Phased Cloaked Federation Probe -1 reply

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enigma123456789

You will be Assimilated!

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14th March 2006

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#1 12 years ago

I have finished my first mod for the federation , a phased cloaked probe just want to know if the community likes the mod and would like me to upload it.

Think of a sensor station, but one that can explore? of course it can spy!

#include "craft.odf"

//Name of Ship class in Ship Display window & in edit mode & tooltip unitName = "Federation Probe" "Mark 47 Probe"

//tooltips tooltip = "FED_SCOUT" verboseTooltip = "FED_SCOUT_V"

//Race which can build ship & starting race of ship race = "Federation"

//Amount of time required to build ship buildTime = 17.0

//Number of officers required to build this ship officerCost = 0

//Number of crew required to build ship & Starting crew crewCost = 0

//Dilithium Cost to build dilithiumCost = 10

//Metal Cost to build metalCost = 100

//Max Shield Strength & Begining Shield Strength <500 maxHealth = 200

// Hitpoints

shieldGeneratorHitPoints = 50 enginesHitPoints = 30 weaponsHitPoints = 40 lifeSupportHitPoints = 0 sensorsHitPoints = 35

//Rate at which shield recharges (points per second... we think) shieldRate = 2.0

//Maximum Value of Super Energy maxSpecialEnergy = 10000

//Rate at which Super energy recharges (points per second.) specialEnergyRate = 1000

//********************************************************************** //SHIP NAMES

//Possible Craft Names possibleCraftNames = Mark 47 Probe

//********************************************************************** //ART PARAMETERS & WEAPON NAMES

// Phase Shift weapon1 = "gpcloak" weaponHardpoint1 = "hp26"

// Detect Cloak weapon2 = "gdetectr" weaponHardpoints2 = "hp01" "hp02"

// Detect Cloak Level 3 weapon3 = "gtachdetgrid" weaponHardpoints3 = "hp02"

// Special Weapon - Sensor Scrambler weapon4 = "gsensorscram" weaponHardpoints4 = "hp05"

//Self Destruct weapon5 = "gselfdes" weaponHardpoints5 = "hp28" "hp29" "hp30" // Hardpoints to hit for various systems and other locations. enginesTargetHardpoints = "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" lifeSupportTargetHardpoints = "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" weaponsTargetHardpoints = "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" shieldGeneratorTargetHardpoints = "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" sensorsTargetHardpoints = "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" hullTargetHardpoints = "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" criticalTargetHardpoints = "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10"

//********************************************************************** //********************************************************************** //AI system parameters //These parameters influence how the AI evaluates and compares craft.

//An abstract number that represents how much extra strength must be //used to attack this craft due to its weapons. // (0.0=no weapons, 0.5 = average weapons, 1.0=many good weapons) attackPower = 0.75f

//The normalized intrinsic value of a target. High value craft make good //attack targets. (0.0=lowest value, 1.0=highest value) intrinsicValue = 0.75f

//**********************************************************************

//MESSAGE & SOUND PARAMETERS

eventSelect = "SuperSelect" eventAcknowledge = "SuperAcknowledge" eventAttack = "SuperAttack" eventStop = "SuperStop" eventMove = "SuperMove" eventRepair = "SuperRepair"

//**********************************************************************

//AI stuff UNKNOWN May be related to sound stuff aiName = "CraftProcess"

//********************************************************************** //PHYSICS PARAMETERS

//physics file for all other physics stuff physicsFile = "scsuperphys.odf"

//********************************************************************** //KEYMAP LABEL // Obsolete, use hotkeyLabel // keymapLabel = "X" hotkeyLabel = "HOTKEY_F1" has_crew = 0 alert = 1 can_guard = 1 can_sandd = 0 can_explore = 1

scaleSOD = 0.3

// we want this ship to always be in green alert and low movement autonomy -- don't want them running off and doing stuff defaultGreenAlert = 1

// this can attack planets canAttackPlanets = 0

credits to activision and all modders




[Sonic]uk

known before as paulhanselluk

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26th June 2005

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#2 12 years ago

so its a rework of the fed scout ......




Dave-Mastor

Thus, I refute thee.

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7th May 2004

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#3 12 years ago

I think you should, however in your .odf,

the lines:

//Possible Craft Names possibleCraftNames = Mark 47 Probe

Should be:

//Possible Craft Names possibleCraftNames = "Mark 47 Probe"

With the quotes.




Major A Payne

The 6th Day

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7th August 2002

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#4 12 years ago

Enigma. Why do you make almost every thread a poll?? Just release it. People will download it.




enigma123456789

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14th March 2006

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#5 12 years ago
Major A PayneEnigma. Why do you make almost every thread a poll?? Just release it. People will download it.

Since this is my first mod i wanted some input for future mods thanks and its been upload as Mark 47 Probe.




enigma123456789

You will be Assimilated!

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14th March 2006

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#6 12 years ago
paulhansellukso its a rework of the fed scout ......

