Klingon Upgrade 1

Due to changes in the galaxy, the Klingon Empire realised a re-assessment of the fleet was in order. The Cardassian uprising has caused an u...

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Due to changes in the galaxy, the Klingon Empire realised a re-assessment of the fleet was in order. The Cardassian uprising has caused an urgent call for more powerful vessels. So the Klingon armada is prepared to deal with all manners of threats; several changes have occured.

Powerful new ships, fast mining and battles galore await you as the Klingons test drive the latest inventions. The only question is whether the power will stabilise the Empire or give thought to expanding the Empire once again!

Today is a good day to die!

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As I was looking through the mods I have done, I realised that I had never done anything to the Klingon side.

So Chancellor Martok does not come looking to give me a session with the pain sticks! I have given his Empire a makeover!

BACK STORY:

Due to changes in the galaxy, the Klingon Empire realised a re-assessment of the fleet was in order. 
The Cardassian uprising has caused an urgent call for more powerful vessels. 
So the Kligon armada is prepared to deal with all manners of threats; several changes have occured.

The latest SuQ'jagh Class starships have much larger crew complements and re-inforced hulls. 
They now serve as the assault ships with original special weapon removed. Only 1 officer oversees the marine deployment.
Armed with a barrage of torpedoes that is closer to the original designs, they are deadly in combat.
Plus the new changes make the vessels capable of planetary bombardments too.

Koloth Class gets an upgrade with turret torpedoes. They cost less but are balanced in being very weak. 
Make very many and hold off the enemy until the bigger vessels get there!

Also included is the handy Argokna Class, the Klingon version of the Nexum Class. It builds resources as well as stations.

Just like the Starfleet Nexum Class upgrade;
Freighters can mine all resources quickly - even latinum and can warp. 

Qeh'Ral, Chava'Kal Class and Chuq'Beh Class have been replaced and are omitted from the new build lists.
 
Now, the Empire can move into the 25th Century and beyond with new vessels: 
Che'var Class - a pure Klingon gunship - this will be built at the Imperial shipyard.
A fleet of them will be enough to subdue any attempt to threaten the Empire!

Ruv'LW Class - a light destroyer - these will be built at the standard shipyard. Deadly in swarms.

and

Nuq'daj Class - a stronger frigate - available at both! A perfect aid to any armada with good weapons and shields!


These bold vessels await to use the utmost Klingon diplomacy!


Martok's base can be built to oversee the battle and ensure the Empire's victory. His station processes metal.


Special weapons and long range weapons have been thinned out as the Klingons love a good close battle! 
Get deep in the action and remember - Today is a good day to die!






To bring glory to your house, install by following these instructions!


++ You will be overwriting files relating to the Klingon fleet - back up your folders first in case you wish to uninstall!++



1) FOR THE SHIPS

Copy and paste contents of ODF ship overwrites folder to odf/ships.

For each ship place 	odf to odf/ship
			SOD to SOD folder
			bitmap to bitmaps/AdmiralsLog/Ship Images

Each additonal ship is in their own folder, just follow the above for EVERY ship.
**Do not install the contents of the folder 'Resources K' inside Argokna Class folder yet**



2) FOR THE TEXTURES

!!Locate TGA folder - copy all contents to Star Trek Armada II/Textures/RGB folder - these are the texture files!!






3) FOR THE RESOURCES FOR ARGOKNA CLASS

Locate 'Resources K' folder inside Argokna Class folder.

For each resource place odf to odf/station
			SOD to SOD folder
			bitmap to bitmaps/AdmiralsLog/ShipImages



4) FOR THE OVERWRITES

Copy and paste contents of ODF station overwrites folder to odf/station.
Copy and paste contents of ODF ship overwrites folder to odf/ships

++This will change the build lists and make new items appear for your cargo ships to trade!++


(If you play single player missions then manually add the ships to which yard you want, without removing any existing ships!)

i.e. kyard.odf
buildItem XX = "kchev"
buildItem XX = "knuq"
buildItem XX = "kruv"

XX being the next in number on build list



**If manually adding, only copy and paste TradingStation.odf to odf/stations - to get the new items to ferry round.**


++ You will be overwriting files relating to the Klingon fleet - back up your folders first in case you wish to uninstall!++


