futile.\" Don\'t you just hate how the Borg go parading around the Galaxy thinking they own the place? Well, now your going to hate them some more as their closer to that domination...with some help from yours truly! I present to you Borg Upgrade Mod V2.0! Things aren\'t as they seem. Everything from the previous version of this mod is here, so no need to get the old one. But now, both the Fusion and Tactical Fusion Cubes have Transwarp capabilities and my very own “Remodulate Shields” special weapon! You\'ll find this VERY useful in the heat of battle, or if you just feel like assimilating a small scout on your day off! I\'ve also replaced the Transwarp Gate with something a little more modern. [b]User submitted review by Denster[/b]
and to use if they cant do it themselves. this ODF modification will let you smite your enemies with a cheap fleet of Ventures! they’re still weak as hell but at least this time you’ll die fighting!
familiar to NCIS fans. A fleet of them can engage a formidable foe or cause heavy damage to enemy bases.
times more time to reload. This when combined with same hit to miss ratio makes missed shots much more penalizing (as your ship needs to wait 2 or 4 times more for another go). Also Type 3 torpedos on Galaxy now have artillery range and fire at one target. Federation pulse phaser platforms, outpost, defiant and venture now fire pulse phaser in salvos of 6, but have 6 times longer reload time. I have decided that Phalanx will use its pulse phasers as torpedoes and will fire them on volleys of 4 instead of 6 (he has 4x longer reload time, 0.20 second delay between shots). Defiant is now a bit stronger because it gets a phaser when it achieve any rank (1st gray rank - you get a phaser). To do (if I don\'t get tired of editing): - Make adaptor more useful - Edit defiants new phaser location (possibly) - Repair any bugs - Possibly make Federations fully upgraded outpost change into spacedock (just a model change).
1.2.5 patch is required for this to work. A neat idea. Worth a look. :cool:
phasers creating two different fire rates that have a slight delay between them.
starship, that should not weaken the hulls on either section unless the undocking went wrong. This makes their hull integrities equal to the stock Galaxy-Class but they can be easily rebalanced for whatever Galaxy-Class you happen to be using. Note- this should be another drop-in, if there are any problems post them in the comments section, I try to check them every day.
substitute the Nebula-Class repair team weapon so that this ship may repair the other ships in the fleet. I created this mod with the idea to create a better frigate, I believe that I have succeded. As a side note a frigate(for those who don't know naval terminolgy is a support ship designed,in this case, to provide some form of protection or covering fire for friendly ships. Note-You do not need the previous version of this to make this one work.
please let me know. I also cleaned up the stock textures a bit. NOTE-The stock Agean-Class is needed for this to work!
target. Since the station is quite huge that, in my opinion did not do it justice. So making good use of the HP map provided I set out to puzzle how to fix this. Take a look. I think you will find it to be more to your liking. I created some Borg textures as well, but the are not really to my own satisfaction. Franxoftimports
will have to decommission everything and build again. Well not any more. You can now tractor your stations around the map and move your base anywhere.[/quote] There are some drawbacks --take a look at the readme for more-- but the moving station mod, along with the "maximum Defiant" mod, is probably one of those .ODF mods we've seen the most of around here. :cool:
starbases and have included some screenshots for you to view. My computer didn't exactly take the screenshots right but I included them in the file itself of some of my results. I tested with the federations ships. Simply put, it was pure ownage. The weapon is overpowered and this mod is intended to be more comical than anything. To view the screenshots simply open them into the paint program. [/quote] Which would explain why this mod is 3MB-- all the screenshots are in MSPaint format. If you haven't already given your conships the ability to defend themselves, or even if you have, this is an often-repeated concept done a little better (with bigger booms) by staingar. :cool:
mods that A2 inspires in you, the community. Your efforts mean something no matter how insignificant you convince yourself they'll be. Some people consider a mod a failure if it doesn't get some mystical number of downloads. But even one person downloading it means you've inspired someone else to mod A2. And for that, we thank you. This so-called "extremely basic" mod changes the shockwave for larger ships to have a blue, faint colour rather than a bright orange shade. It's exactly what you'll need if you like your explosions to be powerful yet subtle. :cool:
backups. While to some .ODF mods get filed under A for "Anyone can do this", it's still a lot of work and worthy of some respect. :cool:
is prepared to deal with all manners of threats; several changes have occured. Powerful new ships, fast mining and battles galore await you as the Klingons test drive the latest inventions. The only question is whether the power will stabilise the Empire or give thought to expanding the Empire once again! Today is a good day to die!
