Klingon Trading Statoin
I have one thing to say about this trading station, and when I think of it I'll tell you. This is a great Klingon trading station, worthy of a download. It really has a great Klingon feel to it.
Global Sprite Stuff
@reference = 64
b_ktrading gbktrading 0 0 64 64
@reference = 128
ktradingw1 ktradingwf 0 0 128 128
ktradingw2 ktradingwf 0 0 128 128
ktradingw3 ktradingwf 0 0 128 128
ktradingw4 ktradingwf 0 0 128 128
ktradingw5 ktradingwf 0 0 128 128
Existing tech tree and construction ship settings can be used(provided they haven't been changed already!)
This model is a kitbash of the original klingon mining station(although it bears little resemblance now) made by Maddoc.
The textures were enhanced by Darkdrone as part of the Project Armada Mod for the SFC series.
Credits:
Original station mesh: Maddoc.
High quality textures: Darkdrone.
Conjectural Design and kitbash: Operative34997
For all those that like the Klingons as much as I, Qapla!
Enjoy.
Version | 1.0 | Author | Operative34997 | Website | |
Downloads | 1,545 | Size | 491.65 KB | Created | 2004-09-26 |
Comments
#include "tradingStation.odf"
//**********************************************************************
//MAIN DESIGN PARAMETERS
//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Trading Station"
//tooltips
tooltip = "Trading Station"
verboseTooltip = "KLI_TRADING_V"
//Name of the ODF file of the matching freighter to build with the station
//freighterName = "kcargo"
//Race which can build ship & starting race of ship
race = "klingon"
// transfer rate from cargo ship to station
cargoTransferRate = 50
// what percent of trade profit this station gets
percentTradeProfit = 15
//Amount of time required to build ship
buildTime = 50.0
//Number of officers required to build this ship
officerCost = 6
//Number of crew required to build ship & Starting crew
crewCost = 300
// Don't use horrible old % crew loss method
saneCrewLossMethod = 1
//Dilithium Cost to build
dilithiumCost = 750
//Metal Cost to build
metalCost = 750
//Max Shield Strength & Begining Shield Strength <1000
maxHealth = 2500
//Rate at which shield recharges (points per second... we think)
shieldRate = 3.0
//Shield absorbs all damage until it's gone
shieldProtection = 1.0
//Possible Craft Names
possibleCraftNames =
"Deh'Qua B'lah" "Deh'Qua Nuq" "Deh'Qua Vak" "Deh'Qua Q'tu"
"Deh'Qua Kaq" "Deh'Qua N'quth" "Deh'Qua LuQ" "Deh'Qua Boq"
//**********************************************************************
//ART PARAMETERS & WEAPON NAMES
shieldGeneratorTargetHardpoints = "hp01" "hp05" "hp09" "hp18" "hp12" "hp17"
sensorsTargetHardpoints = "hp02" "hp06" "hp10" "hp19"
hullTargetHardpoints = "hp03" "hp07" "hp11" "hp13" "hp17" "hp01"
criticalTargetHardpoints = "hp04" "hp08" "hp14" "hp15" "hp20" "hp01"
"hp21"
//**********************************************************************
//AI system parameters
//These parameters influence how the AI evaluates and compares craft.
//The normalized intrinsic value of a target. High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 1.50f
//**********************************************************************
//SYSTEM HITPOINTS
// Hitpoints
shieldGeneratorHitPoints = 1000
engine*****Points = 1000
weapon*****Points = 1000
lifeSupportHitPoints = 1000
sensor*****Points = 1000
//**********************************************************************
//change the scale
ScaleSOD = 1.3
//**********************************************************************
//MESSAGE & SOUND PARAMETERS
//**********************************************************************
eventSelect = "TradingStationSelect"
eventAcknowledge = "TradingStationAcknowledge"
eventDecommission = "TradingStationDecommission"
//**********************************************************************
//PROGRAMMING PARAMETERS WHICH SHOULD NOT BE CHANGED & UNUSED PARAMETERS
//Runtime class label for instantiation of object.
classLabel = "trading_station"
//**********************************************************************
//KEYMAP LABEL
// Obsolete, use hotkeyLabel
// keymapLabel = "trading_station"
hotkeyLabel = ""
//************************************************************
// Brian additions for context sensitive menus
transporter = 1
trade_station = 1
dockinghardpoint = "hp01"