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Post by 2x4b524p on May 5, 2005 21:16:51 GMT -5
i just recently downloaded the federation mk1 class ship - and cannot get it to work - i copy the texts appropriately - put the model folder in the models folder as i should - but when i start the game - it doesn't display the ships after where i put it - what is wrong?
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Post by Centurus on May 6, 2005 0:39:52 GMT -5
Are you using either the 531 or 534b patches by any chance?
If you are, then that's your problem. The provided specs only work with the stock install and the 500 patch. It's a simple fix though. If you look at the specs carefully, you'll see all the stock ships with an additional value in their specs. Just add one of your own in the same place.
Use Excel or Notepad to do this.
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Post by 2x4b524p on May 6, 2005 2:25:10 GMT -5
thanx - hopefully that will fix the problem
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Post by 2x4b524p on May 6, 2005 2:33:40 GMT -5
no good - i added a value and it still cut it off - i added it after the norway class - it doesn't show anything after the norway - or at the norway
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Post by Centurus on May 6, 2005 9:47:26 GMT -5
What program are you using to edit the specs? I normally use notepad. In the specs provided by WZ, I just place the cursor after the last numerical value, hit tab, and then type in a new value.
The change must be done in the DefaultCore file.
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Post by Wicked Zombie on May 6, 2005 22:29:25 GMT -5
You should also check the ship number to make sure it isn't overwritten by/overwriting another ship or that it isn't out of sequence.
For example, if it is "FedBattlecruiser6" and there is already a "FedBattlecruiser6", you should change the number to "7". Alternatively, if the highest in the specs so far is "FedBattlecruiser3", then you should change the new entry to "4" to follow it.
The game tends to ignore ships that skip a number or fall after a number that doesn't yet exist in the line.
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Post by Centurus on May 7, 2005 1:31:51 GMT -5
I forgot about that. But then again I remember installing ships several times that skipped numbers, and they worked fine, but I guess I'm an exception rather than the rule.
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Post by 2x4b529p on May 7, 2005 2:59:46 GMT -5
i think it would help to note that i have installed generations at war 2.0 as well - shoulda mentioned that sooner - would that be causing it to mess up?
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Post by Centurus on May 7, 2005 9:34:06 GMT -5
Nope. As long as you make sure that there isn't another ship in there with the same ship number, like Fed-Battlecruiser6 as an example, and you added the value in the proper place.
Also, make sure that if you have to change, for example, Fed-Battlecruiser6 to 8 or whatever number is available, that you do it in both the defaultcore and defaultloadout files.
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Post by 2x4b529p on May 14, 2005 17:04:25 GMT -5
well i give up with this - it just won't see it - i've even tryed overwriting the original federation class ship - though i'd like to try some of the other ships and see if i could get them to work
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Post by Centurus on May 14, 2005 21:25:23 GMT -5
Please send me your defaultcore and default loadout files. Perhaps I can make them work.
Golden_Centurion@hotmail.com
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Post by 2x4b524p on May 15, 2005 2:44:09 GMT -5
cool - thanx - i will do that asap
also i would like to figure out what the settings in shielditem.gf do - especially the one marked efficiancy
and bridgeitems.gf computer lock bouns one
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Post by SulathMK on May 22, 2005 19:34:43 GMT -5
cool - thanx - i will do that asap also i would like to figure out what the settings in shielditem.gf do - especially the one marked efficiancy and bridgeitems.gf computer lock bouns one Shielditem.gf: The entries for each shield mark the weight, cost, power needs, and "fortitude" of the shield class in question. If you raise the Fortitude of a shield, aka "efficiency", it may effect the speed of shield reinforcement and regeneration. The higher the number, the better the ability to handle. That's my theory. I normally leave them alone. Bridgeitems.gf: ComputerLockBonus should be considered useless as it doesn't do anything in the game. In previous SFC games, I guess it governed the sensor strength needed to keep a good target lock on a vessel.
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