Enterprise J (Monarch Class)
This is your Enterprise J, as upgraded from the Manta class version of it. Whilst there is no different texture or mesh over the standard Monarch class, she has upgraded systems and a higher build time. Looking at the Enterprise J briefly seen in the Enterprise episode in which is starred, I'd say this is a close resemblance, or at least a very god one concerning the issue of limitations of quality due to this being Armada and not Bridge Commander, for example. It still looks good, especially as an Enterprise.
Part of the Monarch set, the "Monarch Class", "Enterprise J" and "Monarch Refit", all three ships can be in your game at the same time (though you might want to change the odf for this ship to include the line about it being a hero, so it stands out a little more) which I think allows for more versatile gameplay. In terms of the performance of the three craft though, all are very powerful but this one against the Monarch refit would be very close. Whilst the J loses on other aspects, she is strong in others including system hitpoints. So, whilst she might not have as much hull life, if the J got a lucky strike into the Monarch Refit's systems, she would win. The only way to really try this out would be to put them against each other...which you can only do if you've downloaded them!
Credits:
Model: Greathor kazad_kirk@yahoo.com
Origional USS Jean Luc Picard: Atolm/Azel odontotyrannus@aold.com
Textures: Greathor (edited)
origional textures:Tus aod_tus@hotmail.com
If you wish to use this ship in your mod, please contact me first.
There is no buildbutton, wireframe, or admiral's pic.
Place the textures into the textures/RGB
Place the odf in odf/ships
Place the SOD in SOD
For whichever ship you downloaded, add the respectable line of code into fyard2.odf
under buildItems
buildItemXX = "fmonarch"
buildItemXX = "fmonarchx"
buildItemXX = "fentj"
tech tree
fmonarch.odf 2 fyard2.odf fupgrade.odf
fmonarchx.odf 2 fyard2.odf fupgrade.odf
fentj.odf 2 fyard2.odf fupgrade.odf
Version | Author | Greathor | Website | ||
Downloads | 3,052 | Size | 2.06 MB | Created | 2006-07-11 |
Comments
tech tree
fmonarch.odf 2 fyard2.odf fupgrade.odf
fmonarchx.odf 2 fyard2.odf fupgrade.odf
fentj.odf 2 fyard2.odf fupgrade.odf
Could someone please help clear this up??
Many Thanks!!!
Scott
and................................
I cant figure out what to do with this part of the instructions....
tech tree
fmonarch.odf 2 fyard2.odf fupgrade.odf
fmonarchx.odf 2 fyard2.odf fupgrade.odf
fentj.odf 2 fyard2.odf fupgrade.odf
#include "battle2.odf"
//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "USS Enterprise J"
//tooltips
tooltip = "USS Enterprise J - Federation flagship"
verboseTooltip = "The USS Enterprise J was the only Monarch class cruiser to see action in the first battle of the sphere-builder war. Badly damaged, it had to retreat to lick its wounds. It was one of only 3 Monarch class ships not to recieve a war upgrade"
//Race which can build ship & starting race of ship
race = "federation"
//Amount of time required to build ship
buildTime = 50.0
//Number of officers required to build this ship
officerCost = 30
//Number of crew required to build ship & Starting crew
crewCost = 3500
// don't use the horrible old % crew loss on damage
saneCrewLossMethod = 0.0
//Dilithium Cost to build
dilithiumCost = 2700
//Metal Cost to build
metalCost = 2700
//Max Shield Strength & Begining Shield Strength <500
maxHealth = 10000
// Hitpoints
shieldGeneratorHitPoints = 7000
engine*****Points = 7000
weapon*****Points = 7000
lifeSupportHitPoints = 7000
sensor*****Points = 7000
//Rate at which shield recharges (points per second... we think)
shieldRate = 14
//Maximum Value of Special Energy
maxSpecialEnergy = 20000
//Rate at which special energy recharges (points per second... we think)
specialEnergyRate = 15
