Is this mod still alive? I'd really like to fly in an Eta-2!
Is this mod still alive? I'd really like to fly in an Eta-2!
I am so glad people are still modding this game. I come back time to time to play it and great to see this mod is still up and running! Keep up the good work!
You mean the Excelsior? It will arrive with the next release.
The necessary files will be included in the mod. But you can download it form the Fleet Operations forum page. It's among the mods subthread.
On the Fleet Operations forum. It's an unofficial further development of the original Fleet Operations, but all the necessary files will be included in the next Evolution release, so you won't have to do anything extra.
If you would install 4.0 now, it would only crash the mod, so unless you're a fellow modder, I would advise against it.
Hi,
What exactly happens, when you launch the mod? FO won't load it, or it crashes at some point? PM me if you wish, and we'll figure it out.
Yes, I know Aad's works, and the Gorn pack is one of his bests. But only one set of ships aren't enough for any faction.
I didn't try this mod yet, but I definitely give it a try. I have just one question: Did you make steps to counter the snowballing effect in the campaign?
As much as I love this game I can't stand the fact that the only viable strategy is to rush and grab everything you can, otherwise the AI will steamroll you into the ground...
It's great to see that you're still working on this :)
I'm a big fan of the game and your mod as well. Only one question: Is there a way to make things a bit SLOWER in the sandbox mode?
I mean you start with infinite digging teams, a gazillion dollars, and extremely fast R&D, so you the only limitation is how fast you can click..
Is there a way to bring back the old JOPG feeling, when you slowly develop your park?
Wow... I haven't seen a mod for the stock game in ages. I'm glad to see that something is still doing mods for it :)
Well, I just love the Miranda more than the Reliant concept :)
The Surya is the light cruiser from the TOS Era, the one that looks like a Lantree, but with TOS nacelles and saucer.
I know, but there are too many contradictions, that I had to stretch Star Trek "canon" a bit.
The Klingons attacked the Cardassians to conquer them in Deep Space 9 and the Dominion managed to push them out of Cardassian territory and attack the Klingons without violating the borders of anyone else. Not to menbtion that with the Kithomer Accords being null and void at the time, any Klingon ship entering Federation space to contribute towards the war effort would be a direct aggression against the Federation.
According to DS9 the Cardassians should share border with the Klingons, the Federation and even the Romulans.
Not to mention how many issues it would cause to try to combine the official map with Empires & Federation that describes the General War.
Nobody else reported this issue, and I can't reproduce it either, even from a clean install. Can you be more specific, what EXACTLY is happening?
Have you tried the 1.5.1 version? Apparently something wen wrong between the process of archiving the files and downloading it package because many of you had this issue, but it seems to be fixed now.
No it isn't. You just have to research all the technologies necessary to get it.
I would love to do them, they wouldn't even be that difficult because they have basic shapes, but the issue is that they are all unarmed cargo transporters or civilian ships. They don't really have a role in Armada.
Sure I could make them mining freighters, but they would have to be very expensive, something that doesn't fit into the Federation design.
I could PROBABLY make some use of them as cargo freighters if I re-implement trading stations, but I'm not sure that they would fit into that role either. Definitely not all of them.
You have to build an NX Class. It has a special weapon that calls in a Coalition starship to support you.
How exactly this mod works with the Steam version of the game? Do I simply create a folder for the mod and then I can choose it form the mod list, like the Workshop mods?
Regarding the ENT Era ships, I think that the Terrans did not have the capacity to build too many ships. Considering that they had a single shipyard and it took approximately one year to construct an NX Class, I would argue that they had limited time to introduce new designs before the Romulan War. During the War it was unlikely that they would be able to build too many new ships - they already have the NY and NZ Classes - and then they became the Federation and they started to mass-produce Daedaluses.
Thanks for the reports. I've noticed similar issues myself. Unfortunately these crashes have nothing to do with the mod, it's some kind of issue with the engine, probably with the ODF selection or when it tries to do multiple things at the same time with the same game object. I'm sure that something about how the mod works induce these crashes (my best guess currently is the era advancement system) because the stock game doesn't have these issues.
Hello Benkenobi495! In the original design you had to build the different versions of the NX Class to eventually reach the Atlantis variant. I removed this feature for two reasons. First, it was way too much micromanaging and it slowed down Federation progress too much. Second, I decided to remove all "hero" ships from the mod (for now at least), so I could either make the NX-01 NOT a hero ship, or start with NX-02 which also seemed like a bad idea.
It fails to run with a bunch of error codes. It's a shame that such a great concept gets so little support and it works for almost nobody :(
The General War is purely fictional, it appears only in Federation & Empire. Tying it to the actual canon was invented by me and that necessarily has some canon elements.
Thanks for the catch. Nobody else reported this issue and it works perfectly on the computers I tested the mod, but to be sure I'm gonna change the Capella's model to avoid further issues. Just to be sure.
I have to agree with you, but authenticity obliges me to use that sound :)
The easiest way to remove the sound is this:
Locate federation_tosphaser.wav in the .../Mods/Evolution/sounds/effects folder and delete it.
Now copy federation_phaser.wav from the FleetOps/Data/sounds/effects folder, copy into the mod's sounds folder and rename it to federation_tosphaser.wav.
Thank you for the feedback, I'll look into those bugs.
The NX Class was a design choice driven by gameplay reasons. The first five NX ships were all different from each other, each an evolution of the previous one. It doesn't work well if you have both an NX and an NX refit class within the same Era. I designed a system that allows the player to build the NX-01, then the NX-02, 03, 04 and 05, but I decided against using it. It slows down the game's pace too much. Plus all of those ships have quite a history, and I don't want to have any hero ships in the mod (maybe in an expansion later), but it would be silly just making them regular NX ships.
So I decided to be a bit liberal when it comes to the NX Class.
Thank you!
Those bugs will be fixed soon.
You have to copy the Federation Dawn directory into the FleetOps/Data/Mods directory. If you overwrite the original files of FO it won't work properly.
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