MVAM Mod by Thun

Ah, the Prometheus class starship since "Message In a Bottle", no ship has been more talked about in Trek, or more controversial. A p...

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Ah, the Prometheus class starship since "Message In a Bottle", no ship has been more talked about in Trek, or more controversial. A powerful warship capable of multi-vector assault mode (MVAM 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:

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Download 'mvam_mod_by_thun_v1.0_release_one.zip' (3.77MB)

Screenshots
Readme
***********************************************************
Prometheus MVAM MOD BY THUN v1.0 (Release One)
Feb, 2008
***********************************************************

!!!IF YOU ONLY READ ONE PART OF THIS FILE LET IT BE THE INSTALLATION INSTRUCTIONS!!!

With the release of the new Armada Update Project File, I could not resist
the urge to put up a mod for the Prometheus' MVAM. Now, I realized that
there will probably be a couple more versions of the Mod by other people, but 
please download them all and pick one that you like. They are all different.

This is release One, I am working on getting some higher poly models from Bridge Commander
or Legacy for those with beefier systems. Look for this upcoming version soon ;)

***********************************************************
I. FEATURES
***********************************************************

- Prometheus Class with MVAM, no funky processes, no difficult coding, just click and done! :)
- New Textures: I am using Deemon's exquisite models, but I thought the original texture
	was too purple for my taste (Excellent nontheless) so I re-made. Also the "split"
	Prometheus parts now have high-res textures which were different from the "whole" ship.
- New Lightmaps: deemon's model had them, but not the others. I have updated Deemon's a liitle
	bit, nad re-made new ones for the Sections.
- New Wireframe 
- Custom Build and Special Weapons buttons
- Custom Sounds: YES! I actually ran a recording session with unique sounds for the ship, in 
	total the new Prrometheus has more sounds that the vainilla Enterprise! Sorry Patrick!
	Please realize that this is my first sound project. If you dislike the sounds, included
	is a non-custom sound version.

***********************************************************
II. REQUIREMENTS (Yes we have those)
***********************************************************

- Star Trek: Armada II by Activision (R)
- Latest Official Armada Patch
- Star Trek Armada II Patch Project version 1.2.5 or higher (By the folks at FleetOps)

***********************************************************
III. INSTALLATION
***********************************************************

WARNING: THIS MOD UTILIZES FILES FROM THE ORIGINAL ARMADA THAT IF MODIFIED COULD AFFECT
THIS MOD'S PERFORMANCE. THE PROMETHEUS USES STOCK ARMADA WEAPONS, IF THOSE ARE MODIFIED
THIS MOD WILL USE THE NEW VALUES AND CAUSE SOME BALANCING ISSUES!!!

===WITH NO MODS (USE CUSTOM SOUNDS)===
This is for people with vainilla, or an unmodded Armada II.

- Copy all the files and directories into the Armada II Main Folder (except the "NO SOUNDS"
	folder), usually located at:

C:\Program Files\Activision\Star Trek Armada II

===WITH NO MODS (DON'T USE CUSTOM SOUNDS)===
This is also for people with vainilla, or an unmodded Armada II who don't want the new sounds.

- Copy all the files and directories into the Armada II Main Folder EXCEPT: The sounds folder,
	odf folder, and the "Events.DAT" file.
- Copy the odf folder inside the "NO SOUNDS" folder to the Main Armada II directory

===WITH MODS===
You modders should know what to do, but...

- Copy the Bitmaps, SOD, and textures folder.
- Copy the ships and special_weapons subfolder in the mod's odf folder.
- Add "fprom" to your prefered construction yard (Default is fyard2.odf)
- Copy these lines into "tech1.tt"

fprom.odf     2 fyard2.odf fupgrade.odf:	
fpromalpha.odf 0
fprombeta.odf  0
fpromgamma.odf 0

promint.odf 	   0          
mvam.odf           0

- Copy these lines into "fulltech.tt":

fprom.odf     0
fpromalpha.odf 0
fprombeta.odf  0
fpromgamma.odf 0

promint.odf 	   0          
mvam.odf           0

- Add this line to "gui_global.spr" under the federation ships under "@reference=64":

b_fprom				gbfprom			0	0	64	64

- Add this line to "gui_global.spr" under the special weapons:

b_mvam			gbmvam		0	0	64	64
b_promint		gbpromint	0	0	64	64

- Add these lines to the wireframe section of "gui_global.spr"

fpromw1				promwire	0	0	48	48
fpromw2				promwire	48	0	48	48
fpromw3				promwire	96	0	48	48
fpromw4				promwire	144	0	48	48
fpromw5				promwire	192	0	48	48

