Topic: OP+ 4.1 -- Release Post  (Read 12725 times)

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Offline FireSoul

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OP+ 4.1 -- Release Post
« on: June 05, 2011, 03:24:18 pm »
Hello everyone,

I am happy to present to you OP+ 4.1, the continued and updated mod to SFC-OP. It represents about 11Months of work and testing, and is, in my own opinion, the best OP+ release yet.

Please take a moment to review the Changes and the FAQ pages of the OP+ site.. it explains just about any changes or updates applied within this mod. Also, do yourself a favour! Try out the included "Andros!" cooperative multiplayer mission (can be played solo).. I dare ya all to play at level 'E' on the first try. ;)


Download: http://klingon.pet.dhs.org/OP_plusrefit/opplus_41_models_20110605125637.exe

OP+ Site: http://klingon.pet.dhs.org/OP_plusrefit/
Changes: http://klingon.pet.dhs.org/mediawiki/index.php?title=OP%2B_Contents_and_Changes#OP.2B_4.1_Changes

For more info:
Old development thread: http://www.dynaverse.net/forum/index.php/topic,163390750.0.html


-- FireSoul


Author: OP+ Mod
Maintainer: Coopace
Author: Fests+ for OP
Creator: SFC-OP Mini Updater
Maintainer: SFC-EAW for OP Campaigns
Kitbash: SFC2 models

Offline Tus-XC

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Re: OP+ 4.1 -- Release Post
« Reply #1 on: June 05, 2011, 07:34:38 pm »
Sweet :)... now to fiddle w/ it a bit to get my old models back into play ;).  Thanks!
Rob

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Offline Age

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Re: OP+ 4.1 -- Release Post
« Reply #2 on: June 06, 2011, 07:56:21 am »
I don't think that swappper is going to work with the Mod Chooser and it is in Pestalence's Enhancement Pack.I use it to to chooser in between mods.You can give it try FS just customize fighterlist to make it easy on you.

http://www.dynaverse.net/downloads.php?id=40&game=SFC2%20OP#download

Offline Capt Jeff

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Re: OP+ 4.1 -- Release Post
« Reply #3 on: June 06, 2011, 09:40:26 am »
Excellent !!    Thanks for your hard work.   Can't wait to try it out!
Capt Jeff

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Offline FireSoul

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Re: OP+ 4.1 -- Release Post
« Reply #4 on: June 06, 2011, 12:51:12 pm »
I don't think that swappper is going to work with the Mod Chooser and it is in Pestalence's Enhancement Pack.I use it to to chooser in between mods.You can give it try FS just customize fighterlist to make it easy on you.

http://www.dynaverse.net/downloads.php?id=40&game=SFC2%20OP#download


That's fine. It was created late in the game so that people can test 4.1 without uninstalling 4.0. You don't have to install it if you don't want it either.


Author: OP+ Mod
Maintainer: Coopace
Author: Fests+ for OP
Creator: SFC-OP Mini Updater
Maintainer: SFC-EAW for OP Campaigns
Kitbash: SFC2 models

Offline Age

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Re: OP+ 4.1 -- Release Post
« Reply #5 on: June 06, 2011, 09:21:12 pm »
I don't think that swappper is going to work with the Mod Chooser and it is in Pestalence's Enhancement Pack.I use it to to chooser in between mods.You can give it try FS just customize fighterlist to make it easy on you.

http://www.dynaverse.net/downloads.php?id=40&game=SFC2%20OP#download


That's fine. It was created late in the game so that people can test 4.1 without uninstalling 4.0. You don't have to install it if you don't want it either.
I like it but I had to uninstall 4.0 to install 4.1.I am currently using this one
Release Candidate 4 Download: http://klingon.pet.dhs.org/OP_plusrefit/opplus_41_models_20110530204744.exe
is this one still ok.

I ma not sure how this one will work with swapper along with the chooser.

Offline Lono

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Re: OP+ 4.1 -- Release Post
« Reply #6 on: June 07, 2011, 09:49:12 am »
w000t!!!

USA! USA! USA!

 ;D ;D ;D ;D ;D

THX!!!!!!!

Offline Libernati156

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Re: OP+ 4.1 -- Release Post
« Reply #7 on: June 07, 2011, 11:13:35 am »
I've got the 4.1 installed and it works great. Just one question: could I take the ship's list from this update and all the models and replace the models/shiplist in EAW with these? I really want these models and SSDs in EAW as EAWs graphics display so much better than inside OP.

