newest version out there. New warp effects are added, such as warp speed control. Also this mod will dramatically enhance the stock effects. In change giving you a whole new perception to the word “explosion”. Here are a few more Details: [quote] NanoFX 2.0 Features: -BridgeFX -New Experimental Effects for the BETA, look for more effects in the Future! -CameraFX -Haven’t had time to do much more with this, same as 1.0 -ExplosionFX -Upgraded Explosions with new Sparks and Debris! -SpecialFX -Plasma Trails - Based off of Sneaker’s work with NanoFX Particles -AtmosphereFX - Clouds and Glows around Planets! -BlinkerFX - Blinking NAV Lights on Ships, they work now! -Weapon FlashFX - Flashes from the Weapons firing on a Ship! -WarpFX -Better Cinematic Cut scenes when warping, with Nacelle Flashes! -ETA Counter and Free Movement while at Warp -Select a Warp Speed to get to your Destination Faster or Slower [/quote]
It will damage the targeted system without touching the shields. Also improves the Armor and makes it easier to add to your ship.
plugins. Unified Main Menu is a new mod from MLeoDaalder that completly replaces the way that the Mutators menu works within foundation. Instead of the "mutators" button there is a "customize" button. Clicking this button brings up a side menu which allows the user to set up their config menu. Once ur config menu is set up it encorporates mutators, and third party config panels such as nanofx2b. To say this is a work of genius doesnt do it justice, this mod has the scope to revolutionise the way modders make mods.
This has been a hell of a lot of work for all those involved with this project, but it has finally paid off, because this mod is utterly awesome. As well as the separation feature, the Prometheus has some excellent sound effects and hardpoints to go with it adding to whole experience. Other excellent aspects of this include the dramatic separation cut scenes and the fact that these ships - when set as AI - will separate given certain conditions (i.e. damage factors, etc...) All in all, this file is right up there with NFX2, as the finest examples of what can change a mediocre game into the game it always should have been and will continue to keep BC going for many more years. And this is not an exaggeration - download now and see with your own eyes.
particular). Sub Menu is already a well established script, this new version only adds to its legacy. Recommended Download
for you. This mod now allows for properly hardpointed ships to use the Slipstream Drive. This ability will not interfere with your normal warp abilities, being a "totally independent" drive, not a modded version of warp. This mod comes with Tutorials and a .pdf manual. That will show you the "In's and outs" making your own custom hardpoint. This mod come with some exceptional abilities. Including the ability to disable the "Arriving at" text banner while in warp or slipstream, Using slipstream for in system warping. Customized navigational points and much more! The Author has a selection of ship hardpoints included. The United Main Menu features on this mod makes the Slipstream Framework "very" user friendly. This mod comes with eight [b]"near canon"[/b] graphic effects textures and sound effects. Where "YOU" the player have freedom of choice. Just play the video in the Main Menu too view some stunning examples of your choices. To customize your slipstream tunnel. So, get ready to [b]"break"[/b] the final barrier in [b]"Faster than light"[/b] travel! Definitely Download Worthy!!
Warp Speeds of ships. Max Warp speeds have the effect on the sliderbar allowing you only to slide up to the max designated speed. Cruise Speeds represent 'safety' speeds, beyond those speeds Warp Engines start to degrade based on a mathematical formula. You won't have to define speeds for each ship, this is only an addon feature. By default Change Warp Speed will presume that Max Warp and Cruise Speeds are 9.99.
systems, ships, stations etc then the standard version. I found no bugs during my testing of the mod, and I highly recommend its use to anyone who frequently plays quickbattle. As the readme has indicated it is important to start the game using -TestMode to access the Quickbattle Replacement. If run without -TestMode, only the default QuickBattle setup will be accessable. This mod also gives access to a lot of functions, such as an MP3 player, emergency turn (which I did not get to work properly, other then that it damaged my systems), in-system warp, abandon ship etc. These functions are accessable both with and without -TestMode.
