This mod pack will not replace "any" Akira mod you may have installed, or P81/SNS's Akira Mod. Each ship scripts are written to be compatible with the QB/QBR related mods. The sister ships will show up on your (Federation Ship) selection list. This is my take for the Akira Class as a tactical battle cruiser, and this pack will reflect this. The custom ship scripts are compatible with the latest Skinning & Damaging Tool (SDT) and Sub Menu mod. Each ship will have (2) torpedo choice, a different combination among the fleet. Along with (2) fore & aft torpedo pulse launchers, as seen on the Sovereign Class. The phasers have been streamlined from the bulky stock version.
This pack consists of 38 ships, working off one model and individual hardpoints per ship. Each generational design is an homage, to previous Trek games like Armada and Away Team. My aim was to make this pack complimentary with DS9FX and Galaxy Charts. With added tactical functions, compatible with Foundation Technologies (FTech) with integrated Reflective Shields, Ablative Armour & Auto-Targeting.
This is my first use of Mleo's FTech in a huge ship pack.
================================================================= Akira Class Mod Pack v.3.5 ================================================================= * Original Mod: 03/01/2004, 10/11/2006, 06/10/2008 * Revised Mod: 12/12/2009, 04/18/2010. 04/30/2010, 6/21/2018, 6/22/2018 * Modding Tool: Paint Shop Pro 7 * Modding Time: 6 Years, 2 Months ================================================================= Requirements: ================================================================= * Latest Foundation | Bridge Commander Universal Tool (1.8.1) * Highly Recommended* - http://www.bc-central.net/forums/index.php?action=downloads;sa=view;down=13 * NanoFX v.2.0 (Beta) - https://www.dropbox.com/sh/2iqjkr7vml29t2q/AABh4pLl-Z3StVF0opa2t220a/Utilities/3rd_party_Scripting?dl=0&file_subpath=%2FNanoFX_2.0+BETA.BCMod&preview=nanofx2.0_beta.zip Bridge Commander - BC 1.1 Patch - https://www.dropbox.com/sh/2iqjkr7vml29t2q/AADJjvkfSaehoWJDotWel9Aza/Official_Releases/Patches?dl=0&preview=stbc_patch.exe * FTech - https://www.nexusmods.com/startrekbridgecommmander/mods/1907 * FTech Plugins -https://www.dropbox.com/sh/2iqjkr7vml29t2q/AAApBv9rnnP2joXeuGdDsirfa/Modifications/Misc_Modifications? * Submenu Mod - https://www.nexusmods.com/startrekbridgecommmander/mods/473 ((FTech: This is a Mandatory requirement. If you want to use the Reflector Shields & Ablative Armour.)) If you elect not too install FTech, it will not affect your Quick battle game play in general. You will NOT be able to use the integrated tech. * Elminster's Common Weapons v.3.6 ((This is not a mandatory requirement. But necessary, if you want to use the Auto-Targeting feature integrated into the Akira Class Fleet.)) If you elect not too install FTech, it will not affect your Quickbattle game play in general. * Skinning & Damaging Tool (SDT) v.2.0 by :MLeo http://www.bc-central.net/forums/index.php?action=downloads;sa=view;down=27 ((Highly Recommended)) Having STD is necessary to see the individual registries for the Akira Class Pack. Using the Skinning & Damaging Tool (SDT) reduces the overall size of any modded ship pack. By switching out the custom textures on the base mod. So this pack has only one model for 38 customised ships. If you do not have SDT installed? Then the Akira(s) will show up without any registries. ================================================================= Mod Description: ================================================================= This mod pack will not replace "any" Akira mod you may have installed, or P81/SNS's Akira Mod. Each ship scripts are written to be compatible with the QB/QBR related mods. The sister ships will show up on your (Federation Ship) selection list. The custom ship scripts are compatible with the latest Skinning & Damaging Tool (SDT) and Sub Menu mod. Each ship will have (2) torpedo choice, a different combination among the fleet. Along with (2) fore & aft torpedo pulse launchers, as seen on the Sovereign Class. The phasers have been streamlined from the bulky stock version. This pack consists of 38 ships working off one model. Each generational design is an homage to previous Trek games like Armada and Away Team. My aim was to make this pack complimentary with DS9FX and Galaxy Charts. With added tactical functions, compatible with Foundation