way because there is no .SOD included. By the looks of it, this'll work perfectly well if you copy "fconst.sod" as "fmyard.sod", but you shouldn't have to figure that out for yourself. Otherwise you'll have a white box with a red bug on it building Galaxy, Akira, Steamrunner and Defiant class starships. All this while firing phasers and using the Federation repair team special weapon as well. You've never seen a .SOD error this powerful! Standard operating procedure is that new mods include every last file that they require, even if they're just stock ships doing new things. This is why the author's mention (in two places) in the readme that "it does not have an image yet" is all the more irritating. These are stock. All you had to do was copy the wireframe and build button entry from stock and re-name it. For that matter.... All you had to do was copy the .SOD from stock and re-name it! To make a mod with such an unbalanced and outdated concept using stock materials is bad enough. To release such a mod in an incomplete and poorly done fashion.... we deserve better. Here's hoping we get it in future releases from this modder. :cool:
In theory you could use Mother as a mighty offensive weapon for 8472 if there were enough of them to move as a formation. Terrifying thought, isn't it. Doesn't 8472 have enough offensive weaponry already!? Tom_720's second .ODF mod makes it possible for yo fluidic space mamas to both go to warp and move far more quickly than before. A simple tweaking of the physics files turns the strong arm of the Ma from a starbase to a superdreadnought. One thing I've always wondered about the Species 8472 design is why only the Mother is mobile. But you'd think the research cores should be mobile, too. I can see why the gates wouldn't be mobile since there's a fixed point in fluidic space involved. I mean, technically speaking, those structures all come from embryos. So why can't those other structures move when they're made of the same embryo 8472s as are used to evolve into being a mother? (And if they evolve before they're supposed to, does that make them teen Mothers?) :lol: :cool:
go to warp?" For many, the answer was their first mod. Our new friend Tom_720 proves no exception. Simply put, this mod allows warp speed ahead for every construction ship, cargo ship, and mining freighter (as an added bonus for both of our 8472 players, transmuters can now also warp)! While this is a fairly regular feature among mods, notably the Physics Project, it's always nice to see someone new among the community. :cool:
How come all of the stock regular weapons have exactly the same ranges? The damage dealt by each weapon seems to have been randomly decided based upon how cool the ship looked at the time. I found the situation irritating. Yet at the time there was little I could do about it. That time has passed. Before you is the A2 Weapons Project. It addresses my concerns and the flaws and mistakes I found in the weapons odf files. In conjunction with the A2 Physics Project, it diversifies the stock races even more. Each is now different enough so entirely new tactics and strategies are now viable options to the old ones.
of the Klingons firing their signature weapon while others used phasers. So I decided to redo ALL of the Klingon ships to fire disruptors. This is not a new set of weapons, although it does include one. It is mostly an adjustment to the stock ships odfs. I've sent in the odfs my Klingon ships use with the new weapons mounted where the old ones were. These odfs also include things like self destruct and tractor beams. You may need to adjust the "ScaleSOD = X.X" to get the ships to fit into your game better. The disruptors were tweaked to fit A2PhysProj v1.1 a little more closely. This mod is intended to be used with elevatormusic's Random Textures mod installed, but it will work without it. As usual, I've also included a set of backup files in case your game crashes or you do not like this mod.
