AI Fusion Scripts AI Fusion Scripts

(4 votes)
Kleotol, 2002-06-27

This allows the AI now to get fusions. This will exciten the boaring skirmishes up. You just need to select where your a2 folder is and the *.exe ill do the rest

Fusion Scripts
Modified scripts that will allow the AI to build Fusion and Tactical Fusion Cubes.

By kleotol

This patch for ST Armada II will enable the FC and TFC for use by the Borg AI.

Simply run the provided setup application and install the patch directly in your ST Armada directory.
Caution: Unfortunately my setup generator software lacks the ability to pre-define a target directory for the installation. You will have the manually input the target directory or use the browse tool. Sorry for the inconvenience...

Simply run the uninstall script that is automatically created upon installation

Game play
Once the Colony Hub is researched, the AI will use its Trans-warp Gates to \"bring in\" Fusion and Tactical Fusion Cubes. Simple...


Title: Fusion Scripts
Version: 1.0
Date: 02/07/2002
Author: kleotol
Build time: 10 minutes

I hope you will enjoy the patch.
Apoc Entertainment

Copyright and Distribution Permissions

Copyright notices:

Star Trek, Star Trek Armada II, Star Trek: Deep Space Nine, Star Trek: The Next Generation, Star Trek: Voyager (and the various logo devices used in them) are copyright Paramount Pictures, as are the characters, related images, and sound from the productions.

If you use this patch in any Star Trek Armada project please include this file or at least credits to the creators.
Please do not modify the files included in this patch with out seeking the author\'s opinion. Nothing legal here, it is just polite.

Version  1.0  Author  Kleotol  Website  Website external 
Downloads  1,411  Size  659.63 KB  Created  2002-06-27 



#1 Iron_Fist 2002-10-12 08:39
Looks good. But looks like i'm going to need a few more Sovereigns. :D
#2 Iron_Fist 2002-10-12 08:40
Looks good, though I'm going to have to build a few more soverigns :D
#3 GAicehawk 2002-11-07 07:18
Well, this is great but now I really need more warbirds! Pimp
#4 Guest 2002-12-21 18:44
lol just use tac fusion cubes, or use 2 8472 crusiers and 4 battships and its dead :-)
#5 Wicket714 2003-10-11 10:14
methods for each race are as follows

Cardassians - uncloak a few gul vystans and active their flux waves. It is helpless. If possible, drop shields with kulinor. Dispense with a few galors

Klingons - uncloak at least four, better eight plus, vor'chas and target with polaron torpedoes. It is disabled. Dispense at will.

Romulans - uncloak raptors and use myotronic inhibitors. its weapons are disabled. Dispense at will.

Species - use crusiers to restrain. Dispense at once

Borg - the cheap one, use 2 diamonds. 1 uses shield remod on the other, the second moves in and uses comp override, then self-destruct.

Federation - why would you even want to play them? They're too cliche. You deserve to die. But the nebula's shield disruptor and the steamrunners engine override can be useful.
#6 Guest 2003-11-22 13:41
Wicket: The Feds have perhaps the most versatile super weapon in the game -- the Temporal Research Facility. Freeze it in time, and send in the fleet. When time returns to normal for the cube, it'll be either dead or dying.
#7 Tazuren 2006-09-25 20:13
Use like three Temporal facilities to freeze them, then send in like 50 Sovs, and Galaxys to blow them out of the water. Or with them romulans, send in like 16-32 cloaked Phoenixs, then quickly decloak and activate the Spatial rift weapon to kill them all! MUAH HA HA HA HA HA!!
#8 Star701 2007-04-18 18:33
if you're in a good position and it doesn't matter if you lose some ships, here some fun ways to kill them:

Borg: #1 just send in TWO of YOUR TFC. It's funny (fun?) to just watch them duke it out :borg: #2 trick one into a mutara nebula with about 20 heavy artillary class ships on the other side. explains itself from there : ) (or you can make the mutara part be a cerulean nebula instead) #3 (this one might seem odd) things needed for this one: 1 Transwarp Gate 2 5-9 starbases next to said gate 3 about 10 scout classes to find the FC or TFC: find the TFC or FC with the scouts, open the gate near it (its chance if it goes in) it goes in, your starbase duke it out with it, it dies. rather expensive if funny.

i can't think of anythnig else. if you think i am an idoit for these ideas, go ahead and say so, but keep in mind, this is before i downloaded this mod :devil: so look like idiots yourself.

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