- Artificial Intelligence
- Full Race
- Single Player
- Splash Screens
- Total Conversions
modders[/u]). [b] Main features:[/b] - the popular MVAM problem has been solved (I hope that we see a working Prometheus soon :cool: ) - new command line parameter ( /quick to skip intros) - "maxBuildableNumber" ODF command (forces the player to have only a certain number of a ship class or station) - better exception catching engine (reports bugs to FO team) - game updater in the main menu - many bug fixes - your game is still compatible to 1.1 patched versions online [b]- makes A2 running on Windows Vista[/b] So what are you waiting for? Get this thing ASAP! :rock: [b]- TParis[/b] [b][i]Note: [/i][/b]You are allowed to include the patch and the included files in any of your own releases without any permission. If you want to do so download the zipped patch version (not online yet).
10 Creativity: 8 Installation Instructions: 7 Overall Rating: 8.4 - lewrbmm69 ----------------------------------- "The year is 2160...and the Shadows are completely destroying us!!" Okay, so it's not 'quite' how it went, but it's also accurate and entirely true to this mod. Think of everything fantastic that was in Babylon 5 and this mod becomes literally a direct portrayal of the series in stunning form. There truly is nothing left of Star Trek here, from the opening video displaying some nice battles, mostly involving the Shadows gliding through the night and destroying anything they come across, to the completely changed main menu, with a certain B5 feel to it. This is all of course before you get into the game where, words cannot say enough, the mod comes into its own and makes it one of the best mods available to the game. Where to start? Well, each of the many B5 races (from the Humans to the Vorlons) have respective race fighters and whilst obviously not powerful separately, you can build them up to become very powerful forces, though that isn't to say that that the higher end battleships (or lower classes if you're playing as the mighty Vorlons or Shadows) can take on a good wing of them, although sustaining damage in the mean-time. What you also have to love is the attention to pure detail. Obviously there are plenty of ships to bolster your races fight for victory (or in most cases survival) from the canon ones as seen on the show to totally made up designs which fit in seamlessly and you wish were used on the show. Even to this date, so long after the mods release, the designs and textures hold up, but that's another point. Visually, this mod is stunning. With rotating station sections, accurate weapons and lots of them to go with some eye-boggling colour exchanges in fleet versus fleet action, the mod will whip you away into a world of its own, bolstering everything included in it. Even the huge Babylon 5 (part of the Alliance of races) still looks amazing, regardless of newer models, including those on the visually better games such as Bridge Commander. This is a hard to believe fact, considering the game is a strategy and technically shouldn't be enforcing these high quality graphics and yet, somehow, it does, with absolutely no problem to quality of gaming. Expect in this mod also everything you find in the 'real' Babylon 5. Huge jump-gates that allow the mass movement of ships to enemy quarters (think of the Borg's transwarp portal from stock, but much better graphics, also the seen blue and orange hue that is seen on the show). Specials that fit in too, such as the anti-Shadow ships (did someone just scream 'Whitestar' because good people, it's in here!) and telepaths to up the game (literally). Whilst the mod has no single player, understandably so with all the hard work it must've taken, the instant action is the pinnacle of the fun that you can have with this mod. Although 1 vs. 1 does make for some fun skirmishes, there is no way you can beat an all out multi-player slug-fest with either lots of Ai, who fight supremely hard for the map, sometimes more than you or other humans (best arrange that one) who have a vice-like command of their armada, from resource collecting (see the shuttles fly back and forth between sources for resources and their mother-ship freighters) to shipyard selection to the inevitable management of the clash between the fleets. The year might only be 2007, but Babylon 5 isn't the last best hope for peace...you are! - Joelteon7 (17/05/07) ------- Patch 1.01 can be found [url="http://www.armada2files.com/file.info?ID=20943"]here[/url]. Patch 1.02 can be found [url="http://armada2.filefront.com/file/Babylon_5_Armada_II_Pach_102;21357"]here[/url].
new Alliances![/b] The F.L.A.M. - Team opens now the big christmas gift which was announced! In this package you will find something where Frankie and I (Drako) have worked since almost 8 years. We had a lot of setbacks... of system crashes, lost data, rogue people who wanted to help us, but they chased only the Alpha version. Also to any dubious statements of model steal, yeah, that was everything we have experienced with this Mod. Nevertheless there wasn't only negative things because we had also enough people which helped and supported us. You will find all these people in our Credits list! Thanks again, without you the Mod would not be possible. And now to the sentence, which we have been waiting a long time... [b]STAR TREK ARMADA II - FUTURE WARS is available for download as the final version 1.0![/b] [b]What awaits you in this Mod?[/b] - 6 races -> United Federation of Planets -> the Klingon Empire -> the Romulan Empire -> the Maquis Alliance consists of renegade Starfleet officers, the Bajorans and Ferengi -> the Dominion Alliance consists of the Dominion, the Cardassians and Breen -> the Borg Collective ( yes after a long consider we have include them) - over 20 new Battleships for each race - over 10 new Spacestations for each race - over 30 Alien Spaceships and stations - 32 new skirmish maps - a new campaign with 30 missions - new heroes with voice sounds - many new weapons and special wepaons - new drive and explosion effects - new weapon sounds - a german version - a english version - and many more It is easy to install the Future Wars Mod. You must have your original Star Trek Armada II CD in your cd/dvd drive, after it please start the Future Wars setup. Now you will see an blue window for 1 minute, that is normal, don't worry. The Setup is working now to copy all necessary files temporary into the temp directory. Next step is that all files of the original Star Trek Armada II will be extracted, after that all Future Wars files will be installed. You don't need to install Star Trek Armada II before you install the Mod, also no patch 1, it's in the setup file, please follow the install steps above!!! Bugs and problems: [url=http://www.i-mod-productions.com/showthread.php?t=1774&p=11915#post11915]I-MOD[/url] Now the whole F.L.A.M. team wish you a Merry Christmas and a Happy New Year! Have fun with our Future Wars Mod! Frankie &. Drako - F.L.A.M. - Modding Team -------------------------------------------------------------------------- [b][u]STAR TREK ARMADA II - FUTURE WARS[/u][/b] [b]Eine neue Epoche, ein alter Feind und neue Allianzen![/b] Hiermit Ã¶ffnet das F.L.A.M. - Team das groÃŸe Weichnachtsgeschenk, was wir ja schon angekÃ¼ndigt haben! In diesem Paket befindet sich etwas, an dem Frankie und ich (Drako) schon seit fast 8 Jahren arbeiten. Wir hatten viele RÃ¼ckschlÃ¤ge.... von SystemabstÃ¼rzen, Ã¼ber verlorende Daten, schwarzen Schafen die uns eigentlich Helfen wollten, aber nur eine Alpha Version kassierten, bis hin zu irgendwelchen dubiosen behauptungen von Modellklau, das haben wir alles bei diesem Mod erlebt. Trotzdem gab es nicht nur negatives - wir hatten in den 8 Jahren viele die uns tatkrÃ¤ftig unterstÃ¼tzt haben. Alle diese stehen verewigt in den Credits des Mods! Noch ein mal Danke - ohne euch wÃ¤re der Mod nicht mÃ¶glich gewesen. Und nun kommen wir endlich auf den Satz, auf den wir schon sehr lange gewartet haben..... [b]STAR TREK ARMADA II - FUTURE WARS steht in der Finalen Version 1.0 endlich zum Download bereit![/b] [b]Was erwartet euch in diesem Mod denn alles?[/b] - 6 Rassen -> Die Vereinte FÃ¶deration der Planeten -> Das Klingonsche Imperium -> Das Romulanische Imperium -> Die Maquis Allianz bestehend aus abtrÃ¼nnigen Sternenflotten Offizieren, den Bajorandern und den Ferengi -> Die Domion Allianz bestehend aus dem Dominion sebst, den Cardassianern und den Breen -> Das Borg Kollektiv (ja auch das haben wir nach langen Ãœberlegen mit integriert) - Ã¼ber 20 neue Kampfschiffe pro Rasse - Ã¼ber 10 neue Raumsatationen pro Rasse - Ã¼ber 30 Alien Raumschiffe und Stationen - 32 neue Gefechtskarten - eine neue Kampage mit 30 Missionen - neue Helden inkl. Stimme - viele neue Waffen und Spezialwaffen - neue Antriebs - und Explosionseffekte - neue Waffensounds - eine Deutsche Version - eine Englische Version - und noch vieles mehr Future Wars zu Installieren ist recht einfach. Legt eure Original Star Trek Armada II CD in euer Laufwerk und startet den Future Wars Setup. Es wird fÃ¼r ca. 1 min ein Blaues Fenster aufgehen - dies ist normal - in dieser Zeit lagert der Setup alle nÃ¶tigen Datein in das TemporÃ¤re Verzeichnis aus. Danach wird zuerst von der Original Star Trek Armada II CD die notwendigen Daten extrahiert - anschlieÃŸend werden die Future Wars Dateien installiert. Es ist keine Vorinstallation von Star Trek Armada II von nÃ¶ten - auch kein Patch 1 - dieser ist schon im Setup enthalten! Bei Bugs und Problemen bitte hier posten: [url=http://www.i-mod-productions.com/showthread.php?t=1774&p=11915#post11915]I-MOD[/url] Nun wÃ¼nscht euch das gesamte F.L.A.M. - Team eine ruhige und besinnliche Weichnachten und viel SpaÃŸ beim Star Trek Armada II - Future Wars Mod! Frankie &. Drako - F.L.A.M. - Modding Team [/center]
look at the screenshots..... Good Stuff :)
races are miles as the Borg really on a low number of high power ships and the Klingons rush you with spammed BoPs... Anyone who followed my threads on the development will know the Klingons contain a lot of new content, the Borg are equally done but really, who cares about borg models? Lots of small things have been changed in this part (I hope it's a continual improvement) and a few cool things like carriers and ship refits (awesome fun). The old races have been improved with new units to keep them interesting and I have worked on the AI to make it easier bewteen levels but still solid on hard. There were more things I wanted to do, unfortunately I start a new job in London soon so have to move, I'll get back to it when I set up properly. In the mean time have fun! **Any content I made in this or other mods is free to be reused, redistributed and edited so long as credit is given.** [b]Please note:[/b] [i]In order to play the mod, you need to install BOTH [url="http://armada2.filefront.com/file/Star_Trek_Armada_2_Art_Of_War_Part_1;83619"]Art of War part 1[/url] and [url="http://armada2.filefront.com/file/Art_of_War_Holy_Wars;85917"]Art of War part 2[/url].
for a patch to be made that will incorporate all mods from the ‘Torpedo/Bomber ship’ up to 1.3.1 patches. After many ‘discussions’, confusion and STUBBORNEST of ‘learning the good old’ regular way, I have come to some half-way agreement for all to make this COMPLETE patch to please BOTH types of gamers(especially those who just \'can\'t do it\'). You should be able to play the Dominion and Breen races COMPLETELY and CRASH FREE with this mod now! [/quote]
to use the installer version of the patch which can be found [file="85981"]here[/file]. [b]- TParis[/b]
bugs you find in the comments or to Draconis, there is a reason they make Beta versions ;) There are a few things you should follow, as noted in the readme, when installing this mod. And also it is a beta so theres the small chance it may mess one or three things up, or not work quite as it should, thats the nature of beta's, so dont expect perfection here, that said this mod is for checking out! To play the entire mod you will also need to download the Textures, [url=http://armada2.filefront.com/file/Star_Trek_Armada_25_Beta_Textures_Pack;36078]Wich you can find here[/url]
than likely your favourite ship from the humans is in here. It's an amazing pack, through and through. Downloading this is guaranteeing some fun time with it, but it does have a few issues (although easily outweighed by the advantages). So lets get those out of the way. Teching up to get to your favourite high-end ships takes a good long time, with build times at that point being on the more frustrating side of long. That's not to say early on you don't have variety, as upon building the first shipyard, you are granted with the weakest ships the Federation has to offer, but also some fighters which are quite potent, which is the emphasis of this point; I don't think I could truthfully say this mod is too balanced. Sure, building is balanced and you need one hell of an economy to get everything you want, but why bother teching up to Excaliburs and Prometheus' when a fleet of fighters at the beginning of the game will do the job? It also lacks balance against any other race; fantastic as this compilation is, it has no counterpart in no other race, meaning it kind of sticks out like a sore thumb. Further issues come in the fact that whilst the tech tree is also long, it also seems a bit odd in places, which ships becoming buildable at times when you'd have thought they should've been some time back, but becoming redundant through newer, better ships whilst also not being needed because you simply have too much choice and that might seem odd for this type of game, but I can honestly say this mod perhaps charges you with too much choice. But, that's all the bad stuff I have to say. The rest is golden bars all the way. Most of the ships stand the test of time to now, being the best available for their respective ship, although unfortunately some are outdated (but easily replaced with enough looking for such ships). Those remaining from stock, particularly the planets, get a nice little buildbutton/wireframe uplift, making all content seem new, even when it is not, an ability few, if any, other mods can boast about being able to do. Whilst choice is plentiful, it's the kind of choice that no other mod can simply offer you, unless you threw a load of ships into your personal installation, but then you'd have to balance them with each other yarda yarda yarda. The fact the mod is fully campaign compatible makes it a bit more fun, although missions will take longer as you have to endure the overlong tech tree. Ships are given specials that relate to them, such as Excelsiors, being the backbone of your fleet at one stage, offers the Aegean's task in stock to restore shields, but another varient gives it the ability to transwarp, like it was supposed to. The loading screen, whilst seemingly thought of with little regard, has been updated to a very cool new shot, seemingly worthy of wallpaper for your desktop and the list goes on and on. The plethora of ships and stations to go through is simply phenomenal and once again, I stress that no other mod offers such variety. You're even give a starting unit of the Enterprise and as your tech progresses, you can 'upgrade' your Enterprise through the time line until you get to the recent powerhouse of the Sovereign version, which can be brought alongside a hero Defiant and Voyager, complete with authentic sounds. As much as possible, this mod does everything right and is literally perfect for Federation fans. And so a summary has to come. Whilst less 'Armada' and more build-one-ship-of-each-class-because-it's-fun-to-do might not win you the war, it's certainly a good peageant. And, actually going against what I said, it will win the war. The majority of ships have a purpose and those that don't look cool, so you admire them for that. You'll seldom find yourself running out of things to do with this mod, but in the end, its excellence needs another excellent compilation pack to rival the Federation's brute strength. Even if you don't like the Federation, this is a mod to show all others just how to get the job done and it does it fantastically. Thumbs up, 5 stars and all that jazz. Download a classic.
(Cardassians/Dominion) [u][b]Upcoming Races:[/b][/u] - Federation - Klingons - Borg This mod is coming with tons of new ships & stations, new special weapons, new button art, improved special effects and - most important - huge gameplay changes for Armada 2. It feels much more like Armada 1 now, with a few adjustments: no metal to collect, no officers needed to build ships, no planets to colonize (crew is needed though) and no warp! The ship's physics have changed aswell. They maneuver a lot slower now and can take loads of damage. Ships keep moving most of the time while fighting the enemy, which makes the battles much more exciting. :rock: Whoever liked [file="47309 "]'STA1: Alliances'[/file] will love this baby! :mepimp: Download this NOW! [b][i]- TParis[/i][/b] [i] Author's note: 'All content credited to me (WrathofAchilles) can be back converted, altered and re-released without permission.. I would appreciate some credit though'[/i] [b]The next installment of AoW is available, including two new races and bug-free enjoyment. Download [url="http://armada2.filefront.com/file/Art_of_War_Holy_Wars;85917"]Part 2[/url] now![/b]
corrupted file error in v1.1 that we're hoping this will correct. We hope we got all the bugs out. Let us know if we missed anything: http://forums.filefront.com/st-a2-problems-errors-help/399391-federation-compilation-mod-error-reporting-thread.html :cool:
sure enough, here it is. And oh hell is it ever awesome. Not only are there roughly ten times the Cardassian ships that actual Star Trek ever showed. Somehow they fought a whole war with two classes of ship, and a kitbash. This mod ALSO includes some of the most truly awesome weapons effects seen for the Cardassians (just take a look at the pic below) and a full set of everything you need in order to install. And of course, being as extremely thorough as he is, Dan also includes a fully comprehensive holy-crap-it's-long set of installation instructions. You just can't go wrong. (note: you can, but it's very difficult) A mod like this doesn't come along regularly for A2Files, but when it does, it's something to celebrate. And download. Get it right now. :cool:
as the Dominion race, but seperately used for the Breen).
very fast)! Just replace the odf file and...[/quote]
[url="http://www.fleetops.net/download/Download/FleetOperations3.0/MultimediaPack2/"]FleetOps website[/url]. Please visit the official FleetOps forums to report bugs & balancing issues and to obtain technical support. Grab the latest FleetOps patch 3.12 from [file="113371"]HERE[/file]. [quote]I guess some of you have been waiting some time for this - the patch with the longest development span since the release of Fleet Operations 3.0 is now available for download. You thought this would be 3.0.8? You are wrong. We have decided to make it 3.1.0 instead. This major sub-release of version 3.0 does includes a number of important features and gives us the foundation for some exiting future content we have in development for you. Despite the changelog speaks mostly for itself i'd like to highlight some of the additions with this patch. The good old ingame interface, which has been largely untouched since Fleet Operations 1.0 was released in 2003 now finally got it's deserved update. The new interface is not just a new "skin" but also has gotten some technical updates. It is now possible to select up to 30 vessels at a time instead of the previous 16 limit. We have also taken on the inflexible cloaking system that Armada 2 provided us. Instead of having just one level of cloak that is always detectable by any sensor station, we now have different stages of cloak. That is quite comparable what you find in the shows where some races have cloaking devices which can be detected far more easily than for example the ones being used by the Romulans. 3.1.0 features also some important balancing changes. We have dug through a lot of input regarding balancing that you have made in our forums and combined some of the best of your ideas in this patch. Thanks for all your input, enjoy 3.1.0. Map Makers: Please note that there have been changes to the bzn file format. That means, previously made maps can currently not be used with 3.1.0. That does not mean your work is lost. Your maps created for 3.0.7 have to be patched. Info on how to do that will be updated here soon. 3.1.0 is a full install. A previous installation of Fleet Operations or Armada II is NOT required. An incremental patch from version 3.0.7 is not available. [- DOCa Cola][/quote]
because in actual fact, the Sovereign kicked my ass...which isn't the whole truth, as Oberths kicked my ass, but no matter how many times and no matter how many ships were sent at me, I kept on playing until my base was completely overrun by Dominion and Federation forces that turned my once proud Metathran Celestial fortress into rubble. And it was all fantastic fun. You see, the thing about AoW is that it throws away pretty much every tactic in the book and replaces it with just two; mine as much as you can from as many sources as you can, whilst building as much of everything as humanly possible. Humanly being the operative word there as even on medium Ai difficulty it can be quite difficult to keep up with Ai enemy or allies. You simply don't have the co-ordination or speed to maintain such manic building as having fifty Dominion bug ships building on the go, which the Ai spams however, this isn't about the Dominion or the Romulans, although being spit-shined for a glossy finish, as they featured the first part to this mod. No, this is the turn of the big guns of the averagely average Federation and the new race to the block, the deadly loyalists of the Metathran. As we've seen in the development process, the Metathran are completely new off the block and boast some of the most fantastic original designs in Armada, which is equalled only by their dominance late game. Whilst their early ships can barely tote a cannon of any sort, their big guns mean to do business and relay this by firing streams of torpedoes and rail beams that have been beautifully crafted, giving this mod an extra layer of graphical supremecy. Their ships both look bold and efficient, similarly to the Borg, whilst keeping their uniform look that means in battle, of which you will be swarmed in an almost neverending conflict from the minute the first phaser is fired, you'll never lose track of them. Granted, you'd argue that it's hard to lose a Hutet or Dominion dreadnought in battle, but you'll be surprised how little you'll pay direct attention to them when you've got a mass of a hundred other ships to control. Gameplay mechanics are drastically changed, along with the interfaces. It might seem odd in Armada to not look up to see your resources, but after only five minutes, I found my self instinctively looking to their new position almost as if they had always been there. On the bad side, the general interface buttons on the right hand side (camera, tooltiips etc.) doesn't seem to work quite as well, but unless you're seriously using them, there shouldn't be that much need to worry about them. Whilst I'm also on the more negative side of things, the Metathran seemed to have a few bugs. Whilst none of them inherently effected gameplay (certainly no crashes and that goes for all 4 races when up against each other, making this not only a brilliant mod to play, but a reliable one in terms of not crashing) some were quite frustrating; the unusual, but cool, mining freighters seemed to have problems when docking at the respective station when I was playing as them, but the Ai seemed to have no trouble in terms of getting them into dock, suggesting some sort of pathing problem. Indeed, one of a few, such as when the Metathran freighters are in a queue, they'll slip inside one another, or the Federation HQ Starbase, which builds its ships far to the north of the actual model. Other than pathing, the Metathran super weapon which I was looking forward to detonating didn't quite want to cause any sort of explosion, meaning it and a few resources were lost along with it when it went dumbly up against the enemy fleet. The Metathran also lack much in the way of select sounds, ie. when you select a starbase, you won't hear anything. Perhaps not so much of a problem, but some sounds would've been nice and with the possible non-entrance from 8472 (although cameoing their Frigates with the Kulinor's stolen special weapon) perhaps stealing their voices would be appropriate, given the Species almost fanatical devotion to purging the galaxy, of which there would seem to be a similar prospect with the Metathran. On the same point as similarity, there's nothing really new to the Federation. Seemingly every ship has a special weapon, most of which just fire extra torpedoes or extra phasers here and there that boost fleet prowess. In this mod, Starfleet does offer a comprehensive line-up of ships, so there's no real need to build one of each ship, as you can pretty much pick and chose the ships you like the look of, with most ships at a particular tech level being pretty similar in terms of defense and offensive value as each other. What truly makes this mod though are the little things. There are defnitely plenty of them, from the animations on every small structure of the Metathran, to the mining beams and docking manuvers; it seems everything in this universe is living and I think that really helps to make the mod stand out. One of the reasons for this review taking so long is indeed because the mod is so ingrossing, it'll stop you from doing other things, whilst seemingly you'll never really achieve quite a lot in it. The way the mod plays, as I mentioned above, has the races duke it out on an intergalactic battlefield that never really ends. It's almost as if you're in a perpetual state of conflict with no end in sight. Many will love this, as you just get to progressively build bigger and bigger ships until either you, the Ai or a human opponent (this mod would just be lovely to play online against someone) finds some sort of weakness and exploits it, ending the conflict usually pretty suddenly after that point. It'd take an awfully long time to make a list of all the features, so I'll let you discover them for yourselves, but I thought the maps warranted a comment. Although not essentially required, there have been a few maps created, purpose built to sustain the raging conflict of AoW. Though there aren't too many of them which isn't a huge problem as the mod comes with a map maker and everything is in check for you to create a new map, or edit a stock one so it is more playable for the style of AoW, which if you haven't tweaked from now is, "Build big. Blow up anything and everything". If I had to say one truly disheartening comment, it'd be that with the mass of ships (that can easily break 1000 in one small area with 3-4 players) the action can become a bit too much and the game really starts to slow down, although not for long as in that lag, it is highly likely that your fleet has been decimated. For those with weaker PCs, I'd recommend either going on a stock map that doesn't have much dilithium on it (being solo with crew as the only resources in game) or a smaller AoW map with less teams. Don't worry, you won't be missing out, as there are plenty of explosions to go around. I guess though it's time for a conclusion. Even though there are a few negative points, the ends truly justify the means and make this an utterly fantastic mod that is worthy of every player's hard drive. I'd almost go to say you'd be a fool not to download it. I haven't had this much fun in Armada 2 with a mod since Babylon 5 and I'd dare say that this is the best mod to hit Armada 2...until part 3 comes out, which features the Klingons (cry havoc and lets spam the Birds of war!) and the Borg (oh my God! The Spheres! The Spheres!) and is currently titled "Resistance is Fun!". 11 out of 10. [i]In order to play the mod, [url="http://armada2.filefront.com/file/Star_Trek_Armada_2_Art_Of_War_Part_1;83619"]Art of War part 1[/url] needs to already be installed. DIrect feedback can also be left on the forums, [url="http://forums.filefront.com/st-a2-modding-editing/344929-art-war-ii-quick-update-6.html"]here[/url].[/i]
immediate screenshots are shows. - SSA
dominion destroyer texture problem.
