Table of Contents
For each modification that is created, additional settings can be configured through the info.ini file. When creating a new empty modification folder, this file of course does not yet exist. Though optional, it is recommended to create such a file.
How to Create or Edit the info.ini File
.ini files can be created and edited with Windows Notepad by specifying the .ini extension when saving.
Note that the settings vary from how you edit an ODF. There are no quotation marks for strings.
Structure of the info.ini File
The info.ini file always begins with a section header. This basically defines that the values following it are settings to define options for your modification.
The name of your mod. This will appear in the mod options screen and in the window title bar and as a title for a desktop shortcut. If not specified, this will revert to the name of the folder of the modification.
Name=My awesome mod
A description of your mod, which will appear in the mod options screen and as a description on a desktop shortcut.
Description=A long time ago, in a galaxy far far away...
Your name. This will appear in the mod options screen.
The website of your mod. This will appear in the mod options screen and opens when you click on the Version label on the main screen. If Website is left blank, version number will link to fleetops.net
Your email. This is not being used yet.
The version of your mod. Shown on the main screen and in the mod options screen.
This will appear in the mod options screen. A 180x135 PNG file is recommended.
An icon file (.ico) that represents your mod. This is used on the window title, desktop shortcut and modification settings. If no file is defined here, the default Fleet Operations icon is used.
Note that an invalid icon file may cause issues with loading.
Defines if your mod is a total conversion. If this is set to 1, your mod doesn't include files from a parent mod or Fleet Operations.
Defines the parent mod folder name your mod is based on. If this is left empty, then Fleet Operations is the parent mod. This is ignored if Standalone is set to 1.
Note that this command can be used to chain modifications together: provided each modification has its parent listed in an info.ini file, the furthest removed child will use the files from each of these parent modifications:
C - Cool Explosions mod (Sub-mod for Best New Faction mod: ParentMod=BestNewFactionMod) (ODFs in Archive)
B - Best New Faction mod (Sub-mod for Awesome mod: ParentMod=AwesomeMod) (unpacked ODFs)
A - Awesome mod (Total conversion) (ODFs in Archive)
When C - Cool Explosions mod is loaded up it will have:
odf\system\races.odf (B mod)
odf\system\awesome_ship.odf (A mod)
odf\system\awesome_newrace_ship.odf (B mod)
textures\awesome_ship.tga (A mod)
textures\awesome_ship_explosion.tga (overwritten by C mod file)
textures\awesome_newrace_ship.tga (B mod)
textures\awesome_newrace_ship_explosion.tga (overwritten by C mod file)
If your mod modifies map objects heavily, which makes it impossible to use or play on the parent's mod maps, then this can be used to only use and display the maps that come with your mod.
This is quite an important setting and defines the Fleet Operations version your mod has been designed for. If a lot of ODF commands get changed in a newer version of Fleet Operations and your mod still is based on an older version, a warning dialog is displayed to the user when trying to launch your mod (which can also be skipped) that there may be incompatibilities.
The AssetVersion number is derived from the current Fleet Operations version. For example if the version of Fleet Operations is 3.2.5, then the AssetVersion is 30205.
This doesn't mean that if your mod is still at AssetVersion 30205 and Fleet Operations is at 3.2.6, with asset version 30206, that your mod is automatically considered out of date. This only applies if there are major changes to the ODF commands that may require an update to your mod.