\"Galaxy + Carrier\" 1.1: -Some minor Bugfixes -Added some minor changes for Multiplayer -Added support for MLeoDaalder KeyFoundation, can be found here: http://dynamic3.gamespy.com/~bridgecommander/phpBB/viewtopic.php?t=15481 1.0: - Release by the new Shuttle Launching group -Re-enable collision detection after launch - Admiral Ames, jwattsjr -Makes the Seconday Fireing working - mldaalder, defiant -Useful changes to the ftbMissionLib - Sim Rex -Additional Bug Fixes, some minor new functions - Defiant 050102: - Added Launcher, LauncherGroup, and LauncherManager - Carriers now contain Launchers and/or LauncherGroups instead of containing \"ships\" - LauncherGroups contain arbitrary sets of Launchers. - Launchers require *TWO* hardpoints (important for future releases): -> an ObjectEmitterProperty named \" OEP\" -> a HullSubsystem named \"\" NOTE: It would be wise to have both subsystems colocated at the same XYZ coordinate on the ship - For each Launcher/LauncherGroup, a \"Launcher #\" and \"Type: #\" button pair is generated in the GUI 050502a: - User-definable AIs may be specified on a per ship type basis - Launched objects are optionally commandable on a per ship type basis 051102a: - Carriers are now \"plugins\" defined in /scripts/Custom/Carriers. See the included /scripts/Custom/Carriers/Dauntless.py for an example. There have been some changes to Carrier modules since 050502a. 051102b: - Fixed a bug introduced in 051102a where a Launcher can launch more ships than it contains. Return Shuttles Changes (old) Version 0.7b: Big bug fixes Version 0.6b: Code cleaned up Version 0.5b: Re-formatted the .txt file from UNIX to Dos. Version 0.4b: Added the Possibility to exclude Tractors for Docking Version 0.3b: File scripts/Custom/Carrier/SetMaxShuttlesInBay.py is no longer used. Update your Carrier files instead (see Install.txt).
Boost power to any ship's individual phasers and torpedos from each ship's unique hardpoints. Though I haven't tried it yet- I did noticed a "Load and Save" option as well. So if you like to get the most out of your favorite ships? Download ASAP
Reflector (ST: Armada fans will love that), Breen Energy Drain Weapons, and Advanced Tractors. These weapons have to be seen to be believed. Download ASAP!!
(except torpedoes). The overload isn't free, the engines, shields and weapons overload costs 20% power from the ship main battery, and will cause some damage to the overloaded system. The core overload is free, but it can cause damage to any of the ship systems. (four overload option included to the core, more power means more damage :) ) When a system is damaged, you will see nice effects at the system coordinates from nanoFX.
explain them, let’s just jump to the list of some of the features of the mod: -Makes Planets and Suns in the game generate an gravity well, which will pull ships whithin it's radius. -Includes the set called "Psi's Blackhole", which contains a blackhole. -Has an menu in UMM to set some options of GravityFX. -Can make torpedoes create an gravity well upon impact, with the use of plugins. -Can make ships have an gravity well, if they have an gravity generator subsystem. -Can also make ships not to be affected by any gravity well, with the use of plugins. -Includes the System Map, which is a window opened in the science forum, that shows a map of the surroundings of the player, including planets, ships, etc. -Includes another menu in science called "Gravity Sensors Menu", which shows gravity-related info about ships, and also has some other features. -Includes a menu in enginnering called "Gravity Generator Options" which shows the status of the player's ship gravity generators, allowing you to change the power of them aswell. -Can show information about some objects on the BC 3D map. And some other options and features, covered deeper in following topics on this readme. And MAKE SURE to read the Full Readme, which is contained in the RAR file, after you download GravityFX v1.0 [b] ***** WARNING!! PLEASE NOTE!! *****[/b] Do NOT use the .exe installer. As it turns out, the .exe does not install a GFX folder, which it's absence causes a BSOD. So please instead install this manually, by copying the contents of the folder "Manual Install" into your BC Directory. Apologies for any inconvenience. ------------ REQUIREMENTS ------------ - BC 1.1 - Foundation - EarthFX (also know as "Planet Classification Script") [included] - Unified Main Menu [optional (strongly recommended)] With this you'll be able to set some nice settings for GravityFX in the game configurations menu.
beam/powered armor is exhausted. The script is compatible to BCS-The Beginning's engineering menu fix. Hopefully in this version BCS*TB is really completely optional. Thanks to USS Sovereign for the heads up.
resulting damage can kill your Engines till the end of the fight.
