Pulsar Update
Quote:
This is the Pulsar Class V 1.1, fixes the texture overwrites of P81's original Nova, also fixes Hitpoint values so that they are cloesr to stock A2 values.
FEDERATION PULSAR CLASS LONG RANGE SCIENCE VESSEL V1.1
CHANGES:
CHANGED HITPOINT VALUES FOR EVERYTHING TO MATCH STOCK VALUES, CORRECTED P81 NOVA TEXTURE OVERWRITE.
CREDITS:
Original Mesh: Lord_Trekie (ME)
Revised Current Mesh: Major A Payne, Lord_Trekie
Textures (From P81's SFC Nova): Pneumonic 81
Texture Alpha Channel: Chiletrek
Texture Edits: Lord_Trekie
ODF, BuildButton, and Admirals Log Pic: Lord_Trekie
Wireframe: Chiletrek
Star Trek: Gene Roddenberry
Armada 2: Activison & Mad-Doc
INSTALLATION:
1) Unzip the contents of the file into a temporary directory.
2) Open the folder C:\Activision\Star Trek Armada 2\Bitmaps\Admirals Log\Ship Images and copy fpulsar.bmp there
3) Open the folder C:\Activision\Star Trek Armada 2\ODF\Ships and copy fpulsar.odf into it.
4) Open the folder C:\Activision\Star Trek Armada 2\SOD and place the fpulsar.sod file there.
5) Finally open C:\Activision\Star Trek Armada 2\Textures\RGB and paste pulsar_1.tga, pulsar_2.tga, pulsar_3.tga, pulsar_4.tga, gbfpuslar.tga, and wirePulsar.tga there.
6) Next to add the ship to your game, open C:\Activision\Star Trek Armada 2\ODF\Stations\fyard.odf with a text editor, scroll down until you see:
//Construction Parameters
buildItem0 = "fscout"
buildItem1 = "fdestroy2"
buildItem2 = "fdestroy"
buildItem3 = "fcolony"
buildItem4 = "fcruise1"
buildItem5 = "fcruise3"
buildItem6 = "fassault"
buildItem7 = "fcruise2"
add buildItem8 = "fpulsar" right below buildItem7 = "fcruise2"
7) Next to get the buildbutton and wireframe to appear, open C:\Activision\Star Trek Armada 2\Sprites\gui_global.spr, scroll down to the scetion titled Federation buildbuttons, add this line right below @reference=512:
b_fpulsar gbfpulsar 0 0 64 64
for the wireframe scroll down some more until you find # federation wire frames, with @reference=256 right below it, then add this below that line:
fpulsarw1 wirePulsar 256 256 256 256
8) The final step is to add the Pulsar to your techtree. Open the C:\Activision\Star Trek Armada 2\techtrees\ folder and then open the techtree you want to add the ship too (I reccomend tech1.tt and fulltech.tt)
Anywhere in the file (tech1.tt or fulltech.tt) add the line:
fpulsar.odf 0 //Pulsar Class
9) If you followed these easy steps then you should now have the Pulsar class in your Armada 2 game. Enjoy.
CONTACT
If there are any problems with this ship mod please feel free to e-mail me at starwart12588 at yahoo.com
Remember I am not responsible for any damage this mod may cause you or your computer.
REDISTRUBUTION
Please feel free to redistribute this mod as long as this readme file is included. Please do not alter any the fies included in the zip without my permission.
COPYRIGHT
THIS PATCH IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION
TM & (C) ACTIVISION & PARAMOUNT PICTURES.
Star Trek Armada 2 is copyrighted to Activision and Maddoc. Star Trek, and all the various Series, images, refernces, and Movies are copyrighted to CBS Paramount. 3D model (aka mesh) designed by me, Lord_Trekie and Major A Payne. No infringement intended. All rights reserved. These files are provided freely for private use only and may not be sold without license under international law.
Version | 1.1 | Author | Lord Trekie | Website | |
Downloads | 670 | Size | 1.18 MB | Created | 2006-10-23 |
Comments
I'm glad to see the patch for the Pulsar Class. Now with the textures renamed and fixed there is no way you can have problems, right? (hopefully ).
Still, this is a very strong ship and a great addition to the Federation fleet. 10/10
#3 - Thanks as always, I will start on the weapon pod varient and three nacelle varient this week, hopefully later today.
#4 - Not a problem, I'm glad you can now enjoy both ships.
1. because its user-friendly
2. so i can see if textures have changed
OR
the previous version is deleted and the upgrade gets the pic everytime someone fixes bugs. wouldnt that help save dataspace? and as well would clean up the filelists quite a bit?
Well, I must agree with you Lotrd_Trekie, maybe that way we must avoid getting people confused about our mods (and to prevent having them to click every link in the page ).