Technologies (FTech) with integrated Reflective Shields, Ablative Armour & Auto-Targeting. Akira Class Phaser Specifications: ================================================================= 2 Torpedo Choices (varied for each sister ship) 8 Forward Torpedo launchers 4 Aft Torpedo launchers 2 Port Torpedo launchers 2 Starboard Torpedo launchers 4 Ventral Phaser Arrays 2 Dorsal Phaser Array 4 Ventral Aft Phaser 4 Dorsal Aft Phasers 2 Fore/Aft Regenerative Torpedo Pulse * Upgraded Hull/ Shield Strength * Streamlined Phaser Texture * Uprated Speed and Maneuverability * Reflective Shields ((FTech Only)) * Auto-Targeting Phasers ((FTech Only)) * Ablative Armour: 2nd & 3rd Generation ((FTech Only)) * Pre Dominion Wars Prototype ___________________________________________________________ U.S.S. Akira * NCC-62497 U.S.S. Ascension * NCC-5438-D U.S.S. Coral Sea * NCC-81942 U.S.S. Leyte Gulf * NCC-71425 U.S.S. Lysander * NCC-69103 U.S.S. Esshiar * NCC-74162 U.S.S. Rochambeau * NCC-84713 U.S.S. Vincennes * NCC-71988 U.S.S. Resurgent * NCC-92104 U.S.S. Clemanceau * NCC-72544 U.S.S. Gallant * NCC-74812 First Generation Fleet to included plug-ins for the "Engine Overload" mod. This mod will render all ship inactive for 40 seconds. Any enemy ship within 20 kilometers of the Player's ship will be rendered temporarily "incapacitated". ------------- How To Use ------------- You must start a battle in quickbattle, access located in the Tactical Officer's menu Charging Times: - Disable Target: 30 Seconds - Fleet Disable: 40 Seconds The Engines only remain disabled for 30 seconds. * Note: Only vessels within 20 km will be affected and you must be within 20 km radius to disable any targets, otherwise it will not fire. * Dominion Wars Era ___________________________________________________________ U.S.S. Antietam * NCC-91862 U.S.S. Czech Republic * NCC-71993 U.S.S. Makassar Strait * NCC-72591 U.S.S. Richmond * NCC-71863 U.S.S. Manassas * NCC-71862 U.S.S. Patrekov * NCC-74651 U.S.S. Cadiz * NCC-1794-E U.S.S. Devonshire * NCC-62941 U.S.S. Thunderchild * NCC-63549 U.S.S. Geronimo * NCC-69302 U.S.S. Devore * NCC-64088 U.S.S. Rabin * NCC-63293 U.S.S. Spector * NCC-63898 Second Generation will operate with slight alterations to the shields, Torpedo compliments for each ship. Each generation of the Akira Class will be unique star ship within it's own fleet. The "Chain Reaction Pulsar" will be added to the Second Generation of Akiras. ------------- How To Use ------------- You must start a battle in quickbattle, access located in the Tactical Officer's torpedo menu. This mod already comes with a plug-in for a default ship of Bridge Commander, So by installing this all the Akira Class ships in game will be able to use this, with the default CRP projectile script and firing from the Torpedo System. After the loop ends, be it by: CRP hit the max number of ships (25), or the CRP torpedo is destroyed, or the CRP Torpedo target was destroyed before CRP hit him, or if there aren't any enemy ships in range, CRP will take 45 seconds to charge again, thus being possible to use it again. After starting your QuickBattle game go to "Menu>Configure>Controls>Ships", scroll down the list of keys until you find the "Chain Reaction Pulsar" key, and assign a key to it. With this you will be able to fire CRP by pressing a key, just as you do when firing your ship's weapons! Unless of course you order Felix to kill your enemies... And remember if you're using the CRP with the default CRP projectile script or if you created another projectile script for CRP to use on your ship: the CRP is normally VERY maneuverable, almost NEVER missing a target. CRP Characteristics: -Max number of possible hits: 25 -Firing range of the CRP projectile: 100Km plus enemy ships must be within 100Km of the CRP target so that CRP can bounce and go to this new target, within 100Km. -Damage Factor: torpedo get 0.05 times stronger with each hit. -Plug in based, Tool to create plug-ins included. -Key Foundation Support, is able to fire by pressing a key. * Post Nemesis Era ___________________________________________________________ U.S.S. Appomattox * NCC-83105 U.S.S. Prophecy * NCC-61863 U.S.S. Vicksburg * NCC-72370 U.S.S. Calais * NCC-71512 U.S.S. Shiloh * NCC-61862 U.S.S. Slovakia * NCC-81994 U.S.S. Tacoma * NCC-71854 U.S.S. Dandridge * NCC-71865 U.S.S. St. Petersburg * NCC-81703 U.S.S. Temporance * NCC-75211 U.S.S. Bonaparte * NCC-1798-C