Thanks.
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Offline Age

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Re: OP+ 4.1 -- Release Post
« Reply #8 on: June 07, 2011, 06:51:55 pm »
I've got the 4.1 installed and it works great. Just one question: could I take the ship's list from this update and all the models and replace the models/shiplist in EAW with these? I really want these models and SSDs in EAW as EAWs graphics display so much better than inside OP.

Thanks.
No I am afraid you can't as the arcs are different is both game so it might crash.

Offline FireSoul

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Re: OP+ 4.1 -- Release Post
« Reply #9 on: June 07, 2011, 07:09:26 pm »
I've got the 4.1 installed and it works great. Just one question: could I take the ship's list from this update and all the models and replace the models/shiplist in EAW with these? I really want these models and SSDs in EAW as EAWs graphics display so much better than inside OP.

Thanks.
No I am afraid you can't as the arcs are different is both game so it might crash.

You could do it on a case-by-case basis.. but..
yea.. arcs.. # of ships per class  (limit of 64!).. the andro weapons won't work.. (TRBL/TRBH).. pirate races all different.
Come to think of it, game UIs may be different too!


Author: OP+ Mod
Maintainer: Coopace
Author: Fests+ for OP
Creator: SFC-OP Mini Updater
Maintainer: SFC-EAW for OP Campaigns
Kitbash: SFC2 models

Offline Libernati156

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Re: OP+ 4.1 -- Release Post
« Reply #10 on: June 07, 2011, 07:38:02 pm »
Thanks for the feedback. Too bad. EAW just looks so much better than the blocky look of OP. Of course, having a SFB/SFC update that gives us the graphics possible in today's video cards would be the holy grail. I really like how the OP game now REALLY plays like the board game (with your new OP upgrade installed). I notice its much easier to win in EAW than it is now to do the same thing in OP. Looking forward to seeing what ever becomes of SFC4. Hope they go more towards the SFB material than away from it. And include the Tholians.

BTW: Something I've been wondering. I know both these games have a model file for the legendary Doomsday Machine inside it. WHEN do you ever encounter this beast? Do you have to win some unlock code or something? I want to battle the Doomsday Machine.

Keep up the good work.
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Offline FireSoul

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Re: OP+ 4.1 -- Release Post
« Reply #11 on: June 07, 2011, 10:28:45 pm »
Thanks for the feedback. Too bad. EAW just looks so much better than the blocky look of OP. Of course, having a SFB/SFC update that gives us the graphics possible in today's video cards would be the holy grail. I really like how the OP game now REALLY plays like the board game (with your new OP upgrade installed). I notice its much easier to win in EAW than it is now to do the same thing in OP. Looking forward to seeing what ever becomes of SFC4. Hope they go more towards the SFB material than away from it. And include the Tholians.

BTW: Something I've been wondering. I know both these games have a model file for the legendary Doomsday Machine inside it. WHEN do you ever encounter this beast? Do you have to win some unlock code or something? I want to battle the Doomsday Machine.

Keep up the good work.

It would need a mission coded for it, which is a C++ piece of code. This mission would have to be compiled with OP's build environment (or EAW's for EAW) with good ol' visual studio 6.


Author: OP+ Mod
Maintainer: Coopace
Author: Fests+ for OP
Creator: SFC-OP Mini Updater
Maintainer: SFC-EAW for OP Campaigns
Kitbash: SFC2 models

Offline Age

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Re: OP+ 4.1 -- Release Post
« Reply #12 on: June 08, 2011, 02:03:35 am »
What about my question in my post?No.6

Offline FireSoul

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Re: OP+ 4.1 -- Release Post
« Reply #13 on: June 08, 2011, 11:48:44 am »
What about my question in my post?No.6

Age, the swapper is unimportant. Just don't install it when you choose to install OP+ 4.1.
It was a compromise for those who didn't want to uninstall 4.0.


Author: OP+ Mod
Maintainer: Coopace
Author: Fests+ for OP
Creator: SFC-OP Mini Updater
Maintainer: SFC-EAW for OP Campaigns
Kitbash: SFC2 models

Offline Libernati156

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Re: OP+ 4.1 -- Release Post
« Reply #14 on: June 08, 2011, 04:10:07 pm »
Interesting. So Taldren included the planet killer in the game but coded no scenarios for the game to summon it. That's retarded. Why would they do that?
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Offline Lieutenant_Q