IceBite's put together, you'll want to download this one. :cool:
ship names. This promises to be a preview of a new mod yet to come. If I had to guess, the tractor beam plays an important role in that mod, since it seems to be the only offered improvement. File this one under "anyone can do this". :cool:
make its special weapons assimilation-friendly. Note that the author makes no guarantees it works, since apparently there's some questionable .ODF entries. To have that sort of thing in the description of your .ODF-only mod really begs the question.... why release a simple .ODF mod that anyone can do if you're not going to check to see if it works for the average modder straight from the download? We expect better at A2Files. Nonetheless, the installation instructions are lengthy and detailed, and if anything needs fixing, please post a comment and let us know. :cool:
credited, but were made by Agroborg), with proper .ODFs for every weapon, plus buildbuttons and wireframes for every one of these frigates. This revision marks a substantial improvement, however, proper credit MUST be given on all new mods. Just be sure to do that in future, IceBite. Worth a look for all you Halo fans. :cool:
Note that the author does NOT include weapons sprites in order for the missiles to work. This is a major oversight and represents a HUGE problem in this mod, as it apparently requires you to download not one, but two separate other mods in order for it to work. From the readme: [quote]for missiles to work, download the Star Wars Fleet Command Mod then install a Borg/Federation mod (Loke Ultra Borg Mod 3 Final Battle and the Missiles on all 3 SHOULD work)[/quote] For my time and effort, that's too much work to put into a mod that promises the same exact thing in three separate types --and no buildbuttons for the individual types. It's a disappointing second mod which offers little more than the original effort. Yours for the download, just hope and pray it works the first time. :cool:
confuse you: that's just the Admiral's Log bitmap. The actual ship isn't nearly that detailed. And this mod offers nothing in terms of an improvement in the model or its textures--- it's just a new .ODF for the game to use. :cool:
Bio-genic decimator is a early 22nd century Romulan technology. Once used against Earth and Dominion colones in the war. It is equipped with the Kulinor class' (Cardassian science ship) Plasma cannon for the Decimator. It looks like the federation Cargo ship except bigger and uses Bio-matter so you won't be able to use alot (Unless you edit it, lol) Armed with the Borg assimilator torpedos. It comes with it's own special yard. It looks like the Phoenix facility and a Romulan Mark II construction ship. All files needed are included. There is alot of TechTree entries so you might not be overwriting much. It has alot of special energy, shielding and Health. Energy regenerates at 99 points per second and same with shields.[/quote] Sounds like a god-ship to me, but I might be wrong. Either way, here you have it. :cool:
may be thinking "anyone can do this", it's this modder's first mod, and not a bad concept, at that. :cool:
in being there. Anyway, Firestorm603 has given us the means to access the aforementioned vestigial Collective station. So now you can build as many of 'em as you want. Best of all, the programming didn't change one bit between A1 and A2, so the shockwave looks pretty much the same once it's destroyed. Bonus. Download this one if you hadn't already discovered this old stuff made new again. :cool:
these mods together as a single "armed freighters!" release in future. :cool:
trickery. Download this one if you're sick and tired of losing your support vessels. :cool:
Not a bad idea, considering it doesn't exactly arm the freighter with offensive weapons but does give them the opportunity to mine and live another day. Worth a shot if you don't know how to do this yourself. :cool:
any way. It's simply a slightly bigger Defiant, with a cloaking device and the engine overload special weapon added. "This is for people new to modding and are unsure of how to edit an odf", as the author says. A decent first release, and although we've seen other mods like it before, it's still good to see new content from new comers. :cool:
Cube. It has several Phaser and photon/quantum torpedo bays, and a crew compliment of 750. [/quote] Sounds like a god-ship to me. If it's your sort of thing, this simple .ODF mod has what you're looking for. :cool:
particularly appealing-- either as an adversary or as a concept. So when thunderfoot006 told me he wanted to work out the physics used by canon 8472, then apply them to our still-kickin' Physics Project, I was all for it. I didn't expect him to come up with anything overnight.... ;) I just tried these out in game, and to be honest, so much of 8472 in this game is based on a conjecture-- even more than any other race, even the Borg. And they're a total nightmare to face already in stock. And thunderfoot006 has gone way out of his way to make these guys as close to the fluidic norm as you can hope for in a mod. I'll leave it to y'all to see if you like what he and Chiletrek came up with. As it's a pretty safe bet, since Chiletrek is the resident expert on Species 8472, I'm pretty certain you'll appreciate this addition to the Physics Project. - the Kid :cool:
the smallest of mods that give the greatest of inspiration. :cool:
special consideration in their physics files. That consideration is paid, and with serious awesomeness, by thunderfoot006 in this mod. Note that the original A2 Physics Project files, while truly awesome, are not required to make this work. Complete installation instructions are included, however. Highly suggested that you follow those for every ship in the Collective, whether they're stock Wedges and Spheres or such bizarre fan-designed concoctions as the Tactical Pyramid. Get this one today. Resistance is now futile with more accurate motion. - the Kid :cool:
presuming, like the last mod, this will be the stock Intrepid model and textures (although better then using the Akira for a Stargazer base). Still, this will be a buildable hero ship, meaning it will be far more powerful then your average Intrepid class in-game. That being said, the modifications are promising for future work.