also install the Music Addon ;)
Turret, Viscount-Class Mon Cal Star Defender, and Sovereign-Class SSD as new units New models for all Mon Calamari Cruisers, Victory-Class SDs, Dreadnoughts, Assault Frigate, Interdictor, and X-Wing Revised/altered models for Corvettes, Modified Corvettes, Gunship, and Strike Cruisers Sensor Array renamed to CGT Array (and has a changed model to boot). Multi-Warhead turret removed and replaced with Ion Turret Super-Heavy Yard added to the New Republic for construction of Star Defenders Functioning (and lag free) Gravity Well Generators added Superlaser functionality tweaked All weapons tweaked. New weapon types added to fit new balance scheme All build times rebalanced to make things more fun and realistic All Capital ships and stations altered with more realistic weapon and shield loads Fighters equipped with limited warheads and a Supply System put in place to resupply them if need be Evil Artificial Intelligence And all the other stuff I forgot to mention…[/quote]
[url="http://www.fleetops.net/download/Download/FleetOperations3.0/MultimediaPack2/"]FleetOps website[/url]. Please visit the official [url="http://www.fleetops.net/component/option,com_smf/Itemid,3/"]FleetOps forums[/url] to report bugs & balancing issues and to obtain technical support. The latest patch (3.02) reactivating the [b]save function[/b] can be found [file="97926"]here[/file]. After more than 2 years since the last release and about 8 years (!) of development beginning with Armada 1 in 2000 here is the first final version of the highly anticipated [b]Fleet Operations[/b] modification for Armada 2, running great on Vista machines and including full widescreen support. FleetOps V3 comes with 5 playable and unique races: the Federation, Klingons, Romulans and the Borg, already known from stock Armada 1 & 2. The newcomer race is the [b]Dominion[/b], coming with its own voice set and soundtrack (which is included in the new Multimedia pack for FleetOps). The mod is also known for its [b]radical changes of the stock Armada 2 gameplay[/b]. It ends up with having no warp, no planets to colonize and collect metal from and the removal of 3D space. Overall FleetOps is also much slower that the original game's one and the ships & stations can take a lot more damage. But we already know those changes from past versions, so what's new here? The first thing most people will notice are the [b]redone and improved menus[/b]. The main menu has no animations left like those of Armada 1 & 2 or old versions of FleetOps. Buttons are clearly aligned and easy to find now, but it does not look as great as the old one due to the missing animations - a matter of taste. The option menus received some useful additions though, for example anti-aliasing in the graphics menu and a much more detailed map selection screen in the game setup. For the first time ever seen in a Armada game there is a [b]rank system[/b] for ships. Destroying enemy forces results in being promoted up to 4 times. Promoted ships have enhanced offensive and defensive values - this causes you to take much more care of your "improved" vessels. [b]Sound and graphics[/b] are just stunning, especially if consider that this the Armada engine we are talking about. Objects in space like planets (only serving as background object though), suns, asteroid belts and most nebula types look fantastic. Also the ships and stations are very well done (although some textures could have gotten a higher resolution). And then the explosions - what a fest to the eye! The team has even added a "screen rumbling effect" to the those. And of course the shuttle traffic between your stations from the last version is still there. Last but not least comes the [b]enhanced map editor[/b], which has many improved and more detailed windows & options and is directly accessable from the FleetOps main menu. Sadly, the amount of changes resulted in a [b]defective save function[/b], which had to be disabled. The team promised to work on this problem and to reactivate saving in a future patch. So what are you waiting for? Download ASAP! :rock: - [b]TParis[/b]
work into one easily installed file. State of the art graphics, new physics so the ships turn and bank instead of spin and a devastating new campaign AI; it's all here.
each other or any of the stock races, to which this is balanced to. Don't let the term balance believe that a Sovereign can go toe-to-toe with one of these battleships...because it can't. They're huge. Kilometres long kinda large. Yeah, Sovereign doesn't sound so tough now does it? Not with flak cannons, shield-piercing beam weapons and other such blistering traits that come from the Freespace 2 universe. So, what is Freespace 2 (FS2)? It was a hit simulator game that was developed by the same people who made Klingon Academy and sufficed to say, the awesomeness from the latter was carried onto the former. A very sharp and agile game that went free-ware, the FS2 universe is littered with races all vying for power (isn't that the way) over the other, or at the least, trying to survive. Tough life, eh? The two races bring new game-play techniques to the plate as well. The fighters for each race provide you with early defence, along with the defensive turret you can build for each race whilst later on providing fleet support for your un-shielded capital's. Don't expect fighters to do too much though in terms of offensive power, unless you have 100 of them in which case the enemy Ai, which I've been subject to it's err 'niceness', will likely have the same power to match and then some...plus a few capital's on the side. Ship wise, models and textures and very close to their real FS2 counter-parts, so make sure you go starship spotting early on. Each of the two races does have a small supply of ships to build, including a couple of fighters on each side, but along with the stations, there isn't too much variety. There is enough for what you need and the difference does certainly play nicely into tech and resource management with lots of things doubling up, but this led me to a bit of confusion when beta'ing the Shivans. Don't let this throw you down as it is merely the first gauntlet of the mod. Overcome this and all you need to do is overcome the enemy Ai's fleet, no easy task I tell you. Of course, one of those points is especially important. Resource management is pivotal. These ships are not cheap to build (why would be when they're double the length of a Romulan Warbird?) and if you lose focus of this, you'll be grinding your fleet to a steady halt. However, get control of the doubling-up function of certain ships and learn capital ship role's quickly and you'll be fighting the enemy Ai just as heavily as in the actual game itself. As a mod itself though, it is fundamentally fun, which should be your main priority. The new things it adds to the plate certainly provide a fresh out-look on the game, while giving you a chance to pick a stock race and see how a few Klingon Bird fo Prey's can handle a Shivan destroyer. Content isn't missing either. Each race comes with a fully implemented interface, build button's, wireframes plus a new multi-player set-up window that is more akin to FS2's set-up. All in all, this is a recommend download for those who played and loved FS2, those who want a challenge against some hard, but perfectly balanced ships and those who want to slug it out in huge ships. There's enough here for everyone...if only I could find my Sathanas to blow the enemy up with...
is missing a significant amount of Bitmaps. However, overall this seems like a worthy package. The developers (or at least one of them) to my knowlege is away for a while, so when we get the official release is unknown, though it\'s sure to be something spectacular. My only fault without actually playing it is the fact \"Peaceful Generations\" doesn\'t really go well with an RTS game based upon War Still, a nice package, plenty of ships (I notice a Romulan / Klingon starbase merge from I think it be Bridge Commander has been included). Anyway, one to download for sure Important Notice: [quote]In the readme above it says something about a 2nd installer i forgot to make the installer for the base so you will have to cut and paste the fbase.sod into the sod folder. I would make a installer for it but since im in Hawaii my time is limited and it took me 1 hour and 30 mintues to upload to my server for some reason. Well anyway placed the sod file in in the sod folder is easy enough 8p[/quote] - SSA
in all that time there wasn’t established new collective because Borg started to act different. Little ships that are left to Borg managed to come to border of Delta and Gamma quadrant and they conquered few systems. After only several years Borg didn’t used assimilation as tool for increasing their strength because they developed new methods of cloning so they started massive production on new forces. In few years Borg restored himself like he was before destruction of collective, but every Borg was individual. That gave Borg new dimension of existence. In that time life in Alpha quadrant flows pretty normal for situation in there. Cardassians are restoring from all wars that happened in last few years, but one their military experiment didn’t go well, and it set them few years back. When they before 5 years started testing temporal weaponry, they didn’t know what disaster expects them Before 3 years experiment on new temporal bomb went wrong, from unknown reasons power of explosion was thousand times stronger then they expected which led to disappearance of 25% Cardassian space in time and continuum. Because of complex of experiment itself and explosion, those planets and systems weren’t destroyed; they were moved in another galaxy. There, on foundations of Cardassian Empire, grow new race- Temporal Empire. Temporal Empire tried to reach their ancestors Cardassians who are not aware of them because to them only few years passed, but to Temporal Empire few centuries passed. They opened gate between 2 galaxies, but unfortunately gate appeared in middle of new Borg society in Delta quadrant. Then Borg attacked Temporal Empire. Romulans spend those years in taking care about internal problems with empire and fighting Reman rebellion. Neutral zone still exist which means that relationships with them and Federation are still not better. Federation and Klingons are on the end of signing new historical treaty about joining new Klingon Republic to United Federation of Planets. Specie 8472 goes to more often to Alpha quadrant to better meet new species that already live there, however they did not shown and hostile attentions.
all involved :) This patch updates some textures, changes the next generation pulse weapons to something more accurate, and basicly bugs and glitches that have been reported so far. Download this to fix your problems with the 2.5 beta now!
[url=http://armada2.filefront.com/file/Star_Trek_Armada_25_Beta;35932]Which you can find here[/url]
ships and stations are stronger, however it dosent overpower the other races that much. The dominion have there own transporter effects, the science ship is equipped with new weapons: Dominion Transcoherent Phasers, Dominion Sensor Jamming Systems(different color effect) and KETRACEL-WHITE Boost Enhancer! This file has alot of cool updates for this already fine mod, and is certainly worth the time to download!
implementation of a new sound engine. Enjoy! [u][b]IMPORTANT:[/b] [/u]The [b]multimedia pack[/b], including all the music for the mod, can be downloaded from the [url="http://www.fleetops.net/download/Download/FleetOperations3.0/MultimediaPack2/"]FleetOps website[/url]. Please visit the official FleetOps forums to report bugs & balancing issues and to obtain technical support. [b]- TParis[/b] [quote]We are happy to announce that we have a new patch ready for public release - 3.1.4. The newest patch for Fleet Operations can be seen as a foundation for a future patch. We decided to release 3.1.4 early on and pulled some bigger features we initially planned for this release, we'd like to invest more time into before giving them to you. Croesus, who did a outstanding job for Fleet Operations in the past as voice actor now joined us as a full staff member. Some of his latest work can be heard in this patch in the form of new voice sets. On the subject of audio..have you heard the name FMOD Ex? No? I am sure you still have heard of it already. FMOD Ex is the sound engine being used in games like Starcraft II, Bioshock, Crysis and many others. Thanks to it's developers making FMOD Ex available to non-commercial projects, Fleet Operations now uses the very same engine as replacement for the flawed and now outdated sound system that Armada 2 came with. That is not all. The fighter ship AI has been vastly improved. Fighters do now directly support their fighter carriers. Fighter stay much closer to their carriers and attack what their carrier attacks. Also many new interesting balancing changes are part of this patch including a lot of new officer abilities or repair ship usage. I can only recommend you read in the changelog below for some details. [- DOCa Cola][/quote]
has released the second patch for their latest full release 3.1.0, which can be found [file="109033"]HERE[/file]. Please visit the official FleetOps forums to report bugs & balancing issues and to obtain technical support. The most important changes: [list] [*]New weapon and impact effects [*]Armada Game Engine fixes to improve overall game performance and memory consumption [*]New Borg Dodecahedron and a new module for the Scout Cube [*]2 new maps from the community [*]Federation Venture Class scouts have been refitted with special sensor beacons [*]Dominion A-4 Scouts may now drop special Passive Probes [*]Romulan Defense Batteries (formerly known as Disruptor Turret) are now powered by a Singularity Transmitter that will also regenerate energy on nearby friendly Romulan vessels [*] Tons of other changes and fixes [/list] [b] - TParis[/b]
a local network site where I live. It has been extensively reworked and adjusted to provide a more challenging, more satisfying AI opponent. This version includes all three Single Player campaigns. In addition, I have reworked the Instant Action AIPs and buildlists as well. No part of the Campaigns was overlooked in the effort to make the missions more rewarding to play. Nothing was left undone to make the Instant Action AI opponents equally challenging. Oh, yeah. Just one more thing. I hope you have as much fun playing this as I did making it. - thunderfoot
elements are included (at least, at a reviewer's first glance), and it seems to be pretty comprehensive. Please note that if there are any credit issues, send an e-mail to either theStarfleetKid or TParis and we'll investigate. There were none that I could see, but this mod looks like the sort of thing the community desperately needs right about now. Download this right now, and boldly go. :cool:
downloading this. I called the previous version of A2PP the Final version. I thought I had done everything which really could be done with the Armada II physics and weapons files. While I watched a TNG episode (Season 1 Finale and right after the Season 2 opener) one evening, I realized there was still a great deal more which needed to be done. The grand old lady deserved much I had not given her yet. In A2PP Final, I did a spot review of the files rather than comprehensively examine and test all of them. This was a mistake. Errors were overlooked. Contradictions with the intent behind A2PP were ignored. In short, I did a very poor version of my signature mod. Consider these mistakes rectified with this version. Everything has been checked. The movement files have been tested to destruction. Anything which did not conform to the original ideas I had in mind has been ruthlessly adjusted towards where it should be. Or ruthlessly purged. Weapons ranges have been adjusted yet again to take advantage of the new movement and a few other things. Now, your ships will move like they should have in the first place when I began all of this so long ago. This plays and looks very differently from what you have grown accustomed to. Line for line, I think this is the best version of A2 Physics Project I have yet produced. As some of you are aware of, I began a thread in the Forums concerning starfighters and starfighter combat in A2. I had some ideas about this and I wanted to see what other ideas all of you had. Those of you who participated in the discussion, thank you. Your ideas allowed me to really think about how I wanted fighters to act in Armada II. Included in this package is a complete set of physics and weapons files for fighters and fighterbombers. They use Dan1025 s Peregrine and Javelin Fighter mods as a basis. They do what I think fighters should be capable of in Armada II. These are a good start point for future A2 fighter projects. I am quite sure someone will take these and improve them. So, here it is. The latest version of the, ahem, "simple little ODF mod" I am justifiably proud of. As usual, lots of high-powered talent gave me help, advice, and guidance. Mostly, I sat and listened to them and tried to make their ideas work. All of the really good ideas included herein are theirs, of course. All of the mistakes are mine.[/quote] Note that this version corrects the previously uploaded version. Congratulations to thunderfoot006!
is 3101................................................................................. peace reigns in the milky way and hippy liberal's are everywhere ,war is a thing of the past. still there are those who yearn for battle.................................................. Using temporal technology starfleet has brought together some 30 + ships ,stations and weapons and sent them all including the earth itself back in time to the 24th century...................[/quote] Ships from Thunderbirds, Red Dwarf, and Stargate can be found here, along with FahreS' Concorde and a few others. Please be careful when installing this mod since it seems like some of the folders are misspelled, and there may be other points that'll require discussion in the forum.... you can never be too careful when spell-checking your mods! Lots of decent new mod stuff from other universes, all in this mod. Worth a look. :cool:
such. As with the Cardassian MOD, download if you like Species 8472 in Stock.. - Ash
so if you have already downloaded it then your going to be wanting this. Anybody else won\'t want this because its simply a patch and it dosen\'t contain anything new. I will post a new complete download at some stage that does not suffer from the problems that the original had for everybody else. Sorry about this.
http://armada.filefront.com/file.info?ID=5009 3) music patch: http://armada.filefront.com/file.info?ID=28871 4) patch 1.2: http://armada.filefront.com/file.info?ID=28873 (use only if u have verson 1.1)
Klingon Academy for even more realism. NEW SHIPS! Such as the new Tholian Ultility Vessels, the USS Excelsior, IKS Kronos 1 and more. NEW TEXTURES! Textures taken from KA to make weapons fire more realistic. NEW SINGLE PLAYER Rebalanced Single Player makes the Single Player game into another dimension to the mod. UNPLAYABLE MISSIONS: Grey Eminance (Known as the Romulan Connection) Assimilation (Known as Intergration) Twilight Hour (Known as The Final Hour) Once and Again (Known as A time and Again) Alpha and Omega Part I (Known as The Last Best Chance Part I) Alpha and Omega Part II (Known as The Last Best Chance Part II) These should be fixed by 2.5 Theres a whole lot of new tweaks and rebalancing in the new V.2 so KA:TC becomes more polished and faithful to KA Canon. Future Plans V.2.5 New ship SODs (planned for V.2 but delayed) New Missions (All single player fully working) New Weapons (Genesis Device and such) Looks like a great mod, can't wait to try it out!
only selectable races on Instant Action screen -Added AI Files For Both Federation + Dominion (All Pleb's work...see Credits) --MINOR CHANGES IN THIS VERSION-- -Added Breen Voices -Fixed Cardassian Yard Not Being Big Enough for Jem'Hadar Battleship -Added Tacyhon Detection Grid -Added Nebula Class (With large Resource cost...It costs so much because, as soon as it's built, it has a Tacyhon Detection Grid)[/quote] This is the Full version (1.0 With Patch Applied). If you've downloaded 1.0 already, and want just the 1.1 patch, click Here.
or without the fleet ops patch 1.2.5
screenshots, teasers and ships leading up to a full release. This had little to cause any expectations of it being released. True, there were some screenshots released... But that was in 2008. Avon says that he started this off when he was \"laid up in bed ill\" back then, and after tinkering with it occasionally he recently decided to finish it off and release it. So, what do we have? Well, you\'ve got the obligatory full set of ships and stations required to call this a race mod. The Hirogen like capturing things, and boy do they have a setup well suited to doing that. I suppose I shouldn\'t really spoil it, but the Hirogen have a special weapons outfit for capturing that puts the Klingons and the Borg combined to shame without being massively overpowered. They do balance in with the other stock races reasonably well. Also, thanks to the fact that some of the heavy warships that your likely to have with you in a battle are equipped with the tractor beam you actually do stand some prospect of keeping prizes taken from the enemy. In addition to the high quality models & textures on the ships, there is also a pretty nice GUI as you can see from the screenshots, along with music, admirals log pictures, wireframes and a pretty good AI. All in all, this is an incredibly complete full race mod of a quality that many of us aspire to. It\'s certainly well worth grabbing a copy. - Freyr
are the most important changes: [list][*][b]Reimplemented Save Game mode (experimental) [*]New model for Klingon Mining Station (check screenshot below) [*]The Excelsior is ready to support Federation players via Warp-In (check screenshot below) [*]Fixed a bug that causes a crash while integrating Regeneration Modules in a Borg Scout Cube[/b] [/list] [b]- TParis[/b]
torp). Worth a look. :cool:
canon feel to the appearance of how ships move and fight. within the game. So much has gone on since Starfleet Kid and I were bitchin that evening long ago about how poorly the ships moved. The Physics Project has evolved and changed in ways I never imagined at the beginning. This is the final version of the A2 Physics Project. This version replaces all previous versions and has all of the various improvement and refinements I could think of included within it. This mod includes a better version of the recently released A2 Weapons Project. The intent is to make the stock ships move and fight in a way which is closer to canon Star Trek. CONCERNING PATCH PROJECT 1.2.5 There has always been some consternation concerning my statement that PP1.2.5 and A2PP are not compatible. I am happy to report this issue has been resolved.