fpromalphaw1			promwire	0	96	48	48
fpromalphaw2			promwire	48	96	48	48
fpromalphaw3			promwire	96	96	48	48
fpromalphaw4			promwire	144	96	48	48
fpromalphaw5			promwire	192	96	48	48

fprombetaw1			promwire	0	48	48	48
fprombetaw2			promwire	48	48	48	48
fprombetaw3			promwire	96	48	48	48
fprombetaw4			promwire	144	48	48	48
fprombetaw5			promwire	192	48	48	48

fpromgammaw1			promwire	0	144	48	48
fpromgammaw2			promwire	48	144	48	48
fpromgammaw3			promwire	96	144	48	48
fpromgammaw4			promwire	144	144	48	48
fpromgammaw5			promwire	192	144	48	48

- Add these lines to "Events.DAT". Ignore if you are NOT using the new sounds:

#Prometheus Sounds

PromAcknowledge{
Table
	Sound <borg> &quot;gvobor31.wav&quot;
	Sound <federation> &quot;fpromack1.wav&quot;
	Sound <federation> &quot;fpromack2.wav&quot;
	Sound <federation> &quot;fpromack3.wav&quot;
	Sound <klingon> &quot;gvokbs01.wav&quot;
	Sound <romulan> &quot;gvorbs01.wav&quot;
SoundPriority 2
}

PromSelect{
Table
	Sound <federation> &quot;fpromsel1.wav&quot;
	Sound <federation> &quot;fpromsel2.wav&quot;
	Sound <federation> &quot;fpromsel3.wav&quot;
	Sound <federation> &quot;fpromack2.wav&quot;
	Sound <borg> &quot;gvobor17.wav&quot;
	Sound <borg> &quot;gvobor63.wav&quot;
	Sound <borg> &quot;gvobor18.wav&quot;
	Sound <klingon> &quot;gvokbs16.wav&quot;
	Sound <klingon> &quot;gvokbs17.wav&quot;
	Sound <klingon> &quot;gvokbs18.wav&quot;
	Sound <romulan> &quot;gvorbs17.wav&quot;
	Sound <romulan> &quot;gvorbs18.wav&quot;
SoundPriority 2
}

PromAttack{
Table
	Sound <federation> &quot;fpromatk1.wav&quot;
	Sound <federation> &quot;fpromatk2.wav&quot;
	Sound <federation> &quot;fpromatk3.wav&quot;
	Sound <federation> &quot;fpromatk4.wav&quot;
	Sound <federation> &quot;fpromatk5.wav&quot;
	Sound <federation> &quot;fpromred1.wav&quot;
	Sound <federation> &quot;fpromred2.wav&quot;
	Sound <federation> &quot;fpromyel1.wav&quot;
	Sound <borg> &quot;gvobor10.wav&quot;
	Sound <borg> &quot;gvobor45.wav&quot;
	Sound <borg> &quot;gvobor08.wav&quot;
	Sound <klingon> &quot;gvokbs06.wav&quot;
	Sound <klingon> &quot;gvokbs07.wav&quot;
	Sound <klingon> &quot;gvokbs08.wav&quot;
	Sound <romulan> &quot;gvorbs06.wav&quot;
	Sound <romulan> &quot;gvorbs07.wav&quot;
	Sound <romulan> &quot;gvorbs08.wav&quot;
SoundPriority 2
}

PromRedAlert{
Table
	Sound <federation> &quot;fpromred1.wav&quot;
	Sound <federation> &quot;fpromred2.wav&quot;
	Sound <federation> &quot;fpromred3.wav&quot;
	Sound <federation> &quot;fpromyel1.wav&quot;
SoundPriority 2
}

PromYellowAlert{
Table
	Sound <federation> &quot;fpromyel1.wav&quot;
	Sound <federation> &quot;fpromyel2.wav&quot;
	Sound <federation> &quot;fpromyel3.wav&quot;
SoundPriority 2
}

PromGreenAlert{
Table
	Sound <federation> &quot;fpromgre1.wav&quot;
	Sound <federation> &quot;fpromgre2.wav&quot;
SoundPriority 2
}

PromStop{
Table
	Sound <federation> &quot;fpromack1.wav&quot;
	Sound <federation> &quot;fpromstp1.wav&quot;
	Sound <borg> &quot;gvobor21.wav&quot;
	Sound <klingon> &quot;gvokbs21.wav&quot;
	Sound <romulan> &quot;gvorbs21.wav&quot;
SoundPriority 2
}

