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Star Wars Capital Ship Pack (Remastered Version) v1_8

1695057948-Star Wars Capital Ship Pack (Remastered Version) v1_8.zip

Description

This modpack contains an assortment of Star Wars Capital Ships to add to your BC Remastered v1.2 fleet!


This mod has been updated per the notes below:


Updated 2023-09-14 by MSR1701 with the following changes:

- Updated Projectile Script for compatibility with REv1.2

- Plugins created to load ships under "Star Wars Ships"

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

Star Wars Capital Ship Pack A.

This is a ship pack containing many of the capital ships from the Star Wars genre. All of these models were designed for X-Wing Alliance, by Lucas Arts. All of the Imperial ships are stock XWA models. However. The Mon Calamari vessels are not. I have been trying for weeks to find out who the author of these models is, and have had no luck this far. If you are the author of these models, please, consider yourself credited. I do not want to take credit where it is not due.

Credits:

Imperial Models:
Lucas Arts/Totally Games.

Mon Calamari Models:
Unknown author.

Sound FX:
Project90 STvsSW1 (Armada 1)

Model Conversion/Scripting/Hardpointing:
Thunderchild

Misc:
Thanks to anyone who helped with the weapon effects. 
This would include Sim Rex and Admiral_Ames.

This pack includes the following.

Mon Calamari Type 80 'Independance-class' StarCruiser.

Type:
Independance-class MC80 Starcruiser
Combat Designation:
Capital Starship
Length:
1200 meters
Shields:
Central shield grid:
112,000 (Port, Starboard, Fore, Aft, Dorsal Ventral)
Hull:
66,000 Critical
Weapons:
16 'Turreted' Turbolasers (10 Fore, 8 Port, 8 Starboard, 6 Aft)
10 Ion Cannons  (2 Fore, 3 Port, 3 Starboard, 2 Aft)
10 Tractor Beam projectors (6 Fore, 4 Port, 4 Starboard)
Combat Loads:
N/A

Mon Calamari Type 80a 'Liberty-class' StarCruiser.

Type:
Liberty-class MC80a Starcruiser
Combat Designation:
Capital Starship
Length:
1200 meters
Shields:
Central shield grid:
112,000 (Port, Starboard, Fore, Aft, Dorsal Ventral)
Hull:
66,000 Critical
Weapons:
16 'Turreted' Turbolasers (12 Fore, 8 Port, 8 Starboard, 4 Aft)
10 Ion Cannons  (2 Fore, 3 Port, 3 Starboard, 2 Aft)
10 Tractor Beam projectors (6 Fore, 4 Port, 4 Starboard)
Combat Loads:
N/A

Mon Calamari Type 80b 'Remonda-class' StarCruiser.

Type:
Remonda-class MC80b Starcruiser
Combat Designation:
Capital Starship
Length:
1200 meters
Shields:
Central shield grid:
116,000 (Port, Starboard, Fore, Aft, Dorsal Ventral)
Hull:
68,000 Critical
Weapons:
16 'Turreted' Turbolasers (12 Fore, 8 Port, 8 Starboard, 4 Aft)
10 Ion Cannons  (2 Fore, 3 Port, 3 Starboard, 2 Aft)
10 Tractor Beam projectors (6 Fore, 4 Port, 4 Starboard)
Combat Loads:
N/A

Mon Calamari Type 90 'Defiance-class' StarCruiser.

Type:
Defiance-class MC90 Starcruiser
Combat Designation:
Capital Starship
Length:
1255 meters
Shields:
Central shield grid:
160,000 (Port, Starboard, Fore, Aft, Dorsal Ventral)
Hull:
70,000 Critical
Weapons:
24 'Turreted' Turbolasers (20 Fore, 11 Port, 11 Starboard, 4 Aft)
10 Ion Cannons  (2 Fore, 3 Port, 3 Starboard, 2 Aft)
10 Tractor Beam projectors (6 Fore, 4 Port, 4 Starboard)
Combat Loads:
N/A

Imperator I-class Star Destroyer.

Type:
Imperator I-class Star Destroyer
Combat Designation:
Capital Starship
Length:
1600 meters
Shields:
Twin shield genrators:
62,000x2 (Port, Starboard, Fore, Aft, Dorsal Ventral)
Hull:
70,000 Critical
Weapons:
31 'Turreted' Heavy Turbolasers (18 Fore, 12 Port, 12 Starboard, 5 Aft)
10 Ion Cannons  (4 Fore, 2 Port, 2 Starboard, 2 Aft)
10 Tractor Beam projectors (6 Fore, 4 Port, 4 Starboard)
Combat Loads:
N/A

Imperator II-class Star Destroyer.

Type:
Imperator II-class Star Destroyer
Combat Designation:
Capital Starship
Length:
1600 meters
Shields:
Twin shield genrators:
68,000x2 (Port, Starboard, Fore, Aft, Dorsal Ventral)
Hull:
74,000 Critical
Weapons:
33 'Turreted' Heavy Turbolasers (20 Fore, 14 Port, 14 Starboard, 5 Aft)
10 Ion Cannons  (4 Fore, 2 Port, 2 Starboard, 2 Aft)
10 Tractor Beam projectors (6 Fore, 4 Port, 4 Starboard)
Combat Loads:
N/A

Victory I-class Star Destroyer.

Type:
Victory-I Star Destroyer
Combat Designation:
Capital Starship
Length:
900 meters
Shields:
2 Generators:
40,000x2 (Port, Starboard, Fore, Aft, Dorsal Ventral)
Hull:
60,000 Critical
Weapons:
24 'Turreted' Turbolasers (8 Fore, 6 Port, 6 Starboard, 6 Aft)
34 Concussion Missile tubes (10 Fore, 10 Port, 10 Starboard, 4 Aft)
10 Tractor Beam projectors (6 Fore, 4 Port, 4 Starboard)
Combat Loads:
5,000 Heavy Concussion Missiles

Installation:
Extreact to BC Root (c:\program files\activision\star trek - bridge commander)
Launch the game.
Check mutators.
Play.



Notes:

Tested with NanoFX 2.0 BETA. Required for muzzle flash effects

*Concussion missile arcs are segregated. Single, Foreward, Port, and Starboard are all different 'Spreads'. Aft tubes only fire when the 'Single' spread is selected. 

*The 'Forward', 'Port', and 'Starboard' spreads will fire up to 10 missiles each. This is not suggested for ship to ship combat. For anti-ship, the 'single' spread is suggested. Others are designed for orbital/plantiary assault.

**Shield reading not quite accurate. Use of two shield genrator systems not supported by NetImmerse engine. '???' in place of shield system.

***Ion Cannons are on a torpedo script. Small bug here. NetImmerse engine does not allow multiple pulse weapon systems. I've managed to reduce the damage radius on the ion cannons so they should only take down the targeted system, and no surrounding systems. It does, however, damage the hull. Working on this.

In Next Version:

In the next version, I plan to use the following if possible:

- Fighter launch/recovery
- More canon hyperspace effects
- Ion cannons that only disable systems and penetrate shields
- Improved back-up shielding on Calamari cruisers.
- 'Wash'-style engine glow effects.

Key:

*  Portraying to Victory-class Star Destroyer only
** Portraying to Imperator I and II Star Destroyers only
*** Portraying to ion cannons in general



Updated 2023-09-14 by MSR1701 with the following changes:
- Updated Projectile Script for compatibility with REv1.2
- Plugins created to load ships under "Star Wars Ships"
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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