struggle waged between Martok and the Empire and Gul Kentar's Cardassian Insurrection as redone by the ImpSPCam Team. As before, these were developed and tested with Patch 1.1 applied along with a Single Player Officer limit of 750. As before, some members of the Team also had the A2 Physics Project installed during testing, since all of this was supposed to be a part of that project. It is suggested, but not required, these conditions be in place for use of this mod. It may work with your personal install but it has not been tested that way. ImpSPCam - Klingon follows the same ideas as ImpSPCam - Federation. Improved AIPs based upon original ideas of Achilles and Freyr. Better maps which have better lighting. Clearer, more concise Objectives screens. Improved techtrees to give the AI, and the player, access to special weapons earlier and more often. The Cardassians have some very unique Special Weapons which significantly add to their combat power. These have been generously applied to the Cardassian AI, which does not hestitate to use them. Some say the Cardassians use Special Weapons faster and more frequently than the Borg did. As before, the Team placed a few small surprises here and there. As before, we'd rather you play the missions to find these than tell you what they are. While writing the initial AIP build lists, we discovered a better way to write them. Good Human players are able to budget their resources while building so that production bottlenecks and slowdowns seldom occur. Good Human players also do not waste resources building things which are not needed or are not cost efficient. It was not all that difficult to make the AIP mimic these behaviors. The result is the AI now has more ships and bigger fleets to deploy much sooner against your last Mining Station. These also get any Special Weapons available much faster than before. The AI now has enough resources in reserve to quickly replace combat losses and continue the struggle to the bitter end. These AIPs perform so much better than those in ImpSPCam(Fed), we are giving serious thought to releasing a Version 1.1 of the earlier installment later on. Due to commitments to A2 Vanilla Ultimate, Future Wars, and being Staff at A2Files, Freyr has not sent in a set of "Extra Spicy" AIPs for the Klingon Campaign. We very much regret this is so. However, all is not hopeless. The ImpSPCam team is currently strongly encouraging Freyr to release his AIPs as a stand alone project. He has modified the stock maps and adjusted his AIPs to make them match each mission much more specifically. We are delighted he has begun to plan making his excellent work available as a stand alone mod. We also strongly encourage all of you to go and download Frey'r AIP mods as soon as they becomes available. Misery loves company, eh? Somehow, we goofed during the release of ImpSPCam(Fed). The modified techtrees were not released along with the mod. We have included the techtrees for the Fed missions here. They include all of the Hero class weapons, so HeroShips will have the appropriate capabilities within the missions. Again, play balance, was not high on the list of priorities. The ImpSPCam Team feels strongly players should balance a mission through their playing style, rather than us arbitrarily imposing an artificial constraint "to make the mission fair". Reading the comments and emails we've recieved indicates most of you feel this way as well. A few dissenting voices were heard on the balance issue. However, we felt it diplomatic to ignore these. Again, we've included as backups the safer stock mission files. These are also included in the event of a CTD. The ImpSPCam Team are: Ameba, Chiletrek, Freyr, StarFox1701, the StarFleet Kid, thunderfoot006(Team Leader) The Team did all the hard work. The Team came up with all the good ideas. The Team members deserve all the recognition. Me? I was the Team Go-Fer. Whenever the real modders on the Team needed someone to do simple stuff, that was my job. Otherwise, I just sat there being quiet. The Team would like to extend a very large thank you to Achilles here. His gracious permission to examine and use his ideas and concepts gave this project the perfect start. The ImpSPCam Team intends to re do the Borg Campaign and the Instant Action AIPs as well. Release date on these is TBA. Any problems or concerns will be answered in the Forum thread for this mod or the Comments Section below. The Team respectfully asks that the Forum thread be the place to address problems, due to the limited functionality of the Comments section of the Downloads page. We will still answer questions below, however.
new ship balance requiring new fleet formations, and the removal of warp speeds from the combat-- Tactical Assault combines a quantum leap in overall programming with the killer graphics that Yacuzza provides. An incredible amount of work went into this mod, and the sheer love of the game shows through in this demo. Be advised of the following before you download, however: Single player missions are NOT SUPPORTED in this mod. If you like the single player campaign, install Tactical Assault on a separate download using the truly awesome self-installing executable file (and enjoy the video, too). This mod includes only the Borg, Cardassian Union, Dominion, and Romulan Star Empire. So Starfleet kids such as myself will have to wait for the full version. This is a demo of a total conversion for Armada II. It may take you several hours (or years, depending on your connection speed) in order to get it all downloaded. Your patience with FileFront\'s servers is appreciated. Also, this is still only a demo. So if you encounter any bugs, please advise Yacuzza of them using our forums. Comments on this page may or may not be dealt with directly. Comments in the forums are far more effective. That said, what are you waiting for? Get out there and play. - the Kid :cool:
considering that the much smaller version 1.01 of this mod was released just a week ago. More than doubled in size (from about 40MB to 90MB) this pack brings visuals of your Armada 2 installation to a new level, featuring: [b]- new planet and moon models - new map backgrounds - new asteroid fields - comets - new map editor assistant - and much more. [/b] What I don't like about it is the loss of online compatibility to stock 1.1 installations and the quite confusing installer, which could need some tweaking. But it's still must-have for all the other players out there :rock: . [b]- TParis[/b] [b]Note:[/b] It's recommended to install this on a clean 1.1 version of A2. Those who are already using 1.0 or 1.01 of Midnight Universe have to remove these versions before installing this in order to make it work properly.
something on this kinda of scale. Precisely, 14 month's worth of idea's. Think about that while you're downloading this mod (56kers, get your coffee on standby, stat)! 14 month's of effort in this case equals a heck of a lot of 0's and 1's. To what effect you ask? Every stock race has been thrown upside down, ripped apart and built again from scratch. Species 8472 have been waved goodbye, but with more ships and stations and Dominion ships added to the Cardassian side, quite honestly, who need's 'em? The latest models available to us, so standby, because I can tell you, I don't remember the last time I was this excited about a modification for A2! Scrolling through the admrial pic's, you can see, right from them, the quality we're talking about, which should be discussed a little bit. -Tech-tree's have been reformatted to allow for a bit more thought. What do you want researching? What do you NEED researching? What wins first? -The newest designs, as mentioned above. We're talking about poly-reduced versions of favourite Bridge Commander and Starfleet Command 3 ships and stations. Remember as well, the old favourite's still being in there: Sovereign, Defiant, Warbird (two of 'em!), Negh'Var and a nasty looking Borg Cube surely set for assimilation. Jupiter station, classified Romulan bases, collossal Borg shipyards. -Ai that's been tested most recently, allowing for brilliant combat modes and some of the best action you can get, without even going online! There are of course things people might not like. For example, scouting through the odf's, the Courageous, heavy escort (Federation), requires 448 seconds to be built. Well, in minutes, that's about 7 and a half. But at the cost of time we have balance, something which is thoroughly important. The new tech-tree's people may find too complicated or perhaps a little bit over the top. Again, these people I ask you to think about the hard-work that has been put into this. Additionally, low-resolution textures can be obtained from here, http://armada2.filefront.com/file/Borg_incursion_Vital_Responses_Low_Resolution_Textures;53797 if you want/need them. Also, please report any bugs/glitches/problems in this thread on gamingforums: http://www.gamingforums.com/showthread.php?p=2534903#post2534903 The 1.1 patch which fixes reported bugs and glitches can also be found here, http://armada2.filefront.com/file/Borg_incursion_Vital_Responses11_Patch;55378 So, without further adue, I present to you the biggest mod, this side of 2006! Happy New Year, with this, I'm sure it'll be "out-of-this-frontier!" (For your information, all credits are found after installation and they're pretty damn thorough!)
which now works. [*]Borg special weapons fixed and useable. [/list] Granted, it\'s not a huge amount, but it is something and for those looking to enrich their BI:VR gaming, this will definitely be a good add-on for it to get it working that bit smoother. All edited files do need to be put into the right location, which is the Romulan ship odf and the 1.1 tech file, but that shouldn\'t be hard work. Now, go forth, download and beat the Borg back into the Delta Quadrant! [i]Original readme\'s and credits are also included.[/i]
Incursion: Vital Responses, located here: http://armada2.filefront.com/file/Borg_incursion_Vital_Responses;53792 Take your "LONG" time downloading this. Regardless, I'm sure it was worth the wait, now go gamers, download and preach! Oh, just for note, you can send a virtual hug to MaP for putting it in an .exe!
between the Klingons and Federation in the TOS era, specifically September 2266 (and of course the Romulans are involved). This mod isn't part of the Mod Centre, yet, but it has been on the forums for quite sometime now so if you want to acquire more detailed info about this mod then[url="http://forums.filefront.com/st-a2-modding-editing/302451-4-day-war-mod.html"] click here[/url]. This pack contains 4 vessels from the four main combatant races; [list][*][b]Paris Class Heavy Destroyer [/b](Federation) The Paris Class is a strange but excellent TOS design. It appears on many of the Starfleet charts on the net and detailed information can be found [url="http://www.starfleet-museum.org/paris.htm"]here[/url]. This mod is pretty close to the concept designs and looks great in A2, although it's shape is a bit blocky but it is still a very cool ship. :) [*][b]Constitution Class Heavy Cruiser [/b](Terran Empire) Well this ship is quite impressive, it is definately the best ship in this pack. The level of detail in the ship's design is remarkable and also boasts a very nice textured hull. [*][b] E12 Class Bird of Prey[/b] (Klingons) This bird of prey is a very cool ship. It appears to be a ship that is a bridge between the original D-7's and the TNG BoPs, thus it looks like a D-7/B'rel Kitbash. The textures are a bit monotone but then again the TOS Klingons did like their grey. :) [*][b]Centurion Class BoP[/b] (Romulan Star Empire) Many of you will remember this from Balance of Terror. This is original Romulan BoP and it looks great. This one is very like the canon version, even down to the textures and wing markings. This is a fantastic ship. [/list] Great work from [b]dinosaurJR[/b], can't wait for more releases from this mod, going on what I have seen in the forums and this teaser pack this mod should be one hell of a mod. I suggest looking at the forum to see some truly amazing TOS ships. [b]- IKS[/b]
uses some unique texture ;) . But Curt also decided to redo his Species 8472 textures and put them into this pack along with the Klingons. The ships haven't got any 'armor scheme' on their hulls and use more canon colors (at least those you could see in Voyager). You can still use the old [file="81861"]Species 8472 pack[/file] if you don't like this one. But if you want to keep your game lookin good this is a must-download for you! :rock: File won't be rated by me as being part of the A2U team. - TParis
it's a another chance for you to download the Tholian Race mod aswell ;) (which can be found [file="65843"]here[/file]) . - TParis
with various versions, instructions and now many colours to choose from. So what does it actually do? Well, if installed correctly, it replaces the old colour=status shields with a one colour, hit-reactive grid. This means you could be hit on one side and have a torpedo hit you on the front and the effect will light up then dissipate. Nice huh? Of course, it requires quite a bit of gui editing, which as anyone who has tried to edit it will know, isn't exactly the friendliest of editing in-game (second I'd say to Ai). The rewards are obviously worth it and do provide some fine results, including some good picture grabbing opportunities. It's difficult to say much else, even though it is not only a breakthrough mod and fine at it, but so simple...so while you're downloading, I'll leave you with a word from the developer, "Note: No animals or people were harmed in the development of this mod. Should be handled wisely. In the case of dropping this mod by accident, there is no warrantee available. Do not bring mod close to a fire source. Do not apply magnets to it. Don’t use it to breed a new super-human species, etc. And yes, this is the blue shields mod. ;)"
three. So, what is The Twillight? Well lets go over each new feature. [b]New appealing interfaces including buttons and menus[/b] Now, Just take a look at the screenshots below and you can see that indeed, alot of detail has gone into the HUD and it really brings the feel of the game up to the next level for me, especialy for Species 8472. The interface really is appealing. [b]Edited missions which follow a new storyline which brings in ships from all eras of Star Trek.[/b] This is always a plus for any mod, it is always good and well to go and re-do all the missions you've done already in some new ships, but when a new story line comes along that really gives a truely great mod its momentum. An overview of the storyline is in the readme. [b]New ships and stations added, the best around the galaxy (old and new )[/b] Now this beta only cntains Species 8472 and The Borg, however there are some really nice ships and stations in this little package and it only adds to the feel already established by the new storyline and interface. [b]New canon weapon balancing to clearly show the advancements in technology a race makes.[/b] Some sides say that each race should have an even keel with different strengths and different weeknesses, and some say that it should be a case of who has most gets most. I prefer the latter, as life never deals a fair hand, so its good to see that the side with the most advanced technology gets the advantage they deserve from that. This makes the game realistic and adds to the gameplay experience in my view. [b]New timeline and refit system to show the progession of ship technology and upgrades.[/b] Now this is an intresting idea. Your ship is upgraded and refitted, to keep it up to the latest technology available, so you don't need to throw away all those old ships to build some new ones with even wooshier weapons, why not re-fit the ships you have? It's a neat concept. Add to all this the fact it comes in its own neat little installer, and you have yourself a mod well worth downloading and checking out, even if it is getting towards the painful side of 50mb's. Download now :)
Mod 2> - STA2.5 Beta Textures 3> - STA2.5 Beta Patch1 4> - STA2.5 Beta Patch2[/quote]
perfect :D Also includes the origonal incase you want to put it back.
(etc, Sovereign, Warbird, Galor, Negh'Var etc, but they're not as powerful as they once were.) For more information take a look at the readme file.
ones shiped with the game. There are also some more usefull additions, such as alot of ships now have more weapons, wich where mentioned in the manual but didnt appear in-game.
say try it out its awesome :rock:
there\'s more special energy and the hull is stronger. The Borg\'s queen\'s diamond has been changed with more hull strength, more spec energy, more sensor range, more drones and the weapons are now as strong as the fusion cube\'s. Not a bad mod if you want the better ships to be even better and you don\'t know/have the time to mod
player in the middle of the Dominion War, either on the Federation or the Dominion, and place units smartly to survive. My goal was to put the “S” back in RTS. Too many people are playing A2 the way it wasn’t meant to be played: Building QehRals/Galaxies/Venators/Fusion Cubes/Etc as fast as they can, then obliterating the enemy base. Did the Federation assemble 50 galaxy class starships, and then blow Cardassia to pieces? I think not. I’ve made A2 a thinking man’s game, like the developers intended it to be: Build Times are longer, Costs are higher, and ships are way better balanced. This may be the most canon mod to date :D . I want the player to use his units wisely, to think before he sends ships into combat, to guard what is most important with the most ships…you get the idea ;) . There are a few big changes though, the main ones being the taking away of the Tachyon Detection grid and the ability to colonize planets. I took these away because A) Cloaking was used a lot in DS9 episodes, and there were hardly, if any at all, uses of TDGs. B) When you are at war, why colonize a new planet near the enemy? You are almost sentencing those poor colonists to death… Unfortunately, there may be a few bugs still. One that I know about is that the Instant Action menu displays all races, but this mod is meant to have only the Federation and Cardassian (Dominion). If I can fix it, look for it in the 1.1 patch. If you play with either Feds or Dom. vs another race, it would be terribly unbalanced... Those Probems aside, I think this is my best work, and I would highly recommend downloading it. You won't be dissaponted :D Here are some pictures of In-Game Action: [img]http://www.gamingfiles.com/screenshots/16/files_extra/fpic1.JPG[/img] [b]The Rotarran and Defiant cloaked in enemy territory [img]http://www.gamingfiles.com/screenshots/16/files_extra/fpic2.JPG[/img] The Defiant overseeing the construction of a new Miranda class starship [img]http://www.gamingfiles.com/screenshots/16/files_extra/pic1.JPG[/img] A Galor class starship under attack by two Galaxy classes [img]http://www.gamingfiles.com/screenshots/16/files_extra/pic2.JPG[/img] Gul Dukat and Weyoun plotting their next move[/b]
Warbird" this is even more powerful with three added special weapons.[/quote] A Good idea, and worth a download if you think that the Romulan Warships should be more powerful ;)
not familar with this: Sigma is a FO-based TC that throws pretty much everything we\'re used to out of the window. It completely replaces the trek-based content of the original FO with a universe thought up and created by TUN himself. It makes full use of all the features offered by the enhanced FO engine to the point that sometimes you don\'t even fully realize that you\'re playing A2. It brings fascinating and mysterious NPCs and space wildlife (something we haven\'t seen before) into the game. Oh, and the soundtrack is just fantastic. If you haven\'t played this before, I would recommend to DL this right now. [i]Note: We\'ve been having some trouble with uploading this file. If you should encounter any problems with downloading this, please inform the A2Files staff immediately. Thanks.[/i]
elements and the lot. This re-texture represents a later technological refit for the ship, let\'s say around the 2320\'s. I brightened the hull colors, added a modern phaser strip and added some additional glows to the nacelles, making her more in-line with the Ambassador Class era. I actually have gained a certain liking for this ship, it makes for a nifty alternative destroyer. =p
has released the first patch for their latest full release 3.1.4, which can be found [file="117717"]HERE[/file]. Please visit the official FleetOps forums to report bugs & balancing issues and to obtain technical support. Modders should also check the official [url="http://www.fleetops.net/component/option,com_smf/Itemid,3/topic,6207.0/"]FleetOps Modifications Board[/url] as quite some ODF commands and variables have been changed. [quote]Merry Christmas from the Fleet Operations Team! Looks like Santa went all the way to Romulus and Qo'noS to collect you a small patch. This update fixes several bugs and adds a new ability for the Starfleet Remore class. Modders should also take a look at the changes and additions. (...) [-Optec}[/quote] [b]- TParis[/b]
limits the number of Descents you can build to five and the number of Steamrunners you can build is also five. The Galaxy Class starship will require Level 2 Chassis to be researched. It previously needed Level 1 Chassis. Buildable Warp-Ins 1.1 does not need Buildable Warp-Ins 1.0 to operate. It will not run on stock Armada 2 and has not been tested on any previous versions of Fleet-Operations.
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!