PromMove{
Table
	Sound <federation> &quot;fpromack1.wav&quot;
	Sound <federation> &quot;fprommov1.wav&quot;
	Sound <federation> &quot;fprommov2.wav&quot;
	Sound <federation> &quot;fprommov3.wav&quot;
	Sound <borg> &quot;gvobor11.wav&quot;
	Sound <borg> &quot;gvobor12.wav&quot;
	Sound <borg> &quot;gvobor13.wav&quot;
	Sound <klingon> &quot;gvokbs11.wav&quot;
	Sound <klingon> &quot;gvokbs12.wav&quot;
	Sound <klingon> &quot;gvokbs13.wav&quot;
	Sound <romulan> &quot;gvorbs11.wav&quot;
	Sound <romulan> &quot;gvorbs12.wav&quot;
	Sound <romulan> &quot;gvorbs13.wav&quot;
SoundPriority 2
}
	
PromRepair{
Table
	Sound <federation> &quot;fpromrep1.wav&quot;
	Sound <borg> &quot;gvobor26.wav&quot;
	Sound <klingon> &quot;gvokbs26.wav&quot;
	Sound <romulan> &quot;gvorbs26.wav&quot;
SoundPriority 2
}

PromTransport{
Table
	Sound <federation> &quot;fpromtra1.wav&quot;
	Sound <federation> &quot;fpromtra2.wav&quot;
SoundPriority 2
}

# Prometheus Reintegration

PromIntegrate{
Table
	Sound <borg> &quot;borg_saucer_integrate.wav&quot;
	Sound <federation> &quot;fpromint1.wav&quot;
	Sound <federation> &quot;fpromint2.wav&quot;
	Sound <klingon> &quot;fed_saucer_integrate.wav&quot;
	Sound <romulan> &quot;kling_saucer_integrate.wav&quot;
	Sound <cardassian> &quot;car_saucer_integrate.wav&quot;
}

PromIntegrateCancel{
Table
	Sound <borg> &quot;borg_saucer_integrate_canc.wav&quot;
	Sound <federation> &quot;fpromnoint1.wav&quot;
	Sound <klingon> &quot;fed_saucer_integrate_canc.wav&quot;
	Sound <romulan> &quot;kling_saucer_integrate_canc.wav&quot;
	Sound <cardassian> &quot;car_saucer_integrate_canc.wav&quot;

}

***********************************************************
IV. Credits
***********************************************************

Models: Deemon (The MVAM Sections do not appear to be by him, but all references to another
	author are lost. Contact me if you are the original author, otherwise credit remains
	to Deemon for these as well)
ODF: Originals by Gonwee. New ones by me. 
Wireframe: Thun
GUI Buttons: Thun
Textures: Original textures by Deemon. New, re-made textures by me.
Lightmaps: Prometheus Model: Originals by Deemon wtih addtion by myself. MVAM Sections:
	All new by me.
Sounds: Myself

***********************************************************
V. Special Thanks
***********************************************************

- Immense thanks to DOCAcola and the folks over at FleetOps. Without their scripts, this mod
	would not exist.
- Deemon: For his great model contribution to this mod and the community.
- Gonwee: For the original MVAM on which this mod is based.
- Bombomaidil: For whose Gonwee's MVAM mod is based on. :P
- Activision and Mad Doc Software: Without them we would not play this game.
- Dan1025: You saved the day getting me started on the Lightmaps, thanks dude.
- Anyone in any of the boards that helped me with credits, testing, or anything else.
- If you believe that I have mis-credited or not credited your work from this mod I apologize,
	please e-mail me and I will work out the problem. As far as I know I am not violating
	any permissions.

***********************************************************
VI. Known Bugs (inevitable stuff)
***********************************************************

- When reintegrating the Prometheus parts, the ship name will change. This will result in many
	ship entries to the Admiral's Log. I can't do anything about it, it's coded. Look at it
	this way, at least it works better than ever before. 

***********************************************************
VII. Contact
***********************************************************

My username is Thun in Armada2Files and ArmadaFleetCommand. Email me at:

Thun712712@hotmail.com

***********************************************************
VIII. FINAL WORDS AND USAGE
***********************************************************

This mod is in no way related with Paramount Pictures, Mad Doc Software, or Activision. It is 
a modification that applies to the standard mod rules and does not violate copyright rules of 
the aforementioned companies. It is distributed &quot;as is&quot; and with no warranty. Use at your own
discretion, I cannot be held liable for any damages direct or indirect that this software causes
to the user's computer, hardware or software. This software is not design to do any harm (unless
you considered being glued to the screen playing Armada until 5am with no sleep harmful :D ).

You may re-use this mod as long as proper credit to all parties is given. I strongly encourage
you to contact me if you intend to use this mod in your own mod as I'd like to know where my
child is going, you know?



THANK YOU SOOO MUCH IF YOU READ THIS FAR. YOU DESERVE A COOKIE.

THUN

=/\= END TRANSMISSION =/\=

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