Predator Class Predator Class

(5 votes)
FIREBALL_IV, 2009-05-30

The Predator class is the direct predecessor to the D7 Class Battlecruiser. The Predator would influence Klingon ship design for decades to come, much more successful than her counterparts because she possesses firepower and manoeuvrability.

The ship is armed with 2 forward firing heavy disruptors that can fire up to 3 shots at a time, if allowed sufficient time to recharge. The ship is also armed with 2 forward Phasers. The vessel has an exclusively forward arc, making it vulnerable to attacks from behind.


Predator Class by Michael/Fireball

Background
----------
The Predator class is the direct predecessor to the D7 Class Battlecruiser.
The Predator would influence Klingon ship design for decades to come, much more successful
than her counterparts because she possesses firepower and manoeuvrability.
The ship is armed with 2 forward firing heavy disruptors that can fire up to 3
shots at a time, if allowed sufficient time to recharge. The ship is also
armed with 2 forward Phasers. The vessel has an exclusively forward arc, making
it vulnerable to attacks from behind.


Whats Included
--------------
odf - yes
button - yes
wireframe - yes
admirals log - yes
install instructions - yes

Also included are damage mesh & textures.
2 New damage emitters are also included in this modification.

credits
--------
model/mesh - fireball/mike
textures - fireball/mike
build buttons, wires and weapons - fireball/mike
emitters - fireball/mike
Design - FASA

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
kgdist Wkdistruptor 0 128 512 128

----------------------
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_KPredator GbKPred 0 0 64 64

-------------------------
then scroll all the way down to Klingon wireframes,
under
@reference=256

add the following lines;

KPredatorw1 WfKPred 160 0 80 80
KPredatorw2 WfKPred 0 80 80 80
KPredatorw3 WfKPred 80 80 80 80
KPredatorw4 WfKPred 80 0 80 80
KPredatorw5 WfKPred 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 Predator to build there

(x representing the build item)

buildItemx = "KPredator"

*******************************
6:
Go to the techtree folder in the Armada II directory.
Open tech1.tt
Look under federation ships
and put the following line:

KPredator.odf 2 kbase.odf kyard.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  Contest Entry  Author  FIREBALL_IV  Website   
Downloads  709  Size  11.52 MB  Created  2009-05-30 

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Comments  

#1 FIREBALL_IV 2009-05-30 12:00
A correction on the instructions.

"Go to the techtree folder in the Armada II directory.

Open tech1.tt

Look under federation ships

and put the following line:


KPredator.odf 2 kbase.odf kyard.odf"


The correction is to add it under "Klingon Ships" and NOT "Federation Ships"
#2 Doom369 2009-05-30 13:28
really nice lookin model and textures but why are the disruptors firing from the front of the warp Nacelles? 10/10
#3 adm_tyler 2009-05-30 14:41
The Klingons aren't above putting weapons there.
#4 FIREBALL_IV 2009-05-30 14:58
I saw the ship do that in TOS, so I rigged up a disruptor on the front armour plate of the nacelle. They fire from the Cap of the nacelle itself. I'd imagine it's shielded from the nacelle equipment and such.


Perhaps a visit to memory Alpha would be good, they have a pic of the D7 doing what I mentioned. Another problem was that I needed some sort of other weaponry aside from the heavy disruptor pulses that come from underneath the crown.



Enjoy, and thank you for the compliment :-)
#5 Doom369 2009-05-30 15:12
the 2 most forward points on the under side of the rear hull is where they should fire from. the TOS series wasn't very keen on that keen on where weapons fire from, but that's the 70's for you
#6 FIREBALL_IV 2009-05-30 15:18
Thanks Doom369, i'll keep that in mind when i'm doing the D7, perhaps thats another thing to diffierentiate the 2 ships ;-)

Because they do look strikingly simular. (Well obviously, thats fasa for you)


Haha yeah some weird things happened with TOS and VFX haha

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