Klingon Trading Statoin Klingon Trading Statoin

(10 votes)
Operative34997, 2004-09-26

I have one thing to say about this trading station, and when I think of it I'll tell you. Biggrin 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  1,528  Size  491.65 KB  Created  2004-09-26 

Download

Comments  

#1 Lt_Commander 2004-09-26 11:30
Key words here: great and Klingon, for those of you who didn't catch it.
#2 meda 2004-09-26 12:24
this tradin station looks sweet,radical,nice,cool, i would say mpre but i have to go if it was out of a ten it would be a 11/10
#3 Twitch1 2004-09-27 03:35
I like the idea of singular ships and stations re-interpreting the otiginals instead of whole giant mods. Good work.
#4 STGamerNew2002 2004-09-27 04:34
Wonderful job here, Operative34997. I can see this will fit well with the Klingons. :-)
#5 Operative34997 2004-09-27 15:38
Thanks, guys for all of your support. I will try to continue to increase the quality of these mods as I release them. As I said previously, my plans(for the moment) are to make replacements for the support stations for the Klingons, Romulans, and Cardassians. After I've finished with the Klingon side, I will probably compile them into a download pack. Not a self extractor, just a pick and chose compilation that people will enjoy. At that time I intend to fine tune the models, maybe add a little more ooh and ahh, including assimilation textures. After that I want to create the same station replacements for the cardies and romies.
#6 STGamerNew2002 2004-09-27 16:02
I have made many 'modifcations' in my game and I would really hate to have them 'altered' by a auto-install. Luckily, I have learned MUCH on modding and if you decide to do 'auto-install', I can still make the changes I need to add new stuff without messing up my personal modifications. Ah, to KNOW how to add so much without changing so much....love it! Rock
#7 iowadragon 2005-04-03 22:07
The odf for this mod has some missing information, and thus, it has no crew, no cost, is instantly buildable, and the hardpoints are missing
#8 Doom369 2006-08-15 21:05
copy this and replace thetext of the odf file and it should work fine. excelent model by the way. 10/10


#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"

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