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Re: OP+ 4.1 -- Release Post
« Reply #15 on: June 08, 2011, 04:40:48 pm »
Because it was left over from the missions in SFC1.  The Federation Missions culminated with a doomsday device attack on Earth.  I think every model in SFC1 got moved over to SFC2 for release, saved them effort at having to remake the models.
"Your mighty GDI forces have been emasculated, and you yourself are a killer of children.  Now of course it's not true.  But the world only believes what the media tells them to believe.  And I tell the media what to believe, its really quite simple." - Kane (Joe Kucan) Command & Conquer Tiberium Dawn (1995)

Offline Klingon Fanatic

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Re: OP+ 4.1 -- Release Post
« Reply #16 on: June 09, 2011, 05:57:05 am »
Because it was left over from the missions in SFC1.  The Federation Missions culminated with a doomsday device attack on Earth.  I think every model in SFC1 got moved over to SFC2 for release, saved them effort at having to remake the models.

Tracey G over at the mission scripting forum has made a doomsday machine mission for SFC: OP based on the TOS episode. While it was not customizable at the load up like the Coop Ace 4.0, I was able to play the mission as a Klingon and Romulan by editing a copy of one of the campaign scripts.

I have to find that mission myself.

I want to play a SFC1 Repair Roundevous mission in OP+.
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Offline Libernati156

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Re: OP+ 4.1 -- Release Post
« Reply #17 on: June 09, 2011, 01:16:28 pm »
Question: couldn't the generic monster scenario in the game be modified to include the DDMachine when it randomly picks the possible monsters to launch against you when you enter the scenario?
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Offline Lieutenant_Q

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Re: OP+ 4.1 -- Release Post
« Reply #18 on: June 09, 2011, 02:31:52 pm »
No, there's something in the Shiplist (its either listed as special, or restricted) that prevents it from being randomly selected.
"Your mighty GDI forces have been emasculated, and you yourself are a killer of children.  Now of course it's not true.  But the world only believes what the media tells them to believe.  And I tell the media what to believe, its really quite simple." - Kane (Joe Kucan) Command & Conquer Tiberium Dawn (1995)

Offline FireSoul

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Re: OP+ 4.1 -- Release Post
« Reply #19 on: June 09, 2011, 09:44:50 pm »
I apologize if the following words may sound harsh. I am merely being truthful and trying to shake some things up.


This is a very small community of players now. I __strongly__ recommend attempting to the things you want to have yourselves... because no one will likely do it for you. It's entirely worth it.

-- FS


Author: OP+ Mod
Maintainer: Coopace
Author: Fests+ for OP
Creator: SFC-OP Mini Updater
Maintainer: SFC-EAW for OP Campaigns
Kitbash: SFC2 models

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Re: OP+ 4.1 -- Release Post
« Reply #20 on: June 09, 2011, 10:35:20 pm »
I've put together a document in the hopes that it might help some of you get started on SFC missions. It's not much, and some of the requirements are difficult to meet, but I am hopeful that this will save you much time.

http://klingon.pet.dhs.org/mediawiki/index.php?title=How_to_compile/build_SFC2_EAW_or_OP_Missions

-- FS


Author: OP+ Mod
Maintainer: Coopace
Author: Fests+ for OP
Creator: SFC-OP Mini Updater
Maintainer: SFC-EAW for OP Campaigns
Kitbash: SFC2 models

Offline Libernati156

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Re: OP+ 4.1 -- Release Post
« Reply #21 on: June 10, 2011, 09:02:40 am »
I agree. I've done some programming and have the mind for it.

SFC has been the best, closest thing to a real computer simulation of our beloved SFB. But it's not pure SFB. My personal aim is to program as near as a pure SFB as I'm capable. I'm thinking about using DarkBasic to program the game. The models part of it is already done. This community has done that right in so many ways. Still need the Tholians.

I saw the reference to Star Trek: Excaliber. I submit that a Star Trek tactical level simulation based on SFB is never going to materialize unless the coder-fans do it themselves as an open source project. SFC4 will never come to fruition. If it does, that'll probably be the day after pigs fly.

I don't visit here much anymore but just happened by to find the OP upgrade. It's a great piece of work and love what it's done for my OP game.
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Offline Age

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Re: OP+ 4.1 -- Release Post
« Reply #22 on: June 10, 2011, 09:52:04 am »
FireSoul please make an installer without the swapper as it is having problems loading anything.I don't think you know this but the Shiplist Chooser is piece of software in it self which your swapper is corrupting it.I have my own mods I want to install that is unless Frey can get a hold Pestalence in here.

Quote
Mod Chooser - Removing a currently installed Mod

1) Launch Mod Chooser and make sure that your game is in the Taldren Game mode.