Class. For the Yamato, the registry has been cleaned up and the glows have been improved. There is also a bonus blank texure set without registries for those picky modders who would like a production version. =p The Sword of Kahless has been given a green hull tint and revised glows. Making the design match the TNG era aesthetic.
file. Twice!) it\'s taken a little while to get this on the site. Sorry for the delay. In the meantime i\'ve had. um, a little time to play with this myself seeing as I downloaded it myself before trying to approve this a couple of weeks ago. In short, you want this. You [i]really[/i] want this. When you\'ve been playing with the first beta release of a major total conversion for a fair time and the biggest issue you can find is that some of the ships don\'t have enough lighting (they can be difficult to see with the low ambient lighting) then you know your looking at something pretty extraordinary. - Freyr And now a few words from the developer;- After over a year of development, I am happy to announce the first version of Sigma available to the public. After several months of beta testing with members of FO, I feel that the game is currently in a form playable to most gamers. In this demo will will have the chance to either command the reptilian Zevestivan or the unity of mankind known as the V.R.A. Each side has a distinct flavor, look, and playstyle (The Zevs being a traditional RTS faction while the V.R.A. are very micromanagement intensive.) In addition, the entire 2 hour + soundtrack comes free with this demo. Since this is a demo, there\'s still much more content to be added (such as three more playable sides and more voiceovers). There\'s a lot in this demo, but still plenty more to come! - The Undying Nephalim
which mod you have installed) The build list makes the Klingon AI a lot more dangerous in it's own right on the hardest difficulty level in an Instant Action/ skirmish game, but the real development here is the new personality. The hardest difficulty level AI will now act more intelligently with fleet deployments on both the offensive and defensive. This has been available in a thread on the forums since November, but I thought a larger audience might like a crack at the current state-of-the-art in Armada AI's.
upgrade-- it's a patch, not a full version. Download this today, and "let's punch it". :cool:
fantastic looking weapons pack for those vessels, designed to look a lot like what we saw on screen. Just as a point of reference: any comments about this file that are actually about the film itself will be edited. Don't push your luck. Looking forward to all the PotD shots people will be getting from using this pack with their ST2009 ships! Another fantastic mod from Jet! :cool:
new version promises new levels of thoroughness, logically. Major changes from the version 1.0 release include the following: - Readme now includes an instruction step detailing how to avoid the race number/instantActionSlot problem. - Freighters will now mine latinum. - Shipyard and Advanced Shipyard now have different build costs. - A cargo ship has been added. - A trading station has been added. - An upgrade research station has been added. - A colony ship (with pod) has been added. - Research station(s) will no longer have the spider box in is centre. - Pulse phaser texture now included. - Hardpoint error causing ships to be built outside of yards now fixed. - Special weapons now assigned to ships. Download this one even if you have yet to discover the awesomeness of this mod. :cool:
designed to showcase several different things:- Dynamic music that only activates at certain times depending on what you are doing. This is common in other games, but a first for Armada II. It also demonstrates that you do not need to spend years developing a massive mod! This mod was started on Sunday the 4th after Thunderfoot was lamenting the lack of competition in the gameplay section of the modding competition and finished on Thursday the 15th. That's 11 days in total, and I'd be the first one to admit I didn't spend all of it developing the mod. This mod also introduces a rather different gameplay style for Armada in the hope of persuading a few other people to have a play with completely different ideas to see what they can produce. People seem to be attached to the idea that you have to have a base with static buildings. Think again guys. :) If you think about a star wars mod there is no reason that the rebels should have a static base -AT ALL-. With a little imagination it would be quite possible to have the entire setup mobile and movable, which would shift the entire feel of the game more towards how it is portrayed in the films/books with the rebels running from an imperial fleet.[/quote] In order to prove this can be done, Freyr has put together a little mod designed to do exactly that. Note that he's done this using a science fiction universe that's quite popular, but which he'd prefer to have remain nameless (unless you want the spoilers, in which case, he's included credits for the models used). This is definitely worth a look because it takes the whole "new gameplay concept" category to its logical end: something of the likes we've never seen before, and which hopefully we'll see LOTS more of in future mods. :cool:
now blinkers do not shut-off or turn on immediately, but soft. 2. Green/yellow LEDs 3. Blue Xenon lights 4. Orange lights 5. Blue LEDs 6. Now there are also "XL"-versions available and not only "big"-versions 7. Changed billboard settings 8. Now red is red, yellow is yellow and white is white 9. New strobe: Double blinker 10. 6 different lightypes to choose from, each of them with a new high resolution texture 11. Missing lights added: - whiteconst2 is what whiteconstbig should be - yellowconst2 is what yellowconstbig should be[/quote] Note that you'll really need to follow the installation instructions precisely-- a lot of cutting and pasting ahead of you, but it's totally worth it. Another great 'ambience' mod, which changes the look of things in the game without modifying the gameplay. Download this one today! :cool:
happened if the Voyager crew had stolen the Borg Diamond's Ultritium Burst and brought that weapon back home. AFAIK the Federation already possessed Ultritium weapons (wasn't it mentioned in Insurrection?) but the Borg's Ultritium weapons are more powerful. What would have happened if Starfleet's engineers adapted this advanced weapon technology? The Ultritum Weapon Set contains possible adaptations: A Pulse Phaser, a Torpedo and a phaser-like beam.[/quote] Sounds like fun. Worth a look. :cool:
the techtree. Also included are backups of the stock files for the same mission. Just in case. We hope you will enjoy this one as much as you've enjoyed the others.
redone by the ImpSPCam Team. This was developed and tested with Patch 1.1 applied along with a Single Player Officer limit of 750. Some members of the team also had the A2 Physics Project installed during testing, since all of this was supposed to be a part of that project. It is suggested, but not required, these conditions be in place for use of this mod. It may work with your personal install but it has not been tested that way. ImpSPCam contains the following things. Improved AIPs based upon the ideas and concepts of Achilles and Freyr. Bigger maps using what the stock game contains to enhance the lighting and backgrounds. Clearer, more concise Objectives screens. Improved techtrees to give the AI, and the player, access to special weapons earlier and more often. No longer do the Borg fail to use their most efficient weapons systems. Consider yourself warned. A few small surprises are also included. No, we will not tell you what they are here. That would spoil the surprise, would it not? And those in the know already best not be spoiling things for the others, either. Go play the missions and find out. ImpSPCam also includes a special set of AIPs done by that master of online play, Freyr. Most people are unaware (or have willfully chosen to ignore) that Freyr is a gamer first and modder second. He has attempted to get the AI to emulate his own style of play. He has been largely successful in this. These AIPs will be in a separate folder marked "Freyr's Extra Spicy AIPs". This Folder can be found in the Bonus Materials Section. Be warned, these have all the pity and weakness surgically removed. Team members have been known to run and hide whenever Freyr suggests we try them. The ImpSPCam Team accepts no responsibilty or liability for any permanent, irreversible brain damage caused by using Freyr's AIPs. As to play balance, this is an issue we decided early on not to concern ourselves with. A desperate battle against impossible odds with little hope of survival, let alone victory, is something all true warriors enjoy. These AIs will come for you very hard from the moment you tap the Spacebar. Freyr's AIs are even more elegantly lethal. Live free, die well, and may the bards sing of your selfless sacrifice for a thousand generations. For those of you who are not up to the challenge, the file contains backups for all ten Federation Missions. So you can restore your game to the safer, easier Stock Missions. The backups are also included to allow you to restore your A2 install, in case something goes wrong. The ImpSPCam Team are: Ameba, Chiletrek, darylukeh, delta-dids, Exodus_499, Freyr, StarFox1701, The Joelteon 7, the StarFleet Kid, thunderfoot006(Team Leader) The Team did all the hard work. The Team came up with all the good ideas. The Team members deserve all the recognition. Me? I was the Team Go-Fer. Whenever the real modders on the Team needed someone to do simple stuff, that was my job. Otherwise, I just sat there being quiet. The Team would like to extend a very large thank you to Achilles here. His gracious permission to examine and use his ideas and concepts gave this project the perfect start. The ImpSPCam Team will also re do the Klingon and Borg Campaigns as well. Release date on these two is TBA. Any problems or concerns will be answered in the Forum thread for this mod or the Comments Section below. The Team respectfully asks that the Forum thread be the place to address problems, due to the limited functionality of the Comments section of the Downloads page. We will still answer questions there, however.
House. There are many new challenges for the true warrior to face and overcome here. Better map. New, much nastier AIP. New Objective Screen. New Techtree. We've also included backups of the stock files, so if you have problems, you can re install the mission as it originally was released. The screen shots are from a determined Cardassian attack on the Federation Research Station. Some of the changes we've made are visible in the screen shots, but subtle. So what are you waiting for? D/L and install this for Kahless amd the glory of the Empire! - thunderfoot006 :) Edited by thunderfoot006 ___________________________________________________________________ The Developer should read "The ImpSPCam Team", not me, lol. I'm just the team Go_Fer ___________________________________________________________________
by BookBurner) is that I\'ve only heard of it right before I was about to upload this file, but will be sorted in a later small hotfix. Screenshot aren\'t included as you\'ll know what the mod looks like as there\'s screenshots already in the main V1.0 release. I apologise for all the hassle this may cause but at least you will have a better game. :)[/quote] Anything that makes a great full-race mod even better is awesome as far as I\'m concerned. It\'s like roller skates on a grizzly bear. Or, more famously, \"sharks..... with FRICKIN\' LASER BEAMS!\" Download this if you\'ve got the Reman Rebellion goin\' down already. Otherwise we\'ve got nothin\' for you. ;) :cool:
Rebellion and put yourself in command of a new armada that'll rock your galaxy! Complete with experimental weaponry, Theleron radiation and the mighty Scimitat, you will forge a new Star Empire when the old one has crumbled into dust! For Remus, and for freedom! NOTE: Regarding Raven Night's stuff being used in the mod, I have made the installer create a Permissions directory in where you have installed the mod which contains the readme files of the Katan and Saif classes which are being used in the mod. - VenerableDread [i]As I'm going to be away for the whole weekend but just discovered this decent looking thing in OPS I have already uploaded this mod for you guys, can't give it a decent review now due to my lack of free time. But I'm sure that some other staff member adds a nice review soon. Well, have fun and see ya soon! :) [b]- TParis[/b][/i]
download you will find only a .txt file. In it i says how to fix any problems. Thanks USS_Miranda all credit goes to USS_Miranda
for short), this vessel comprises a new and potentially more effective strategy for Starfleet defense than the "run away! RUN AWAY!" separation model sported aboard the Galaxy class starship. You can safely rank me among the Not A Fan school of thought. Even with the numerous redundant systems present in the Prometheus class, and the apparent quality of the design (the vessel is seen three times in Trek --once as the star of the show, once at the end of Voyager, and once in the distant future battling alongside the Enterprise-J against the Sphere Builders in 'Azati Prime' [ENT] ), I don't understand the point of it. Give me a Sovereign any day, or a pack of Steamrunners, before I'll trust my security to a ship whose strength comes from its ability to fight divided from itself. Still, for completeness sake, Armada II in its limited design lacked for a properly endowed Prometheus. For a long, long time, MVAM has been the holy grail of A2 modders. The previous efforts --by Gonwee and Bombomadil, among others-- were, for their time, brilliant workarounds and expert scripting. The recent FleetOps Upgrade Patch for Armada II has given us the ability to fulfill the original intention of the writers who came up with the concept of the Prometheus class.... and here, while not the only one of its kind, is new work on this very old problem in A2. Nice MVAM mod by Thun --bringing the Prometheus class one step class to its full realization. Complete with new sounds, wireframes, and custom special weapons. Deemon's model is the one used here, with a new texture and lightmaps! This one's worth downloading just for that. Aside from Ash's model, there's none that even come close in terms of quality. You've followed the progress of this one in the forums. Get this one today. And hopefully this'll be the last word on MVAM. (If I never hear anyone rave about MVAM again, I may just die happy.) ;) :cool:
So why, with a good mod, am I finding it hard to give full marks? It does everything right; give me stunning backgrounds, planetary textures (guys, he's only put on frikkin' clouds that move!) and a few new features above the previous package, but there are just a few things niggling away at me that just make me scream 'patch'! So, lets get the bad stuff out of the way first. The introduction of planetary clouds and rotation is phenomenal, but those who played stock Bridge Commander will remember that planets had those weird 'blocks' of textures because that's how they were done and that appears here. Yes, the planets look lovely, but they also can look quite garing as well. The further back you are though, the better they appear to be, so hold that in mind (and it also seems as if zoom-out has been increased, so for those with a slightly more powerful PC can hold to zoom out and observe more of the battle). The Latinum nebulae, even though changed in the previous version as well still bug me, being basically a yellow rock with slightly darker yellow spots on them. That, but very small too. It just seems inconsistent that miners would dart back and forth to a rock that is the size of a freighter bridge. I've heard of density, but a size increase couldn't harm. A fix of planetary atmospheres (as seen in Legacy) seems to have rendered them...well, non-existent. Did Q not like them? As you can see, there are just these little points that collect up to be quite frustrating and I hope are addressed in a future, but not too future, patch. That said, there's still lots of great stuff in here. The mod nicely splits game-play with graphics, with new asteroids both being stunning to look at and dangerous, as dust damages your shields (hiding place, but not for too long). As mentioned previously, the man has put in clouds that rotate on planets that should have them. Okay, so they're a little quick, but I didn't think you could build a Galaxy class starship in 30 or so seconds. The replaced textures are generally a notch above their previous incarnations, with the detail on dilithium moons being simply phenomenal and the best for them I have ever seen (and I've seen a LOT of dilithium moons). The hues for everything just right and the backgrounds fitting in seamlessly. All-in-all, it's very decent, but I'm afraid only decent and not fantastic. Perhaps I was expecting a bit more from this (and as such, believes it warrants a patch, especially to fix seeming non-features) and perhaps it's not quite as exciting because its been done before, in 1.0. It remains to be seen though for a mod to break the graphical barrier (and hint of game-play changing elements) that Yacuzza has done and for this reason, I still salute him with this piece of work. [Note, .exe for installation included]
quite a good weapon, it looks very similar to the original weapon albeit a tad bit slimmer than that beam but it\'s the correct colour and position so it does look very cool ingame. It does a good bit of damage too so it doesn\'t just look pretty, it bites and boy does it bite hard - it is about 20 times stronger than normal Federation phasers, the range is similar to most phasers, it\'s damage base is 850 so it will ruffle a few feathers! PS: Galaxy not included :p nice work Dan! :thumbsup: [b]- IKS[/b]
mod, for several reasons. Actual canon Species 8472 shots are hard to come by, only Voyager being the real source of 8472 designs. Most of the other 8472 sources are either conceptual or indeed from Armada 2 or Mods of other games, so these upgrades are totally brand new. Initially when I saw the screenshot and the targa's in Adobe I thought this would be the most "inferior" of the A2 upgrades but after playing with them, I WAS PROVEN WRONG.. this is 8472 with a twist - the twist being an armoured-bio fleet which makes the "lined" textures more plausible. The battleship, Frigate, and cruiser stand out as really quality retextures - With the dark grey/black textures on the Battleship and Frigate you could say both of them got "Venom-ed" :p Both are menacing looking and are the "best" of this mod imho. The Launcher, destroyer and scout following the same colour schemes as the stock but are vastly improved, as do the non-combat ships and stations. The Mothership is now a blue texture but I honestly think the "bio-amour" texture doesn't suit it or indeed the Behemoth, but that is only my opinion. It also includes a excellent Splash screen! In totality, this is well worth the download and is a definate improvement on the bland stock texturing.. for pure creativity and what it brings to the table this is probably one of the best of the A2 upgrade packs. About time we got more 8472 mods around this place ;) Get's a :thumbsup: from me [b]- IKS[/b]
their respective assimilation textures. The Aegean looks sweet, it has clearer and more defined textures while still maintaining it's spartan combat-orientated design. The Defiant retexture is a bit on the wild side with purple armour plates dotted on the main part of the hull. The Venture class scout is quite interesting too especially it's contrasting hull textures which look cool- white dorsal hull and metallic grey ventral hull. The Nebula's textures (notably it's saucer) look similar to a New Orleans rather than a direct Galaxy copy which makes the Nebula a bit more unique. The Iwo-Jima has a strange but cool gold NX type hull. Even the non-combat support ships have recieved a total makeover with the Repair and Construction ships looking the best of that bunch. The planets are also included in this pack and they are really something else. The retextures of these planets are impressive. All in all, it's a very craftly done retexture job for the Federation and if you are indeed an online combatant or a fan of the A2 Upgrade project then this is a must have download!! Excellent job Curtis! [b]- IKS[/b]
includes voice files, Admiral's Log pictures, an own space background and some nice addititions for the Tholian's GUI. Well, the only thing to complain about might be the new voices... they are... hummm... pretty unique ;) . I think that they are fitting to the race but you should check 'em out and consider yourself :) . Overall this is a must-download for the Tholian lovers out there. :thumbsup: - TParis [u][b]Note[/b][/u]: This is coming as an ZIP package, so you have to put the files and folders yourself. Check the readme for details.
enhance your A2's visuals. Well, if you like one of the previous A2U releases this is a must-download for you :rock: . - TParis
simply stunning :rock: . But consider yourself by viewing the screenshot... A must download for stock A2 players! :mepimp: - TParis
Armada 2 to give 'em a whole new look :) . I recommend using this pack together with the prior A2U packs ([file="75535"]1.40[/file] and [file="80894"]1.51[/file]) So, you stock A2 single- and multiplayer gamers, what are you waiting for? Resistance is futile :borg: . - TParis
Galaxy re-texture, wow-wee!) and glorious weapons. To quote, \"it does include the Defiant pulses\". Should I stop writing then? This mod does simply enhance looks of the game and does it so very very well. Whilst not everyone may have the ships for textures, many of you will and those who don\'t, the ships used are listed. A lot of the changes, including weapons will affect stock though. You will need to make a couple of very small odf changes to get everything to work properly though, so do just make sure that you have everything ready and good to go before you unleash hell with your new Defiant pulses. The question to ask though, is what is next from EM? Hopefully more of the very stunning same. Besides, the pictures should definitely convince you, even if this review doesn\'t. Of course, there are only so many ways I can say it looks breath-taking and amazing. Take my word for it, the goods inside are very shiny indeed.
Some beastly Klingon...and Constellation, ships! Don't expect this to be too balanced in game (although do note high build and resource amounts, but with vastly enhanced weaponry and armour) but do expect your Klingons and Constellation to kick some major Federation/Romulan/Klingon (civil war?) arse. Q'apla fellow warriors! [i]Developer forgot to add in credits in the readme, but later informed us. So, for those wondering, the Constellation class included is Captain Fingers and can be found [url="http://armada2.filefront.com/file/Constellation_Class;6837"]here[/url].[/i]
for the Intrepid\'s Torpedos have been moved. - Ash
how they turn out if and when they get released to us. - Ash
in arcade style. This mod incorporates the ship used by the team and the carrier, as well as one other ship. While probably of interest to those people that have played the N64 game, it is probably of little interest if you haven\'t :)
\"special\" freighter (that blows things up) and a genesis-like weapon. Quite a worthy little project if you ask me ;) - SSA [/quote] *Fixes included in this version*
up. but as Jeremy clark once said, \"points deducted for cockyness\" :)
looks very nice. It would be best used for a generic low-grade race you might have installed. Failing that, Pre-TOS/ENT era ships would probably make good use of it. You could also have it as a heavy missile special weapon for a ship. You get the idea though that it has a lot of options. The missile has a good shape to it and the textures fit it well, all in all, a good job. The next weapon, of the transporting nuke I think is fantastic. Set to travel at a fast speed with a blank sod, the weapon should penetrate the enemy hull and cause extensive/fatal damage. Again, the possibilities are wide open. You could have a Tau\'ri ship have a special weapon allowing it to transport a limited amount of Nuke\'s onboard enemy craft or have it on a ship in a different universe, say a high-tech race which has it as a devastating standard weapon. Pure carnage...we like carnage here and with this, you most certainly will to. Extended readme\'s providing the needed installation instructions are included in the dual-weapon pack, which really does make for a fantastic download. Get it now.
collection. So, a low-down. Who, or what, exactly are the Tholians? They are a xenophobic and somewhat mysterious race in the Alpha Quadrant. They rarely are seen and so not too much is known about them. As well as that, their ships are rarely seen in combat, but, they would alledgedly be powerful. So that's that. The bad stuff: -No new sounds. -No "new" textures (my understanding was re-used/applied old ones). -No admiral pic's. The good stuff: -...THE THOLIANS AS A FULL RACE -Tholian Web special web. -Specific tech tree and construction list (aimed more for defensive purposes). -Extensive list of ships and stations (25/14). -Fusion? I think this must be the smaller ships creating bigger versions, which is a nice idea, seen as the shapes would allow for it. -Much, much more. As to back me up, check out the screenshots below. Failing that, you could just trust me and download 2.5mb, which is not much, even for you 56kers. Naturally, I could tempt you with the fact it's in an auto-installer.
why don\'t you download it and check it out, hmmm?
really isn't much else to say but what's in there seem's sound. So, for any of you people who do not know how to modify your own weapon odf's, here's some for you to use, it even comes with installation text to help you add these torpedoes to your ships already in-game. For note, I do beleive this is the developer's first mod and changing weapon odf's isn't necessarily the easiest thing to do in the world, especially as these seem to be kept pretty well balanced for what they do.
TC. Anyhow, looking good. ;) - SSA
enough, 3 years later it\'s back for one last run. This is a teaser pack that will update the Menu Screens of Star Wars: Fleet Command, before the last major update to the modification is made in 2006. This will make the screens, menus and other areas Star Wars: Fleet Command exclusive, removing the ST vs SW II teaser screens from the modification. For those who\'ve never heard of Star Wars: Fleet Command, you can find it by [url=http://armada2.filefront.com/file/Star_Wars_Fleet_Command;8831]clicking here[/url]! Enjoy.
