View Full Version : WW: CVN-65 U.S.S. Enterprise Mod
January 17th, 2006, 02:47 AM
This time the mod is just like the name says.
CVN-65 U.S.S. Enterprise v0.1
To install, just unzip the file and drop the CVN-65 directory in the Weird Worlds director. When you start the
game hit the MODS button, select CNV-65 U.S.S. Enterprise from the mod list, and hit START.
CVN-65 U.S.S. Enterprise - The Big E herself and to scale. Future additions will include several appropriate
aircraft for the launchers and better defenses. Right now it uses the Terran Fighter and some weapon
replacements that will later become stand alone weapons so they don't effect other ships.
This mod some time crashes the game, so if it happens to you, you're not alone. Please report any such crashes and the circumstances at either forum listed at the bottom.
Forums Links -
January 18th, 2006, 04:33 PM
It looks cool but when I load the mod the frigate is now the same as the science vessel and the enterprise is nowhere to be seen.
Also if you wait in the main screen too long it crashes back to the desktop as the dogfight wants to start in the background
still using a fresh install updated with the newest patch. other mods work fine.
January 18th, 2006, 05:48 PM
You win the weirdness prize for weirdest problem with my mod. I don't have a problem with the frigate and science vessel being the same but it seems that I purposefully removed the carrier from the game selection, probably to avoid a bug. It can be used in the simulator though.
I made some changes, you can use the carrier in the military mission and it has been removed from the intro screen.
January 19th, 2006, 03:26 AM
I too also have the same problem. Not only that, but it seems a certain ship entering the screen during the intro makes the game crash.
January 19th, 2006, 02:54 PM
Even with the newest version of the mod?
January 27th, 2006, 02:26 PM
Ya, I downloaded it from your link below to http://www.filegone.com/s4ci just now (assuming that was the place to get it), and also from the http://www.filegone.com/fjq0 link in the first post on this thread (are they different?), and with both I had the same closing to desktop from the intro battle scene after a minute or less.
January 27th, 2006, 03:02 PM
I fought about ten battles in-game with the ship before I had it crash. I was fighting the Garthans IIRC, who had about three ships and eight fighter to start with, and I'd launched 8 or 12 fighters and had a Terran Merc and a Zorg Merc and don't remember anything special about the battle that hadn't happened before. I did have quite a lot of different equipment on the ship than it starts with, but I'd just got through a battle with that equipment before.
January 28th, 2006, 11:18 PM
I haven't figured it out yet either, the only thing I can think of is that it might be related to alpha channel png file.
February 24th, 2006, 03:29 PM
I get the same problem as Vlad. I'll see if I can find what's wrong with it...
February 24th, 2006, 03:58 PM
It's broken because:
- you don't use the correct name for the ship in mission.ini (there's no such thing as "Terran Cruiser" anywhere so it can't find it). This is why the carrier won't show up in the game.
- the filename for the fighter silhouette is set to ter_frgs.tga rather than ter_ftrs.png(!)
- the thrusters for the carrier are listed twice in terran.ini (non-critical as nothing will happen)
- your guided missile is targeting other guided missiles. This will crash instantly. Remove the pdef capability from guided missiles for now. (However this isn't intentional so it goes on my bug list too)
(This is with the version in the initial post, not the updated one... didn't notice you had a new version)
February 24th, 2006, 11:35 PM
Thanks, I think it's crashing is fixed. I'll go through my other mod and see if I have any point defense missiles. I'll try simplifying the targeting commands too.
February 25th, 2006, 02:26 PM
- New Weapon, wp_Phalanx.ini. It fires 1,550 rounds, one shot every hundreth second, and has a ten second reload.
- All carrier weapons now target capital ships as well as fighters.
- Carrier is back in the intro screen and it absolutely dominates it.
- Fighters carry fighter missiles, again.
February 25th, 2006, 04:31 PM
Hehe, don't you think 80 fighters is a bit much? http://forum.shrapnelgames.com/images/smilies/happy.gif
February 25th, 2006, 06:27 PM
http://forum.shrapnelgames.com/images/smilies/happy.gif Not really, you would have to be in a pretty long battle to actualy get to that number. Besides, it's the actual capacity of the ship, although, not all of those would actualy be fighters. I think only 24 would be F-14s. Maybe I'll change that.
February 26th, 2006, 07:00 PM
Nice mod. For the sake of completeness and naval correctness, you may want to retitle the mod in the ini file as CVN-65 vice CNV-65.
February 28th, 2006, 08:29 PM
I see, in the Game.ini. Thanks, it's fixed now.
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