
//A2PHYSPROJV1.1 PARAMETERS
//physicsFile = "trek_sdestphys.odf"
rangeScan = 2000.0f
//avoidanceClass = 3

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

//Tooltips
tooltip = "Defiant-class"
verboseTooltip = "The Defiant-class starships were specially designed to fight the Borg. They were officially classified in Starfleet's ship database as a Destroyer-Escort, but unoffically, the Defiant-class was really a Warship; nothing more, nothing less. The ship class didn't have any Science Labs or luxeries of any kind, she was designed for one purpose and one purpose only, to fight and defeat the Borg, but in her anicaial testing, the USS Defiant NX-74205, the name sake of the class, was found to be too overpowered for a ship her size and almost tour herself apart. The Defiant Project was mothballed and brought back during the Dominion War. The USS Avenger NCC 74208 was assigned to Ambassador Worf for diplomatic reasons, after the Dominion War."

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

//This ship is a hero.
isHero = 1

//Ship label provided because this is a unique ship.
label = "USS Avenger NCC 74208"

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

//Number of officers required to build this ship
officerCost = 7

//Number of crew required to build ship & Starting crew
crewCost = 80

//Dilithium Cost to build
dilithiumCost = 0

//Metal Cost to build
metalCost = 0

//Max Shield Strength & Begining Shield Strength <500
maxHealth = 10000

// Hitpoints
shieldGeneratorHitPoints = 1200
enginesHitPoints = 1200
weaponsHitPoints = 1200
lifeSupportHitPoints = 1200
sensorsHitPoints = 1200

//Rate at which shield recharges (points per second... we think)
shieldRate = 20.0

//Maximum Value of Special Energy
maxSpecialEnergy = 5000

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

//**********************************************************************
//SHIP NAMES
//Possible Craft Names
possibleCraftNames =
   "USS Avenger NCC 74208" 

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

// Pulse Phaser
weapon1 = "fdpulse"
weaponHardpoints1 = "hp01"

// Pulse Phaser
weapon2 = "fdpulse"
weaponHardpoints2 = "hp02"

// Pulse Phaser
weapon3 = "fdpulse"
weaponHardpoints3 = "hp03"

// Pulse Phaser
weapon4 = "fdpulse"
weaponHardpoints4 = "hp04"

// Photon Torpedo
weapon5 = "fdtorp"
weaponHardpoints5 = "hp05"

// Photon Torpedo
weapon6 = "fdtorp"
weaponHardpoints6 = "hp06"

// Cloaking Device
weapon7 = "gkcloak"
weaponHardpoints7 = "hp09"

// Anti-matter Mines
weapon8 = "hamine"
weaponHardpoints8 = "hp14" "hp15"

// Tractor Beam
weapon9 = "gtracbm"
weaponHardpoints9 = "hp18"

// Transphasic Torpedo
weapon10 = "gtptorp"
weaponHardpoints10 = "hp05" "hp06"

// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp17"
lifeSupportTargetHardpoints = "hp10"
weaponsTargetHardpoints = "hp11"
shieldGeneratorTargetHardpoints = "hp20"
sensorsTargetHardpoints = "hp07"
hullTargetHardpoints = "hp12"
criticalTargetHardpoints = "hp19"

//**********************************************************************
//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 = 0.25f

//The normalized intrinsic value of a target.  High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 0.25f

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

//**********************************************************************
//Message & Sound Parameters
//**********************************************************************
eventSelect = "WorfSelect"
eventAcknowledge = "WorfAcknowledge"
eventAttack = "WorfAttack"
eventRedAlert = "WorfRedAlert"
eventYellowAlert = "WorfYellowAlert"
eventGreenAlert = "WorfGreenAlert"
eventStop = "WorfStop"
eventMove = "WorfMove"
eventRepair = "WorfRepair"
eventDecommission = "WorfDecommission"
eventTransport = "WorfTransport"
eventSelfDestruct = "WorfSelfDestruct"

//**********************************************************************
//PHYSICS PARAMETERS
// Scripted 3D Attack paths
attack_path0 = "p2.pth"
attack_path1 = "p3.pth"

//**********************************************************************
// Scale The SOD
ScaleSOD = 0.85


*******

Also Note: I haven't just changed the Defiant-class for this modded effort for Star Trek Armada I. I have added a newer version for the USS Enterprise NCC 1701-E, ("fente.odf") that I found on www.armada2files.com for Armada 1. I have also added a buildable Galaxy-class, Transphasic Torpedoes and lastly the Reman Warbird Scimitar.
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Postby Tommygun_BoG » Mon Apr 16, 2012 1:23 pm

There are several ODF commands in those ODF files A1 won't recognize, such aus metalCost, shipType, combat, can_sandd,...