1 issue resolved * Mission 5 issue resolved And much more ........
it. I add new build button\'s for federation and borg.[/quote]
the playing field: The pre-TOS Federation and their Romulan counterparts. They are all cannon scaled to the other stock races, which means that you’ll be dealing with several ships the size of a shuttle. They have weapon loadouts on a cannon scale, which means that they are a match for their counterpart, but, a single ship from any of the other races can wipe out half of a fleet. I took an eight fleet armada of pre feds against the feds from Ghosts comp mod, and my armada was picked off by the star base. The shield didn’t drop below 50% on any of their ships or stations, and then I gave up. Because of their total weakness, they can be wiped out by a nebula in one to two seconds. The resource costs do compensate for this, as your largest ship costs less than a stock defiant class. Also, the AI in the demo was not complete, as the enemy sat there with a base and a construction and proceeded to do nothing until I wiped them out. Also, the new races did not include race sounds, so there are no voice-overs. The worst part was that that you needed to manually install every file by hand. This causes a lot of frustration and a large margin of error, but, if you’re skilled enough, this can make the mod compatible with other mods. Enough of the bad. Now on to the good. This mod is one of the best I’ve played in a long time. The ships were from an era never before done to any extent, and the realism I felt was very high. For those of you that ever read the novel [b]Starfleet: Year One[/b], this is a great recreation of that era. In my personal scale, I’d rate this demo just below the Borg Incursion series. I’m not going to give away too much of the game play, but this mod adjusts it from a “build strategically” to a “build lots of easily destroyed ships.” In other mods, this would be a downfall, but in this one, it properly reflects the idealism of the races. This is a great mod that I recommend to everyone that frequents this site. It takes a lot of work to install, but this is well worth the work. The worst part of this mod is that it will never be finished. If you’re going to download one mod this month, download this. Added author's upon request Description by Ch'Yu Chen: This mod is a simulation of Masao Okazaki's ideas of the romulan war.(http://www.starfleet-museum.org/) The highest priority is simulation and realism ,not fun, action or anything else. You can't compare this mod to others, this one is different and you can't play against races from other mods, because your ships are old and weak and you'll lose. Maybe I'll make an arcade-Version with increased ship-Power for playing against other races. I didn't included race sounds, but I've made some. You can download stupid german SIW-sounds ("Sinnlos im Weltraum") separately, called [file="31932"]German Voice Patch[/file]. The romulan war has nothing to do with 'Enterprise'. This mod is not planned to be finished.
fix your problems :) good stuff.
instead of 999. 3.All orbital processing facilities are armed with the turret pulse phaser of their race. 4.The Klingon scout has a cloaking device.[/quote]
the game, but in different color effects. Have fun :)
Vessel Construction Vessel Defiant Class Enterprise Class Incursion Class Intrepid Class Iwo Jima Class Galaxy Class Galaxy X Class Nebula Class Norway Class Nova Class (Equinox/Rhode Island) Premonition Class Prometheus Class Sabre Class Sovereign Class Steamrunner Class Venture Class
only selectable races on Instant Action screen -Added AI Files For Both Federation + Dominion (All Pleb\'s work...see Credits) --MINOR CHANGES IN THIS VERSION-- -Added Breen Voices -Fixed Cardassian Yard Not Being Big Enough for Jem\'Hadar Battleship -Added Tacyhon Detection Grid -Added Nebula Class (With large Resource cost...It costs so much because, as soon as it\'s built, it has a Tacyhon Detection Grid)[/quote] This is the 1.1 Patch, to be applied on your computer if you\'ve already downloaded 1.0. If you want to download the Full 1.1 (1.0 with the Patch Applied), click Here
shockwave. The weapon exploses if the self destruction is activate or the bomb is destroyed by enemy fire. The bomb has no engines, so you have to pull it with an tractorbeam.[/quote] looks like a NICE weapon!
have more crew, hull and weapons. (it also include a new tipe of phaser & photon) The base will be able to be constructed, once you have build a shipyard, the adv shipyard, and both science and research stations. [/quote]
Facility, Cargo Ships, Ion Turret, Viscount-Class Mon Cal Star Defender, and Sovereign-Class SSD as new units New models for all Mon Calamari Cruisers, Victory-Class SDs, Dreadnoughts, Assault Frigate, Interdictor, and X-Wing Revised/altered models for Corvettes, Modified Corvettes, Gunship, and Strike Cruisers Sensor Array renamed to CGT Array (and has a changed model to boot). Multi-Warhead turret removed and replaced with Ion Turret Super-Heavy Yard added to the New Republic for construction of Star Defenders Functioning (and lag free) Gravity Well Generators added Superlaser functionality tweaked All weapons tweaked. New weapon types added to fit new balance scheme All build times rebalanced to make things more fun and realistic All Capital ships and stations altered with more realistic weapon and shield loads Fighters equipped with limited warheads and a Supply System put in place to resupply them if need be Evil Artificial Intelligence And all the other stuff I forgot to mention…[/quote]
base and fleet, so beware! [/quote]
accident. They were appalled by what the Federation had become: A military dictatorship. The Tellarite ambassador assured them that the Tellarite people would follow if a new kind of Federation were formed. It became known as the Antithesis. The Interstellar Machine corporation was sympathetic after losing a contract with starfleet and provided them with ships and resources. The Antithesis has begun[/quote] [b]Download![/b]
successfully defended Sector 001 against another borg threat. Since that time the alpha quadrant has been a little quiet in general following the end of the war with the Dominion. The Alpha quadrant has seen minor skirmishes between the Klingon Empire and it's various foes because of it's undying need for violence and death, the war between the Borg and Species 8472 did soften for a while after Admiral Janeway returned from the past to recover Voyager and to detroy the Borg's central command functions. But since then the borg re-formed with a new leader, rampaging through the delta quadrant, discovering new technologies that were previously unknown to them, they have become even more powerful, with the same central idea as before - perfection - at any cost. The Domion retreated to the Gamma quadrant for a few year, while they rebuilt their ships. Then in 2380 they entered the Alpha quadrant again through the wormhole guarded by the Deep Space 9 station. DS9 was destroyed and the Dominion fleet managed to get behind Cardassian borders where they met up with the Breen and the Cardassians, before engaging in a trade agreement with the Ferengi. ultimately this created the Dominion, Breen, Ferengi and Cardassian Alliance. In recent years the Federation and Starfleet have managed to rebuild their fleet to its entirety, introducing new and improved starships, derived from technologies gained from the Delta quadrant and from the Gamma quadrant, to deal with the threat of other malicious species in the Galaxy. The invention of Slipstream drive has meant that the Federation has expanded to cover more than one third of the milky way, and that it has managed to recover new types of metal and technologies. Their new fleet includes the Eximus Class - a destroyer, the Prometheus Class - which while older than a few other ships, is still the most powerful ship in the fleet armed with shield destroying torpedoes, a Slipstream drive and multi quantum torpedo launchers and phasor banks, as well as the introduction of ablative armor on the intrepid class of vessel. There were attempts made by Starfleet to adapt the armor for other classes of ship, but it proved to be impracticable on other classes of vessels. Since then the Borg have attempted many times to assimilate technology that has originated from another quadrant or from the future, but each time they have failed. But in the immediate past the Federation and it's ships have noticed phases in and out of our time, space and continuum, or universe. Theorists have thought of many ideas about why this is happening, such as Parrallel universes, Q, even Voyager was examined, but her Captain's older self's was not to blame. The Federation are becoming more desperate to find out why, where and to who else this might be happening to. Recently, and most seriously a Romulan warbird was phased out of time and space and it re-appeared inside of a soverign class vessel, destroying both ships. So as a result of this and other factors Starfleet, the Klingon Empire, the Borg and all the other major powers in Alpha and Beta quadrants have been ordered by their governments to investigate this problem, by firstly travelling to the source of the time-space shifting, on the fringes of the galaxy.[/quote]
have enough Mods yet. Of course I'm used to doing my own Mods for myself , this time I decided I could convert the Andromeda race over to A2 for the public. Most(not all) of the ships are cannon, however the stations are not. Since I don't make ships or stations myself. This proved to be a little hard on me. Most of the stations were stolen from the Federation. I still had missing wireframes and buttons (sorry). On the ships rather then have missing wireframes , I just copied the same one over (better then none) , plus they all almost look the same. If anyone wants to improve this Mod and re-release it...go for it. I don't claim this to be the best Mod nor did I try for it to be. I just wanted to introduce Andromeda into A2. Although I don't mind helpful comments or even minor complaints , please refrain from whinning. [/quote] The ships look like the ones from series. Good Job Wraith! You can discuss the mod [URL=http://forums.filesnetwork.com/showthread.php?s=&threadid=5807]Here[/URL]
need for latinum to build planetary shields I have been able to fix the sound problem!!!!!! Now you can use the Dominion in Early tech games, no super weapons games and no science ship games. The Dominion also mines faster and produces crew faster (thats why the Dominion Comp wouldn\'t do anything, it was trying to build breen destroyers that need 350 crew....) The Dominion Build list has also been changed[/quote] Note that this patch has all the changes for the first Patch, so you don\'t have to download the first to be able to use this one. Hopefully all you people who had trouble with this excellent mod will be able to play it now :)
races in this mod, it is purely Imperial vs New Republic. The mod is specifically designed to work with the ST: Armada 2 Demo, but it will work with the Full version as well. [/quote] I\'d have to say the best part of this mod is its ability to be used in the ST: ARmada 2 demo. Even people WITHOUT the game can enjoy this mod!!!! EXCELLENT work ST vs SW team!
Republic, the Imperial Remnant, and revamped Federation and Klingon sides. You start with 4 construction ships, a starbase, and a "Hero" ship. For the Federation, its the U.S.S. Enterprise-E, for the Klingons it's a revamped Martok's Neghvar. For the New Republic its Home One, Ackbar's ship, and for the Imperial Remnant, it's a random Imperial class star destroyer. What I Like: -Pretty much everything in the New Republic and Imperial Remnant - TIE Squadrons :D What I Don't like: -How you have to research 500 things just to build ships, and the risk is there that if someone destroys your reasearch station, you're more than 10 minutes behind the enemy in research. -How the Dreadnought was included on the imperial side, but the exact same ship is unable to build on the republic side -How 2500 crew (An ISD's amount) Is gone within a matter of seconds, so 1/2 of my base is just a junkyard of used ships -How You can't colonize (Which was an error anyways, but still...) These gripes aside, the mod is an excellent addition, and is definetly worth downloading, even if you're on 56k.
federation carbonite reflector and Holo-generator from the incursion. It also never runs out of special. It comes equip with quantom torpedos and starbase weaponry. Its shields have also been substantially boosted and the crew is placed at 1200. This is a base killer!!!!!!! The best part of all there is only 1 file need to be added!
weapons sprits from the Excelsior Pack. A link to Download the Constituion pack is in the Comentsection of the Excelsior page ( http://armada2.filefront.com/file/Excelsior_Class_pack;120108 ). Models included are Blanks Saucer MK1 and MK2 Stardrives MK1 and MK2 hulls Heros USS Enterprise D 3 peice USS Galaxy 3 peice USS Venture 3 peice
you, your fleet, your life, gone in the flash of a spiral wave cannon. Gone. In short this adds 5 ships from the cardassian union into the fleet ops non-player list. to use these you must put them on a map manualy. in future we will include custom maps with an NP that has the ability to spawn its own units.
the stand-alones (removing the fire-arc on stations, altering firepower/firerate, ect). All weapons use sounds from Bridge Commander (included) and the Romulan Cloak and Tractor beam have alternate sounds included.
powerful ships arrive.
ship to your own installation.
released the first patch for their latest full release 3.1.0, which can be found [file="109033"]HERE[/file]. Highly recommended, as it fixes the partly broken save & load system again. Please visit the official FleetOps forums to report bugs & balancing issues and to obtain technical support. The most important changes: [list] [*]Phase armor plates for Rhienn Class vessels [*]AI Borg ship handling improved [*]4 new maps from the community [*]Multiplayer AI takeover now uses the Merciless AI [*]Fixed a crash when saving or loading a game [*]A lot of other fixes and balance changes [/list] [b] - TParis[/b]
passive ability's. they are all very good ships, and should all be complete. the included ships are the Flourish class, miranda class (updated), Galaxy EVO, and Achilles class. This requires Fleet Operations v3.0.7 in order to run. This will NOT work in stock A2. :cool:
Material Settings by Avon. Constitution Wyvern Refit by Rick Knox - Full flegded TNG-era retexture using Pentserv22s as a base. Divine Right Class by Pepperman, fixed material settings by Avon - "Klingonized" textures with a touch of green. Galaxy Class by Rick Knox - Full fledged retexture, using the C2X Galaxy Textures. Nebula Class by Erazoren, ported by CanadaianBorg - Full fledged retexture using the C2X Galaxy and Erazorens Nebula Textures. NX by Rick Knox and LC_Amaral, conversion by 1_Beta_1, further edits by Dan1025 - Improved model quality and fixed hardpoints. Phalanx by Michael Kelly - Improved hull contrast and revision of minor details. Sovereign by Hawkeye, rebuilt by MAP, further edits by k_merse - Finalized revision of the textures, complete overhaul of hardpoints. - Also includes an alternate War Sovereign, based on the several popular BC exclusive derivatives and the USS Sentinel from ST: Invasion. - Hero Picard unit is also available, complete with registries. Buildbuttons and Admirals Log Pics by Jetfreak[/quote] :cool:
existing designs. Well, not anymore. Jetfreak brings a fantastic tribute to all you original series fans out there. These retextures look FAN-freakin'-TASTIC. As good as the remastered original series graphics, easily. Thanks to several reliable ST ship design sources like EAS, careful and extra research was put into this to ensure perfect attention to detail! Note that you WILL need the original FahreS TOS pack in order to get this to work. And trust me, you're gonna want to download that QUICK. :cool:
her and made the rest of the files needed to bring this great warrior completely into A2. The most aggravating and most rewarding part was doing her weapons loadout. After some MSN conversations with Chiletrek I came up with a fair approximation of the "bullet showers". I still have not achieved the "flak burst" effect from the proximity warheads(hence the "0.9" designation). After long research and numerous experiments I realized A2 is probably not going to allow me to recreate this without using a SOD based weapon, which would increase lag significantly or hacking the executable, which means I could not then share the weapons with all of you. I suppose I could write another hook file, a la FlOps. But there is not much point in doing something which Doca Cola and his team do a whole lot better than I can. The one thing I could not yet do and had not yet figured out was how to allow either Pegasus or Galactica to engage multiple targets with burst fire. After some thinking and digging and tinkering, I have managed to achieve this. These have some of the usual multi targeting weapon flaws but they are minor or at least well known. Once either or both BattleStars are fully engaged with the enemy they are not all that noticable. The maximum number of targets is set at two because if I set it at three, then Raider attacks last all of two seconds.
chance to add some seriously fantastic looking re-texture work from A2Files' resident expert on the subject. All .ODFs (balanced to stock) and .SODs are included, along with buildbuttons and admirals' log pics. This pack includes the following ships: Aegian Class by Dan1025 Akira Class by Aad Moerman Centaur Class by SB34 Constellation Class by Fireball_IV Constitution TOS-XI Hybrid by Fahres Forerunner by Aad Moerman Luna by k_merse Renegade by SB34 Ronin by Aad Moerman The included Constitution re-texture uses the "JJPrise" textures by WileyCoyote, as you've no doubt seen in the forums. That on its own would be one of our most downloaded files-- but with the rest thrown in, you get one hell of a lot of awesomeness in one .ZIP file. Download this one right now. :cool:
1.2.5 patch in order to use this mod. It's not for everyone, especially not for beginners. Once the kinks work out hopefully this will become a widely used mod.... :cool:
here you go. [quote]This is my version of the Miranda Class for Fleet Operations is Designed to be a heavy destroyer, equipped with a anti destroyer pulse cannon, and a single phaser. First rank Allows a much better speed, and with more ranks it gets better weapons and defenses as well as its hull and shielding repair rate increased. Its Veteran Rank Refits it into the Saratoga Class. This ship has Duel phases, High hit points, and other special ability's. It is a very effective ship, and definitally worth its weight in latinum. I hop you enjoy it.[/quote] Well, so do we. Worth a look if you're a FlOpper. :cool:
Dan's already-awesome Cardassian full race mod in order to get this to work. :cool:
Fleet Operations full version has been released. It fixes several bugs and changes the balancing. The most important changes: [list] [*]Hovering Special Weapon buttons now shows their range on selected ships [*]Further AI adjustments and improvements. AI players have been renamed to Normal, Hard and Merciless [*]Collision deals greatly reduced damage against stations [*]Rescaled the Borg construction costs on most vessels, causing reduced cost for smaller Borg units, but reduced the rate at which Connections accumulate [*]Borg vessels won't continue movement after using "Refresh Cycle" [*]It is now possible to use normal warp-in if you have less then three free warp-in slots. As Star Fleet has no ships to spare, vessels exceeding your warp-in cap will leave the sector immediately [*]Shield Breaking Torpedo may now target stations, energy costs increased [*]Fixed a bug in the craft ai causing a multiplayer out of sync issue [/list] [b] - TParis[/b]
automatically launch fighters when enemies are in range, aloowing for the carrier to choose a different target from the fighters, or to simply run away, essentially creating a new 'Hit-And-Run' tactic. The disadvantage of carriers is their vulnerability without fighters. the Eagle can still stand up to a fair amount of punishment and can face down most cruisers, but the C8V is very weak on it's own, and extremely vulnerable if it's fighter wings are drawn off. However, the C8V will also launch Ace pilots (with increased weapons damage), randomly inserted into their flights. The computer WILL use these carriers, and ruthlessly, too, sometimes, so watch out! The mod package also includes basic instructions for adding carriers like these to your personal mods, and an example 'launch fighters' ODF. Future releases will include more races (Romulans and 8472 are next on the list), more carrier types, and special anti-fighter ships for combatting these new threats. Enjoy, and please let me know what you think! -Phasertech
mode. The Vederiction of Resource Alliance, the race that comes in this package, presents new gameplay elements that have been laregly left out of A2 modding such as the heavy use of modular stations.
thing we didn't include were the worlds themselves. And some textures and .ODF entries, but we'll make sure they get in the next version. Sorry about that. :( We're very proud of what we have accomplished and we hope to have version 1.1 available very soon. For error reporting, follow this link, please: http://forums.filefront.com/st-a2-problems-errors-help/399391-federation-compilation-mod-error-reporting-thread.html :cool:
crash under version 1.1, and rectified the problem so this now works with the patch. I must confess to a couple of minor gameplay tweaks (repair rates changed) however it still plays more or less as before. However, that said its intended as a demonstration of dynamic music first and foremost, the fact that it demonstrates a different gameplay style was a secondary thing, as is the replacement menu GUI etc. Its not incredibly playable against a AI, as it was designed for human vs human gameplay. I have considered finishing the idea off by including a ragtag fleet to resupply and repair Galactica which need to be defended, plus vipers and a resurrection ship and raiders for the cylons however there hasn't been a huge amount of interest, and i'm busy with other things. If enough people are interested then I might finish this of later, otherwise this is probably it. The intended gameplay is basicially what Iosys came up with back in 2007 here:- http://forums.filefront.com/st-a2-modding-editing/327759-battlestar-galactica-cat-mouse-new-mod.html I liked the idea at the time, but he never did release his version. Its basically the same gameplay as he imagined, the colonials have one very strong ship (ie, galactica) and the cylons have three basestars that are about 40% as powerful as the mighty Battlestar. As a result, if they can gang up on you with two or three basestars you going to feel it, however you can win a 1v1 fight and possibly a 2v1 however your going to be seriously damaged which is going to force you to run, avoiding the cylons until you can repair your ship enough to be sure you can win an engagement. Its harder to win against the AI than against a human as the AI doesn't tend to split its ships up enough very often to sneak in and kill one without resorting to a FTL jump on top of one. You then have to worry about recharging your FTL and jumping away before the other cylon ships turn up with blood in their eye. Can you beat the odds?
shockwaves, damage sparks, and steam/plasma venting effects as well. The results breathe new life into one of the many areas in which Armada has yet to be truly improved. Note that you will need to do a little sprite file editing --something that can be a little scary for some modders, but which is, in reality, very easy to accomplish with FahreS' instructions. Note also that you'll want to watch the preview video. As good as screencap pics are, watching the animation REALLY gives you an idea of what makes this mod so special. http://www.youtube.com/watch?v=eX4Y4Nlt2yo This is probably the best bit of work we've seen in a while to those "background details" which make the Armada engine run. We've seen planet projects, physics projects, upgrade projects and weapons projects. Now we have our first damage effect project, and it's a must-have. Download it right now. :cool:
along with new weaponry (check screenshot) [*]The AI will now use cloaking [*]Credits costs have been removed. All vessels which did cost credits prevously are now limited. Some unit prices have been adjusted [*]You do no longer need to toggle into mixed-tech mode on captured vessels. Build menus are instantly updated [*]Fixed a crash in the AI [*]Fixed a crash that could occur when issuing orders while a vessel is leveling up [/list] [b]- TParis[/b]
smaller weapons set, maybe an anti-fighter/bomber weapon. Either way, it's worth a download. :cool:
any previous version (starting from V3). These are the most important changes (including 3.02): [list][*][b]Reimplemented Save Game mode (experimental) [*]New model for Klingon Mining Station (check screenshot below) [*]The Excelsior is ready to support Federation players via Warp-In (check screenshot below) [*]2 new maps have been added [*]Fixed a bug that causes a crash while integrating Regeneration Modules in a Borg Scout Cube [*]Fixed a crash when a Defiant Class reaches rank 5 [*]Building a Miranda II Class crashed the game[/b] [/b] [/list][b]- TParis[/b]
moves in stock A2. This mod is entirely plug-and-play***, which means that ANY ship can be modified to follow more closely a playing experience worthy of the universe Gene Roddenberry created. We've endeavoured to bring every possible Trek experience a little closer to fruition, whether it's just the turning radius of a Romulan Warbird or the Battle for Deep Space Nine. We've also endeavoured to issue this mod as a challenge to the entire A2Files community. Our challenge is as follows: Lots of people said they could do this. It took the two of us to make it happen. How many other things do we write off with cliches like "everyone can do that" and "anyone with a brain can make that work" in this game? We believe the reason this community is dying is not because few are trying. It's because many are trying, on their own, individually. And we would challenge those individuals to put their best work into SMALL, FOCUSED, and DETERMINED efforts that EVERYONE CAN ENJOY, whether they just downloaded the demo or they're working on their sixtieth mod. Our challenge is to you: simple and uncomplicated doesn't mean it has to be any less fierce. Or any less appreciated. We've done our bit for this place. It may not seem like much, but it's all our own. Why has nobody else done this yet? Because nobody gave it an effort. So please give A2Files your best efforts. We need 'em. I'd actually review the content of this mod, but I think it's pretty freakin' good or I wouldn't put my name to it. - the Kid :cool: ***This mod is, at present, NOT COMPATIBLE with the FleetOps Patch 1.2.5 for reasons we hope to resolve in the near future. Please note this before you download. You turn your A2 install into a brick because you fail to heed this warning and we're not responsible. Sorry, kids.
typographic errors and dumb mistakes. I decided to make a better version of the A2 Physics Project. Version 1.1 combines the three current downloads into one package. Version 1.1 also has three \'levels\'. Players will be able to \'opt in\' for as much or as little of the project as they want. The levels are: 1) Leaving the rangeScan line commented out, installing the new ship ODFs and the Other ODFs. This will give ships the new movement abilities. 2) Installing ships, physics, and weapons ODFs, while leaving the rangeScan line commented out. This will give ships the new movement, and the new weapons ranges and rates of fire while retaining the stock visibility ranges. 3) Installing all of the new ODF files, plus removing the slashes from the rangeScan line, will turn A2PhysProjv1.1 all the way on. This is my preferred way of playing because now unless I ALT-V the map, my limited ability to see adds much more challenge to the game. Coupled with the Improved Single Player Campaign(Coming soon!), I believe the AI becomes as serious a threat as we can possibly make it. Now, when Bones looks up right before the commercial break and says, \"He\'s dead, Jim.\", he may be speaking about you. Please remove the red shirt before you play A2 with this installed.
