Klingon Refit Mod
Cor, now THIS is what I'm talking about. Take 6 of your stock Klingon ships...and err, well, a Constellation thrown in for good measure, chuck on a lot of weapons and what do you get? That's right! Some beastly Klingon...and Constellation, ships! Don't expect this to be too balanced in game (although do note high build and resource amounts, but with vastly enhanced weaponry and armour) but do expect your Klingons and Constellation to kick some major Federation/Romulan/Klingon (civil war?) arse. Q'apla fellow warriors!
Developer forgot to add in credits in the readme, but later informed us. So, for those wondering, the Constellation class included is Captain Fingers and can be found here.
the ships haven't new textures but new weapons and other attributes.
to install
copy the files odf\ships into armada2\odf\ships [klingon ships and the USS Stargazer (a constellation class)]
copy the sod files into armada2\sod
copy the tga files into armada2\textur\rgb
copy the odf\weapons\photons into armada2\odf\weapons\photons
copy the odf\other files into their directionary and overwrrite the old
copy the files odf\stations into armada2\odf\stations and overwrite the old
copy the shipimages into armada2\bitmaps\admiralslog\shipimages
open armada2\techtree\tech1
and search for the folowing lines
// ***[ KLINGON SHIPS ]***************************
//
kconst.odf 1 kbase.odf // construction ship
kfreight.odf 2 kbase.odf kmining.odf // mining freighter
kcargo.odf 2 kbase.odf ktrading.odf // cargo ship
ksrepair.odf 2 kbase.odf kupgrade.odf // repair ship
kscout.odf 1 kyard.odf // scout (nug'duj class)
kdestroy.odf 1 kyard.odf // destroyer (bird of prey class)
kcruise1.odf 2 kyard.odf kresear.odf // cruiser1 (vor'cha class)
kcruise2.odf 2 kyard.odf kresear.odf // cruiser2 (suq'jagh class)
kcruise3.odf 2 kyard.odf kresear2.odf // cruiser3 (Chuq'Beh class)
kcolony.odf 2 kyard.odf kresear.odf // colony ship
kassault.odf 2 kyard.odf kresear2.odf // assault ship (chava'kal class)
kbattle2.odf 1 kyard2.odf // battleship (qeh'ral class)
kbattle.odf 2 kyard2.odf kupgrade.odf // battleship (negh'var class)
kfrigate.odf 1 kyard2.odf // frigate (koloth class)
kspecial.odf 2 kyard2.odf kresear2.odf // special (fek'lhr class)
ksuper.odf 1 ksuperbl.odf // super weapon (jach'eng class)
kmartok.odf 2 kyard2.odf kupgrade.odf
//add
kbattle2r.odf 1 kyardhero.odf
kbattler.odf 1 kyardhero.odf
kcruise1.odf 2 kyard2.odf kupgrade.odf
kassaultr.odf 2 kyard2.odf kupgrade.odf
kcruise2r.odf 2 kyard2.odf kresear2.odf
kcruise3r.odf 2 kyard2.odf kupgrade.odf
//search for teh ferderation ships and add
fstar.odf 0 // USS Stargazer
save and close the tech1
open armada2\sprites\gui_global and serach for the following lines:
# Klingon build buttons
@reference=128
@tmaterial=default
b_kbase gbkbld300 0 0 64 64
b_klipod1 gbkpod100 0 0 64 64
b_klipod2 gbkpod100 64 0 64 64
b_klipod3 gbkpod100 0 64 64 64
b_klipod4 gbkpod100 64 64 64 64
b_klipod5 gbkpod200 0 0 64 64
b_klipod6 gbkpod200 64 0 64 64
b_klipod7 gbkpod200 0 64 64 64
b_klipod8 gbkpod200 64 64 64 64
@reference=64
b_kmining gbkmining 0 0 64 64
b_ksuperbl gbksuperbl 0 0 64 64
b_kyard gbkyard 0 0 64 64
b_kscout gbkscout 0 0 64 64
b_kspecial gbkspecial 0 0 64 64
b_kdestroy gbkdestroy 0 0 64 64
b_kfreight gbkfreight 0 0 64 64
b_kbattle gbkbattle 0 0 64 64
b_kcruise1 gbkcruise1 0 0 64 64
b_kcruise2 gbkcruise2 0 0 64 64
.......