Why don't you modify original A1 odfs instead of using those from A2?
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Postby jetnova16 » Mon Apr 16, 2012 11:10 pm

Tommygun_BoG wrote:There are several ODF commands in those ODF files A1 won't recognize, such aus metalCost, shipType, combat, can_sandd,...

Why don't you modify original A1 odfs instead of using those from A2?


Actually I am not really using ODF files from Armada II, they are actually based off of the Activison Released Armada I ODF files, unless someone else edited those files, they are the same files. I added in some coding, but only after I found out that the game wasn't responding and started crashing, thus I added in and edited out the added coding.
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Postby Tommygun_BoG » Tue Apr 17, 2012 2:27 am

I don't know, if A1 ignores command lines it won't recognize, but you should delete them at all.
I think the main problem is in the warship.odf:

shipclass = "battleship"

This command isn't available for A1, as well as:

shipType = "B"
alert = 1
combat = 1
can_sandd = 1
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Postby jetnova16 » Tue Apr 17, 2012 2:45 am

Tommygun_BoG wrote:I don't know, if A1 ignores command lines it won't recognize, but you should delete them at all.
I think the main problem is in the warship.odf:

shipclass = "battleship"

This command isn't available for A1, as well as:

shipType = "B"
alert = 1
combat = 1
can_sandd = 1


I have actually found those commands in ODF files that I have found in the AddOn Folder for one of the many mods that I have tested out for Armada I. Why is there no problems with them in that mod?

I'll comment them out of the file but not remove them because if they weren't causing problems in other Armada I mod that had them, why are they now?
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Postby jetnova16 » Tue Apr 17, 2012 2:54 am

There was/is another problem that I noticed before the one that I previously mentioned; which is still happening after commenting out what Tommygun_BoG suggested to remove. This makes me think its related to something else and not the Defiant-class and the Warship.odf file like maybe a modded weapon.


Well, the other problem I don't get is why certain Special Weapons are not showing up on my ships for the Campaign Missions at the beginning. For the first Federation Mission, my Transphasic Torpedos on the USS Enterprise NCC 1701-E don't show.

For the USS Defiant, her Cloaking Device doesn't show up either even though she has one in the ODF file. It doesn't show up in the Second or Third Federation Campaign Missions and that is as far as I have gotten before I decided to mod the game to prevent the USS Defiant's destruction by Torel.
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Postby Tommygun_BoG » Tue Apr 17, 2012 3:07 am

What's the name of the mod? I'm just curious because I can't believe those command won't do any harm to the game.

On your second problem with the special weapons:
You have to add those special weapons to the tech tree files for each mission.
Those files (named fed1.tt, fed2.tt,...) can be found in the downloads section here (http://www.armadafleetcommand.com/afc/modules.php?name=Downloads&d_op=viewdownloaddetails&lid=17) and have to be placed in the addon folder.
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Postby jetnova16 » Tue Apr 17, 2012 3:36 am

Tommygun_BoG wrote:What's the name of the mod? I'm just curious because I can't believe those command won't do any harm to the game.

On your second problem with the special weapons:
You have to add those special weapons to the tech tree files for each mission.
Those files (named fed1.tt, fed2.tt,...) can be found in the downloads section here (http://www.armadafleetcommand.com/afc/modules.php?name=Downloads&d_op=viewdownloaddetails&lid=17) and have to be placed in the addon folder.


I forgot what mod it was, it was one of the mods that I got that wasn't here or at www.armada2files.com. I had Googled "Star Trek Armada I Mods" and found a few to try out on other sites. All I remember is that I didn't like the game play for it and I deleted that install. Its not like its important for me to remember all the mods that I have tried, when I see their names again and if I remember playing it, I don't get it again.
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Postby jetnova16 » Wed Apr 18, 2012 2:20 am

Tommygun_BoG, it seems to be that you are wrong about the warship.odf file being the cause of the problem for my game and I have even adjusted the weapons on the USS Avenger and other Defiant-class starships to take account for any missing ones and that isn't the case for the reasons of the crash occuring because it still is.

As for the other mod that used the extra coding, there might have been some additional edits that somehow allowed for the extra coding to work, I don't know, or it could have been that the files that had the extra coding weren't even being used in that mod and were just there. That could have easily been the case because in Armada II there are old Stock Original Armada I files.

