Future Tense Q&A plus bug fixing

30 Years after "Nemesis" The torch of adventure is about to be passed from the Next Generation to the New Generation on an all new Enterprise

Moderators: thunderchero, MrVulcan

Post Reply
User avatar
warreng123
Cadet 2nd Year
Cadet 2nd Year
Posts: 33
Joined: Thu Apr 22, 2021 2:13 pm
Contact:

Future Tense Q&A plus bug fixing

Post by warreng123 »

Setting this up in advance of tomorrow, post your review and possible found bug here:)
Image
User avatar
warreng123
Cadet 2nd Year
Cadet 2nd Year
Posts: 33
Joined: Thu Apr 22, 2021 2:13 pm
Contact:

Re: Future Tense Q&A plus bug fixing

Post by warreng123 »

Q: the Hero yard doesnt work, the ships get stuck in the yard and dont launch.

A:

As for the Hero yards, they are only present for the Federation/Klingon race and the Romulan/Reman race. The Sernaix do not have heroes, and the Borg are drones with cloning tech, so any hero they may have, can be cloned and built multiple times, because Borg.

For the races that have Hero yards, I wanted to set up these so that only one of each hero could be built during a session, and each Armada 1 is limited, I mixed Research station code with the shipyards. When you 'build' a hero unit, once it is finished the shipyard must be decommissioned for the ship to launch and be playable. This makes the hero yard see the hero unit as an active research pod, and can not be built again until destroyed. It might be a little clunky, but it works quite well, and this way you do not have 15 Enterprises flying around, instead a normal Federation fleet.
Last edited by warreng123 on Sat Feb 22, 2025 10:15 pm, edited 1 time in total.
Image
User avatar
warreng123
Cadet 2nd Year
Cadet 2nd Year
Posts: 33
Joined: Thu Apr 22, 2021 2:13 pm
Contact:

Re: Future Tense Q&A plus bug fixing

Post by warreng123 »

Q: the background texture is messed up, or has green halos

A:

The GoG Texture folder, has four files in it that can cause issues:

ysp1gn1b.1
ysp1gn1b.2
mcelbods.1
mcelbods.2

if you delete those files from the RGB folder, and leave mcelbods.tga and the ysp1gn1b, ysp1gn2b, and ysp1gn3b .tga files, that should fix the background. This is why in the install instructions, i recommend deleting the GoG texture folder and once deleted, copy over the FT one, so nothing is overwritten, it is simply replaced :)
Image
User avatar
warreng123
Cadet 2nd Year
Cadet 2nd Year
Posts: 33
Joined: Thu Apr 22, 2021 2:13 pm
Contact:

Re: Future Tense Q&A plus bug fixing

Post by warreng123 »

Q: The GUI's are messed up, pieces are everywhere, cant click on some of the buttons

A: Crtl+F9, this is a stock button command from Armada 1, it resets the GUI's to default placement, which will fix this issue for all races
Image
User avatar
warreng123
Cadet 2nd Year
Cadet 2nd Year
Posts: 33
Joined: Thu Apr 22, 2021 2:13 pm
Contact:

Re: Future Tense Q&A plus bug fixing

Post by warreng123 »

Q: Which version of Windows does this mod work for?

A: Both Windows 10 and Windows 11, as the GoG version of Armada works on both, but please patch to Armada 1.3 for the wide screen support
Image
User avatar
warreng123
Cadet 2nd Year
Cadet 2nd Year
Posts: 33
Joined: Thu Apr 22, 2021 2:13 pm
Contact:

Re: Future Tense Q&A plus bug fixing

Post by warreng123 »

Ill continue to post here if other things come up
Image
User avatar
MrVulcan
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 661
Joined: Fri Apr 25, 2003 2:00 am
Location: TO CA

Re: Future Tense Q&A plus bug fixing

Post by MrVulcan »

Had a quick play, brings back memories, lol. Itching to jump into modding, but it'll be one handed as I have a kid in the other hand. lol. If I do anything, it'll be a GUI rescale to match some higher screen resolution. Maybe target 1080p by default. Just have to change the gui_cfg files for that in misc, afaik.

Bug report? Do you know whether the sound tracks were deliberately removed for Feds, Roms, and Sernaix? The wav files are still being distributed, but the odf files for those races don't include the soundtracks.

Also, were you planning to redo any of the maps? The idea was to turn down the lights (or at lease, angle the light more horizontal for dramatic lighting), and use map light objects on top of glowing map objects (moons, nebula, etc). The ships will reflect that map light when passing those objects. A bit involved to redo all maps, but at least the few that were included in the distribution. I might also look into this if you're not sure.

MrV
User avatar
warreng123
Cadet 2nd Year
Cadet 2nd Year
Posts: 33
Joined: Thu Apr 22, 2021 2:13 pm
Contact:

Re: Future Tense Q&A plus bug fixing

Post by warreng123 »

MrVulcan wrote: Sun Mar 09, 2025 2:29 pm Had a quick play, brings back memories, lol. Itching to jump into modding, but it'll be one handed as I have a kid in the other hand. lol. If I do anything, it'll be a GUI rescale to match some higher screen resolution. Maybe target 1080p by default. Just have to change the gui_cfg files for that in misc, afaik.