fact that it was something new to the game which had never been seen before that led us to feel it was the contest winner. Download this one today! :cool:
the colours of a stock map) in order to get this working. Worth a good, long look. Beautiful work from Terradyhne. :cool:
the moment. [b]- TParis[/b]
Scout Cube. The save function stays disabled though. [b]- TParis[/b]
with, especially as a modder. There's so many things that happen all at once with a total conversion that it's often hard to see just how much work it took to make the little details come together. It took well over a year for this one to come together. Dan1025 has kept us waiting and waiting in the forums for news of this mod, and now that it's here, it's proving to be well worth the wait. New weapon textures, special weapons, fully functional ship .SODs with Borg textures and lightmaps, wireframes and buttons for everything, an all-new GUI.... even specific SOUND events for the various ships and stations! You couldn't ask for better. A download would be the.... logical choice. :cool:
more basic graphics, everything is fully customisable and the readme tells you how.[/quote] This is a great concept from Achilles and definitely worth a look! :cool:
Please note that the Sprinkles DO NOT require the Donut although they were intended to be used with them when released as "Donut Weapons" v1.0. And believe me - they ARE fun! Terra_Inc
terrify you if you're a Starfleet player like myself, 'cause the sight of THAT bearing down on you will make you wish your shields were stronger. A spectacular weapon for whatever ship you'd like. :cool:
seen multi-targeting stuff before. How is this any different? It works as a special weapon to enable all the phasers to separately select targets and go for it. Now, I would imagine you'd have to have some knowledge of your selected ship's phaser hardpoints otherwise you'll be firing phaser beams out of the engines and torpedo tubes and bridge and.... just out of everywhere. However, people are always looking for ideas for new things that can be done with weapons, and this is one example of how much still remains to be squeezed out of this game. Worth a look. :cool:
Not a bad little mod. The "simple and small" mods are always worth a look, even just for ideas. :cool:
put together. Not content to give just one type --er, flavour?-- Terra_Inc gives us three! That's right. Your Mk I Donut is now capable of firing chocolate sprinkles that double as pulse-phasers. But that's not all. There's different kinds (colours) of sprinkles available! It won't be long, I bet, until someone comes up with different purposes for the different sprinkles. "Look out! It's a rainbow sprinkle barrage! Get us out of here, helm!" Download this and develop your donuts into delicious dreadnoughts. :cool:
Anti-Structure Torpedo, and the "true" Artillery Torpedo. Something new and different is always worth a download. :cool:
there with the Eximus and the Valiant, among others. Combining that old standard of starship shapes with a sort of "post-modern Starfleet" look, a little notch out of the saucer here, a little angle on the warp nacelles there.... she's the Ambassador class, all grown up. The original Dawnstar had a few things about it that not everyone loved. Perhaps most notable among the objections was the overall hull colour: a deep, dark blue-grey that looked somewhat out of place compared to other ships of the line. Whether you like your starships in a blue shade or a metallic shade is entirely up to you. I've actually seen them all pretty much done one way or another, since the on-screen lighting sometimes makes the Galaxy class or Nebula class or even the Defiant seem a blue-grey shade rather than a silver-grey. However, for those of you who had, to date, rejected the Dawnstar and her fine design simply because of the colour, Jetfreak has the answer: a properly Sovereign-looking shade of Dawnstar. This is a pretty straightforward re-colouring job, keeping the old USS Lost Angels registry but without new lightmaps or a new .SOD to offer. It means you'll have to download the Dawnstar separately, not that it's hard to find. However, Jetfreak has considerably enhanced both the contrast and the colour of this texture, giving it a darker and yet more comfortably Starfleet look. I'm still divided between the blue and the grey, but then, I really like the Dawnstar in whatever colour she's got going. Worth a download. The Dawnstar is also available on this site, and trust me, you'll want to give her a look. :cool:
six-year-old model. This is EXACTLY the kind of thing we need to see more of here at A2Files-- maybe it's not as fancy as something brand new, but sometimes a new take on an old model is just as glorious. and this is some awesome proof of that. I downloaded this via Project ACOM some weeks ago and it looks really good in-game, too. You won't realize how much you were missing from the old model until you see this. Get this one today! :cool:
popular ships, going by download counts. Ships such as p81's Akira and Intrepid, K7A's Draconarius , and Deemon's Prometheus ae all here and done with the unique style Jetfreak has developed in his numerous PotD's. This is an excellent addition to any A2 install(s) you may have. Well? Why are you still reading this when you ought to be clicking on the Download Key? Go get 'em! Right now! - thunderfoot
one awesome looking set, offering a diverse addition to your Admiral's Log, featuring some of the best mod-based vessels in the game, and some of 'em look every bit the gorgeous knockout they should. (Not so much the Klink vessels. They look like the targ's breakfast, in a menacing sort of way.) Worth a download. Sometimes these simple things are the sorts of mods that get the most attention because it's something people "meant to do eventually". If you're one of them, "eventually" has arrived. :cool:
Nebula, Oberth, Phalanx, Sovereign (two kinds), Steamrunner. Also included: Cardassian Hutet dreadnought, Romulan D'Deridex warbird, Klingon Bird of Death, and Dominion Battleship (the big one). Looks truly worth a download. Get this now. :cool:
think he should keep goin' and give us buildbuttons for EVERY ship out there, but he's got better things to do, obviously. Ships included: Akula class, Apollo class, Banshee class, Carolina class, Challenger clas, Cheyenne class, Constellation class, Constitution refit, Excalibur class, Excelsior-B class, Niagara class, Renaissance class, and Springfield class. Definitely worth a download. They look great and we don't get enough of this small, utility-type of file in the past while. I wish more people would devote themselves to the seemingly-insignificant detail corrections for A2. The average modder isn't interested in your ever-so-perfect total conversion. They'd rather do it themselves. And some modders (like myself) can't make a buildbutton or a wireframe. So having those who can put their efforts into giving that to the community makes all the difference. :cool:
of "concept introduction" for us here at A2Files. Now, there's no AI, and it's limited (and probably buggy, too) --that's why it's an ALPHA, not a BETA release. So be advised, if something doesn't work, check in on the forums and tell 'em where to go. :cool:
needed this to work in a bad way!
created a new weapon based on Patch Project 1.2.5 and their newest \"replaceweapon\" addition.
see if there is any interest in the idea. The author states in his readme that he will release new campaigns for the Federation, Klingons and Borg if there is sufficant interest in the idea.
logo does pull it off.. Not bad, give it a try if you want :)
you. K_merse has put together a whole Star Empire\'s worth of Romulan ship names here. Use \'em for your ships. Swear at \'em when they come to conquer you. ;) :cool:
tied all those minutes and hours together, owning and blasting and getting your butt handed to you. And maybe you\'ve beaten the game once or twice, just to say you have. (Maybe you only SAY you have....) The long-neglected Single Player campaign gets a much-needed boost from thunderfoot006 in this mod. This is only a taste of what\'s to come, but if your experience with it goes anything like mine, that taste in your mouth is gonna be your own blood. \'cause DAYUM is this gonna hurt! Note: it\'ll only hurt if you leave your godships and super-mods at home. Try beating THIS puppy on stock. Go on, I dares ya. Unless you\'re truly the immortal of A2 playing that you SHOULD be if you\'ve played without cheating (or, as Kirk put it, \"changing the conditions of the test\"), you\'re going to have a really fun time with this one. (and by \"fun\", I mean in that \"watching ST:V\" kind of fun) As I mentioned, this is just a teaser. It\'s the first Fed mission, but it\'s been given quite the do-over. Enjoy this one. Can\'t wait for more from thunderfoot006 in his latest project. :cool:
have light flares akin to the weapon\'s look in the Voyager episode - Scorpion while the sound of the weapon is far better than the stock audio. All-in-all it\'s a small addon but it is definitely worth it as not many Species 8472 mods pop up that often. :rock: - [b]IKS[/b]
it to be any different that the stock phasers. However like I said above it does have it\'s own sound which is pretty close to the The Wrath of Khan phaser sound effects so it\'s a good mod in that respect. Download if you wish! ;) [b]- IKS[/b]
Plasma Bank (from the Keldon) and using elements of the SFC Romulan Plasma weapon this is a pretty good mod. It\'s a special weapon that will most definitely hurt your opponents due to it\'s damagebase being at 1,000, which is balanced if you think of it in the context of SFC3 where the Plasma weapon could do alot of damage. The colour and ordinance of the weapon is good and it does look good ingame but I think it should look more like the actual Plasma weapon from SFC3. Still it\'s nicely done and should be downloaded to give your Romulans a bit of an edge.! :thumbsup: [b]- IKS[/b]
copying slightly from the readme, these lower resolutions are for those of you have computers who might not be able to handle the higher resolution ones or, if you want the bigger space battles and want to reduce any lag caused by too many pixels on screen at once! Obviously, you need the BI:VR mod installed first but don\'t worry, the installation instructions are nice and clear so you shouldn\'t have any problem with getting them isntalled correctly. So, to re-literate: -For computers that can\'t handle higher resolution textures. -Easy Installation -Easy removal (if you upgrade your PC to run these good ships). Obviously, quality will decrease slightly but not to an unplayable amount, I expect these to still be quite detailed when looking up close (while you\'re building up your nice fleet\'s). Anyhow, what are you waiting for, if you want \'em, get \'em!
they come in small, medium and large. While this may not look like much, adm_tyler has been so kind as to include a "suggestions" list. Your mileage may vary, but it looks fairly decent. Most of the recommended adds seem to give the newly modded ships a more canon-looking set of weapons. And all you need to do is change a few filenames in stock .ODF files! Nice! Some of you may already have done this sort of thing but you'll find adm_tyler's mod to be very effective. The mod doesn't offer any new textures (perhaps something to improve on in a 2.0 release?) but it does offer a fancy new set of weapons for the often-overlooked Cardassian Union. Note that you WILL need to mod all your standard .ODF files in order to truly harness the power of this mod. So whether you serve the Obsidian Order, or you just love watchin' the spoonheads burn in space, try this one out. (If nothing else, it gave me my first opportunity in my new staff role to upload a file to Armada II Files!) :cool: - theStarfleetKid
weapon better, stronger, and quicker (in recharging) than the previous level, only this time it is for the Klingons. The pulse and phasers weapons have three levels- small-ship based, medium-ship based and heavy-ship/station based (although there are actually four levels of phasers, the first two are called \"small-ship based\"). The Torpedoes are comprised off a ship-based and a station-based torpedo. Included in this mod are 5 levels of Borg Phasers too, just to give you a bit of variety. It\'s a good mod, download if you like the sound of it ;) [b]- IKS - [/b]
Voyager :p! It\'s always good to see a cube or two left in a million pieces by your weapons but it can get rather irksome to have a \"killer-beam\" weapon all the time as the challenge is all but gone.. Still not bad to see new modders releasing new works ;) [b]- IKS[/b]
beam thus they appear as bursts rather than one whole beam when firing. The staggering effect of these weapons is like an elongated pulse weapon and to be fair, I must admit I thoroughly enjoyed playing with these... This is definitely a good replica of the TMP Phasers, as seen in TWOK. Very nice ;) [b]- IKS[/b]
which I admit I don't really get. Basically the Sporanis are a faction who now control the Romulan Empire via close alliance with the Tal'Shiar and the Remans. They have dethroned the Romulan Senate and rule the Star Empire via Totalitarian Rule... Nice concept although this mod doesn't offer much or compliment the good storyline behind it. To be fair this is much like a small compilation mod. It does have a nice range od ships including a Star Destroyer, a cool slaver ship, the Reman Scimitar and the Valdore/Norexan. A different, strange and confusing but interesting mod. :) [b]- IKS[/b]
ga's, di's and durr's. Needless to say, it's pretty lame. What isn't lame is this fantastic mod. I'm not just saying that either because I've played the worldwide phenomenon of "Halo", this truly is a great addition to the Armada 2 universe. Without going into details, the Forerunner's are a mysterious race in the Halo universe who created 'Halo's', giant ring-shaped platforms in space that had the capability to destroy all life in the galaxy of a certain level to stop the growth of the devastating enemy known only as "The Flood". What is known about the Forerunner's is that they are mysterious. Interesting or what, huh? The thing is, the mysticism portrayed of the Forerunner's in Halo 1 and 2 is carried over in this mod. Nothing about them is normal. They do not play like a normal race, to which my surprise, made them rather difficult to play as. Forget about being a master of the stock game, this is a completely different challenge. With only a few structures and a whole 3 combat ships to build (granted, build 4 of the former 2 type's and you can use them to become something considerably more powerful and the latter has absolutely no combat weapons whatsoever) the race, when observed, will make you think of playing in a completely different style. Granted I tried the mod at various stages to wok out a few kinks, it took me a couple of restarts to get my resource management in-tune. To play as this race, you need to throw away the manual and think on your feet. The basics: The race, as termed by those playing the game in multiplayer, would be called a 'late' race. It is not for some time that the Forerunner's become a threat able to easily destroy the enemy. At the start, they are obscenely easy to eliminate; their starbase is the weakest base when compared to the stock races and it takes a lot of time to build up the resources to be able to put down a few essential turrets (I'd say 3-6 depending on the importance of the location). Give this race time to bloom (I'm not kidding when I say time) and you've got a threat unlike none other seen. Use the annoying Monitor to find the enemy base and disable all weapons of defences whilst your fused Sentinel's warp in and unleash several beams of hell on the enemy. Don't give them the chance. Not to mention the ultimate super weapon: activating the Halo, but more on this later. Resource management is pivotal to getting this race anywhere. I really cannot emphasise this enough. You'll note that when first clicking on the starbase, it has resource converting capabilities. Do not pass on this. You WILL need it. Dilithium mining is done very quickly by your mining sentinel's and as I discovered, you can have 6 around one moon, but need two refineries (each complete with its own weapons for basic defence), one north-west of the moon and another to the south/south-west. You'll need this going on at least 2 moon's (infinite resources on planets and moon's isn't such a bad idea) to get your economy going, whilst in the mean-time, you'll have you construction ship building more refineries, the shipyard's and defences' while also clicking on your starbase to convert your collected dilithium to metal to build said stations. Sound's complicated? It is. It's also very fun. '1 ship for the price of 4'. As mentioned previously, your combat Sentinel's are what provides you with victory. For a considerable metal cost, you can fuse them into mighty battleship's that can easily hold their own against ships of the same classification. Do note though, whilst they might seem indestructible against solo ships, they're not at all. Granted, fewer of these 'battleships' are needed than other race's 'battleships' to take down a base, but send one in by itself and it will be eliminated. Simple as. Likewise your scout and general mischievous toy, the Monitor, isn't indestructible. A fleet's worth of concentrated fire will take it down. Building one again isn't so much a problem obviously, but do not overestimate the strength. That being said, have 16 fused Sentinel's and the enemy base will by all means go bye-bye. If you can't afford the resources for fusion, then a horde of Sentinel's by themselves will deliver a good amount of damage, but doubtful enough to take down a base. The advanced: Halo. The weapon capable of destroying life with ease is in here, granted its area 'slightly' reduced to make it not completely devastating. The Halo is actually multi-purpose though. It (what seems like finally) provides you with mining capabilities, but also unleashes hell. Any ships unfortunate to be in its ray of firing will be devoid of life. What does this mean? It means, an enemy fleet sent to take it out better take it out quickly otherwise they'll need to have some assault ships standing by to beam aboard and take control of all the ships again before the Ferrengi come by and steal them. Of course, this isn't limited to just one. So long as there is a planet, you can build a Halo and the range of effect is pretty high. If skilful enough to build a Halo in a planet orbiting the enemy's base...well, sufficed to say, it'd be like a ghost town. The Halo itself is armed with light weapons. Should a battleship venture too close, it will however have enough time to make a retreat before being destroyed. 'Research makes the ring go round'. Unfortunately, your Halo is pretty much a glorified mining station until you have researched the painfully long and costly wave weapon. In the mean time, research of the more powerful Onyx Sentinel's as a replacement for the basic combat Sentinel's can take place, along with general system upgrades, to which weapons and engines should be a priority, followed by shields. Without research, you're going nowhere. Granted this makes little difference to the other races, it's more important for the Forerunner's as they desperately need the additional power from weapons and movement from engines to speed up everything. Defence isn't always having the best offence. The Forerunner's, whilst their independent mining stations have weapons, along with the starbases, are fairly weak. They really do need substantial protection for operations to carry on. To get their resources though, they need to expand, making construction ships be needed all the time. When you've finally got your resources set-up in a way that you are finally happy with, they'll need all the weapons they can get a hold of as a shield. With no sensor stations, apart from the mobile Monitor, you'll have no warning to an attack, so preparation is needed. Don't rely on the weapons of the mining stations to save you. If a fleet wanted to, they'd easily destroy your operations and force you to drastically reconsider your resources. Likewise applies. If you're playing against the Forerunner's, disrupting their resources and taking advantage of undefended areas will cripple them. Do it at the right point and you'll have them sitting duck's. The conclusion: The mod is genuinely very fun. Whilst taking time to manage resources and build your fleet, to activating Halo(s) upon an enemy attack, there are lots of parts that make it very cool. Take for example the subtle touch of having mini-Sentinel's as the mini-builders for installations, launching from the back of the larger Sentinel construction craft. In fact, the only problem for this mod is the lack of a certain Forerunner battleship seen at the end of Halo 2. Whilst obviously its power unknown, it would've been a nice addition to make the race just a little bit more varied. That's not to say the race is boring to play as. It might seem that playing with the same ships just coloured differently would get boring, it really doesn't. It provides a worthwhile challenge to both play as and against while at the same time looking great. Halo fans will most definitely be interested in it and people looking for something a little different will seek out mod's like this to download and play. All in all, fantastic. [i]If you have any queries or problems with the mod, a thread has been started that may help you, [url="http://forums.filefront.com/st-a2-problems-errors-help/327683-problems-forerunner-race-mod.html#post3867879"]here[/url].[/i]
strength, size and damage relative to their level. Level 1 phasers are weakest and smallest, Level 5 is strongest and largest. Also included are the Borg\'s gravimetric torpedoes. Another good scripted mod that improves weapons.:thumbsup: - IKS
so that obviously, a Type 9 won't be as powerful, or have greater range, then that of the Type 10 or 12 (think Sovereign for that one). Whilst a broad range of different weapons has been covered, it's a shame that there aren't any pulse weapons included here (notably for the Defiant and Achilles) which I think would've made it complete, but, for a very quick and easy download, you could always make your own based off these. Like other weapon mods, you'll need to add them yourself, which presents the opportunity to give ships double weapons (such as giving an Excelsior dual-Type 9's or the Defiant dual-quantums at for) so it does provide a bit of scope for varying game-play, however it is, at its basics, a simple mod. It does also comes with a file of suggested weapon placements, in case you can't think of what ships should have what armaments. Download if odf modding has got you down, or, you want to see how someone else has balanced their Federation side.
his[url="http://armada2.filefront.com/file/VorCha_Disruptors;80996"] Vor'cha Disruptor Mod[/url], this mod adds the same type of disruptor to the Negh'Var. Also the Klingon Battle Photon which is used on the Negh'Var is enhanced aswell. Included is a copy of thunderfoot's ODF for both[url="http://armada2.filefront.com/file/_SSAApocalypseKlingon;42809"] Tycoon's SSA Apocalypse - Klingon [/url] for the Negh'Var and [url="http://armada2.filefront.com/file/Elevatormusics_Random_Textures;79547"]Elevatormusic's Random Textures[/url] which were both used in this mod respectively. Another inclusion is the weapons odf for [url="http://armada2.filefront.com/file/DoW_KVort;70150"]K7A's Dogs of War K'Vort [/url]which was used with this weapons mod. All-in-all this is a cool weapon's mod especially the sleak look of the disruptor which feels like a canon Klingon disruptor. A small mod but those are the ones that sometimes make a huge difference in gameplay. Nice work ;) [b]- IKS[/b]
file, keeping it short, will give you a selection of new space backgrounds, along with dark and light sides of planets (depending upon the directional light I believe). Regardless of whether I am right or wrong on that note, this does look quite something, and I'm sure this will hit the downloads ;) - Ash
eventually the entire map pretty quickly. Before this will you, once downloaded, you MUST rename the .ex files, to .exe - Ash
Phaser in itself is different in many respects to what you would think when you picture 'Phaser'. It could pass as a weapon from Star Wars, but not. As seen in TWoK, this is a perfect TMP Phaser, that is well suited to the ships in that time frame, especially the Connie & Miranda. ;) - Ash
kind of long range that would\'ve destroyed Voyager in the Delta Quadrant if fired from the Alpha Quadrant...okay, not that long, but it easily spawns the width of any of the stock maps and then-some. Replacing the Keldon plasma-bank overload special, it boasts an astronomical damage rating but slow recharge rate and annoyingly long transport speed (as in, it doesn\'t fly very fast). Whilst it isn\'t wholly balanced, it does make for a bit of fun when picking off enemy stations. Game-play though, whilst yes it can make it easier, you need a \'spotter\' or reconnaissance vessel to find a desired location to target. As such, I don\'t believe such a technique has been done before. Sure, having a scout in the enemy base let\'s you see where to target and this partially works for the standard artillery ships (to which this weapon I think would be more fitting to) it doesn\'t get used on such scale. As such, I like it. I don\'t think it is wholly balanced, but it does bring something a little new to the plate and a new weapon is a new weapon.
