File Description
This is a federation starship that looks like it takes some inspiration from the Prometheus.
Screenshots
Readme
Starfinder Class By HMS_Frontier Description ----------------- Devolved In 2367 The Starfinder Class Is Fast And Movable But Larger Than The Arkira Being A Total 2275ft In Length Armed With EDS Shielding Phasers Micro Quantum Torpedoes And Quantum Chain Reaction Pulsar Credits ------------ Original Arkira Model Design: Alex Jager Original Mesh: Alex Jager Original Textures: Rick Knox Tweaked Arkira Model Design: SupaStarAsh Edited Textures: SupaStarAsh Lightmaps on TGA's: SupaStarAsh Model Alterations From Arkira To Starfinder By Me odf Files And Admirals Pic By Me Open Fulltech.tt Located In The Techtree Folder and Add fbcruise.odf 0 EDSShielding.odf 0 gqchainp.odf 0 Then Open The tech1.tt Located In The Techtree Folder And Change fedpod11.odf 1 fupgrade.odf // research pod (weapon upgrade level 2) to fedpod11.odf 0 // research pod (weapon upgrade level 2) And Then Add qchainp.odf 1 Fedpod21.odf //Quantum Chain Reaction Pulsar Installation --------------- Place The odf Ship Files In odf\ships Folder Place The Special Weapons odf Files In odf\special_weapons Folder Place The Photons odf Files In odf\weapons\Photons Folder Place The Phasers odf Files in odf\weapons\Phasers Folder Place The Physical odf Files in odf\other Folder Place The Sound Files In The sounds\voiceover\ingame Folder Place The Sod Files In The Sod Folder Place The Textures In The Textures RBG Folder Then Go To The Build Section Of Your Federation Advanced Shipyard And Put buildItemx = "fbcruise" Replace The x With The Number Ship It Is On The Build List Put The Admirals Log Pic In C:\Program Files\Activision\Star Trek Armada II\bitmaps\AdmiralsLog\ShipImages Folder Open The events Folder In The Main A2 Directory With A Text Editor And Add ################################################################################# # Battle Cruiser SOUNDS BCruiserAcknowledge{ Table Sound <borg> "gvobor30.wav" Sound <federation> "bcruiser1.wav" Sound <klingon> "gvokc101.wav" Sound <romulan> "gvorc101.wav" Sound <cardassian> "carcrus1_ackn1_att4_move4.wav" } BCruiserSelect{ Table Sound <borg> "gvobor17.wav" Sound <borg> "gvobor19.wav" Sound <borg> "gvobor60.wav" Sound <federation> "bcruiser8.wav" Sound <federation> "bcruiser10.wav" Sound <federation> "bcruiser9.wav" Sound <klingon> "gvokc116.wav" Sound <klingon> "gvokc117.wav" Sound <klingon> "gvokc118.wav" Sound <romulan> "gvorc116.wav" Sound <romulan> "gvorc117.wav" Sound <romulan> "gvorc118.wav" Sound <cardassian> "carcrus1_sel1_att5_move5.wav" Sound <cardassian> "carcrus1_sel2_att6_move6.wav" Sound <cardassian> "carcrus1_sel3.wav" } BCruiserAttack{ Table Sound <borg> "gvobor06.wav" Sound <borg> "gvobor09.wav" Sound <borg> "gvobor42.wav" Sound <federation> "bcruiser2.wav" Sound <federation> "bcruiser3.wav" Sound <federation> "bcruiser4.wav" Sound <klingon> "gvokc106.wav" Sound <klingon> "gvokc107.wav" Sound <klingon> "gvokc108.wav" Sound <romulan> "gvorc106.wav" Sound <romulan> "gvorc107.wav" Sound <romulan> "gvorc108.wav" Sound <borg> "gvobor30.wav" Sound <klingon> "gvokc101.wav" Sound <romulan> "gvorc101.wav" Sound <borg> "gvobor19.wav" Sound <borg> "gvobor60.wav" Sound <federation> "gvofc116.wav" Sound <federation> "gvofc117.wav" Sound <klingon> "gvokc117.wav" Sound <klingon> "gvokc118.wav" Sound <romulan> "gvorc116.wav" Sound <romulan> "gvorc117.wav" Sound <cardassian> "carcrus1_att1.wav" Sound <cardassian> "carcrus1_att2.wav" Sound <cardassian> "carcrus1_att3.wav" Sound <cardassian> "carcrus1_ackn1_att4_move4.wav" Sound <cardassian> "carcrus1_sel1_att5_move5.wav" Sound <cardassian> "carcrus1_sel2_att6_move6.wav" } BCruiserStop{ Table Sound <borg> "gvobor23.wav" Sound <federation> "bcruiser11.wav" Sound <klingon> "gvokc121.wav" Sound <romulan> "gvorc121.wav" Sound <cardassian> "carcrus1_stop1.wav" } BCruiserMove{ Table Sound <borg> "gvobor11.wav" Sound <borg> "gvobor12.wav" Sound <borg> "gvobor13.wav" Sound <borg> "gvobor14.wav" Sound <federation> "bcruiser7.wav" Sound <federation> "bcruiser5wav" Sound <federation> "bcruiser6.wav" Sound <klingon> "gvokc111.wav" Sound <klingon> "gvokc112.wav" Sound <klingon> "gvokc113.wav" Sound <romulan> "gvorc111.wav" Sound <romulan> "gvorc112.wav" Sound <romulan> "gvorc113.wav" Sound <borg> "gvobor30.wav" Sound <klingon> "gvokc101.wav" Sound <romulan> "gvorc101.wav" Sound <borg> "gvobor19.wav" Sound <borg> "gvobor60.wav" Sound <federation> "gvofc116.wav" Sound <federation> "gvofc117.wav" Sound <klingon> "gvokc117.wav" Sound <klingon> "gvokc118.wav" Sound <romulan> "gvorc116.wav" Sound <romulan> "gvorc117.wav" Sound <cardassian> "carcrus1_move1.wav" Sound <cardassian> "carcrus1_move2.wav" Sound <cardassian> "carcrus1_move3.wav" Sound <cardassian> "carcrus1_ackn1_att4_move4.wav" Sound <cardassian> "carcrus1_sel1_att5_move5.wav" Sound <cardassian> "carcrus1_sel2_att6_move6.wav" } BCruiserRepair{ Table Sound <borg> "gvobor26.wav" Sound <federation> "bcruiser12.wav" Sound <klingon> "gvokc101.wav" Sound <romulan> "gvorc126.wav" Sound <cardassian> "carcrus1_repairs1.wav" } ################################################################################### And Finaly Open gui_global.spri Located In The Sprites and add b_fbcruise gbfbcruise 0 0 64 64 To The Federation Build Buttons and b_EDSShielding gbcorbom00 0 0 64 64 To The Special Weapons Buttons And There Is No Button For The Quantum Chain Reaction Pulsar Sorry If You Need Any Help Installing Email Me At helpAT*startrek-armada*co*uk (Replace AT With @ and * With .) Permissions ------------------ Please Email Me For Permission If You Would Like To Put This In Your Mod Or Re-releases This Mod Copyright -------------------------------------- Copyright notices: Star Trek: Armada, Star Trek: Deep Space Nine, Star Trek: The Next Generation, Star Trek: Voyager Star Trek: Enterprise (and the various logo devices used in them) are copyright Paramount Pictures, as are the characters, related images, and sound from the productions. THIS RELEASE IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY Activision TM & (C)PARAMOUNT PICTURES.
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