BC Supermod

This is a massive mod comtaining ships of several races as well as other modifications, all with tweaks and enhancements. If you can survive...

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This is a massive mod comtaining ships of several races as well as other modifications, all with tweaks and enhancements. If you can survive the download of this mod, go for it!

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Download 'bcsupermod.rar' (344.42MB)

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Programmer:	CaptainBryan(CaptainCook/CaptainRussell)

Game Requirements:
-Bridge Commander(fresh install with absolutely no other mods installed)
-Bridge Commander Patch V1.1
-BCMI
-BCMP

Minimum System Requirements:
-2.0 GHz Pentium 4 or equivalent Athlon processor
-512MB of system memory
-128MB Radeon 9600PRO or 128MB GeForce 6600GT
-941MB of uncompressed hard drive space

Recommended System Requirements:
-2.8 GHz Pentium 4 or equivalent Athlon processor
-1024MB of system memory
-256MB Radeon X700PRO or 256MB GeForce 6800GT(256MB Radeon X850XT or 256MB GeForce 7800GTX is better-suited)
-941MB of uncompressed hard drive space

Information:
	If your computer survived the download of this mod, then you've gotten an enormous upgrade for Bridge Commander that includes new sound effects, explosion, shield, damage, explosion, phaser, character head, uniform, warp flash, ship, and ship icon textures.  All stock bases and starships that do not have superior mods available have had their textures enhanced greatly and have also had high-detail gray-scaled specular Targas added to them to make them look better in-game.  New ship icons have also been included, and all Federation starships and most other ships have been replaced or re-textured by superior mod ships and textures from the likes of Rick Knox, C2Extreme, Zambie Zan, and others.  I've added a lot of texturing and new Federation ship registries to the mod myself - all Federation ships featured in the re-scripted Maelstrom campaign have perfectly-detailed registries.  New saucer Targas for the Galaxy-, Sovereign-, New Orleans-, Nebula-, and Ambassador-classes have also been included that feature 1024x1024x32 bitmaps to ensure perfect registry detail on these ships regardless of the zoom levels to the ships' hulls.
	Every single vessel in the game has at least had its hardpoint upgraded with more or new weapons ranging from the weak Cardassian Galor-class to the brutally-powerful assimilated Galaxy-class Dreadnought, and every ugly starship and base that came with the original game that did not have mods to replace it has had its textures enhanced significantly.
	Custom registries for the USS Excalibur, USS Zhukov, USS Rutledge, USS Berkeley, USS Khitomer, USS Nightingale, USS Galaxy, USS Venture, USS San Fransisco, USS Dauntless, USS Magellan, USS Pangaea, USS Sovereign, USS Enterprise-E, USS Prometheus, USS Geronimo, USS Devore, and USS Cochrane are also included for all of the ships that have been inserted into the single-player game.  Custom registries for the USS Enterprise-C(blown up by Melak Warbirds), USS Odyssey(blown up by a Jem'Hadar suicide attack), USS Yamato(blown up by alien malware), USS Excelsior-B(Sovereign-class; I won't spoil this one.....), and USS Pharaoh(Sovereign-class) are also included for the player's enjoyment in Quickbattle.
	All torpedoes in the game are custom made by me.
	New planet textures are also included.
	The ships included in the mod are:
	