Ultimate Mod (include all versions - 1.4.1 (station mod) -Ghost's Compilation Mod -The files to connect the mods and the new missions.(this are included in this mod)[/quote]- Ash
total of 50%. Most people don't realise the utility of this, so consider. Divide any number in two eight times, whats the resulting figure? (its zero, for those of you who don't like maths) In the stock game you can use a squad of four Shadows to completely decrew any ship or station. This can be anything from a scout (which is a waste) to a Tactical Fusion Cube (which is a good use, because you can then re-crew it and throw it back at them) This weapon is going to hurt in two ways. The ultrium beam in its stock version is probably THE most deadly weapon in the game because it can kill things before they get in range. This is possibly worse, because instead of killing something outside of its range it merely decrews them, allowing you to take an entire fleet instead of a single ship. Now, if you get warning bells going off at the ultrium beam, remember it does only hit 4 targets 4 times. The wave version of this however? Well, I do regret not being able to try it out on a unsuspecting human player but I think it would upset the game balance quite a bit unless the opposition has some unmanned ships that are immune to its effect. However, as the person adding it your the one that makes such decisions, so you have the potential to make this a unbalanced terror or an interesting addition. - Freyr
one beam, whereas we\'ve been treated to dual-fire method. Now perhaps the developer did this on purpose as to make you put two weapons together, but I feel it would\'ve worked slightly better if the textures encompassed both beams. Perhaps in the future we can see a new version that does change this to fit the two beams. That being said, it is still very good and will definitely compliment the TMP Federation ships we have on the site which may still use the stock single beam, more suited for the TNG era. Definitely a worthy download!
a download. - Ash
missing model) This is a great addition to the other obvious download, the [i]Donut[/i] class confectionery. On an additional note, this will not be going up on piefiles (www.piefiles.com) as the site is still not fully finished.
also be from Legacy) - it doesn't state in the ReadMe. Regardless, this package is something that everyone needs, it is without a doubt a stunning piece of work. My only fault for the whole thing are the Dilithium Moons, I simply don't like them (not to my taste, and the glows are too much). However, I am unable to fault the rest. So kudos to the folks that made Legacy, and to Yacuzza for putting this together for us. A brilliant and much required addition for any Armada II player ;) - SSA
something).. - SSA
anyone choose to add Species 8472 to Armada 1). A job Well Done ;) - SSA
with a Cardassian avatar in the Fleet Ops mod. The Fleet Ops Preview Version, 3.1 is required for this mod. This mod has been approved by the Fleet Ops team. On your website, I am registered under the screen name "Zeich". Included in this e-mail is the mod file in a zip, and two screenshots. Enjoy the mod.[/quote]Now this is something extrodinary ;) What it does you may ask? Well, simply it replaces the FO Breen (within the Dominion) with the Cardassians (all three ships) - and some pretty neat models at that. My only downfall is that you cannot keep the Breen and build the Cardassians also, but no doubt there is a reason for that. Nevertheless, FO now has a Hideki, Galor & Keldon (something I could have sworn FO were going to do - being to add the Cardassians to the Dominion anyway, though we never saw them in V3). However, thanks to Zeich, we now have them ;) - SSA PS: I "think" the admirals' log images are missing, and the screenshots could do with being a bit bigger, but whatever :p
they have to be added via the map editor. You can see the effect this creates in the screenshots below.
beam. This has solved an ago old problem that was a big stumbling block even for the bigger mod teams that put together such excellent mods as the SWvSW and SWFC mods. You don't have a transporter, but how do you board derelict ships? A big round of applause for Stargazor ladies and gentlemen, I think he's deserved it!
no other Armada 2 modding site has gone before.\" This mod is the result of hundreds of developers sending in weapons, maps, ships, stations, splash screens, wallpapers, PoTD\'s, cracking total conversions, tutorials and everything else that goes in tune with this site. The community, goes with saying, has kept this game and site alive for many years and now, on this day, Armada2Files has its 2000th mod and I think that\'s something to celebrate! What Kel has done for this mod though is take some fireworks, equip each Federation stock ships with different weapon effects and allowed for a pretty firework display...in space :p Now obviously, it\'ll be cool to see each one in action, but I think this is the real case when you\'ll want an armada to play with for a few minutes. Download now and celebrate!! [i]Note from Kel: \"I changed the Input.map file so that the Map Editor doesn\'t launch when you try to select all visible ships. The command to launch the Map Editor is now- Control/Alt/Shift/A (press all at once).\"[/i]
MOD (of some sort) that from what I can gather adds a new weapon to the game. It says that there is a ship attached, yet there is no .SOD, in addition, this doesn't come with any screenshots either. - SSA
the enemy ship specifically targeting and doing hard damage to the crew on board. Whilst I would see the Federation not using this due to ethical reasons, I could really see it being used on a Romulan or Cardassian ship (covert operations, right?). The weapon textures are edited stock, with a blue torpedo and a red trail, which I have to admit, does look pretty funky/cool. All in all, it\'s not at the same level as the other special weapons TA has made, but it has it\'s own use (well, a gemini wave of assault ships with these against a fusion cube would be a nasty surprise, that\'s for sure!) and if applied well, could be pretty fun. Weapon lovers, get this.
Hawk Light Cruiser - 3 nacelles, 2 on each side and 1 held together on a \"rollbar\". The front is extended out and has the standard Romulan ship-head. She\'s fast. Very fast. Send these in only for recon. Firehawk Medium Cruiser (personal favourite) - 2 nacelles supported by struts on each side with 2 on the dorsal face of the hull at the rear. She\'s bigger and much more powerful than the Sparrow Hawk. One of these can take on a Federation cruiser with ease. Osprey Medium Cruiser - She has a broad hull with a nacelle on each side. She doesn\'t look much like a medium cruiser, but she has speed and attack force. A strike force of these could easily take on a minor enemy fortification. Predator Heavy Cruiser - What she lacks in speed this beast more than makes up for in weapon power. She\'s the ship with 4 nacelles all on the ventral face, an aft section with an impulse drive and the define wings. She makes the Akira look like a support ship. Extras: New interface - This sleek and dark Romulan interface replaces the old boring one with something much more fitting for that of the Romulan Empire. The resource bar at the top has also been re-arranged. Interface features - Buttons and wireframes for EVERY ship AND variant. Admirals pic - Again, for every ship and its variant. Custom weapons - Specially made custom weapons with nice new shiny textures, including plasma torpedoes and beam and pulse disruptors. Shipyard - You can build all 12 ships from the BI:VR shipyard employed for this task. So, what exactly are these variants? Each ship comes with a TMP version (light textures) which is balanced with lighter weaponry and weaker defences in terms of shields and armour. There is an Imperial Fleet TNG version with darker textures, heavier weaponry and defences and a Tal Shiar variant with some dark textures and...well, find out for yourself ;) No stone has been left un-turned for what is essentially, a perfect mod. ALL should download this addon for use in their most likely small Romulan armada and watch as the Romulans bite back. Steamrunners, Norways, Sovereigns...they\'re nothing now! [b]A definite must have.[/b]
fleets, but on \"suicide ships\" if you can get this weapon active in the middle of a base, I think you\'ll have found yourself a brand new base to capture ;) - SSA
all, it\'s fitted to the Sabre Class. ;) - SSA
one, that is bound to add quite a bit of fun to your Armada II gaming. Taking a fleet, then doubling it sounds perfect ;) - SSA
neat little MOD that one would think to bring a little more fun to the battlefield. - SSA
otherwise it's very good.
easy to install.
original game, and also includes some original backgrounds.
Cannon per one race is a little... \"needy\". However a good start, and for a full race it\'s not bad. - SSA
them. Together, this package will allow you to systematically knock out every system on enemy ships, including special energy (beat them to it before they wave at you). The weapons contained are: Shields, Weapons, Sensors, Engines (plus gives them a nudge to send them adrfit) and Special Energy. All these effects last for 30 seconds other than the last one which completly drains the enemy energy reserves. There are a couple of defensive waves including: Shield Remodulation and Special Energy Recharge. All the waves apparently have the same range (so you\'ll have to get in quick with the sensor disabler) bar the special energy jammer which has double range. I\'m thinking all of these would go well on a fleet support craft, such as your frigate or science vessel, either way, these are bound to make for good and enjoyable play. Download now.
disabled and then send them drifting into the emptiness of space. Obviously, best use for this would be in a crew or hull damaging nebula or near a black hole, both of which could be pretty amusing. Anyhow, the textures have been edited to a nice orange and activation button similar to that. Obviously, a good mix with the other weapons. My suggestion for use with this and the others would be to put them all onto one ship, so whatever the situation requires, you can use the required weapon (say a frigate) whilst not giving your fleet too much of an upper-hand. Anyhow, the mod seem\'s pretty balanced and has been nicely adapted for any race use. Good work.
play online erm... extensivly I probably appreciate this more than people who don\'t use the specials at all. Basicially, specials are the skilled part of the game and they let a skilled person tip a situation from a hopeless loss to a win. A quick example would be a borg Tactical Fusion Cube entering your base. Even with a fleet of galaxys it could wipe you out, but by using the Sensor Jammer you can take the sensors out so it can\'t see you. It could keep heading towards whatever is shooting at it until it gets so close it can shoot, unless you burn the engines out with a Steamrunner\'s engine overload. At this point, what on paper is totally overwhealming becomes totally harmless as it can\'t see you to shoot at you and it can\'t charge you to get in range or run away to save itself. What might seem like a couple of simple weapons can add a entire new dimension to A2.
myself, so I decided to give this an little "play testing". After extracting all the files into my SWFC folder I ran the game and saw... nothing. No new sides, stations or ships by defualt by following the installation instructions so I would say experience of modding is required to get this to work. [update by Freyr, 12 hours from posting the file] The author has posted to say the tech tree files are located in the textures folder, they need to be moved into the techtree folder. Once I had done this I then launched A2 and had a look. The Vong haven't been added in as their own race, which is a shame. You need to be one of the pre existing races and then build a vong construction ship to build up the tech tree. Immediatly when I started I built a vong con ship and decommissioned everything of my normal race, which turned out to be a mistake as the Vong mining ship is unable to mine any resources. Also, the starbase has a missing texture on its torpedoes and therefore shoots big white cubes. Finally I started to build a corelskipper as the first ship of my armada and A2 promptly crashed back to the desktop which convinced me that it was time to do something else so there may well be more errors. Personally, I wouldn't consider this a finished product because of the problems I have had with it so far. If you download this your going to have to spend some time getting it to work, and effectivly acting as a beta tester. If your just looking to download this and have some fun playing it, personally I would wait and see if the problems get solved. If you read through the comments below this then you will see whats happening.
thing, I'll let you decide, but the idea of beaming over SP8472 aliens onto enemy ships sounds rather satisfying, especially in a pitched battle, so let them cause the havoc! Of course this works both ways - you can now beam onto their ships and salvage them, so beware Borg, I heard the Voyager was in the nieghbourhood!
\" That\'s from the mail, and to be honest, it is basic. Who\'s to say that basic is bad, hmm? Increasing all stock objects hitpoints by a large amount, your ships will last for a fair bit longer then before. Whether or not it makes the game 10 times longer (and if you want that) is entirely up to you, but I can imagine it must be rather fun to do every so often, especially some of the campaign missions where you begin out-numbered and definitely underpowered (Along The Neutral Zone). All in all, good job, hopefully bigger and better next.
race. Do note, the poly count's do vary to some low ones to moderate-high ones however a bit of odfing by myself and SuperStarAsh has taken this into account, so you don't need to worry about that! Included are four Federation ships, one Dominion destroyer (put in the Cardassian side), one Cardassian counter-Defiant ship, one Romulan science scout and one fearsome Klingon battleship: Federation Challenger Class - A two nacelle (Akula configuration) patrol ship with a steady armament based off the Galaxy class as a possible escort. As the larger ship required no escort, the Challenger was pushed back to more remedial tasks. The ship is good as a scout ship or destroyer in game but has been equipped with cruiser weaponry. Federation Niagra Class - A prototype that was built for the possible Borg incursions into Federation territory, although badly damaged in the battle of Wolf 359, in the cleanup of the site, the ship held together better then first scanned by the Enterprise and further models were built. Designed off the Ambassador class, she has three nacelles and is equipped with frigate weaponry. A nice ship to have alongside your Challanger, the two complement each other well. Federation Cardiff Class - Based off the Akira design, the ship uses latest Federation sensor technology and Vulcan warp technology to produce a design capable of going at high speed's and tracking ships along the Romulan border. What stand's this ship out from the rest is the annular warp nacelle(s) which make it quite a sight. Equipped with frigate weaponry, she has a decent sensor range. Federation Sapphire Class - Beautiful design based off Atolm's "Eden" class. The ship has been equipped with Sovereign weaponry and should be feared. Nothing else to say, it's THAT good. Dominion Virulent Attack Cruiser - A stunning design based off of the Attack bug you see so commonly in DS9, equipped with powerful weaponry, it is best you use multiple ships to take one of these down. She is beatable though but with a ship that look's that good, you wouldn't mind losing to it. Cardassian Kondal Class - An intriging design for a new Cardassian ship whilst co-inciding with standard Cardassian design. She look's good and is designed to counter the Defiant. Whether or not this is possible I don't know, but you can always try it out and I suggest you do. Romulan Science Craft - Refit a Talon and get this slightly larger, far more useful craft. Seen in the TNG episode "The Defector", she has a sensor palette on her aft quarter used for conducting scientific studies without the need for the larger D'Deridex. A neat little design which has some interesting features and generally a good bit of fun for playing about with in-game. Klingon ChoQ'Batlh Battleship - Wowzers. What happens when you get a D7 and then make it Negh'Varish? I can happily tell you it's this beast. Comparable to the Negh'Var, she is indeed powerful, dominating and Klingon. Look's good using a high detailed 512 texture set and is a must have for any Klingon armada. [i]If you have encountered any errors while using these ships, please contact myself or Ash, [b]NOT[/b] MaP as he didn't edit the text files. Thank you.[/i]
are now immune to damage. This is particularly useful for those more frustrating missions. -Transporters have been literally doubled in effect, being able to transport 10 personnel at once and having the overall range doubled, meaning any derelicts can now be rescued a little bit more easily and bombarding the enemy wth your troop carriers will be a little more enjoyable. -Starting resources for normal instant action have been increased allowing you to build up your armada that little bit quicker and still have hotly contested fights for the more improtant resource locations. So, what more can I do to tell this to you? Nothing? Lemme introduce you to my neat 'lil friend the .exe. Uh huh, that's right! A first time modder with some nice ideas that all come under an executable, so just load it up and install the files and everything else is done for you.
that mine the metal. I think it's safe to say it's simple but effective. So, if you like the Borg way of getting the metal, this will appeal to you or, if you think some races would/wouldn't use those orbital stations, I suggest you get this to pick and choose. First mod too, so, not bad I say, well done!
if you want.
[quote]What has been updated/added in this 1.4.1 patch are: 1) Advanced Dominion Fortress 2) Tran Warp Gate Station 3) Artificial Wormhole Station 4) Ketracel-White Mining Station & Outpost Base 5) New Nova Laser Cannon Turret/Weapon 6) Regular Dominion AIP files[/quote] Also comes in an easy to use exe installer :)
space up! With this weapon you will make Sabre Class really capable for \"heavy combat operations\"!
it semi-useful. For those of you who love the Shield-Emitter and find it helpful (do such people exist?), the Aegian-class can still use it.
large.[/quote] [b]Required Files[/b] Shipyard Package: http://armada2.filefront.com/file/SSAApocalypseShipyards;42790 Son'a Package: http://armada2.filefront.com/file/SSAApocalypseSona;41840 Breen Package: http://armada2.filefront.com/file/SSAApocalypseBreen;41846 Cardassian Package: http://armada2.filefront.com/file/SSAApocalypseCardassian;41845 Romulan Package: http://armada2.filefront.com/file/SSAApocalypseRomulan;42811 Klingon Package: http://armada2.filefront.com/file/_SSAApocalypseKlingon;42809 ENT Package: http://armada2.filefront.com/file/_SSAApocalypseENT;42812 TOS Package: http://armada2.filefront.com/file/SSAApocalypseTOS;42813 TNG Package: http://armada2.filefront.com/file/SSAApocalypseTNG;41839 DS9 Package: http://armada2.filefront.com/file/SSAApocalypseSTDS9;41844 Miranda Package: http://armada2.filefront.com/file/SSAApocalypseMirandas;42789 Excelsior Package: http://armada2.filefront.com/file/SSAApocalypseExcelsiors;41843 Akira Package: http://armada2.filefront.com/file/SSAApocalypseAkirazip;42788 Prometheus Pacakge: http://armada2.filefront.com/file/SSAApocalypsePrometheus;41841
every 30 secconds, it just isn\'t balenced to me. Download if you want.
the designated point. Rather effective if used in large fleets of powerful vessels or science ships. If your a transport weapon buff like me, your going to want to pick up this mod!
special weapons however are eliminated to help balance. Give er\' a download and try it out for yourself!
Warp Flash, When stuff Blows Up it blows Up! shockwaves damage near by objects Stunning Effects from the BC Mod known as NanoFX, a Must download for any Explosion lover!
when you play it ;) Enjoy. This Replaces stuff so back up your files, it was tested on stock 1.1 a2. My File So all you can rate it.
advanced modder like myself :D i\'m adding to my collection, are you? DOWNLOAD NOW
make their chances for victory higher; afterall, Victory is Life!
Shockwave. The map included in this mod has a ton of wormholes (71 +/- 1 wormholes) and 30 planets. There are also an extreme amount of dilithium moons. I tell ya, the map can support a heck of a battle given the amount of resources available! Download if you want!
I\'m gonna give this one a try in the game. Download if you wish!
of a separate cloak enhancer to use weapons or special weapons. The drawback of using this weapon is that for a very short time (three seconds) the engines on the ship that uses the weapon go inoperative and that the nebula does not last forever. Also, the nebula does not look like a nebula so that the effect is more-or-less not a graphical effect but a strategic effect – the generated ‘nebula’ is also very small so that the enemy cannot usually enter it to discover your ship. This mod plays a good part in helping your ships regenerate even during a big conflict – hiding your ship buys you time to regenerate shields and repair systems – and while doing that, you can still wreak havoc on the enemy! A normal cloak has NO possibility of allowing shields to operate, so instead of designing a shield that operates while cloaked (which is not possible in Armada or Armada 2), I figured that I would design a new cloak to use. So knowing that a nebula can be made to hide a ship and knowing that Species 8472 have a nebula generation weapon, I combined those ideas to create something that can act in the stead of a normal cloak and meanwhile allow a ship to use shields and weapons.[/quote]
Ships will no long be destroyed after only takin a few hits. A good little mod, well worth the download IMO.
read, but overall a fairly neat job.
nebulas you can generate are Metreon, Cerulean, Radioactive and Metaphasic. Check it out!
nice, the sphere you can see in the screenshots too, and the new ships and weapons are a good addition to the race. Now includes some Federation ships for balence, a new cube, some new weapons and textures for sphere, tactical sphere and Assimilator.
they are stand alone. This also has a "Package Delivering Santa Clause Special Weapon"
of course, i dont think the people on the other end will feel quite the same spirit :) Good stuff.
sphere you can see in the screenshots too, and the new ships and weapons are a good addition to the race. Definatly a good Borg modification! Download this and give it a run ;)
Unfortunatly, only Federation, Klingon, Romulan and Borg are included, But if you fancy a change, its a good download.
splash screen ;)
is a splash screen. Of a Moose. The point? Non really. If you like Mooses i suppose its worth the download but apart from that its pretty... moose :p. Download if you want
much more cannon gameplay, and is a must have for any real Star Trek fanatic, after a much more "Star Trek World" style of gameplay.
for a first mod. Hope to see more work from Darkpaw in the future.
Omega Starbase, AND The Ultimate Promthesis-X class with the ability to destroy an Omega Tactical Fusion Cube and live. :) Some quality work. Download now!
utritrum burst weapon on the Borg diamonds. Finally, you too can have the answer to every third episode causing problem! Download now!
range, so they may fare on things on the other side of the map.
these weapons are origional and unique, and the pack is worth a download. Take a look at the Readme for more details on what\'s included, and then downolad.
have backround music, but they are one of a kind.
multi targeting dual lasers included,and torpedoes that actually do damage). Laser textures are new too.