2) Go inside the SFCOP Mod Chooser folder located inside your Orion Pirates game directory

3) Open your Filedata.ini file using notepad.

4) Look under the [Names] section and find the name of the mod in which you are going to remove. Remember the CMod# that is assigned to the name of the Mod in which you are removing.

5) Look up to find [Shiplist_Files_Sizes] and [Ftrlist_Files_Sizes]. find the CMod# listed that corresponds to the Mod that you are removing. Set the values of only that CMod# to equal 0.

6) Go down this file and find the section listed as [CMod#] (where # is the same number as the Mod you are removing as found in step 4 and set all values to False.

7) Close and save the Filedata.ini

8) Go inside the Bin folder and go inside the CMod folder corresponding to the Mod you wish to remove as found in step 4.

9) Delete all files inside the GFs, Models, Mouse, Sounds, Specs, Strings, and Textures folders while keeping the GFs, Models, Mouse, Sounds, Specs, Strings, and Textures folders themselves. Each of these folders need to be present but empty.

You now have an Empty Mod Slot.
Taken from here http://www.dynaverse.net/forum/index.php/topic,163378640.60.html

Please I don't ask much from you but only this as you can see the chooser can do it itself no need for the swapper.

Then there is this.

http://www.dynaverse.net/forum/index.php/topic,163348796.0.html

Offline FireSoul

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Re: OP+ 4.1 -- Release Post
« Reply #23 on: June 10, 2011, 10:32:47 am »

Then just don't install the shiplist swapper. It's an installer option you can turn off with a click of your mouse.

Nevermind, there's no such option.


Age: no promises as to if/what/when I'll do something this.


« Last Edit: June 10, 2011, 10:43:01 am by FireSoul »


Author: OP+ Mod
Maintainer: Coopace
Author: Fests+ for OP
Creator: SFC-OP Mini Updater
Maintainer: SFC-EAW for OP Campaigns
Kitbash: SFC2 models

Offline Age

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Re: OP+ 4.1 -- Release Post
« Reply #24 on: June 10, 2011, 06:16:42 pm »
OK..I had no choice but to use the one with out the swapper all works fine.I have other Mod installed in OP as well like Stray's Tavern.

Offline FireSoul

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Re: OP+ 4.1 -- Release Post
« Reply #25 on: June 11, 2011, 12:24:06 am »
OK..I had no choice but to use the one with out the swapper all works fine.I have other Mod installed in OP as well like Stray's Tavern.

Age, what are you talking about? The swapper has nothing to do with the mod itself, except that it's included. If you installed a copy with it but never used it, I don't see how it affects anything else.

..  *shrug*. Well, it doesn't matter. I've updated the installer anyway, where the swapper is indeed optional now.

-- FS


Author: OP+ Mod
Maintainer: Coopace
Author: Fests+ for OP
Creator: SFC-OP Mini Updater
Maintainer: SFC-EAW for OP Campaigns
Kitbash: SFC2 models

Offline Age

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Re: OP+ 4.1 -- Release Post
« Reply #26 on: June 12, 2011, 02:20:29 am »
Thanks FireSoul.

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Re: OP+ 4.1 -- Release Post
« Reply #27 on: June 16, 2011, 11:53:00 pm »
I found a bug myself, through enough personal gameplay to notice it: BeastRaiders monsters do not have any Boarding Parties. In other words, if you play on the D2 (single player or not) and send 1 single BP over, you capture it almost immediately. It doesn't help that most monsters do not have shields.

I have written a test (which will prevent me from releasing a new OP+ unless fixed) to detect the issue. It lists a few other units that don't have BPs in SFB (tho they can make BPs by converting crew).

Here's the output, for the curious:

