Search found 17 matches

by KlingonMage
Mon Nov 23, 2009 11:14 am
Forum: General Modding
Topic: Adding a Federation weapon to Rebel ships and stations
Replies: 4
Views: 2048

You wanna be more specific? What did you try? How did it fail? What did you try then? To add weapon ot a ship, insert this into the ODF file // prexisting weapon weaponX = "weapon name goes here" weaponHardpointsX = "hp01" // your new weapon weaponX+1 = "new weapon name here" weaponHardpointsX+1 = "...
by KlingonMage
Mon Nov 23, 2009 11:02 am
Forum: General Modding
Topic: Non-permanent nebulas
Replies: 1
Views: 1014

Your being sorta vauge, could you explain a bit more about this nebula/weapon, is it mounted on a ship or is it a map object?
by KlingonMage
Mon Nov 23, 2009 10:57 am
Forum: General Modding Discussion
Topic: A1 Saucer Separation
Replies: 4
Views: 2487

That's the mod where it has the galaxy ect build its sacuer section, IRC?
by KlingonMage
Fri Mar 13, 2009 12:40 pm
Forum: General Modding
Topic: Adding A new playable race to A!
Replies: 15
Views: 4907

Nah, master crossover simply groups each of thoese races into 1 of 4 slots, law, chaos and a couple others. You begin the game with a super construction ship, which you use to build the starbase of the race you desgire to play as, or something like that. its not a terrible way to do things, it just ...
by KlingonMage
Fri Mar 06, 2009 1:59 pm
Forum: General Modding
Topic: Adding A new playable race to A!
Replies: 15
Views: 4907

Allright, that all makes sence, I was somewhat supicious as to how FT was dooing 6 races, but I understand how it might work now. as for my progress on changing a race via tech tree, It looks like it could be done, sorta. You cant add new buttons to the areaBox they use to hold building build button...
by KlingonMage
Wed Mar 04, 2009 9:59 pm
Forum: General Modding
Topic: Adding A new playable race to A!
Replies: 15
Views: 4907

Fantastic! Thanks, i'm gonna go muck with that now.
by KlingonMage
Wed Mar 04, 2009 6:47 pm
Forum: General Modding
Topic: Adding A new playable race to A!
Replies: 15
Views: 4907

I dont know, I enjoy the challange of trying to figure it out. It's the fact that FT apparlenty can do it that I know its possible. That said, I also have limited time, so instead I was mucking around with Tech tree's and build lists. Now, It looks like the build lists are parsed only 1 time, and on...
by KlingonMage
Tue Mar 03, 2009 4:03 pm
Forum: General Modding
Topic: Adding A new playable race to A!
Replies: 15
Views: 4907

Yes, it looks like it may be nearly impossible, mabey. I'm not really convinced, but I'm going in another direction for my idea, namily replacing the federation's ship list via techtree. Anyone know if their is a way to get the AI buildlist to change based on techtree? I dont think you can, but the ...
by KlingonMage
Mon Mar 02, 2009 7:54 pm
Forum: General Modding
Topic: Adding A new playable race to A!
Replies: 15
Views: 4907

Adding A new playable race to A!

Allright, I know it has to be dooable, but I just cant seem to figure out how to get a new race to appear as selectable in the Instant action mode. Has anyone broken ground on this issue?

If anyone could offer me some insight/advice, ide greatly appriciate it.

Thanks!
by KlingonMage
Sun Mar 01, 2009 10:40 pm
Forum: General Modding
Topic: New Researh Station?
Replies: 2
Views: 1121

Yes, A1 Indeed. Thanks for the Researh Station links, thoese look like they could work great for what I've got in mind.
by KlingonMage
Thu Feb 26, 2009 2:34 pm
Forum: General Modding
Topic: New Researh Station?
Replies: 2
Views: 1121

New Researh Station?

Anyone have/know of a sod for a new researh station that i could attach pods too that wouldent look stupid, or has anoyone made pods that dont look silly when attached to other stations? I'de love to get my hands on some new researh stations for my personal mod, most notable federation and romulan. ...
by KlingonMage
Sun Feb 01, 2009 6:19 pm
Forum: General Modding
Topic: triple-shot Quantum torpedo
Replies: 10
Views: 2699

Try this //Programming Stuff DO NOT CHANGE classLabel = "cannon" // Restrict the Fire Arc restrictFireArc = 1 // Use this fire arc restriction fireArc = 1.61 //save up our fire; 1 = yes and 0 = no saveFire = 1 //max number of shots we can save maxShots = 3 //the minimum time between saved shots min...
by KlingonMage
Fri Jan 30, 2009 4:46 pm
Forum: General Modding
Topic: triple-shot Quantum torpedo
Replies: 10
Views: 2699

..and here you got me all happy that someone had figured it out.

I'm betting you ment good o'l Savefire = 3 as opposed to Safefire = 3
by KlingonMage
Thu Jan 29, 2009 6:31 pm
Forum: General Modding
Topic: triple-shot Quantum torpedo
Replies: 10
Views: 2699

Hummm...

I've been playing around with taht command but it desent seem to do anything.

is it restricted to any of the class types?
DO you need any of the Pulse commands, like svaefire and maxshots ect

Thanks for the help.
by KlingonMage
Mon Jan 22, 2007 6:44 pm
Forum: General Modding
Topic: Can you make MOD's work in Online play?
Replies: 5
Views: 1479

thanks for the tips all, I managed to get it working no problem once i uninstalled my copy and reinstalled my mod.