Search found 393 matches

by Methos
Tue Sep 04, 2012 9:07 pm
Forum: General Modding
Topic: Terran Empire and "We are the Borg..."
Replies: 9
Views: 3021

For my Terran Empire I used mods with ship designs from the newest Startrek movie.
by Methos
Sat Jun 18, 2011 11:35 pm
Forum: General Chat
Topic: New Mod Announcement!!!
Replies: 10
Views: 8482

Mite try running the mod out of the Fleetops verion of Armada.

I've had good frame rates with fleets of high poly model units added to their version of the game.
by Methos
Sat Mar 19, 2011 12:02 am
Forum: General Modding
Topic: Special Weapon Problem
Replies: 9
Views: 2197

MrC_921 wrote:Yeah, I'm just wondering why the same things works for Methos just fine and not for my version? It looks like the only difference between Methos' version and mine is that mine is in A1.

I use the Vanilla Ulimate Mod if that helps.
by Methos
Sat Mar 12, 2011 3:27 pm
Forum: General Modding
Topic: Special Weapon Problem
Replies: 9
Views: 2197

Toggle works fine. Think it's your border Here's a copy of the one I use,AI has no probs using it or crashes. //Display name for this weapon wpnName = "Shield Remodulation" //tooltips Reinforce shield grid tooltip = "BORG_POD6" verboseTooltip = "BORG_POD6_V" //Name of the ODF file for the ordinance ...
by Methos
Mon Feb 28, 2011 11:02 pm
Forum: General Modding
Topic: StarGate Mods in Star Trek Armada II - In My Mod....
Replies: 38
Views: 14605

What I meant was that the mod maker you were trying to get in touch with my be found doing the same mod type in another game.

Like Omega_Epyon he started in A2 working on a Gundam mod then moved to Homeworld 2 and Sins of the Solar Empire.
by Methos
Mon Feb 28, 2011 10:46 pm
Forum: General Modding
Topic: Are these ideas possible for Spanning the Generations?
Replies: 5
Views: 1712

freightername = "cfreight" Even tryed scoutname to build a scout from a starbase and no go. Odd that they had it listed for future use on the trade stations. Never mind the maxcap thing I found the A2 one,tested and works. //Maximum of ships or stations in game maxBuildableNumber = 2 Yeh that works ...
by Methos
Mon Feb 28, 2011 6:08 pm
Forum: General Modding
Topic: StarGate Mods in Star Trek Armada II - In My Mod....
Replies: 38
Views: 14605

Best chance of getting in touch with them if their email nolonger works would be to check other Armada forums and look for any stargate mods for other games of the same type as Armada. Like some guys are into Sins of the Solar Empire,some are moving to Starcraft 2. Just like some guys doing the Free...
by Methos
Mon Feb 28, 2011 5:54 pm
Forum: General Modding
Topic: Are these ideas possible for Spanning the Generations?
Replies: 5
Views: 1712

1- Not sure if it was ever released but someone was working on a generation mod for A2 back in the day. Feds,Vulcan,Roms,Kling,Gorn and a few other races. Think it was called Birth of the Federation {Not talking about the game of that name}of something like that. 2-freightername = "cfreight" This is...
by Methos
Fri Feb 25, 2011 10:20 pm
Forum: General Modding
Topic: Game Freezes on Loading - This is Not A Crash...
Replies: 2
Views: 1069

The bad part about the tech files is that you can be crashing because of a starbase that builds const ship that builds the yards that builds the ship with a bad weapon odf. Disable the AI files by removing everything but the starting starbase,then try the editor. If that doesn't work go into the map...
by Methos
Wed Jan 26, 2011 11:53 am
Forum: General Modding
Topic: StarGate Mods in Star Trek Armada II - In My Mod....
Replies: 38
Views: 14605

Yes you need to place them in the model before converting the model to a sod. You really need to look at the West BBOM (Big Book Of Modding) the end of the book will explain this as well as placing sprite emiter hardpoints for efects and damage. As for the utmv1 I posted two posts earlier what to do...
by Methos
Wed Jan 26, 2011 1:08 am
Forum: General Modding
Topic: StarGate Mods in Star Trek Armada II - In My Mod....
Replies: 38
Views: 14605

I guess so,never used Milk but if it's any thing like Max3d before exporting as a sod you should have placed your hardpoints on the mesh. Try downloading westworld book of modding,it should be here too,it cover modding and some basic mesh making including what all kinds of stuff to add to you mesh b...
by Methos
Tue Jan 25, 2011 11:49 pm
Forum: General Modding
Topic: StarGate Mods in Star Trek Armada II - In My Mod....
Replies: 38
Views: 14605

Check the downloads tools section for utmv1. It's a hardpoint viewer,place the sod in the objects folder then run the program and select load then the sod you want to view and then click contiue. A and Z will move it to and from the screen while holding Alt and pressing the arrow keys will slowly ro...
by Methos
Sat Jan 22, 2011 5:28 am
Forum: General Modding
Topic: Crashing Errors - StarGate Part of Mod - BugReports Included
Replies: 4
Views: 1759

Yeh lots of fun tracking down a crash problem.
by Methos
Fri Jan 21, 2011 7:25 pm
Forum: General Modding
Topic: Crashing Errors - StarGate Part of Mod - BugReports Included
Replies: 4
Views: 1759

If your crashing only when closing the map editor it happens. It's just something to do with the 1.2.5. patch.

On another note it doesn't hurt to strip out every sod,tex,odf,and sound files that you don't need to run your A2 game or mod.
by Methos
Thu Jan 20, 2011 7:13 pm
Forum: General Modding
Topic: StarGate Mods in Star Trek Armada II - In My Mod....
Replies: 38
Views: 14605

Is the Fighter Special from Fleet Ops part of the 1.2.5 Patch Project? I have that installed and I just don't know what coding I need to use for that. Up until now I haven't wanted to make fighters and this type of problem has occured with other fighters that I've gotten from other mods. They too t...