Search found 66 matches

by Final Run
Thu Mar 21, 2024 4:43 pm
Forum: General Modding Information/Questions
Topic: Any easy way to adjust ground combat level of TT's?
Replies: 1
Views: 88

Any easy way to adjust ground combat level of TT's?

Say If I wanted another level of troop transport (as an upgrade or stand-alone) how might one go about actually increasing the base ground combat level of the transport?
UE can (thankfully) let you edit production level, but GC seems to be a different matter.
by Final Run
Mon Mar 18, 2024 9:05 pm
Forum: Finishing a new ship pack
Topic: Ship compatibility (UDM, Vanilla)
Replies: 15
Views: 339

Re: Ship compatibility (UDM, Vanilla)

Note; I just tested and that release has major bug importing models :shock: Something did not feel not quite right with it after the sixth try or so, I knew at last that time I paid much attention to making sure both mods were in hte same res. Though flocke did try to warn me about the last officia...
by Final Run
Sat Mar 16, 2024 9:52 pm
Forum: Finishing a new ship pack
Topic: Ship compatibility (UDM, Vanilla)
Replies: 15
Views: 339

Re: Ship compatibility (UDM, Vanilla)

I guess I'll follow up on this at some point. I used UE to convert to 16 bit tga and I also made sure that both UDM and vanilla are installed at the exact same resolution, so it probably that the fact that I uploaded tga to the ship pack zip files that caused me trouble. Thanks for the pointing that...
by Final Run
Sat Mar 16, 2024 9:21 pm
Forum: Finishing a new ship pack
Topic: Ship compatibility (UDM, Vanilla)
Replies: 15
Views: 339

Re: Ship compatibility (UDM, Vanilla)

This was before I updated to the latest version of UE, if that is a significant detail at all. Last release as far I recall had major issues for ship import & export. Which is why I got convinced to overwork all the ship model related code. Rather don't mess with the old version, but follow bui...
by Final Run
Sat Mar 16, 2024 9:19 pm
Forum: Finishing a new ship pack
Topic: Ship compatibility (UDM, Vanilla)
Replies: 15
Views: 339

Re: Ship compatibility (UDM, Vanilla)

don't forget you need to create/resize an existing image for when any resolutions is installed. https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?p=47791#p47791 Do I add the necessary files directly to the ship-pack or would you add it to mod first and create a fresh shippack? The form...
by Final Run
Sat Mar 16, 2024 6:06 pm
Forum: Finishing a new ship pack
Topic: Ship compatibility (UDM, Vanilla)
Replies: 15
Views: 339

Re: Ship compatibility (UDM, Vanilla)

I also was planning to re designate some of them to replace a few vanilla models, but I've not gotten to that yet at the time. Would it be as easy just selecting the new ships on the left in UE's shippack opener and just swapping out a vanilla model for a udm one. This was before I updated to the l...
by Final Run
Sat Mar 16, 2024 8:18 am
Forum: Finishing a new ship pack
Topic: Ship compatibility (UDM, Vanilla)
Replies: 15
Views: 339

Re: Ship compatibility (UDM, Vanilla)

Yes, in ultimate editor to extract a few models (udm galaxy, nebula, a few others), If I recall clearly, it was when tried to add one of them as new ship entirely. The game would not even start afterwards, HA. I was playing with the idea of giving the vanilla major races a command cruiser for the ea...
by Final Run
Thu Mar 14, 2024 11:59 pm
Forum: Finishing a new ship pack
Topic: Ship compatibility (UDM, Vanilla)
Replies: 15
Views: 339

Ship compatibility (UDM, Vanilla)

Had some trouble bringing UDM ship models to vanilla and vice versa. There is extra steps but I do not remember them.

Perhaps answered before but I've not found the older thread(s)
by Final Run
Sun Feb 25, 2024 2:25 pm
Forum: General Modding Information/Questions
Topic: UE and adding more tech levels
Replies: 3
Views: 80

UE and adding more tech levels

Say, if you wanted to increase the tech levels to twelve-- for example, could you do that with just UE? New descriptions would need to written of course, but what else?

Edit: recently looked at some other mods that feature extended tech, they do have a patch :!:
by Final Run
Mon Feb 12, 2024 1:12 am
Forum: Monster Editing Info
Topic: Monster Editing Info
Replies: 48
Views: 26992

Re: Monster Editing Info

So I managed to change my keys and turn on map vision. Loaded vanilla with only planet killer added and found it roaming around turn 97. The battle preview window still has the Dommsday Machine listed as Crystalline entity, and I think it's loading the wrong texture for it's appearance (purple gomtu...
by Final Run
Sat Feb 10, 2024 5:39 pm
Forum: Monster Editing Info
Topic: Monster Editing Info
Replies: 48
Views: 26992

Re: Monster Editing Info

I've played 12 or so games in SP and MP (usually 100-150 turns each) in Rai MP mod with randoms on and nobody ever seeing it once That might be not enough for the BotF random monster code. Every serious mod developer needs -Mudd F11 for diagnostics. considerably. Things would be a lot easier for su...
by Final Run
Fri Feb 09, 2024 4:59 pm
Forum: Monster Editing Info
Topic: Monster Editing Info
Replies: 48
Views: 26992

Re: Monster Editing Info

does this happen in single player or only MP games? (might have a code issue in MP) note; doomsday model uses vanilla "TEMP" phaser slot. Considering I've played 12 or so games in SP and MP (usually 100-150 turns each) in Rai MP mod with randoms on and nobody ever seeing it once, I'd say ...
by Final Run
Fri Feb 09, 2024 12:24 am
Forum: Monster Editing Info
Topic: Monster Editing Info
Replies: 48
Views: 26992

Re: Monster Editing Info

So first tried adding it with a fresh vanilla game from the 2.0.3 installer. Unfortunately did not work. I've not looked into shiplist.sst (don't know how to open the file after extraction), but I have no other ideas as to what could be preventing it from showing so maybe that is the problem. I've i...
by Final Run
Wed Feb 07, 2024 10:06 pm
Forum: Monster Editing Info
Topic: Monster Editing Info
Replies: 48
Views: 26992

Re: Adding the Planet Killer

Omission broken/unfinished feature fix wrt. the Doomsday Machine files in stbof.res (cone.hob / gif) monster raceID 25h reads lexicon entry 205 'the crystal entity' change to -> 'Alien Entity' shiplist.sst entry of crystal -> 'Unknown Lifeform' change to -> 'Crystal Lifeform' I wanted to note my in...
by Final Run
Wed Jan 31, 2024 10:12 pm
Forum: General Modding Information/Questions
Topic: What does Ship Agility do exactly?
Replies: 11
Views: 785

Re: What does Ship Agility do exactly?

Vanilla default is 60 degree forward torpedo arc all ships, stations and monster. ECM adds: - all Strike cruiser & Stations 360 degree torpedo arc (all directions) + some monsters? (I don't recall right now) - all other cruiser (except K'vort) extra 45 degree aft (so you can't 'camp' behind AI ...

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