T
thunderfoot
Deleted Due to Inactivity
Former MSFC Member
Hello and welcome to MSFC. We are a small and close knitted community who specialises in modding the game Star Trek Armada 2 and the Fleet Operations modification, however we have an open field for discussing a number of topics including movies, real life events and everything in-between.
Being such a close community, we do have some restrictions, including all users required to be registered before being able to post as well as all members requiring to have participated in the community for sometime before being able to download our modding files to name the main ones. This is done for both the protection of our members and to encourage new members to get involved with the community. We also require all new registrations to first be authorised by an Administrator and to also have an active and confirmed email account.
We have a policy of fairness and a non harassment environment, with the staff quick to act on the rare occasion of when this policy is breached. Feel free to register and join our community.
Just a short update. The mod is complete and tests out to do what I wanted it to. All I am waiting on is EAS_Intrepid to finish up the Vipers and a Mining Ship I asked him to do. Worth the wait for quality work, I'd say. Since we currently are on hold for sending in uploads, no real reason to be in a hurry at this point. Hopefully, as soon as I get the SOD files, I can press the upload key about two seconds later. It will be as fast as I can hit said key. I can tell you that.
Spent the day implementing changes and suggestions from kjc733. He started out testing things and then sorta kicked it up a notch. The final version of this is as much his work as mine. So tell him, "Thanks", the next time you see him. The mod is much the better and a lot more polished from all of his hard work and very good advice. He is working hard on build lists for the Colonials at the mo'. Not an easy task when I change the techtree on him every five minutes. He has two qualities I admire in people a lot. Tenacity and flexibility. He has been dead bang serious about this thing almost from the minute I had the idea. He actually told me he was sorry for harping on getting the build lists to work. I find this a refreshing change from the normal way people mod which is a little slower paced. Unitl I met him, I thought I was the only one who'd sit and stare at ODFs and textures for days on end without sleep until I got what I wanted, lol.
The other thing I did today was work out all the bugs in the Assault Marines special weapon, which was originally suggested by EAS_Intrepid and kjc733. Intrepid told me in a round about way I was smart enough to make such a weapon for myself. How can anyone fail when someone else believes in their abilities this much? Turns out he was correct. I am not nearly as dumb as advertised, lol. The Assault Marines special weapon will be found on Colonial battlestars and allows them to board and storm enemy vessels and stations. It also allows the Colonials to recrew a ship during combat ops. It is not a perfect weapon. It still sounds thlInGan during and afterwards. But the ship and station will be Colonial, regardless of what the voice may indicate.
Sounds good, are we ready for the beta phase soon?
the pic frakkin' Rrocks! Thanks again for doing it.
I am EBIL! mua. ha. ha. ha. ha, Baby!
Discovered an oversight which I have corrected. One of the things I wanted to include in this is to make the civilian ships valuable to a player. The set up currently requires a player to build civilian ships to be able to build warships. It is sort of a poor man's techtree. I wanted enemy ships to go after the civvies first since this will work well when the Cylons are brought online. The oversight was not checking the attackPower and intrinsicValue settings in the ODFs. These values were all wrong for nearly every Colonial ship. I have reset the values and just got done trying out a quick battle. A fleet of eight Galaxy class under AI control attacked the Rag Tag Fleet which was under my control. They all began by engaging the nearest civvie ship. Galactica launched Vipers as a screen and then this group swept around from the left flank towrds the enemy fleet. Pegasus Jumped to a spot just behind and high relative to the attackers. The Galaxys would fire on the warships only when attacked by them. As soon as the Colonial warship was neutralized, they resumed attempting to kill every civvie ship in range. This was an effect I wanted from the beginning and now I have it. A Colonial player will have to not just build but also protect his civilian fleet. The civilian ships can Jump away, but the Stock AI will then begin to scout for them along the vector they Jumped. I have not tried this yet with any of the improvements to the AI which Freyr has done, but I can only assume it will work far better than it does right now.
I hope that it is released soon, can't wait to play it!As soon as we hear from Achilles and the uploads issue is sorted out and someone posts here to give us the launch signal, this is sent in exactly one nanosecond after.
They certainly ought to be, considering. lol. It was actually the easiest part to get them to move as I wanted. Just had to watch the Pegasus episode over and over again. The hard part was balancing them so they did not blow everything stock out of the water five minutes after the poor Borg dropped out of warp right on top of them.oh yeah, well the physics were sweet.