//add this
b_kbattler gbkbattler 0 0 64 64
b_kbattle2r gbkbattle2r 0 0 64 64
b_kassaultr gbkassauktr 0 0 64 64
b_kcruise1r gbcruise1r 0 0 64 64
b_kcruise2r gbcruise2r 0 0 64 64
b_kcruise3r gbcruise3r 0 0 64 64
and under the federation build buttons add this
b_fstar gbfstar 0 0 64 64
then search for the wireframes of the federation and add this
fstarw1 wffghost03 0 144 48 48
fstarw2 wffghost03 48 144 48 48
fstarw3 wffghost03 96 144 48 48
fstarw4 wffghost03 144 144 48 48
fstarw5 wffghost03 192 144 48 48
then search for the klingon wireframes and add this
kbattlerw1 klingwireframe01 0 0 48 48
kbattlerw2 klingwireframe01 48 0 48 48
kbattlerw3 klingwireframe01 96 0 48 48
kbattlerw4 klingwireframe01 144 0 48 48
kbattlerw5 klingwireframe01 192 0 48 48
kbattle2rw1 klingwireframe01 0 48 48 48
kbattle2rw2 klingwireframe01 48 48 48 48
kbattle2rw3 klingwireframe01 96 48 48 48
kbattle2rw4 klingwireframe01 144 48 48 48
kbattle2rw5 klingwireframe01 192 48 48 48
kcruise1rw1 klingwireframe01 0 96 48 48
kcruise1rw2 klingwireframe01 48 96 48 48
kcruise1rw3 klingwireframe01 96 96 48 48
kcruise1rw4 klingwireframe01 144 96 48 48
kcruise1rw5 klingwireframe01 192 96 48 48
kassaultrw1 klingwireframe02 0 192 48 48
kassaultrw2 klingwireframe02 48 192 48 48
kassaultrw3 klingwireframe02 96 192 48 48
kassaultrw4 klingwireframe02 144 192 48 48
kassaultrw5 klingwireframe02 192 192 48 48
kcruise2rw1 klingwireframe01 0 144 48 48
kcruise2rw2 klingwireframe01 48 144 48 48
kcruise2rw3 klingwireframe01 96 144 48 48
kcruise2rw4 klingwireframe01 144 144 48 48
kcruise2rw5 klingwireframe01 192 144 48 48
kcruise3rw1 klingwireframe01 0 192 48 48
kcruise3rw2 klingwireframe01 48 192 48 48
kcruise3rw3 klingwireframe01 96 192 48 48
kcruise3rw4 klingwireframe01 144 192 48 48
kcruise3rw5 klingwireframe01 192 192 48 48
then close the gui_global
to build the stargazer open a yard (does not matt what yard) and add under the lines
buildItem1 = "x"
buildItem2 = "x"
buildItem3 = "x"
usw.
add
buildItemx = "fstar" //x are the next nummber for wxample if tehr are buildItem0-4 you must write buildITem5 = "fstar"
close the yard file and you are finish
if you use this mod it's on your own danger
if i forget something or if you have problems with the mod send a email to me : ervemalte@aol.com
you can use this in your mod if you want. but please credit me
Credits: odf files made by Malte Erve
----
das aussehen der schiffe wurde nicht verändert aber die werte und es wurden neue waffen hinzugefügt.
zum installieren im Englsichen readme kucken.
Version | Author | malte91 | Website | ||
Downloads | 939 | Size | 985.52 KB | Created | 2007-04-30 |
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