its useful enough to... be quite useful.
seems to have enhanced general weapons and an enhanced hull and shielding strength, but clearly, it "can't" resemble the look of the Stargazer, no matter how much squinting you do. Nonethelss, it is a good ODF modification and it's a positive sign of things to come from this developer, keep it up and soon, you will be making the Stargazer.
//Shield absorbs all damage until it\'s gone shieldProtection = 1.0 In every file for every ship and station. And, erm... Thats it. If you want to apply this for some reason and you have other mods installed remember to make a backup as this will overwrite everything. -Freyr
Stargate fan. :) - TParis
more important and often forgotten, which is the gameplay.
how 3000 crew are built in about 17 seconds. Watch for that as it could be a significant drain on your resources. Whilst the idea is good, I feel as if a lower number should\'ve been picked, for example 1000 as the ship just looks like it couldn\'t hold 300 personnel, let alone 3000. Hopefully we\'ll see improvements on this in the future.
is meant to deal with the borg,[/b]
relative to their name (eg. Level I is the weakest [i](for Venture Class)[/i], Level V is the strongest [i](for Starbase or Defence Platform)[/i]) Good concept, good execution and useful for it's size - download if you like the sound of it ;) [b]- IKS[/b]
ship recieved a power upgrade, I\'d have thought giving it slightly higher armour would be appropriate, however, if you like your Romulans with powerful weapons, this small modification is for you.
marine carrier to charge the enemy!
and where ships can dock etc. etc. adm_tyler has gone to the trouble of easily mapping out the stock Defiant and Diamond craft with simple-to-understand hp map\'s and combined with recommended odf\'s that do differ from stock play and make them more powerful (better hull/shields and more weapons). So how is this helpful? Well, if you use stock material and want to mod them, by say putting weapons at different locations, hp maps enable you to view only that and the odf at the same time, other than having to go into a 3d modelling program and work it out from there. So, it saves time and this one looks pretty good. My only gripe is that there seems to have been a loss of balance from the stock game with the tweaked odf\'s, however needless to say I think both the Diamond and Defiant probably should\'ve been more powerful in the game then they were assigned to be, so I don\'t think much harm is done here. Download if you want.
Basically, it combines the coding from the conflicting files and allows play with both. Now whilst you might say this is a very simple mod, which it is, think about what it allows you to do. You can now play two very kick ass mods...AT THE SAME TIME! For people who don\'t really know how to mod too well, this is ideal and for those who do, well this will save you time.
override can give you command of anything thats capable of moving (ships or even movable stations like the species 8472 mother) I do think this is a bit unbalanced because of the sheer power of the computer override weapon. The computer override is notorious for the death of high value ships such as the Tactical Fusion Cube by taking it over and self destructing in the stock A2, and its barely balanced out by being able to run avoid the projectile thats fired. With a wave you can\'t hide, and worse it hits multiple targets. As all battleships have the option to self destruct one of these ships could fire off its weapon and self destruct an entire armada of ships. A human player might be able to adjust to something like this, but the AI won\'t be able to making this a total \"god\" weapon.
pulse and beam technology. Essentially, it\'s a simple odf mod which gives the high end ships bigger guns, but in fleet action, I suppose it really could look quite interesting, with 8472 weaponry flying all over the place. In summary, it\'s a nice mod if you just want a demonstration of the raw power of Species 8472 but I doubt it would be much use to other things. She comes with all necessary odf changes.
adding a few more ships (like a mini mod) to give more features, incresing the chance that the average webgoer will download it.
so the phasers never miss, and adds quantum torpedos. As an extra bonus this mod will also make the Defiant look a little bit bigger then usual.