U.S.S. Black Elk * NCC-62878 U.S.S. Apache * NCC-63420 U.S.S. Comanche * NCC-74810 Third Generation will include plug ins for the "Mannheim Effect" or Self-Mannheim mod. The Akiras will be able to create a "Gemini Effect" like in the Star Trek: Armada series to create a temporal duplicate of the Player ship. The Effect is "Temporary" but should prove a crucial tactical tool in Quickbattle. Each ship from this generational design will have a different power consumption output, for the Temporal effect. ------------- How To Use ------------- To activate the Self-Mannheim effect, access is available threw the XO's menu. The duration of the dilation effect will be different for each ship. The Temporal duplicate will act as your wing-man. Unless there are multiple targets in the Quickbattle scenario. Keep in mind with each use of the temporal effect, consumes a fair amount of warp power. Something to consider, when your redistributing or boosting shields. Notes: ================================================================= * Update * 6/22/2018 - Script corrections for ACMPGeronimo's .py spelling error. - On studying the ST: Armada intro; I made the Self Manhiem aka "Gemini Effect" to its canon electrical discharge yellow hue. - On observing the ST: Armada intro; I choose a more canon look for the "Chain Reaction Pulsar", using a modified version including DKealt's NXPhoton torpedo texture. - On the Dominion Wars fleet. I discovered that I did NOT define the subsystem, for the CRP plugin(s) to use for firing the weapon. Also, I did not name the plugin right, not using the exact spelling as the ship/script .py's.; now corrected. This Modification has been tested with BC Patch v.1.1, DS9FX Xtended, Galaxy Charts v.2, NanoFX2b, GravityFX, Bridge Core Plugin (Gold), EF2 Bridge Crew v.1.0. BCS-TNG: The Beginning, QBAutostart v.9.1, SubMenu & Foundation Technologies (FTech). Manual Installation =============================================================== 1. Unzip all files. 2. Open your BC folder located at C:Program Files\Activision\Bridge Commander. 3. Copy and paste data\scripts\sfx folders into the main directory . 4. If prompted to overwrite any files? Select "Yes". =============================================================== Modding Credits: =============================================================== Uprated P81/SNS Model/Texture/Mesh: JL Studios DWUFPAkira Hardpoint: Elminster (Who never says "No" to a cool HP ideal) ;-) ACMP 3.5 Orthographic Header: Blackrook32/Adam Hinebuck's original source Model Registries/Hardpoint Variants/Conversion Pack Scripting: Blackrook32 ** Special Thanks to the following Modders ** ==================================== Uprated P81/SNS Model/Texture/Mesh: JL Studios (made for this ship pack) * Chain Reaction Pulsar v.1.0 by USS_Frontier * NX Torpedo from DKealt's Torpedo Pack v.2.0 by DKealt ((the CRP Torpedo now using the NX Torpedo textures)) * Engine Overload v.1.0 by BCS: TNG Training Corps * Self Mannheim v.1.0 by USS_Sovereign * The Mods mention above have been integrated into this ship pack with permission, so there is no need too download them. (Original Readme's Included) =============================================================== Copyrights and Permissions: =============================================================== THIS MOD OR MODEL(S) ARE NOT MADE, SUPPORTED OR DISTRIBUTED BY Activision TM, INTERPLAY (C), OR PARAMOUNT PICTURES. Star Trek, Star Trek: Bridge Commander, Star Trek: The Next Generation, Star Trek: Deep Space Nine, Star Trek: Voyager, Star Trek: Enterprise and all related sounds and images from the various productions are the sole copyright of Paramount Pictures. No infringement is intended. This is a "Freeware" Mod and it's content NOT to be sold or distributed for sale in ANY shape, form or manner. I'm NOT making a profit off of this, NEITHER SHOULD YOU!! Please "Ask" for permission if you plan to host this Mod other than it's place of Download origin. The Author(s) reserve the Right of "Final Approval" of any Public Release of this Mod. The Author(s) are not responsible for any damage occurred while or during the installation of this mod. Or for the loss of any data on your PC. * * USE AT YOUR OWN RISK * * Give Credit where credit is due. . . It's only Polite. Thanks to the BC Community for your support with past projects.... Just install in the game, start it up and Rock On!! Blackrook32