a battle, so you can quickly recharge it. The backup power used by Cloak systems, and just enough for a short time, but with the recharge ability, you can use the cloak while you want.
log10(x) frac(x) finds x! Trig Functions are: sin(x), cos(x), tan(x) and inverse functions are: Isin(x), Icos(x) Itan(x) Note a r in front is used to for use with radians the format BC uses by default. dtr(x) and rtd(x) convent between degrees and radians and visa verse CheckBits(x,n) returns the state on the nth bit of x SwapBit(x,n) changes the state TurnOnBit(x,n) sets it to 1 TurnOffBit(x,n) sets it to 0 GetBits(x,n1,n2) returns the value in the bits n1 to n2 SetBits(x,n1,n2,y) set the bitsn1 to n2 to the value of y ChangesVersion 1.1 - The pow(x,y) command now attempts the build in function, which I found out about, if it fails, it uses my version, this will improve speed, for people how BC has the function working. I’m leaving my one in until, I can be absolute sure of why I’ve had errors when try to use the build in function in the past. - Add support for inverse tan the command is Itan(x), and rItan(x), which I had been able to work out when I made the previous release.
good information (better than the previous version) but be warned when it is on you will get game lag, So if your just going to be playing, check the mutator. Authors note: Console Tracker is a simple script that will automaticaly log the console to a determined file (default is 'scripts\Custom\ConsoleTrackDump.txt').
pods will be jettisoned from your ship. A nice touch of realism for BC.
Information you may need. the previous version will be overwritten http://bridgecommander.filefront.com/file/Stock_Plugin_Override;104395
diamond. It is about taking away the corner cases of the Bridge Commander scripting system that when triggered, which at the very least, only provide a small warning in the console, but could have as much impact as actually crashing BC, or somewhere in between, as a black screen. And DiamondBC aims to take these problems away, or at the very least, soften the blow. RedistributeShields is one of those mods, its aim, to make BC _not_ freeze when you call RedistributeShields on a shield generator of a ship that does not have all the same maximum shields for all vectors.
for BCMI and BCMP. This new version comes in either an automatic .exe installer. Or you can install the scripts manually. With the 5.6 version you will be able to access some innovative new features... The ability to create ship plugins (defs). Creating submenu, CWS 2.0 and SDT code for you. Multi ship plugins suitable for large scale ship packs. The power to fix ship plugins which were disabled by BCMP. Allows fast multiple creation of plugins using Fast BCSMC. definite nOOb input protection. The ability to edit already existing plugins. Secure mode which will ask for your consent when saving a plugin can be shut down. Each modes options output location can be predefined. [i][b]- Quick Battle Ship Description Fix (BC Modification) - Can extract & install older BC Mods (BCMod files) - Can create Sound Defs for you (sound plugins, if you hear no sound ingame) - Can backup your BC critical files - Can restore earlier made backups - BC Foundation 2008 (BC Modification) - NanoFX 2.0 Targetable AtmospheresSuns Fix (BC Modification) - Multiple language support - Support for custom skins[/i][/b] USS_Sovereign new improvements for BCSMC makes using your modded install more "user friendly". This will be a great addition and I [i]" Highly Recommend"[/i] this utility for those who would like to keep their modded install more stable, and customizable. Check it Out.... [i][b]* Microsoft Net Framework:[/b] http://www.microsoft.com/downloads/details.aspx?familyid=0856eacb-4362-4b0d-8edd-aab15c5e04f5&displaylang=en[/i] [i][b]* BCSMC v.188.8.131.52 Patch[/b] http://bridgecommander.filefront.com/file/BCSMC_v5602;92142[/i]
interface scripts to update the colour scheme to a more DS9 era standard, the mod also replaces the stock cursors and cursor scripts so that at 1600x1200 and 1280x1024 the cursors are not stretched from 1024x768. There are also new Targetting cursors and a new background for the console. This Full version also includes all the main menu movie files that were in the origional Beta. Since I made this I'll let you guys rate it.
for protecting an friendly ship or base from enemy attack. As stated by the Author, this mod was made to be more compatible with QBautostart Extension v.0.5.