It also has a longer range.[/quote] If you don't know who Howard Dean is, this may not be as funny as it is to people that follow the political race, but even without the knowlage, this will crack you up. If you don't download it for the weapon, at least download it for the scream. I'll put it on my ships, I suggest you should too.
increased. This means that although it takes longer to build, you get alot of firepower at the end and the game becomes that little bit more intresting then the usual gameplay. This mod also modifies scouts, destroyers and cruisers as well. Not every race has the same ammount of modified ships, but the author says there still ballenced and so far i've seen no reason to dissagree. The mod also includes some ear-candy and a genreal modification making hits not causing so much crew loss which you will probably notice in game. :) Nice little mod.
http://armada.filefront.com/file.info?ID=28872 2) music addon: http://armada.filefront.com/file.info?ID=5009 3) music patch: http://armada.filefront.com/file.info?ID=28871 4) patch 1.2: http://armada.filefront.com/file.info?ID=28873 (use only if u have verson 1.1)
http://armada.filefront.com/file.info?ID=28872 2) music addon: http://armada.filefront.com/file.info?ID=5009 3) music patch: http://armada.filefront.com/file.info?ID=28871 4) patch 1.2: http://armada.filefront.com/file.info?ID=28873 (use only if u have verson 1.1)
hide in the atmosphere undetected. Very cool.
the ground up and it shows, this version is alot better then the previous versions. Check the readme for alot more detail on the changes made to the game because there are quite a few. Enjoy! :)
deathstars here: http://armada.filefront.com/file.info?ID=27935 http://armada.filefront.com/file.info?ID=28186 http://armada.filefront.com/file.info?ID=27741
So either leave comments here or email them at email@example.com mdcobbin
Definatlely makes the feel of the game better, worth a download. (Maybe unless you can\'t be bothered to wait for the large filesize!!)
no shields - not the developers fault, great mod!
we all know transwarp is a series of tunnels through subspace this mod makes it look like the ship is traveling through one of these tunnels. Install Instructions Make a back up of: \"gtwarpd.odf\" from your special weapons folder then place these files in your special weapons folder: gtwarpd.odf transwarpo.odf transconduit.odf That\'s it enjoy. :) Credits Thanks Westworld for his big book of moddeling which helped me to do this. Legal Stuff This file is not supported or affiliated with Activision. We will not be held accountable for any damage done to your computer by use of these files or techniques. USE AT YOUR OWN RISK! This file is freeware. It is not to be sold. You may not sell user-created missions commercially. You should respect the rights of the property owners. You have to ask for permission if you want to use one of this in any mod.
races for the Dominion!
moving sunspots. A couple of new sounds for them have been added.
special weapons just for starbase.
and wish him a happy birthday when you see him ;) To install, just run setup.exe This file has a map that spells "Pro-Filer" out on it, and a mod that changes the splash screen to that of the FileBabe and "Happy Birthday Pro" on it. Remember, i forgot to make it install a backup, so back up your current splash screen first. Meny Happy Wishes Pro-Filer, FileTrekker and Kahless
creatures like Armada 1's Species 9341. The next part is the Omega Particle & the Containment vessels. the vessels are included for all races even Species 8472. Alot of this is converted from Armada 1, but its a nice job nevertheless, and its worth a look at ;)
you can tell, this Akira can kick some arse :D. All you Akiral lovers - download!
orbital processing facilities are armed with the turret pulse phaser of their race. 4.The Klingon scout has a cloaking device. [/quote] Sounds cool :).
(GOOD) :) but the time it takes to build was increased by 240 % (BAD) :( not to mention the cost was raised to 400 of everything (VERY BAD :(, allot more than 200 %). Well anyway twice the firepower is good though. For those of you who wish this game was more realistic (or your very patient) heres something for you. Download!
I released one anyway. This is just a blank sod, and will not overwrite any other mods. I tried to rate myself fairly, but If you didn\'t think I didn\'t, send your complaints to firstname.lastname@example.org. j/k :b. Enjoy!
Weapons Cardassian: Cheaper -1000 Dilithium -2000 Metal Borg: +1000 Crew Capacity 10 less officers required [/quote] A good download!
do that). but for all i know he changed allot of things. well anyway, DOWNLOAD!!!! :) :) PS: i rated fun factor 9 because hey! its fun bein invincible :)
in the readme) ps (tried to get the developer name working but for some reason it wasn\'t - tried reloading the list - but it wouldn\'t have any of it - SORRY!)
separated textures. This patch was made if you have already instaled Iggy\'s Theleron Beam (with files replacement) and I added the original files of the Ultrinium Burst... the Theleron texture has a new name now![/quote]
shot that I have seen doesn't show any kinda retexturer job but if he says there is a change theres a change Ah good engough for me I'd say a 8.2
Imagine this scenario: you need a ship that can sneak around the enemy base WITHOUT the enemy thinking you\'re a threat. Repair ships, along with construction ships, are pretty high on that scale, and construction ships have ALREADY been done (and are often fired upon due to the enemy thinking you are going to build a base near them). Also, if you have no ships damaged nearby, they think \"What is the point?\" This Repair Ship is great because 1. It has 8472 Mother pulse phaser thingies and two photon launchers..AND if it\'s captured by the enemy and used to repair their ships, it will fire upon the aforementioned ships.[/quote] A very interesting mod, a good download for all you spy folks!
improved.[/quote] sounds like a nice mod!
mod! - Great, Download!!
Sounds like a good mod and could allow people to mess around more with the demo! If you only got the demo -take a look!
Stations --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Advanced Tactical Cube Description: The advanced tactical cube is the most advanced borg vessel ever developed, This vessel is capable of simultaneously engaging 8 fusion cubes. Dilithium: 44800 Metal: 9600 Latinum: 0 Race: borg Crew: 43200 Build Time: 320 seconds Officers: 768 Health: 144000 Weapons: 1 Class 220 borg disruptor beam 1 Class 220 borg torpedo Special Weapons: Holding Beam Tractor Beam Auto-Assimilator Technology Assimilator Beam --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Diamond Description: The diamond has undergone extensive modifications by the collective, The ship can also recrew like a station. Dilithium: 550 Metal: 200 Latinum: 0 Race: borg Crew: 350 Build Time: 50 seconds Officers: 20 Health: 1200 Weapons: 1 Class 6 borg disruptor beam 1 Class 2 borg torpedo Special Weapons: Repair Beam Ultritium Burst Nanites Computer Override Shield Remodulation Auto-Assimilator Transwarp Drive Diamond Integrator Special Technology: Regenerative Hull Armor --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Fused Diamond Description: This vessel is the result when 6 diamonds and a diamond hub is fused, The ship can also recrew like a station. Dilithium: 3300 Metal: 600 Latinum: 0 Race: borg Crew: 2130 Build Time: 240 seconds Officers: 120 Health: 7200 Weapons: 1 Class 8 borg disruptor beam 1 Class 22 borg torpedo Special Weapons: Repair Beam Ultritium Burst Nanites Computer Override Shield Remodulation Auto-Assimilator Transwarp Drive Special Technology: Regenerative Hull Armor --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Borveon Class Orbital Facility Description: The borveon class is a orbital mining facility, it mines metal, has long-range weapons and sensors, and is capable of assaulting planets. Dilithium: 3000 Metal: 3000 Latinum: 0 Race: borg Crew: 500 Build Time: 100 seconds Officers: 10 Health: 7500 Weapons: 4 Class 22 borg disruptor beams Special Technology: Regenerative Shields Regenerative Hull Armor --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Federation Ships And Stations --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Miranda Class Description: The Miranda Class was upgraded during the Dominion war, it is now the most powerful Destroyer in the Federation fleet. Dilithium: 150 Metal: 100 Latinum: 0 Race: federation Crew: 200 Build Time: 12 seconds Officers: 8 Health: 315 Weapons: 2 Type IX Phasers 2 Type II Photon Torpedoes --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Dauntless Class Description: Equipped with Quantum slipstream drive, The Dauntless class is useful for rescue operations. Dilithium: 350 Metal: 200 Latinum: 0 Race: federation Crew: 250 Build Time: 25 seconds Officers: 10 Health: 700 Weapons: 1 Type X Phaser 1 Type IX Photon Torpedo Special Weapons: Quantum Slipstream Drive --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Arcaidia Class Description: This vessel is by far one of the federation\'s most advanced, it is equipped with some of the latest proven technology. Dilithium: 550 Metal: 200 Latinum: 0 Race: federation Crew: 300 Build Time: 22 seconds Officers: 11 Health: 700 Weapons: 2 Type X Phasers 2 Type V Quantum Torpedoes Special Weapons: Quantum Slipstream Drive Stealth Technology --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Norway Class Description: This vessel was originally designed for scientific and survey operations However, due to the latest borg threat, this ship has been converted into an highly experimantal temporal science vessel. Dilithium: 550 Metal: 200 Latinum: 0 Race: federation Crew: 450 Build Time: 40 seconds Officers: 20 Shields: 800 Armor: 1200 Weapons: 1 Type XII Phaser 1 Type II Temporal Phase Torpedo Special Weapons: Quantum Slipstream Drive Multi-Targeting Phasers Temporal Shift Device Temporal Stasis Field Tractor Beam Special Technology: Regenerative Shields Self-Regenerating Ablative Armor --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Relativity Class Description: The Relativity class is a highly advanced temporal battle-cruiser. This vessel is a radical departure from standard federation ship design: because of it\'s armor, very complex technology, and it\'s enhanced weapons and shields, the ship takes more resources than an entire fleet to build. Dilithium: 2000 Metal: 2000 Latinum: 1200 Race: federation Crew: 800 (with a boarding party strength of 10) Build Time: 150 seconds Officers: 80 Shields: 20000 Armor: 40000 Weapons: 2 Type XV Phasers 1 Type V Temporal Phase Torpedo Special Weapons: Temporal Stasis Field Temporal Gate Point Defense Phasers Special Technology: Regenerative Shields Self-Regenerating Ablative Armor Enhanced Phasers Temporal Phase Torpedoes --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Nova Class Orbital Facility Description: The station is an orbital mining facility, it mines metal, has long-range weapons and sensors, and is capable of assaulting planets. Dilithium: 3000 Metal: 3000 Latinum: 0 Race: federation Crew: 500 Build Time: 100 seconds Officers: 10 Health: 8000 Weapons: 3 Type XII Phasers 2 Type VII Quantum Torpedoes Special Technology: Regenerative Shields Regenerative Hull Armor --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Technology --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Temporal Phase Torpedo: The temporal phase torpedo is an entirely new technology employed by starfleet, these are Mark V torpedo casings equipped with a high-yield plasma warhead, and a temporal phase inverter. This unique combination allows the torpedo to phase through a target\'s shields and deliver a massive explosion on the targets hull. The result is that the target\'s shields are not weakened at all by this weapon, but it\'s hull integrity is massively reduced, so that a target can be destroyed even while it\'s shields are at 100%. These weapons are also able to pass through the corbomite reflector and point defense phaser. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Regenerative Shields: Regenerative shielding uses the main deflector to route power directly from the warp core to recharge the shield array. This allows the ship\'s shield recharge rate to be exceptionally high. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Self-Regenerating Ablative Armor: This technology is implemented by plating the hull with a heavy plating of a carbon-neutronium alloy, then installing a long-range replicator in the ship to automatically repair any damaged section of the armor; allowing a ship to survive in combat long after it\'s shields drop. This technology is the only known practical defence against temporal phase torpedoes. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Quantum Slipstream Drive: This technology is based on an alien device observed in the delta quadrant. It opens a quantum singularity to any point up to 40000 meters allowing the vessel to instantly travel to that point. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Temporal Gate: This device opens a wormhole to any explored point in space, allowing the vessel to travel instantly to any explored region. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Temporal Shift Device: This device shifts the vessel\'s temporal phase, causing the vessel to disappear from the current space-time continuum. So since the vessel technically does not exist, it can pass undetected through objects such as asteroid fields, nebulas, and weapons without harm. However because of the unique sub-space properties of tachyons, a ship under temporal shift can still be detected by tachyon-based sensors. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Isokinetic Cannon: This weapon fires a phased plasma projectile that is capable of passing through targets with even the heaviest shielding, and delivering heavy damage directly to the target\'s hull. All federation intrepid class vessels have been outfitted with this weapon. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Stealth Device: This device is similar to the effect of a cloak, except it can engage and disengage much faster, and it does not require any special energy. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Modifications --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- All borg combat vessels have been enhanced, and they cost more now too. All race\'s torpedo turrets have been upgraded as well. The intrepid class vessels have been outfitted with isokinetic cannons. [/quote] Excellent work.
Cloaking Device, Phase Cloak Device and Cloak Enhancer Device! Also equiped with Quantum Torpedoes. She don\'t have crew: she is a ghost. If I add crew to she, she can be assimilated... A ghost can be assimilated? I think not. [\\quote]
classes, borg cube is 2.7 times bigger w/ no shields, but dont underestimate...) - cruisers same thing, bigger and extra phot. bank and more health & crew were needed. (sphere fires torpedos like in first contact, Akira is bigger, more expensive and powerful all the way around so that it deserves a self destruct button, cuz the borg love \'em too) - every ship/station that utillizes crew has 1.0 shild absorbtion, which means thats basically everything (except 8472 and cube) will not take system/crew losses for as long as the shields have power. [i liked it in those other \"realistic\" mods that ships and stuff that needed it had more crew but they would die off much much faster, id have derilect ships all over the place] - fed. and kling. scouts have been made into kinda fast attack fighters, with distroyer class firepower, a lot smaller and will die very easy if not set to an attack pattern or something. - defiant has cloke, just like in deep space nine - a lot more little tweeks to weapons, sizes, prices, etc... - phaser turrets strangth increased a little to compensate - added a few new federation ship names to the list including the Enterprise. (got rid of that stupid USS Hickey) - the races have more differences in shield reacharge rate, price and all sorts of little pitifull stuff because i was too lazy to look back and copy every little thing but dont worry, it sould be balanced well. - everything i forgot, you\'ll have to see[/quote]
Definetly worth a download of you\'re a canon trekkie buff :)
jobs.[/quote] Note that this is not an official \"Patch\" from IM.
BorgIncursuion Mod.. its made for BI+Counterstrike Addon, but should work with BI itself, too[/quote] Nice way to support mods APCM :)
use them :P sorry :D so go download and have a look.... this features my: Intrepid Class Sovreign Class Defiant Class Lightning Class Wells Class Refit Galaxy Class (--this probably wont appear in fusion, as it is too old) and i cant think if there are any others at the moment so Download and enjoy loooking at wat u cant have....
it doesn\'t work, email me at email@example.com and I\'ll attempt to fix it.
is: [img]http://www.gamingfiles.com/screenshots/16/files_extra/Snapshot.JPG[/img] I\'ll give this a 10 for Creativity for sure...
will upload - it currently has the cardassian phaser turret SOD. Anyway enjoy my first ever standard weapon, I\'m working on a sequence of special weapons. Keep an eye out for them on armada2files. Iron Fist - Futurescapes Modding[/quote]
and is called borg interpid instead it also has borg photons and borg phasets allong with transwarp.It has borg textures as it is build from a borg yard:) [/quote]
this is the feb ship yards. I got have a noth of the Borg Ship being so big I give the fed some of there ships.[/quote]
and klingons. I have also creates a new subspace weapon. The new ships are built by their own shipyard that needs a trading station to be constructed. [/quote]
upgrades. [/quote] Now you Undiscovered Country junkes can recreate the best part of that movie ;)
chronosome class is the Isomatic torpedo, a VERY long range torpedo. It has a cool fireing sound and is very powerfull. But fortunately the Chronosome class takes very long to build, which is a good thing,too.[/quote] The torpedo sound is nice, and so is the mod overall :)
be constructed. Once this is finish, a modified Scout can be built, which carries an 8472spy and a cloaking device. The spy can be beamed aboard any ship/station, even while cloaked.[/quote] Ingenious Idea!
Warp Boost Changed the ordinary cloak with a Phase Cloak Self Destruct It has Mor People (8000)[/quote]
Cube, respectively. The Borg will have a huge advantage now...
USS Veronica USS Elite Force USS Nemesis USS Sovereign USS James[/quote] As if the Soverign weren\'t powerful enough, Jeri has made it even more powerful :D
time it would not do it hopey is it still does it them dam or well I try but in did not do it on my computer is it. Well only three ship so far have it happen. So it a lot batter than the hold fleet doing it. New names USS Voyager USS Cat USS Elite Force USS Bellerophon USS Intrepid USS Blackky Install Make up copy of the old ones before you install the new ones Install the odf file into your C:\\Program Files\\Activision\\Star Trek Armada II\\odf\\ships Other Mobs by Jeri Hansen Intrepid Mob Sovereign Mob[/quote] Sounds good for you Voyager enthusists out there ;)
ship, etc.) a weapon. (this mod should only work for multiplayer)[/quote] Sounds like a nice first mod!
species 8472 or your crew will drop pretty fast.\" A nice weapon that\'s worthy of adding to your collection :)
steps :) Hopefully we'll see some more complex .odfs from him in the future :)
re-building them. They have waited in the shadows , Now with their fleet and some of the Armada ships. They have launched an Attack on the rest of the Armada World...and they didn\'t come to play...they came to destroy. The ferengi will never be looked at the same way again.[/quote] Excellent idea, and definetl y worth a download :)
delete some files.
(non-separating version) Voyager009\'s AVM 3.0 ACPM\'s Highlander[/quote]
is built from the anvanced shipyard. While it probably cant take out the ships the USS Defiant did in DS9, but its at least better than the old one. It has the same weaponry as v1, but is almost twice as strong. For those of you who didnt get v1, this defiant has the same textures etc, but contains a cloaking device and upgraded weaponry. v2.0 will be built from the advanced shipyard and now requires 300d 100m and 100c.[/quote]
survive ratiation nebulas. Quick to recruit Looks pretty cool in the game. Unit Disadvantages: weak low sensor range slow, no warp[/quote]
ship. The weapon is set to be used with the Sabre Class starship because it has no other special weapon. When the ship is in hologram mode, it will look and act as a cargo ship, however, it is incapable of adding to the recourse count as a cargo ship can. It can, however pretend to trade. This ship is useful for defending trade convoys or allies with an element of surprise.[/quote]
[URL=http://www.armada2files.com/file.info?ID=4937]This[/URL] patch along with the full 1.2 version.
in handy of you're running out of dilithium. When you need it, make it! Directions in readme.
of the new features and fixes, from the readme: [quote]fixes makes the Karemma Frieghter need resources to be built Fixes the Orbital Processor bug Fixes the Dom AI problem Fixes the crashing problem There is a better icon for the Dominion race, it now changes with your team color The Dominion Destroyer now has a Ramming Speed weapon instead of the poleron torpedo[/quote]
one shot of this and enemy can lose anything from a constructionship, to a TFC![/quote]
want the original back.
excellent so far. My favorite part is the K'Lornai's Fighter squadron; It is perfect for protecting ships. An excellent alpha of a promising mod. I am eager for the next installment :)
Nothing on the original federation side has been changed in this beta, but the following Section 31 vessels, and stations have been added (this list below gives also shows the current tech tree setout): STARBASE - Now builds Section 31 Construction vessel The construction vessel uses 4 worker bees, and whilst using the same construction techniques as the normal federation construction vessel, is armed and can travel at warp. It can also build some standard federation structures and the Section 31 shipyard. SECTION 31 SHIPYARD - Build the Section 31 vessels Although this shipyard can build it does not repair. I\'ve gone with a more regular feel to the shipyard and hope that it will set the actual station apart from the others. It should also, by rights, have a rotating satelite dish, for detecting purposes. VESSEL DETAILS: Valour Class - Designated as a heavy scout. Minimal build/resource time/cost. Also minimal crew designated. Tengen Class - Light Destroyer type, which bears a similair resemblance to the Miranda class. This class is actually more of a replacement. Arumaan Class - Light Cruiser. Larger than the Tengen and more heavily armed this class costs significantly more, but is somwhat faster when travelling at top speeds. Spectre Class - Destroyer. Fast and manouverable, but lighly armoured/shielded the Spectre is used primarily for hit and run attacks. Sentinel Class - Defense Cruiser. As the type suggests this class is used primarily for defending sensitive targets. It also can be used to aid turrets in a mobile defense position. Shadow Class - Advanced Cruiser. Cloakable, the Shadow class has the abilty to slip into an enemy base undetected. Dallas Class - Torpedo Cruiser. Although armed with the standard phasers of most Section 31 classes, the Dallas also carries twin Tri-cobalt, area effective, torpedos. These torpedos carry a faster recharge time than normal Tri-cobalts, and as such can create severe problems for even the largest of enemy vessels and stations. Deimos Class - Heavy Cruiser. Heavier shields and armour make this a good all round vessel. Banshee Class - Tactical Destroyer. Smaller than normal vessels this class still packs quite an impressive array of weapons, and carries much better shields than other types. Diablo Class - Heavy Battleship. Using a twin engineering hulls the Diablo is a huge vessel, with a massive amount of firepower, and is nearly always deployed as a front line vessel. Akisato Class - Dreadnought. Power, speed, impressive weaponery are what this class is about. It has the ability to cause any enemy vessel problems when in combat and should never be underestimated. Shakuras Class - BattleCruiser. A good combination of weapons and speed give this class the edge in most combat. Its speed alone is sometimes enough to keep enemy vessels at bay. Kaleb Class - Command Battleship. A recent addition to the Section 31 side, this design was taken from schematics of the \"USS Dauntless NX - 01A\" when the USS Voyager returned from the Delta Quadrant. Using alot of the similair technologies the Dauntless had, Section 31 Starship Development Centre managed to finetune the design to include a working Slipstream. This was made available due to the sleek design and inverted warp nacelles. [/quote]
class Borg- Sphere 8472- Cruiser
scout/incursion vessel. [il]The hit points as well as AI priorities have been revamped. This is a separate ship and it will NOT affect the current USS Incursion hero ship from single player. [/ul] [ul] [il]Defiant class has been upgraded highly. It always kills me how the Defiant always gets such a bad rep, but if you remember, this ship was made for killing borg. To this end, it is now more expensive and powerful. The ship also includes the proper cloaking device. Since, in the game, you do fight Romulans, it can be assumed that the [il]Romulan-Federation treaty regarding matters of the cloaking device is irrelevant. [/ul] I just got the game last night, so this is all I could do for now. The current version then is version 0.1. Version 0.2 will include the proper Federation AI changes for the above ships and will be out sometime tomorrow. To install the mod, just unzip the file into your Armada folder. I will have a proper installation program done by version 0.5. Have fun![/quote]