Oh, and I almost forgot its got a tachyon grid built in as well as being capable of creating embryos. This could seriously upset game balance if an equivalent is not installed for other races.
called the \"Federation Battlestation\". The starbase 12-type base, the Starfleet Headquarters, is now called the \"Federation Starbase\" and a third lower valued base (copy of the 375-type) called the \"Federation Base Station\". Other inclusions are an \"advanced construction ship\" which is fundamentally a better construction ship. [b]- IKS[/b]
would make the game very unbalanced
readme for specifics. :cool:
some of the common annoyances in Vanilla Armada 2 while still keeping it Vanilla, but with a bit better flavor\". So think of this as.... tapioca? :p Check the readme for a list of what\'s changed. Some really good ideas here, even if you\'re not exactly running stock anymore, you might consider harvesting from it anyway. :cool: - the Kid
to. It is really only aimed at those that do not know how to add units to the map editor and even I find that this could have its uses as sifting through the odf files for the correct map odf file can be annoying at times. If you do not know anything about adding units the Map Editor then you can have a peek at these files and it may shed light on how to manipulate them. ;) - [b]IKS[/b]
allow a new armed research station to be built, resource collecters and turrets to keep Starfleet at the top.
I\'m going to get hastle for putting this in the ships section when it\'s mainly a new station...but....there you go.
the odf - but other than that it\'s a simple mod that almost anyone could do
another physics file which alters its original properties, so now it is a fast as an Akira class ship, and has the phasers of an Akira.
These include a new stronger phaser specifically assigned to the Construction ship, a better tractor beam, Corbomite Reflector enhancements (might need it on the front lines ;)) and a Romulan cloaking device (which would violate the treaty of Algeron I might add :)) For a first mod it shows good initiative but I would have liked to have seen a bit of work done to the textures to complement it\'s status as an \"Advanced\" version of a stock ship. If you like the sound of this mod and are in dire need of a Construction ship with some teeth to last it on the frontlines then I suggest getting this :thumbsup: [b]- IKS[/b]
all ships are cloakable, which makes it a bit more realistic.[/quote] Actually, given that "realistic" in this case means that no Federation starship would have cloaking ability.... ah, never mind. Download this one if you want it, or if it's something you haven't already figured out for yourself. :cool:
working out: [quote](4 bases=4800 officer, 5 bases= 6000 officer, 6 bases=6000 officer)[/quote]. Have fun with this little mod. :)
standard Intrepid, this is the odf replacement you\'ll want for your stock ship. I\'m guessing it\'s a first mod and ODFing is where a lot of people started, so don\'t be too harsh.
replaced in terms of models with a re-scaled basic Tactical/Cube model and textures, which honestly, isn\'t that bad an idea. -Technology required to build the behemoths is extensive, which is something else I like. You\'ll have to do all your level 2 research to get the Fusion Cube and then level 3 for the Tactical Version. Then again, looking over the Tactical Fusion Cube, it\'s a pure-bred base destroyer with some very heavy armaments (two would destroy a starbase in under 10 seconds, without a doubt). -Officer counts for the Cube and Tactical Cube are reduced. I\'m not too fond on this, with the idea being that Cubes now only have 5 officers with Tactical Cubes having a mere 7. This, whilst designed to allow for more Fusion versions, is a little too much for me, as the amount of Cubes accessible would be un-balanced I believe. -Assault ship replaced with Queen\'s Diamond. This, again, I think is extensive, especially the whopping 30 officers required to build, which is just a little too much in my opinion. Granted, the ship is powerful, but not *that* powerful. -A new build option of a portable shipyard to build straight off the fusion cubes. It\'s an okay idea, but with the other changes, I don\'t think it will be wholly effective. Whilst I\'ve seemingly poured in a lot of cynicism, you\'d have to find out for yourself the balancing issues but, for early game play, I supposed it would make the Borg a little more balanced, so for that part, I like this mod.