//**********************************************************************
//**********************************************************************
//SHIP NAMES
//Possible Craft Names
possibleCraftNames =
"USS Enterprise J"
//**********************************************************************
//ART PARAMETERS & WEAPON NAMES
// phaser
weapon1 = "fbphas"
weaponHardpoints1 = "hp36" "hp37" "hp38" "hp39" "hp40" "hp41" "hp42" "hp33" "hp34" "hp35" "hp22" "hp21" "hp20"
// phaser
weapon2 = "fbphas"
weaponHardpoints2 = "hp27" "hp28" "hp29" "hp30" "hp31" "hp32" "hp33" "hp26" "hp25" "hp24" "hp23" "hp22" "hp21" "hp20"
// Photon torpedos
weapon3 = "fbattlephot"
weaponHardpoints3 = "hp01" "hp19" "hp18"
//Self Destruct
weapon4 = "gselfdes"
weaponHardpoints4 = "hp34" "hp35" "hp36"
//Corbimite Refractor
weapon5 = "gcorbom"
weaponHardpoints5 = "hp34" "hp35" "hp36"
// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp35" "hp36" "hp40" "hp41" "hp42"
lifeSupportTargetHardpoints = "hp37" "hp38" "hp39"
weaponsTargetHardpoints = "hp14" "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp15" "hp16"
"hp17" "hp18" "hp19" "hp20" "hp21" "hp22" "hp23" "hp24" "hp25" "hp26" "hp27" "hp28" "hp29" "hp30" "hp31" "hp32" "hp33" "hp34"
shieldGeneratorTargetHardpoints = "hp14" "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp15" "hp16"
"hp17" "hp18" "hp19" "hp20" "hp21" "hp22" "hp23" "hp24" "hp25" "hp26" "hp27" "hp28" "hp29" "hp30" "hp31" "hp32" "hp33" "hp34"
sensorsTargetHardpoints = "hp14" "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp15" "hp16"
"hp17" "hp18" "hp19" "hp20" "hp21" "hp22" "hp23" "hp24" "hp25" "hp26" "hp27" "hp28" "hp29" "hp30" "hp31" "hp32" "hp33" "hp34"
hullTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15"
criticalTargetHardpoints = "hp37" "hp38" "hp39"
//**********************************************************************
//**********************************************************************
//SYSTEM HITPOINTS
//These values are the hitpoint values of the systems
//If the value is set to zero the ship does not have that system
engine*****Points = 500
lifeSupportHitPoints = 500
weapon*****Points = 500
shieldGeneratorHitPoints = 500
sensor*****Points = 500
//**********************************************************************
//**********************************************************************
//AI system parameters
//These parameters influence how the AI evaluates and compares craft.
//An abstract number that represents how much extra strength must be
//used to attack this craft due to its weapons.
// (0.0=no weapons, 0.5 = average weapons, 1.0=many good weapons)
attackPower = 1.00f
//The normalized intrinsic value of a target. High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 0.60f
//**********************************************************************
//**********************************************************************
//CREW STATUS MULTIPLIERS
//The multiplier for the delay between shots for weapons while in yellow status
weaponYellow = 1.0f
//The multiplier for the delay between shots for weapons while in red status
weaponRed = 2.0f
//**********************************************************************
//**********************************************************************
//MESSAGE & SOUND PARAMETERS
eventSelect = "PicardSelect"
eventAcknowledge = "PicardAcknowledge"
eventAttack = "PicardAttack"
eventRedAlert = "PicardRedAlert"
eventYellowAlert = "PicardYellowAlert"
eventGreenAlert = "PicardGreenAlert"
eventStop = "PicardStop"
eventMove = "PicardMove"
eventRepair = "PicardRepair"
eventDecommission = "PicardDecommission"
eventTransport = "PicardTransport"
eventSelfDestruct = "PicardSelfDestruct"
//**********************************************************************
//change the scale
ScaleSOD = 0.35
to fix add the include command to odf
#include "battle.odf"
i know i have even converted this to a fleet ops usable version