	P81 Excelsior(USS Excelsior)
	P81 Ambassador(USS Ambassador, USS Zhukov, USS Excalibur, USS Enterprise-C)
	P81 New Orleans(USS Kyushu, USS Rutledge)
	P81 Nebula(USS Farragut, USS Berkeley, USS Khitomer, USS Nightingale)
	P81 Galaxy(USS Galaxy, USS Venture, USS Odyssey, USS Yamato, USS San Francisco, USS Dauntless, USS Enterprise-D, USS Magellan, USS Pangaea)
	P81 Galaxy Dreadnought(USS Challenger, USS Pegasus-A, USS Typhoon)
	P81 Sovereign(USS Sovereign, USS Enterprise-E, USS Excelsior-B, USS Pharaoh)
	P81 Akira(USS Thunderchild, USS Geronimo, USS Devore)
	P81 Intrepid(USS Voyager, USS Cochrane)
	P81 B'Rel
	P81 K'Vort
	Unimatrix 1 Venture Refit Galaxy(USS Venture, refitted USS San Francisco)
	C2X D'Deridex Warbird(w/texture enhancements & tweaked hardpoint)
	C2X Scimitar Warbird(w/texture enhancements & my extreme hardpoint)
	C2X Voyager Borg Cube(w/texture enhancements & my extreme hardpoint)
	DX Negh'Var(w/my retexture and some other guy's hardpoint)
	9 of 9 Galor
	9 of 9 Keldon
	9 of 9 Defiant(USS Defiant)
	Zambie Zan's Melak Warbird
	Red Dragon's Norexan Warbird
	DAP Prometheus(USS Prometheus w/extreme texture & hardpoint upgrades, also another USS Prometheus done by me)
	DAP Borg Sphere(w/texture enhancements & my extreme hardpoint)
	USS Salem Fed Starbase(w/texture enhancements)
	My Assimilated Akira-class
	My Assimilated Galaxy-class
	My Assimilated Nebula-class
	My Assimilated Sovereign-class
	My Assimilated New Orleans-class
	My Assimilated Galaxy-class Dreadnought
	My Assimilated Galor-class
	My Assimilated Keldon-class
	My extreme Kessok upgrade(includes textures to match the ones of the Kessok Heavy in the final cinematic as well as stronger hardpoints)
	My Species 8472 Bioship(Book's mesh, my texture and hardpoint)
	My Species 8472 Behemoth(Book's mesh, my texture and hardpoint)
	My Cardassian Hybrid(check its model folder for more extra information)
	My Card Starbase, Card Outpost, Card Station, Fed Outpost, Space Facility, Comm Array, Comm Light, Fed Shuttle, Fed Transport, Fed
		Freighter, Vor'Cha, Kessok Light, Kessok Heavy, Kessok Mine, Kessok Sunbuster, and Marauder
	
	All of the hardpoint mods that I've released are included in this pack, including the Scimitar Warbird HP upgrade, which has been toned down a little so that the ship isn't so tough.  Everything has had its hardpoint tweaked or rewritten.
	Weapons are now appropriately powered and are extremely consistent; no two weapons besides a few disruptor cannons have the same firing sound.  Starbases are now incredibly-powerful and require strong armadas to be destroyed; the Cardassian Starbase, for example, now has six photon torpedo turrets added to it with 100-warhead capacities and 6,000 torpedoes in reserve(don't worry about E7M4 though; I've put a Negh'Var into this mission to help you deal with Litvok Nor).
	The Romulan D'Deridex-class Warbird is now more powerful and can easily take on and destroy two Nebula-class starships(if under player control).  There's no more flying in with a Sovereign-class and blowing up four Warbirds - they'll chew you up and spit you out if you're in anything smaller than a Galaxy-class.  I can take on a maximum of about 4 or 5 Warbirds when flying a Negh'Var, and 6 or 7 in a Galaxy-class Dreadnought if I've cloaked and switched to phased-plasma torpedoes before opening fire.
	Torpedoes are now far more powerful and accurate; they'll never miss their target unless it's too far away or warps out.
	The Defiant-class is now much more powerful and can easily destroy any smaller ship such as a Cardassian Galor with only one short forward attack with its pulse phasers; the Defiant can also take on 3 or 4 D'Deridex Warbirds.
	Other miscellaneous mods that are included are:
	
	MDamamge 1.0
	WarpFlash FC
	Explosion Pack
	My uniform, character head, shield, phaser, and planet textures
	CTU Sovereign-class bridge re-texture
	CTU Galaxy-class bridge re-texture(w/my Targa corruption fixes and additions/Targa replacements)
	Advanded Technologies Pack 1
	
	Fixes to the game include making characters on the bridge say appropriate lines for the larger amounts of ships that have been added; you won't hear Felix say: "Two more Galors and a Keldon have entered the area" when there's actually 3 Keldons and 6 Galors that just warped in - the TGLs have also been fixed for the new lines as well so that the subtitles match what characters are saying.  Mission logic has also been altered to account for larger numbers of enemy ships.  The derelict Freighters in E6M2 and E6M4 now have 25 quantum torpedoes each, and a cinematic error in E3M2 in which Miguel spoke a line before Data has also been fixed; now Data will tell you that you've located the stellar debris and then Miguel will report sensor readings on the stellar debris, and then Data will speak again.
	I think you're going to like this mod.