4) FOR THE TECHTREE AND SPRITE FILES

Locate techtree folder and open full tech.tt, after last Klingon vessel enter:

karg.odf	 0
kchev.odf	 0
knuq.odf	 0
kruv.odf	 0


kbase2.odf	 0
klat.odf	 0
kdith.odf	 0
kmet.odf	 0



Save and close, now open tech1.tt
After last Klingon ship enter:


karg.odf	 1	kresear.odf		        // argokna class
kcruise2.odf 	 2 	kyard2.odf            		// cruiser2 (suq'jagh class)
kchev.odf        0
kruv.odf	 0
knuq.odf	 0



After last Klingon station enter:

kbase2.odf	 0
kdith.odf	 1	karg.odf			// klingon dilithium
kmet.odf	 1	karg.odf			// klingon metal
klat.odf	 1	karg.odf			// klingon latinum 




Locate Sprite folder, open gui_global - after last Klingon vessel enter:

b_kbase2		gbksensor00	0	0	64	64		
b_kchev			gbkbattle3	0	0	64	64
b_karg			gbfconst	0	0	64	64
b_kruv			gbkdestroy2	0	0	64	64
b_knuq			gbkfrigate2	0	0	64	64

		
	
Scroll down to the wireframes - after last Klingon vessel enter:


kbase2w1		klingwireframe04	0	144	48	48		
kbase2w2		klingwireframe04	48	144	48	48		
kbase2w3		klingwireframe04	96	144	48	48		
kbase2w4		klingwireframe04	144	144	48	48		
kbase2w5		klingwireframe04	192	144	48	48

kargw1			fedwireframe03		0	144	48	48		
kargw2			fedwireframe03		48	144	48	48		
kargw3			fedwireframe03		96	144	48	48		
kargw4			fedwireframe03		144	144	48	48		
kargw5			fedwireframe03		192	144	48	48

kchevw1			klingwireframe04	0	96	48	48		
kchevw2			klingwireframe04	48	96	48	48		
kchevw3			klingwireframe04	96	96	48	48		
kchevw4			klingwireframe04	144	96	48	48		
kchevw5			klingwireframe04	192	96	48	48

kruvw1			klingwireframe01	0	96	48	48		
kruvw2			klingwireframe01	48	96	48	48		
kruvw3			klingwireframe01	96	96	48	48		
kruvw4			klingwireframe01	144	96	48	48		
kruvw5			klingwireframe01	192	96	48	48

knuqw1			klingwireframe01	0	96	48	48		
knuqw2			klingwireframe01	48	96	48	48		
knuqw3			klingwireframe01	96	96	48	48		
knuqw4			klingwireframe01	144	96	48	48		
knuqw5			klingwireframe01	192	96	48	48

klat			podwireframe03		0	144	48	48

kmet			podwireframe03		0	144	48	48

kdith			podwireframe03		0	144	48	48


If you want the new wires for Che'var, Ruv'LW and Nuq'jar Classes, find them below. 
(My computer did not like these wireframes, which is why I've used stock ones.)


kruvw1			kwf1		0	128	128	128

knuqw1			kwf1		128	128	128	128

kchevw1			kwf2		0	0	128	128


ALL DONE!


Now the building can commence and a barrel of bloodwine awaits the victor!



5) FOR THE CREDITS

Archerscott -

All ODF editing.
Reshuffle of Klingon armada.
Argokna Class (Klingon Nexum Class vessel)


Avon - (Avon made 5 ships in total but I've only used 3 of them for this MOD.)

Meshes for Che'var, Nuq'daj and Ruv'lw Class.
Model designs for Che'var, Nuq'daj and Ruv'lw Class. 
Che'var, Nuq'daj concept design.
Che'var, Nuq'daj and Ruv'lw Class textures.
Che'var, Nuq'daj and Ruv'lw Class original odfs,build buttons,SODs
Texture editing and mapping

Tycoon - 
Research, ideas, guidance, (and dohnuts!) to Avon.

Raven Night - 
Ruv'lw original concept design.


I would like to thank Avon for making great Klingon ships and allowing free use of his models, as long as proper credits are given!

Contact e-mail:
jake_deanAThotmail.com (replace AT with @ to send)

QA'PLA!

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ArcherScott


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Registered 17th March 2005

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