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Cyan1d3's Galaxy Class MK II Pack (Remastered Version) v2_4

1695058269-Cyan1d3's Galaxy Class MK II Pack (Remastered Version) v2_4.zip

Description

This mod pack contains Cyan1d3's Galaxy Class MK II ships, updated with their original BC weaponry for BC Remastered v1.2!


This mod has been updated per the notes below:


Updated 2023-09-13 by MSR1701 with the following changes:

- Updated Projectile Script for compatibility with REv1.2

- Removed MVAM scripting to work in RE v1.2

- Removed NanoFX Scripting for compatibility with REv1.2

- Plugins created to load ships into "Cyan1d3 Fleet"

No other changes were effected to the model, textures and scripts on this update.

I can be reached on Discord @ MSR1701 at the REP server @ https://discord.gg/TTGyDyYY6T


To Install:

Copy the folders for the version you wish to install (KM or Remastered Version) into the root install folder of your game install (the folders "Data," "Scripts," and/or "SFX" (the latter may not always be in a given mod). Then run the game, and your ships should load in QuickBattle!


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README

MKII Galaxy Class
U.S.S. Expedition – NCC-99217
U.S.S. Cerberus – NCC-98513
By CyAn1d3

Also Included are blank textures for custom regestries, they will work for both models.

Overview:
The Mark II Galaxy Class is 24th Century refit of the aging galaxy class, akin to the Refit the Constitution Class Received between the end of TOS, and the Motion Picture, capable of everything the older class can do, from exploration and diplomatic missions to combat operations.


U.S.S. Expedition

Launched from the main facility of Macdill Shipyards the Expedition was constructed to fit the duties that a regular galaxy class, while still holding the capabilities to perform under combat.
Armed with 10 phaserbanks, one fore and one aft torpedo launcher, as well as a fore quantum torpedo launcher; the vessel is able to defend against most threats.
The class implements a new shield system, one that covers the ship in its entirety, and a grid specifically for the bridge deck, the system has their own stand alone emitters, that draw just as much power as a vessel with one emitter.
Though the vessel was constructed in the midst of the panic that the Borg would inevitably invade federation space, the Expedition did not see much in combat, other than a few skirmishes involving the Cardassians and the Romulans.

U.S.S. Cerberus

The Cerberus was constructed as a war refit, with 2 more phaserbanks mounted on top of the nacelles, and an overall more powerful array. The torpedo tubes load and fire at a faster rate than that of her sister ship.
The Cerberus is also augmented a heavier shield grid, able to withstand a beating before taking damage.

Included is a beauty render for you to use as a background, and a side schematic render of the Cerberus.
Just for you guys.

Installation:
Just copy and paste all files in your BC Directory, and overwrite when nessicary

Requirements:

Tested In BC1.1 with KBM

Sneakers MVAM infinite
Shuttle Launch Framework

Known Bugs:
the classic MVAM bug where you loose shields if not in red alert

Credits:
MODEL AND TEXTURES : CyAn1d3
MVAM SCRIPTING & HARDPOINT: CyAn1d3
ORIGINAL MVAM SCRIPTING & HARDPOINT: DJCurtis
HALFBAKED BACKSTORY & README: CyAn1d3
BETA TESTERS: 

Special Thanks:
Sneaker for the MVAM script

Biggest thanks goes to DJCurtis, for allowing me to use his galaxy hardpoint for these, had it not been for you allowing me to do this I would have not gotten these done by myself, thank you.

Everyone @ BCC forums who put input in on the project, and puts up with my shenanigans, I do this for you guys :)
Last but not least... YOU, for taking the time out of your busy (or not, I’m not here to judge) days and giving my work a try, I can’t stress it enough, 
you guys are the reason I spend my free time doing this, and I look forward to continuing my work :)
If you like it let me know, I like CONSTRUCTIVE criticism, not simply "this sucks".
I've caught a few instances where this was called "the worst ship ever"..... to those few all I can say is.... weak dude.... friggin weak, if you don’t like it than don’t download, and don’t
slander something in the comments board
im not forcing anyone to play my work, things like that are disheartening, and can kill a modders moral, be thankful that there are still people out there willing
to sacrifice time and effort to enhance YOUR game experience, so simply put if you don’t like it, DONT USE IT, get over to the forums and do better or make your voice heard
with input for things like this.



Contact:
should any need arise to contact me concerning this mod, feel free to send me an email @:
[email protected]
I WILL NOT OPEN E-MAILS WITH NO DESCRIPTIVE TITLE
THEY WILL SIMPLY BE DELETED


Distribution:
Do not distribute modified versions of these files without attaining permission from the 
author.  This includes mesh changes, textures, HP's, conversions, and any other modifications.
To request permission, please contact me.
IF YOU WISH TO PORT MY WORK TO SFC OR LEGACY.... CONTACT ME.... and ill think about it ( hey, at least im being honest :) )

Legal Crap:
(because my imaginary lawyer says i have to)

THIS MATERIAL IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY Activision TM & (C) INTERPLAY & PARAMOUNT PICTURES.

Star Trek, Star Trek: The Next Generation, Star Trek: Deep Space Nine, Star Trek: Voyager
and related properties are Registered Trademarks of Paramount Pictures
registered in the United States Patent and Trademark Office.
All original designs are copyright © Paramount Pictures.
No infringement of Paramount's copyrights is intended.




Updated 2023-09-13 by MSR1701 with the following changes:
- Updated Projectile Script for compatibility with REv1.2
- Removed MVAM scripting to work in RE v1.2
- Removed NanoFX Scripting for compatibility with REv1.2
- Plugins created to load ships into "Cyan1d3 Fleet"
No other changes were effected to the model, textures and scripts on this update.
I can be reached on Discord @ MSR1701 at the REP server @ https://discord.gg/TTGyDyYY6T

To Install:
Copy the folders for the version you wish to install (KM or Remastered Version) into the root install folder of your game install (the folders "Data," "Scripts," and/or "SFX" (the latter may not always be in a given mod).  Then run the game, and your ships should load in QuickBattle!


This program is not made or supported by Activision. You may distribute this program freely as long as the original archive is distributed and no part of it, including this document, is modified or missing.

Star Trek, Star Trek: The Next Generation, Star Trek: Deep Space Nine, Star Trek: Voyager and related properties are Registered Trademarks of Paramount Pictures registered in the United States Patent and Trademark Office.

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