Two Bio Ships

These are my two favorite bioships, but I was disappointed with the many problems that they had when I downloaded them for the first time....

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These are my two favorite bioships, but I was disappointed with the many problems that they had when I downloaded them for the first time. After learning more about editing PY files and such, I was able to fix both vessels so that they function effectively as bots with their own AI and attack and destroy the ships that they are assigned to in Quickbattle. There are still problems with the ships when you play as either of them and try to let Felix handle the controls - he'll respond but won't do anything. However, the shielding, weapons, and systems of the ships are all accurate and look very good; by using the "phaser27a.tga" Targa file for the bio-electric beams of the bioships, I was able to make a beam that is very close to the one in Star Trek: Voyager. Both bioships are incredibly-powerful and can easily destroy armadas of Borg Cubes and Spheres(look at the screenshots). The standard Bioship includes one high-powered bio-electric energy projector along with a correctly-positioned weapon icon on the weapons HUD as well as a totally redone ship icon Targa that is transparent around the ship like it should be. The Behemoth includes three bio-electric beams along with a biomatter torpedo turret - the torpedo turret is actually a disruptor cannon, but in order to have unlimited torpedoes I assigned the biomatter torpedo as the projectile for the disruptor cannon - press the disruptor fire button if you want to fire biomatter torpedoes from this ship. The Behemoth also has a redone icon Targa as well as correctly positioned weapons icons on its weapons HUD. The beams of the bioships may not render very well on weaker graphics cards, especially with dynamic glow effects; I recommend at least a Radeon 9800PRO or equivalent GeForce graphics card for rendering these ships at the highest level.

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Download 'bioships.rar' (431KB)

Screenshots
Readme
Programmer: CaptainBryan(CaptainCook/CaptainRussell)

Requirements:
-Bridge Commander
-BCMP(for ships and ship TGLs)
-Advanced Technologies Pack(for multivectral shielding)

Information:
	These are my two favorite bioships, but I was disappointed with the many problems that they had when I downloaded them for the first time.  After learning more about editing PY files and such, I was able to fix both vessels so that they function effectively as bots with their own AI and attack and destroy the ships that they are assigned to in Quickbattle.
There are still problems with the ships when you play as either of them and try to let Felix handle the controls - he'll respond but won't do anything.  However, the shielding, weapons, and systems of the ships are all accurate and look very good; by using the "phaser27a.tga" Targa file for the bio-electric beams of the bioships, I was able to make a beam that is very close to the one in Star Trek: Voyager.
	Both bioships are incredibly-powerful and can easily destroy armadas of Borg Cubes and Spheres(look at the screenshots).  The standard Bioship includes one high-powered bio-electric energy projector along with a correctly-positioned weapon icon on the weapons HUD as well as a totally redone ship icon Targa that is transparent around the ship like it should be.  The Behemoth includes three bio-electric beams along with a biomatter torpedo turret - the torpedo turret is actually a disruptor cannon, but in order to have unlimited torpedoes I assigned the biomatter torpedo as the projectile for the disruptor cannon - press the disruptor fire button if you want to fire biomatter torpedoes from this ship.  The Behemoth also has a redone icon Targa as well as correctly positioned weapons icons on its weapons HUD.
	The beams of the bioships may not render very well on weaker graphics cards, especially with dynamic glow effects; I recommend at least a Radeon 9800PRO or equivalent GeForce graphics card for rendering these ships at the highest level.

Installation:
	Extract the "Bioships" folder from the RAR archive and then copy and paste the "data", "scripts", and "ships" folders to the Bridge Commander folder - the "Ship TGLs" folder goes into the "BC-Mod Packager" folder and includes TGLs for both vessels.  Use BCMP to plug the two new ships into Bridge Commander after copying their files into the Bridge Commander folder.

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CaptainBryan


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Registered 12th July 2005

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