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Armada 2 Downloads > Mods:
Buildable Warp-Ins for Fleet-Ops (1.0)
Filename: buildable_warpins.zip


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249.03 KB
1.0
Anonymous
http://www.fleetops.net
227
12-07-2010
Fleet-Operations 3.1.4
Mods


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Buildable Warp-Ins for Fleet-Ops (1.0) - File Description  


Description:
This mod is more of an experiment to see how game balance would be effected by enabling the Federation shipyards to build some of the warp-in vessels. What strategies would change, what vessels would have to be used to counter them. Stuff like that.

This mod requires Fleet-Ops 3.1.4 which you can download from this link at fleetops.net. When you install this mod, make sure you backup fleet-ops.

This mod will not work with stock Armada 2 and has not been tested with any previous versions fleet-ops. Let me know what you think!



Buildable Warp-Ins for Fleet-Ops (1.0) - Screenshots  
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Buildable Warp-Ins for Fleet-Ops (1.0) - File Download Options  

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Buildable Warp-Ins for Fleet-Ops (1.0) - Readme  
Readme File:
Buildable Warp-Ins Mod v1.0
For Fleet-Operations v3.1.4
===========================================================

• Overview
• Mod Contents
• Steamrunner Class
• Nebula Class
• Descent Class
• Galaxy Class
• Credits
• Permissions

===========================================================
Overview
-----------------------------------------------------------
This mod makes it possible for you to construct some of the
warp-in vessels at the shipyard. I made this primarally to
see how game balance would be effected.

Make sure you have Fleet-Ops 3.1.4 installed before you
install this mod. It has not been tested in previous
versions of Fleet Operations and it will NOT work in stock.
This mod cannot be used without Fleet-Ops.

To install, unzip all of the files into your fleet-ops
directory. Make sure you back-up fleet-ops first. You
will only be able to play online with this mod if someone
else also has this mod. This mod is not compatable with
other mods.
===========================================================
Mod Contents
-----------------------------------------------------------
This mod modified and adds several ODF files to make the
warp-in vessels buildable at the shipyard. The techtree
has also been modified to accomodate the new warp-ins and
one of the sprite files have been modified to add a refit
button. A new texture is present for the refit button.
The tooltips have also been modified to update information
on certain units.

You may now build the Steamrunner Class, Nebula Class,
Descent Class, and Galaxy Class vessels at the shipyards.
===========================================================
Steamrunner Class
-----------------------------------------------------------
This vessel is built at the Antares Yard. It can be used
to pelt stations from just outside enemy weapons range.
When it is used in large fleets, these vessels could
destroy an entire base or expansion. When other vessels
are used with the Steamrunner, they can draw fire away from
the Steamrunners, allowing them to stay safe during an
attack.

This vessel requires Level 2 Chassis to be researched.
===========================================================
Nebula Class
-----------------------------------------------------------
This vessel is built at the Eraudi Yard and is capable of
temporarally extending it's sensor range to reviel a large
area of space. This ability allows it to scout out bases
without comming in very close to the base. It can also be
used in combat to see if reinforcements are comming and
where they are comming from/going to.

The Nebula Class vessel can be refitted with a Tactical
Torpedo Pod. This allows the vessel to deal increased
damage to the shields of enemy units, to guarentee a hit
to a small vessel, or to deal more damage to a station.
Once refitted with the Tactical Torpedo Pod, the action
cannot be reversed.

This vessel requires Level 2 Chassis to be researched.
===========================================================
Descent Class
-----------------------------------------------------------
This vessel is built at the Eraudi Yard and has a shield
reset ability that instantly recharges the shields of every
vessel that is right next to it. Including it's own
shields. When used in small to medium-sized fleets, these
vessels can easily support each other and knock out an
entire base ALONE!

This vessel requires Level 3 Chassis to be researched.
===========================================================
Galaxy Class
-----------------------------------------------------------
This vessel is built at the Eraudi Yard and can be
reconfigured to fire torpedoes at one target with a small
reload time, or three targets with a longer reload time.
Building a fleet of these can potentially destroy an entire
starbase and deal with resistance at the same time.
Especually when configured to fire torpedoes at three
targets at once.

This vessel requires Level 1 Chassis to be researched.
===========================================================
Credits
-----------------------------------------------------------
The Nebula Refit button was built by TChapman500.

Thanks to the Fleet-Ops crew for helping me work out the
bugs on this mod.
===========================================================
Permissions
-----------------------------------------------------------
Use and/or modify at will!


Buildable Warp-Ins for Fleet-Ops (1.0) - User Comments  
The following comments are owned by the user that posted them. Armada 2 Files is not responsible for their content.

Total comments: 4 | Last comment: 04-05-2011 at 13:07

 #1 - instant action - 12-10-2010 at 17:17
Prometheus9594
From:
Joined: June 7th, 2009
Posts: 364
could at least make it also compadible with that? n also the only other mod i also have installed is the incubation center enhancement

 #2 - 12-11-2010 at 11:05
TChapman500
Joined: December 7th, 2010
Posts: 2
When I said they were incompatable, I was talking about online play. I don't see any problems with compatability if offline play though. But I haven't tested it offline with any mods.

 #3 - 01-10-2011 at 09:13
CaptWebster
From:
Joined: June 6th, 2009
Posts: 8
I can't seem to get it to work in 3.15

 #4 - 04-05-2011 at 13:07
TChapman500
Joined: December 7th, 2010
Posts: 2
That's because the ODF commands were renamed after this was released.



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