As for this crashing problem, unless there is still some coding in these files that the game doesn't know about using, these files should work. It could be related to the sounds for Worf when it comes to the Avenger, but I don't think that is the case.

Here is the edited files:

favenger.odf:
Code: Select all
#include "warship.odf"

//**********************************************************************
//A2PHYSPROJV1.1 PARAMETERS
rangeScan = 2000.0f

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

//Tooltips
tooltip = "Defiant-class"
verboseTooltip = "The Defiant-class starships were specially designed to fight the Borg. They were officially classified in Starfleet's ship database as a Destroyer-Escort, but unoffically, the Defiant-class was really a Warship; nothing more, nothing less. The ship class didn't have any Science Labs or luxeries of any kind, she was designed for one purpose and one purpose only, to fight and defeat the Borg, but in her anicaial testing, the USS Defiant NX-74205, the name sake of the class, was found to be too overpowered for a ship her size and almost tour herself apart. The Defiant Project was mothballed and brought back during the Dominion War. The USS Avenger NCC 74208 was assigned to Ambassador Worf for diplomatic reasons, after the Dominion War."

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

//This ship is a hero.
isHero = 1

//Ship label provided because this is a unique ship.
label = "USS Avenger NCC 74208"

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

//Number of officers required to build this ship
officerCost = 7

//Number of crew required to build ship & Starting crew
crewCost = 80

//Dilithium Cost to build
dilithiumCost = 0

//Max Shield Strength & Begining Shield Strength <500
maxHealth = 10000

// Hitpoints
shieldGeneratorHitPoints = 1200
enginesHitPoints = 1200
weaponsHitPoints = 1200
lifeSupportHitPoints = 1200
sensorsHitPoints = 1200

//Rate at which shield recharges (points per second... we think)
shieldRate = 20.0

//Maximum Value of Special Energy
maxSpecialEnergy = 5000

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

//**********************************************************************
//SHIP NAMES
//Possible Craft Names
possibleCraftNames =
   "USS Avenger NCC 74208" 

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

// Pulse Phaser
weapon1 = "fdpulse"
weaponHardpoints1 = "hp01"

// Pulse Phaser
weapon2 = "fdpulse"
weaponHardpoints2 = "hp02"

// Pulse Phaser
weapon3 = "fdpulse"
weaponHardpoints3 = "hp03"

// Pulse Phaser
weapon4 = "fdpulse"
weaponHardpoints4 = "hp04"

// Quantum Torpedo
weapon5 = "wfquant"
weaponHardpoints5 = "hp05"

// Quantum Torpedo
weapon6 = "wfquant"
weaponHardpoints6 = "hp06"

// Cloaking Device
weapon7 = "hcloak"
weaponHardpoints7 = "hp09"

// Anti-matter Mines
weapon8 = "hamine"
weaponHardpoints8 = "hp14" "hp15"

// Tractor Beam
weapon9 = "gtracbm"
weaponHardpoints9 = "hp18"

// Transphasic Torpedo
weapon10 = "gtptorp"
weaponHardpoints10 = "hp05" "hp06"

// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp17"
lifeSupportTargetHardpoints = "hp10"
weaponsTargetHardpoints = "hp11"
shieldGeneratorTargetHardpoints = "hp20"
sensorsTargetHardpoints = "hp07"
hullTargetHardpoints = "hp12"
criticalTargetHardpoints = "hp19"

//**********************************************************************
//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 = 0.25f

//The normalized intrinsic value of a target.  High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 0.25f

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

//**********************************************************************
//Message & Sound Parameters
//**********************************************************************
eventSelect = "WorfSelect"
eventAcknowledge = "WorfAcknowledge"
eventAttack = "WorfAttack"
eventRedAlert = "WorfRedAlert"
eventYellowAlert = "WorfYellowAlert"
eventGreenAlert = "WorfGreenAlert"
eventStop = "WorfStop"
eventMove = "WorfMove"
eventRepair = "WorfRepair"
eventDecommission = "WorfDecommission"
eventTransport = "WorfTransport"
eventSelfDestruct = "WorfSelfDestruct"

//**********************************************************************
//PHYSICS PARAMETERS
// Scripted 3D Attack paths
//attack_path0 = "p2.pth"
//attack_path1 = "p3.pth"

//**********************************************************************
// Scale The SOD
ScaleSOD = 0.85


warship.odf:
Code: Select all
#include "craft.odf"