It started out as a re-work of a cardassian missle and i played around until i got the movement that i was looking for but i had to slow it down as i felt it was to fast, you can change the SOD to look like somthing else as you like its at file front as the "Mark_47_Probe.zip._47" i just thought the game should have a probe as in the movies and tv episodes, plus its sneaky to spy on your enemy while he sleeps. lololo -cheers




Major A Payne

The 6th Day

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7th August 2002

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#7 12 years ago
enigma123456789Since this is my first mod i wanted some input for future mods thanks and its been upload as Mark 47 Probe.

Ah. That makes a bit more sense. Hmmmm, well to be honest. It depends more if you want to canonise it or not. You could create a hero enterprise d, or the oberth class that had it in the same episode. Problem with a federation version if you do decide to stick to canon fact, then its not been used since. Failing that my only other suggestion would be to have a specialised and new class of ship for it.




enigma123456789

You will be Assimilated!

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14th March 2006

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#8 12 years ago

enigma123456789I have finished my first mod for the federation , a phased cloaked probe just want to know if the community likes the mod and would like me to upload it.

Think of a sensor station, but one that can explore? of course it can spy!

#include "craft.odf"

//Name of Ship class in Ship Display window & in edit mode & tooltip unitName = "Federation Probe"

//tooltips tooltip = "Unmanned Scout Probe Mark 47 verboseTooltip = "Federation Probe designed for covert surveilance and deep space exploration, equipped with phased cloak and sensor scrambler, the probe can also detect cloaked ships"

//Race which can build ship & starting race of ship race = "Federation"

//Amount of time required to build ship buildTime = 17.0

//Number of officers required to build this ship officerCost = 0

//Number of crew required to build ship & Starting crew crewCost = 0

//Dilithium Cost to build dilithiumCost = 10

//Metal Cost to build metalCost = 100

//Max Shield Strength & Begining Shield Strength <500 maxHealth = 200

// Hitpoints

shieldGeneratorHitPoints = 50 enginesHitPoints = 30 weaponsHitPoints = 40 lifeSupportHitPoints = 0 sensorsHitPoints = 35

//Rate at which shield recharges (points per second... we think) shieldRate = 2.0

//Maximum Value of Super Energy maxSpecialEnergy = 10000

//Rate at which Super energy recharges (points per second.) specialEnergyRate = 1000

//********************************************************************** //SHIP NAMES

//Possible Craft Names possibleCraftNames = "Mark 47 Probe"

//********************************************************************** //ART PARAMETERS & WEAPON NAMES

// Phase Shift weapon1 = "gpcloak" weaponHardpoint1 = "hp26"

// Detect Cloak weapon2 = "gdetectr" weaponHardpoints2 = "hp01" "hp02"

// Detect Cloak Level 3 weapon3 = "gtachdetgrid" weaponHardpoints3 = "hp02"

// Special Weapon - Sensor Scrambler weapon4 = "gsensorscram" weaponHardpoints4 = "hp05"

//Self Destruct weapon5 = "gselfdes" weaponHardpoints5 = "hp28" "hp29" "hp30" // Hardpoints to hit for various systems and other locations. enginesTargetHardpoints = "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" lifeSupportTargetHardpoints = "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" weaponsTargetHardpoints = "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" shieldGeneratorTargetHardpoints = "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" sensorsTargetHardpoints = "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" hullTargetHardpoints = "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" criticalTargetHardpoints = "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10"

//********************************************************************** //********************************************************************** //AI system parameters //These parameters influence how the AI evaluates and compares craft.

//An abstract number that represents how much extra strength must be //used to attack this craft due to its weapons. // (0.0=no weapons, 0.5 = average weapons, 1.0=many good weapons) attackPower = 0.75f

//The normalized intrinsic value of a target. High value craft make good //attack targets. (0.0=lowest value, 1.0=highest value) intrinsicValue = 0.75f

//**********************************************************************

//MESSAGE & SOUND PARAMETERS

eventSelect = "SuperSelect" eventAcknowledge = "SuperAcknowledge" eventAttack = "SuperAttack" eventStop = "SuperStop" eventMove = "SuperMove" eventRepair = "SuperRepair"

//**********************************************************************

//AI stuff UNKNOWN May be related to sound stuff aiName = "CraftProcess"

//********************************************************************** //PHYSICS PARAMETERS

//physics file for all other physics stuff physicsFile = "scsuperphys.odf"

//********************************************************************** //KEYMAP LABEL // Obsolete, use hotkeyLabel // keymapLabel = "X" hotkeyLabel = "HOTKEY_F1" has_crew = 0 alert = 1 can_guard = 1 can_sandd = 0 can_explore = 1

scaleSOD = 0.3

// we want this ship to always be in green alert and low movement autonomy -- don't want them running off and doing stuff defaultGreenAlert = 1

// this can attack planets canAttackPlanets = 0

credits to activision and all modders

the file is now at file front enjoy! http://files.filefront.com/Federation_Phased_Cloaked__Mark_47_Probezip/;5051869;;/fileinfo.html