Installation:
	The installation of this mod is very boring and tedious.
	The first thing you can do is uninstall Bridge Commander along with any associated mods or mod programs, and then delete the "Bridge Commander" folder out of your "C:/Program Files/Activision" folder.  Now reinstall Bridge Commander, and then install BCMI to your "Bridge Commander" folder.  Then run BCMI and install the Foundation plug-in.  Now install BCMP to your Bridge Commander folder.
	Now you must delete several files and folders from your "Bridge Commander" folder.  First go to "data/Models" and delete the folders, "Ships", "Bases", and "Shared Textures"(you heard me).  Then in "data/Models/Misc", delete "KessokMissleLauncher", "SunBuster", "CommArray", and "CommLight".  Now go to your "scripts" folder and delete the folder, "ships".  Then in "scripts/Tactical", delete, "Projectiles".  Take your "Maelstrom" folder out of "scripts" and compress it into a RAR archive and store it in a safe place before deleting it.  Now go to the "sfx" folder and delete the "Weapons" folder.  Now you're ready to install the mod.
	The first thing you can do after extracting the mod's RAR archive is to copy and paste the "Ship TGLs" folder into your "BC-Mod Packager" folder - this will put new TGLs into BCMP, some of which will have to be updated later on(don't worry about it right now).
	Now you just need to copy and paste the "data", "scripts", and "sfx" folders from the extracted mod and paste them into your "Brigdge Commander" folder; because I've included ship PYs in the "scripts/Custom/Ships" folder, all of the new mod ships should automatically appear in-game, and the ones that are not stock vessels and that have been replaced should have their corresponding TGLs appear automatically without your having to update the TGLs into the game.  The TGLs that are meant to replace the stock TGLs require some creativity to be added to the game, since Bridge Commander doesn't like it when you try to overwrite stock TGLs.
	If you downloaded the mod in the three-volume version then you'll need to dump all three chunks into the "Bridge Commander" folder before continuing to the next step.
	After pasting the folders into your Bridge Commander folder, you need to open up BCMP and click the button, "TGL Tools".  In this menu, select "Game TGL" and you'll see a long list of all of the TGLs included with this mod.  You need to select the following TGLs:
	
	Akira.tgl
	Ambassador.tgl
	BirdOfPrey.tgl
	CardHybrid.tgl
	CardOutpost.tgl
	CardStarbase.tgl
	CardStation.tgl
	Drydock.tgl
	FedOutpost.tgl
	FedStarbase.tgl
	Freighter.tgl
	Galaxy.tgl
	Galor.tgl
	Keldon.tgl
	KessokHeavy.tgl
	KessokLight.tgl
	KessokMine.tgl
	Marauder.tgl
	MatanKeldon.tgl
	Nebula.tgl
	Shuttle.tgl
	Sovereign.tgl
	SpaceFacility.tgl
	Sunbuster.tgl
	Vorcha.tgl
	Warbird.tgl
	
	After you've selected these TGLs, click the button, "Update TGL" and BCMP will attempt to update these TGLs into the game.  However, because these TGLs are meant to replace the stock TGLs, you'll receive an error message for each one as BCMP attempts to update them into the game that says something like "your bla-bla.tgl is not compatible with BCMP" - this is okay.  After BCMP unsuccessfully attempts to update these TGLs, you should exit back to the main menu of BCMP and then select the "TGL Tools" button again and then click "Game TGL".
	Back in the TGL Tools menu, select the TGLs for the above ships and bases again, and then click the button, "Update TGL"; this time, BCMP will successfully update the TGLs into the game.
	To have the game set as it is in the screenshots with 6X FSAA, 16X FSAF, and 32-bit textures, you'll need a graphics card with no less than 256MB of memory; a high-powered 128MB graphics card such as a GeForce 6600GT or Radeon 9800PRO will likely handle the game smoothly through most parts, but in very demanding missions such as E7M4 or E8M2 where dozens of starships are flying and shooting in the same map, the game will get very slow on either of these cards if every graphics option is set to high.
	Also, in order to increase performance, it is possible to allocate more system memory to the game via adding a memory heap size to the end of the command line.  I know that this works for Half-Life 2, but have no way of knowing if it works for Bridge Commander; try it.  In the Bridge Commander command line, after "C:/Program Files/Activision/Bridge Commander/stbc.exe", type " -heapsize #" with no quotations, where "#" is just under half of your total system memory and is measured in kilobytes(kB).  Remember that the prefixes for byte quantities for computers are measured in base 2, not in base 10 as with the SI units, so a kilobyte is 1,024 bytes and a megabyte is 1,024 kilobytes and so forth on up to yottabytes(YB), which do not yet exist!




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#	* * *  Special thanks to Rick Knox, C2Extreme, 9 of 9, Red Dragon, Zambie Zan, and everyone else who made this mod worth having	 * * *		#
#																			#
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CaptainRussell


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Registered 8th September 2005

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