//This Is The Main File For The Battleship

//**********************************************************************
//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 = 1.00f

//The normalized intrinsic value of a target.  High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 0.50f

//**********************************************************************
//SYSTEM HITPOINTS
//These values are the hitpoint values of the systems
//If the value is set to zero the ship does not have that system
enginesHitPoints = 10
lifeSupportHitPoints = 10
weaponsHitPoints = 10
shieldGeneratorHitPoints = 10
sensorsHitPoints = 10

//**********************************************************************
//MESSAGE & SOUND PARAMETERS
//**********************************************************************
eventSelect = "BattleSelect"
eventAcknowledge = "BattleAcknowledge"
eventAttack = "BattleAttack"
eventStop = "BattleStop"
eventMove = "BattleMove"
eventRepair = "BattleRepair"

//**********************************************************************
//John avoidance stuff DO NOT CHANGE
avoidanceClass = 8

//**********************************************************************
//PHYSICS PARAMETERS
//physics file for all other physics stuff
physicsFile = "batphys.odf"

//Explosion to use
fireball = "xfireblg"

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



*******

As for the Special Weapon problem, the Enterprise's Transphasic Torpedos are finally showing up in the first Federation Campaign: "Premonitions".

I don't know if the Cloaking Device will show up on the USS Avenger yet or the rest of the Defiant-class because the game is crashing right after the first Federation Campaign Mission ("Premonitions") ends.
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Postby MajorPayne » Wed Apr 18, 2012 5:51 am

jetnova. If you found those particular commands in an A1 ODF files then whoever put them in there needs to be shot. They may very well be ignored by the game, but without trying it for myself I would, in no way, believe that they wouldn't crash the game.

Now onto a question. Seeing as oyu've not mention it have you changed the model the ship is using?? If you have then without trying your mod (which I wouldn't have time for), its not going to be easy to debug the ship. Aside from the additional commands that Tommy pointed out, I don't see alot else wrong with the coding side of things. However, if your still using a stock model I suggest you take a look at the coding below and check the hardpoint setup again for the model your using. The stock model uses hardpoints from HP04 to HP13 and no others.


Code: Select all
// Pulse Phaser
weapon1 = "dpulse"
weaponHardpoints1 = "hp11"

// Pulse Phaser
weapon2 = "dpulse"
weaponHardpoints2 = "hp12"

// Cloaking
weapon3 = "hcloak"
weaponHardpoints3 = "hp11"

//Anti-matter Mines
weapon4 = "hamine"
weaponHardpoints4 = "hp13"

// Photon Torpedo
//weapon3 = "fdphot"
//weaponHardpoints3 = "hp11" "hp12" "hp13"


// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp04" "hp06" "hp07"
lifeSupportTargetHardpoints = "hp04" "hp06" "hp07"
weaponsTargetHardpoints = "hp04" "hp06" "hp07"
shieldGeneratorTargetHardpoints = "hp04" "hp06" "hp07"
sensorsTargetHardpoints = "hp04" "hp06" "hp07"
hullTargetHardpoints = "hp04" "hp06" "hp07"
criticalTargetHardpoints = "hp04" "hp06" "hp07"


I had zero problems when using the Courageous Class model instead of the Defiant model in my Aftermath mod.
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Postby jetnova16 » Wed Apr 18, 2012 6:22 pm

I fixed the problem with the USS Avenger and the Defiant-class and was able to play the Son'a Mission and the one to escape Torel, pretty much almost destroyed him by destracting him with 2 "fleets" of Defiant-class Warships that I had built at the resuced/recrewed/repaired Federation Base. This allowed Worf to escape easily, lol. The cloaks on both the USS Avenger and the Defiant-class were working, but the Anti-Matter Mines for the Avenger didn't show up, only the Tractor Beam. Why is this the case?

After that mission ended, the game crashed again well loading the next Campaign Mission after escaping Torel. What mission and what is this one, and what ships do it involve? I have only edited the USS Enterprise NCC 1701-E (Gave It Transphasic Torpedos that showed up right in the First Federation Mission) and the USS Avenger and the Defiant-class (both worked in the Federations Second and Third Campaigns). So what could now be causing a problem?