Bug report? Do you know whether the sound tracks were deliberately removed for Feds, Roms, and Sernaix? The wav files are still being distributed, but the odf files for those races don't include the soundtracks.

Also, were you planning to redo any of the maps? The idea was to turn down the lights (or at lease, angle the light more horizontal for dramatic lighting), and use map light objects on top of glowing map objects (moons, nebula, etc). The ships will reflect that map light when passing those objects. A bit involved to redo all maps, but at least the few that were included in the distribution. I might also look into this if you're not sure.

MrV

Yea, I had to route the music back to stock, simply because of more recent DMCA rule changes, we had some movie and tv show music in there that would have been flagged sadly.

as for the maps, im open to that in a mini patch, I was having trouble near release with map creations, for some reason the new multiplayer maps I created would crash the mod, but im open to help with that :)
Image
thedale15
Cadet 1st Year
Cadet 1st Year
Posts: 1
Joined: Thu Aug 21, 2025 10:55 pm

Re: Future Tense Q&A plus bug fixing

Post by thedale15 »

Hello,
I just wanted to say first, I AM SO GLAD TO PLAY THIS! I have wanted to play this mod since i saw it first announced years ago and i never forgot it and was always hoping it would be finished so amazing job!! Second im so out of modding at this point i dont know how to fix my issues anymore lol, im not sure if its me i was playing a multiplay with super team and for some reason i wasn't able to build yard three because it said i needed the research center which i already built so im not sure if there was a coding thing and i can't remember what file the tech trees are in. Im also wondering if its a resolution thing but the button to go to the menu and save and such in multiplayer doesnt show so i have to hard close the game. Am i doing something wrong or is this a resolution thing?
Edit: for some additional information im not playing off the GOG version I am playing off the version using the disk since thats been what ive been playing off since i had the game lol!
Antheius
Cadet 1st Year
Cadet 1st Year
Posts: 1
Joined: Sun Jan 04, 2026 4:55 pm

Re: Future Tense Q&A plus bug fixing

Post by Antheius »

Dear Future Tense Developers,
Love the Future Tense Mod, the Details are Amazing. In fact, my son and I want to make it are primary mod to play from in multiplayer.
Let me repeat myself, the details are Amazing!
I can also tell a lot of work went into this. The size of this mod is 2x bigger than other mods, and it shows up in the graphics and gameplay.
Small glitch I discovered. When ships are low on health and I want to send them in for repairs. The old armada AI would say sending to the nearest repair facility. The Ships would then go to the nearest shipyard or Battle base that was equipped to repair them.
Future Tense, Does not send ships to the nearest ship yard and the ships will pass up several ship yards and stations and go back to the original star base for repairs. I have built multiply ship yards and bases, but they just cruise right by them.
PS: I could be overlooking something as well.
While playing strategy and taking over territory, I like to have a small ship yard nearby to have ships get to closely, to repair themselves.

Any advice on how to fix this would be greatly appreciated.

Sincerely, Star Trek Armada Player Antheius
:D

After some testing on Fed & Klingon ships :
Repair only works on the nearest:
1. Klingon Star base
2. Support Facility
3. Federation Shipyard II

Does not work on the following:
1. Federation Star base
2. Federation outpost
3. Federation Shipyard 1
4. Federation Shipyard 3
User avatar
warreng123
Cadet 2nd Year
Cadet 2nd Year
Posts: 33
Joined: Thu Apr 22, 2021 2:13 pm
Contact:

Re: Future Tense Q&A plus bug fixing

Post by warreng123 »

Antheius wrote: Sun Jan 04, 2026 5:03 pm Dear Future Tense Developers,
Love the Future Tense Mod, the Details are Amazing. In fact, my son and I want to make it are primary mod to play from in multiplayer.
Let me repeat myself, the details are Amazing!
I can also tell a lot of work went into this. The size of this mod is 2x bigger than other mods, and it shows up in the graphics and gameplay.
Small glitch I discovered. When ships are low on health and I want to send them in for repairs. The old armada AI would say sending to the nearest repair facility. The Ships would then go to the nearest shipyard or Battle base that was equipped to repair them.
Future Tense, Does not send ships to the nearest ship yard and the ships will pass up several ship yards and stations and go back to the original star base for repairs. I have built multiply ship yards and bases, but they just cruise right by them.
PS: I could be overlooking something as well.
While playing strategy and taking over territory, I like to have a small ship yard nearby to have ships get to closely, to repair themselves.

Any advice on how to fix this would be greatly appreciated.

Sincerely, Star Trek Armada Player Antheius
:D

After some testing on Fed & Klingon ships :
Repair only works on the nearest:
1. Klingon Star base
2. Support Facility
3. Federation Shipyard II

Does not work on the following:
1. Federation Star base
2. Federation outpost
3. Federation Shipyard 1
4. Federation Shipyard 3
Ill have to look at that, as it might be that when I reviving the mod in 2024, i might not have made sure all the yards had a Repair port code in the odf, so its something I can look at after my next patch of my current modding project :)

Glad you are enjoying it, im glad I was able to come back, get the keys from Adam, and finish the mod :)
Image
Post Reply