music files and CD's to play on the Bridge set. It can get boring pulling Bridge Duty especially on the night shift. Think of it as "Starfleet Subspace Radio" for the troops. I would suggest this mod for someone 'experienced' with handeling .PY scripts. This is "NOT" a plug and play mod. The mp3 files from your own PC will have to scripted in manualy. That having been said... Just load in your favorite mp3's or CD and Rock On!!
ability to warp to points on a planet's individual system(s) in combination to warping into the Planet's space/map. For example, you can now warp to orbit a planet. and any point in a designated map. Like in the Sol 6 "Saturn" system map. This mod will activate a cinematic sequence, the ship will jump to warp in a variety of "cool" combinations. Though I did notice a slight "wobble" effect when one made a warp jump to a nearby star. But is dosen't effect game play. This is "Definately" worth taking a look at.
percentage on the shield display which can be very useful. Although as already mentioned this is for those that don\'t have the current version of the Kobayashi Maru Modification. [quote] This file directly comes from the Kobayashi Maru Mod: If you already have Kobayashi Maru (current Version is 2010.02), you already have this.[/quote]
them as \"Offline\" The Shields are Arranged in vectors as cannon with the show, Fore, (Front), Aft (Rear), Port (Left), Starboard (Right), Dorsal (Top), Ventral (Bottom)
have to manually dock with the starbase. No one can ever find the right speed when in a battle because there are only two possibilities: Too slow or too fast.... With this modification you have plenty of choice! Now you have the right impulse speed for battle and when you give Kiska the order to intercept a target, you can now experience an even higher top speed and also with this mod you can reach points on the map that you never ever had the possibility to do before!
diamond. It is about taking away the corner cases of the Bridge Commander scripting system that when triggered, which at the very least, only provide a small warning in the console, but could have as much impact as actually crashing BC, or somewhere in between, as a black screen. And DiamondBC aims to take these problems away, or at the very least, soften the blow. Projectiles is one of those mods, its aim, to make BC _not_ crash when a projectile (be it a torpedo or a pulse) isn't found or doesn't contain all required functions for a projectile. When a ship loads such a faulty projectile, it will replace that projectile with a completely safe one, itself. Which is the one and only projectile we can rely on to be present in your BC installation when you install this mod (which is a single file).
current Foundation Build for 2008, as the last BCSMC build were missing some Foundation files. Over all this will be a useful utility upgrade for those of you who like to customize their modded installs. And if you install the current BCSMC v.5.6 with this patch, You can have the most current Foundation build with out having to search the archive on BCFiles to fine the Foundation files. Check it out! Link to the Full BCSMC v.5.6 mod... [i]* Bridge Commander Ship Menu Creator v.5.6 [url]http://bridgecommander.filefront.com/file/;91634[/url][/i]
of their install. The required models links are below for easy reference. You must have them in order for the two modified plugins to work. So, Go forth and reak "Untold Chaos" in the Galaxy! [u][b]REQUIRED MODS[/b][/u] [i]* Imperial Death Star II: http://bridgecommander.filefront.com/file/Imperial_Death_Star_II;30966 * Doomsday Machine: http://bridgecommander.filefront.com/file/Doomsday_Machine;39970[/i]
ship pack can be found here: http://bridgecommander.filefront.com/file/Sarajevo_Ship_Pack;24715 There is some vital information; you need to read the readme.
to provide an alternate for dial-up users The Mod edits stock interface scripts to update the colour scheme to a more DS9 era standard, the mod also replaces the stock cursors and cursor scripts so that at 1600x1200 and 1280x1024 the cursors are not stretched from 1024x768. There are also new Targetting cursors and a new background for the console. If you did download the beta you must install this [i]after[/i] the beta. Since I made this I\'ll let you guys rate it.
QBautostart.) Would love to see an MVAMInfinite compatible version of this.
Galaxy mod pack found here: http://bridgecommander.filefront.com/file/Galaxy_Class_Mod_Pack;26627 And MVAM infinite found here: http://bridgecommander.filefront.com/file/MVAM_Infinite;26555
Scottpkeene\'s J-class model first: http://bridgecommander.filefront.com/file/Scotts_JClass_Cargo_ship;29869
Commander. This update will no longer conflict with the SFC Marine Capture Mod by NXDefiant. Check it out...
need to start the game in test mode for those. And explanation of how this is done can be found in the sticky thread in the Help section of the forum.