D-7 Class Battle Cruiser
The D-7 would become one of the most famous and heavily used vessels in the Empire. It was a ship that would strike fear into foes.
It possessed powerful weaponry and defences while being manueverable. This made it ideal for almost any combat scenario. The D-7 would see duty for
a long period of time including a future refit to the K'tinga class.
This includes all of the usual goodies such as build button, wireframe and damage.
Enjoy!
D-7 Battle Cruiser by Michael/Fireball & Skeeter
Background
----------
The D-7 would become one of the most famous and heavily used vessels in the Empire. It was a ship that would strike fear into foes.
It possessed powerful weaponry and defences while being manueverable. This made it ideal for almost any combat scenario. The D-7 would see duty for
a long period of time including a future refit to the K'tinga class.
Whats Included
--------------
odf - yes
button - yes
wireframe - yes
admirals log - yes
install instructions - yes
Also included are damage mesh & textures.
2 New damage emitters, and 3 new weapons.
credits
--------
model/mesh - fireball/mike
textures - fireball/mike
build buttons, wires and weapons - fireball/mike
emitters - fireball/mike
Design - Star Trek
INTSALL INSTRUCTIONS:
---------------------
******************************************
1:
Drag and drop the contents of the ZIP file directly
into your Armada II directory to add the new files
to your game.
******************************************
2:
open your weapon.spr
in your sprites folder
under
@reference=512
@tmaterial=additive
If you can not find the above line in your weapon.spr file,
add the following line:
@reference=512
If you can find this line, proceed.
add the following entry;
# Klingon Green Distruptor 2
kgdist2 Wkdistruptor 0 256 512 128
# Klingon Green TOS Phaser
WKliTosPhas WKliTosPhas 0 0 512 128 @anim=tex1x4
# Klingon Red Torpedo
wkrphot wkrphot 0 0 128 128 @anim=tex4x4
----------------------
ok your done in the weapons.spr
******************************
3:
now open your gui_global.spr
under Klingon build buttons
and under
@refrence=64
put the following line;
b_KTosD7 GBKTosD7 0 0 64 64
-------------------------
then scroll all the way down to Klingon wireframes,
under
@reference=256
add the following lines;
KTosD7w1 WfKTosD7 160 0 80 80
KTosD7w2 WfKTosD7 0 80 80 80
KTosD7w3 WfKTosD7 80 80 80 80
KTosD7w4 WfKTosD7 80 0 80 80
KTosD7w5 WfKTosD7 0 0 80 80
*****************************
4:
This one gets a bit complicated to stay with me, this is for the new emitters included in the mod.
in your sprites folder open up emitter.spr
There are three sections to this file.
the
#texture definitions,
# sprite_node definitions
and the actual emitters.
now, for the first part.
under
#texture definitions and also under @refrence=128
add these lines:
gplasma xgrplas 0 0 32 32 @anim=tex4x4_smoke
wsteam xgsmoke 0 0 32 32 @anim=tex4x4_smoke
----------------------
Okay, next under *sprite_node definitions
add these lines:
@sprite_node whsmoke wsteam fade3 (2,2) (1,1,1) billboard
@sprite_node greenplas gplasma fade3 (2,2) (1,1,1) billboard
----------------
Fininshed, now under
##### Damage emitters #########
add these lines:
# Green Plasma #
@emitter gplasml
type=spray
pixel=(0.9,0.9,0.2)
sprite=greenplas
expansion_rate=1.1
firing_period=0.15
lifespan=2.999
velocity=8.0
spread_angle=5.0
@end_emitter
@emitter gplasmed
type=spray
pixel=(0.9,0.9,0.2)
sprite=greenplas
expansion_rate=1.2
firing_period=0.15
lifespan=2.999
velocity=8.0
spread_angle=5.0
@end_emitter
@emitter gplaslrg
type=spray
pixel=(0.9,0.9,0.2)
sprite=greenplas
expansion_rate=1.3
firing_period=0.15
lifespan=2.999
velocity=8.0
spread_angle=5.0
@end_emitter
# White Steam #
@emitter wxsml
type=spray
pixel=(0.9,0.9,0.2)
sprite=whsmoke
expansion_rate=0.6
firing_period=0.15
lifespan=2.999
velocity=5.0
spread_angle=5.0
@end_emitter
@emitter wsml
type=spray
pixel=(0.9,0.9,0.2)
sprite=whsmoke
expansion_rate=1.1
firing_period=0.15
lifespan=2.999
velocity=8.0
spread_angle=5.0
@end_emitter
@emitter wmed
type=spray
pixel=(0.9,0.9,0.2)
sprite=whsmoke
expansion_rate=1.2
firing_period=0.15
lifespan=2.999
velocity=8.0
spread_angle=5.0
@end_emitter
@emitter wlrg
type=spray
pixel=(0.9,0.9,0.2)
sprite=whsmoke
expansion_rate=1.3
firing_period=0.15
lifespan=2.999
velocity=8.0
spread_angle=5.0
@end_emitter
@emitter wxl
type=spray
pixel=(0.9,0.9,0.2)
sprite=whsmoke
expansion_rate=1.4
firing_period=0.15
lifespan=2.999
velocity=8.0
spread_angle=5.0
@end_emitter
---------------
Okay thats it, all done that part!
*****************************
5:
Go to your ODF folder in the base Armada II directory.
Proceed to the Stations folder.
Open the ODF of a shipyard of your choice
and add the D-7 to build there
(x representing the build item)
buildItemx = "KTosD7"
*******************************
6:
Go to the techtree folder in the Armada II directory.
Open tech1.tt
Look under Klingon ships
and put the following line:
KTosD7.odf 1 kyard2.odf
********************************
and after that all you have to do is sit back and enjoy :)
- Fireball
I am not responsible for any damage this may cause to your system.
If your have problems, are looking for permission to use my mod or would like to alter it and put it in your mod you can contact me at:
furious_fireball_101@yahoo.ca or via Armada2files.com
This is an Armada 2 only mod.
Version | 1.0.0 | Author | FIREBALL_IV | Website | |
Downloads | 1,185 | Size | 7.64 MB | Created | 2011-02-02 |
Comments
As for a K'tinga, it is planned in the future, however nothing immediate.
As for the stations, as my friend Terra suggested they're a part of my mod.
The Klingon side is due for release as a full race mod in the coming weeks.