# ship B-AML: BP base is 0!
# ship B-AML: BP max is 0!
# ship B-AMM: BP base is 0!
# ship B-AMM: BP max is 0!
# ship B-AMS: BP base is 0!
# ship B-AMS: BP max is 0!
# ship B-MTL: BP base is 0!
# ship B-MTL: BP max is 0!
# ship B-MTM: BP base is 0!
# ship B-MTM: BP max is 0!
# ship B-MTS: BP base is 0!
# ship B-MTS: BP max is 0!
# ship B-SGL: BP base is 0!
# ship B-SGL: BP max is 0!
# ship B-SGM: BP base is 0!
# ship B-SGM: BP max is 0!
# ship B-SGS: BP base is 0!
# ship B-SGS: BP max is 0!
# ship B-SSL: BP base is 0!
# ship B-SSL: BP max is 0!
# ship B-SSM: BP base is 0!
# ship B-SSM: BP max is 0!
# ship B-SSS: BP base is 0!
# ship B-SSS: BP max is 0!
# ship F-FDX: BP base is 0!
# ship F-FDX: BP max is 0!
# ship F-FXX: BP base is 0!
# ship F-FXX: BP max is 0!
# ship F-Lux: BP base is 0!
# ship F-Lux: BP max is 0!
# ship M-AML: BP base is 0!
# ship M-AML: BP max is 0!
# ship M-AMM: BP base is 0!
# ship M-AMM: BP max is 0!
# ship M-AMS: BP base is 0!
# ship M-AMS: BP max is 0!
# ship M-DMD: BP base is 0!
# ship M-DMD: BP max is 0!
# ship M-DML: BP base is 0!
# ship M-DML: BP max is 0!
# ship M-DMM: BP base is 0!
# ship M-DMM: BP max is 0!
# ship M-DMS: BP base is 0!
# ship M-DMS: BP max is 0!
# ship M-INT: BP base is 0!
# ship M-INT: BP max is 0!
# ship M-MTL: BP base is 0!
# ship M-MTL: BP max is 0!
# ship M-MTM: BP base is 0!
# ship M-MTM: BP max is 0!
# ship M-MTS: BP base is 0!
# ship M-MTS: BP max is 0!
# ship M-SGL: BP base is 0!
# ship M-SGL: BP max is 0!
# ship M-SGM: BP base is 0!
# ship M-SGM: BP max is 0!
# ship M-SGS: BP base is 0!
# ship M-SGS: BP max is 0!
# ship M-SSL: BP base is 0!
# ship M-SSL: BP max is 0!
# ship M-SSM: BP base is 0!
# ship M-SSM: BP max is 0!
# ship M-SSS: BP base is 0!
# ship M-SSS: BP max is 0!
# ship N-SH: BP base is 0!
# ship N-SH: BP max is 0!
not ok 44 - crew values are sane.
#   Failed test 'crew values are sane.'
#   at ./tests.t line 4702.


Author: OP+ Mod
Maintainer: Coopace
Author: Fests+ for OP
Creator: SFC-OP Mini Updater
Maintainer: SFC-EAW for OP Campaigns
Kitbash: SFC2 models

Offline Lieutenant_Q

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Re: OP+ 4.1 -- Release Post
« Reply #28 on: June 17, 2011, 12:44:28 am »
Well I seem to remember that something in the game code prevents beaming to any monster ship.  So the only issue is for the Beast Raider ships.
"Your mighty GDI forces have been emasculated, and you yourself are a killer of children.  Now of course it's not true.  But the world only believes what the media tells them to believe.  And I tell the media what to believe, its really quite simple." - Kane (Joe Kucan) Command & Conquer Tiberium Dawn (1995)

Offline Age

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Re: OP+ 4.1 -- Release Post
« Reply #29 on: June 20, 2011, 02:11:26 am »
I went back to 4.0 when I dled it and installed it the swapper was still in it.I know this is one of your best FS but I can't use it with the swapper sorry.

Offline FireSoul

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Re: OP+ 4.1 -- Release Post
« Reply #30 on: June 20, 2011, 03:27:49 pm »
I went back to 4.0 when I dled it and installed it the swapper was still in it.I know this is one of your best FS but I can't use it with the swapper sorry.

Age, I don't think you understand that the swapper is completely optional and auxiliary.  I don't know why it's still on your disk, but if it bugs you just delete it.

*shrug* I give up. Please continue to have fun with 4.0: it's decent enough.


Author: OP+ Mod
Maintainer: Coopace
Author: Fests+ for OP
Creator: SFC-OP Mini Updater
Maintainer: SFC-EAW for OP Campaigns
Kitbash: SFC2 models

Offline Tus-XC

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Re: OP+ 4.1 -- Release Post
« Reply #31 on: June 21, 2011, 12:06:10 pm »
if you are using the mod chooser your other mods will not be affected.  This is because the mod chooser keeps a backup of all file assciated with a mod (to an extent).
« Last Edit: June 22, 2011, 12:57:05 am by Tus-XC »
Rob

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Offline Starfox1701

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Re: OP+ 4.1 -- Release Post
« Reply #32 on: June 22, 2011, 06:30:14 am »

Offline IndyShark

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Re: OP+ 4.1 -- Release Post
« Reply #33 on: June 22, 2011, 07:18:18 pm »
Cool, thanks Firesoul!