*****

As for the other mod that had additional coding in the ODF Files that isn't supported by Armada I, as I have already stated, I believe those were just thrown in Armada II files that weren't even used in the game. Because the ODF files for each ship were seperated by race for those ones. I had transfered ships to Armada II from that mod and never edited them yet and they need/use files like fedbattle.odf or rombattle.odf or klingbattle.odf. These files I also transfered over to Armada II for those ships and haven't had any problems with them.
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Postby Tommygun_BoG » Thu Apr 19, 2012 5:30 am

jetnova16 wrote:The cloaks on both the USS Avenger and the Defiant-class were working, but the Anti-Matter Mines for the Avenger didn't show up, only the Tractor Beam. Why is this the case?


Maybe those special weapons use the same button slot so only one of them will show up.


jetnova16 wrote:What mission and what is this one, and what ships do it involve? I have only edited the USS Enterprise NCC 1701-E (Gave It Transphasic Torpedos that showed up right in the First Federation Mission) and the USS Avenger and the Defiant-class (both worked in the Federations Second and Third Campaigns). So what could now be causing a problem?


Try to open the mission file's maps (fed1.bzn,...) from the bzn folder with the map editor to find out which missions are behind the file names. If the game crashes while loading the map editor there sure is a problem with one of the units used for the mission.
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Postby jetnova16 » Thu Apr 19, 2012 3:28 pm

jetnova16 wrote:The cloaks on both the USS Avenger and the Defiant-class were working, but the Anti-Matter Mines for the Avenger didn't show up, only the Tractor Beam. Why is this the case?


Tommygun_BoG wrote:[Maybe those special weapons use the same button slot so only one of them will show up.


I never had that problem happen in Armada II, but I have heard of others having it. I guess Armada I is trying to be tempormental with me. I'll have to check those special weapons again. :(


jetnova16 wrote:What mission and what is this one, and what ships do it involve? I have only edited the USS Enterprise NCC 1701-E (Gave It Transphasic Torpedos that showed up right in the First Federation Mission) and the USS Avenger and the Defiant-class (both worked in the Federations Second and Third Campaigns). So what could now be causing a problem?


Tommygun_BoG wrote:Try to open the mission file's maps (fed1.bzn,...) from the bzn folder with the map editor to find out which missions are behind the file names. If the game crashes while loading the map editor there sure is a problem with one of the units used for the mission.


I guess that is something that could be possible, but I only edited the USS Enterprise NCC 1701-E and the USS Avenger and the Defiant-class. Both I know work cause I have already used them. The only other things that I edited was I added a Buildable Galaxy-class to the fyard2.odf file because I got a Buildable Galaxy-class Mod installed as well. I also added the Buildable Galaxy-class starship to the AI Buildlist for the Federation and to the Techtrees for each Federation Campaign Missions that featured the Sovereign-class and the fyard2.odf shipyard.

Ok, I also did edit the entire Sovereign-class to be armed like the USS Enteprise NCC 1701-E except I didn't use the new SOD file for the Enterprise because the textures showed the name and registry for the USS Enterprise NCC 1701-E.

Maybe that is the problem?
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Postby jetnova16 » Thu Apr 26, 2012 2:41 pm

Turns out somehow my almost 7 year old Wireless Router is going old and closing ports that allows me to come to this site and causing issues with going to the "Armada Related" pages. Even on my iPod Touch's browser.

At least it works at other locations that have wireless, or if I go from a wireless connection for my laptop to a wired one (which is the case right now). I had tried everything and even reported the issue to my Internet Service Provider and they did nothing to fix it. Finally I tried going wired (sadly neglecting my iPod Touch though it seems).

*****

I see during this time that I haven’t been able to review anything, there have been new threads started, but no new postings here. Well, since my Wireless was preventing me from doing so at the time, I am going to try out my theory that it is the Sovereign-class causing my next mission to crash after escaping Torel. Maybe using the original “fbattle.odf” file with the “fente.odf” that I got from another mod with minor editing and keeping the original SOD file is the reason for the mission not loading.
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Postby jetnova16 » Wed May 09, 2012 3:28 pm

I have noticed that everytime I am playing Star Trek Armada I that my missions aren't saving. Even after each one ends and the next one begins. If I could play the Klingon Campaign, it says I haven't completed the Federation Campaign. In fact, when ever I go to play the game, it says that I still have to play he first Federation Campaign Mission (Premonitions).

Also, for the Federation's Campaign, after I escape Torel, where the game used to crashed after completing the mission, after I've fixed/replaced the Sovereign-class, that crash ended but no new Federation Campaign Mission started, (Missions 4 & 5). Instead the game went to the Campaign Selection Menu and I was able to play the Klingon Campaign, but none of these saved either, I also wasn't able to manually save the game for the Klingons either. I'm still not able to play the Romulan Campaign Missions at all.
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