Offline Age

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Re: OP+ 4.1 -- Release Post
« Reply #34 on: June 23, 2011, 08:45:29 pm »
if you are using the mod chooser your other mods will not be affected.  This is because the mod chooser keeps a backup of all file assciated with a mod (to an extent).
It maybe but I am getting runtime error 70 permission denied on both xp and 7.

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Re: OP+ 4.1 -- Release Post
« Reply #35 on: June 23, 2011, 10:03:30 pm »
It's been years since I worked on the Mod Chooser, but the most common cause for that was a file set as read only.

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Re: OP+ 4.1 -- Release Post
« Reply #36 on: June 24, 2011, 01:59:00 pm »
Make a new thread for this and I will defiantly try to help you. This thread should be left alone for the op+ 4.1 mod.

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Re: OP+ 4.1 -- Release Post
« Reply #37 on: June 29, 2011, 02:58:05 pm »
You would just replace your G-rack with a 2x photon launcher.

To the rest how do you get your chooser to work with the swapper with out getting the error code.

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Re: OP+ 4.1 -- Release Post
« Reply #38 on: June 29, 2011, 03:16:37 pm »
question, if I wanted to convert a ship carrying drones into just carry photon torpedoes; what would be the proper balanced conversion, meaning, one photon is how many drones and visa versa...

Adam


1st: is the drone front facing? consider the arc of the drone. They are normally 360-degree weapon and it isn't in a place right for a photon torpedo tube.

2nd: it'd be about 1-for-1 if it's a in a good place for a replacement. a Photon is about the same BPV as a good ol' B rack with 2 reloads. It's 1 or 2 BPV less than a DroneG rack.


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Offline Lieutenant_Q

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Re: OP+ 4.1 -- Release Post
« Reply #39 on: June 30, 2011, 01:02:13 am »
There's two things to pay attention to, the arc question is one.  They both have different costs.  Drones have a limited quantity, but are power free.  Photons are unlimited, but have a (quite heavy) power cost.

So if you were to convert (in an extreme example) a K-D6D to a Photon Chucker.  You'd be replacing six Type B racks with six Photons.  Not even taking into consideration their firing arcs for a second, you would completely smash the power curve of the D6D by adding the 12 points of power hungry photons.  I don't recall off hand just how much power the D6D has (but I want to say its 26)  Obviously Overloading them all at the same time is out of the question.  To retain the same characteristics of the D6D with the new armament, you'd need to add power to the ship to compensate.  How much power you add would be to your tastes, and what you're trying to accomplish.  I do remember a Chris Jones Mod for EAW that incorporated a lot of TNG designs, these ships had so much power to burn, you had every system on, and to max, and you still were cruising at 25-30.  It was kinda fun, but also at the same time, kinda boring.  It was neat to fly by and be able to use everything just because you COULD, but at the same time, you didn't have to make the interesting choices that make SFC the game that it is. (Do I divert all power to phasers, or do I try to load a photon? cuz I don't have enough to do both)
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Re: OP+ 4.1 -- Release Post
« Reply #40 on: June 30, 2011, 01:49:47 am »
Thanks so much, the truth is I want to add TNG ships to your 4.1, but I would love to keep the ships as balanced as possible, I was researching some sfb sites that have TNG ssds n info but I don't know how reliable they are...

Adam
You know it would just be best to get Stray's Tavern server as it has all TNG ships.I don't know if you can add any other ships to OP+4.1.I wouldn't as a respect to FireSoul hard work on this as he knows I customize a few of them.

The K-D6D has about 36 total power to it so it could over load photons although all you need is 2 to equal that of disruptor 3.

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Re: OP+ 4.1 -- Release Post
« Reply #41 on: July 10, 2011, 08:51:37 am »
It... it, it's so big! Now on The Forge OP.  :)

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Re: OP+ 4.1 -- Release Post
« Reply #42 on: July 31, 2011, 07:58:12 am »
 Its been so long I forgot how to install these :-[ Im om 4.0 now.

 I have to delete the old game. Reinstall,then install the patch, then the Mod right?? :-[

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Re: OP+ 4.1 -- Release Post
« Reply #43 on: August 01, 2011, 07:26:53 am »
No, no need to delete the game unless you want to start fresh. I just uninstalled 4.0 and installed 4.1 and all seemed fine.

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Re: OP+ 4.1 -- Release Post
« Reply #44 on: August 02, 2011, 04:14:26 am »
 Thanks again Bonk!! :)