- Enterprise Series
- Minor Powers
- Multi-Race Packs
Original Sovereign Nemesis Refit. Main Changes From Version 1.0: - Almost all phasers have been reduced in power. - The fire time of phasers has been lightly increased. - Added Multivectral shields (you may need the Advanced Technology pack1). - Ablative Armour resistance reduced. - Shields recharge rate reduced. - Rear torpedo launchers as in \"Nemesis\" (see the attached official picture for more details.) - Some other changes to try to balance it a bit more. As stated in the Read Me.
torpedos, like the Lantree. If you or the A.I. try to fire a torpedo with those ships the game will crash, cause it wont find the .pyc file. This patch is the missing file. Sorry for that, folks. Too much files to put together in this pack. :-)
in Star Trek The Next Generation "Best of both worlds" and Star Trek Deep Space Nine "Emmisary" the pack also includes some other ships as filler and a federation command post, as seen on Star Trek Deep Space Nine.
Enhancements/tweaks & ATP features added by me. Upgraded pulse phasers. Max ready torpedoes increased, firing delay reduced. More torpedoes available. Increased from 100 to 300. Enhanced shield system Lateral phasers Dorsal Phaser Turret Improved maneuverability All systems, strength increased. Max Speed and Acceleration increased. Ablative Amour Multi-Vectored Shielding Immunity to Breen Energy Dampener Weapon [/quote]
classic TOS 2nd season episode "The Doomsday Machine". By rebalancing the U.S.S. Enterprise NCC-1701, the heavely damaged U.S.S. Constellation NCC-1017. And the Megalithic "Doomsday Machine" to the canon specs of the episode. This will be a must have for you TOS canon hounds. . . Check it out. . .
don't have it hit the download link now. This HP mod works with 77 Ships total Mostly all Rick Knox's Ships and many others.
http://bridgecommander.filefront.com/file/USS_Dauntless;83505 Note: don't forget, that after you install this fix, Delete the pyc files, or you might get kicked back to desktop Author: in future include a contact address for ALL readmes, and also include a Link to the file(s) you require for people to use this mod (some people may not relieve that this is only a fix-patch for a previously released ship)
redone the Hardpoint to strengthened the ship to more realistic specs. Ive added Blinkers, two different torpedo loads, and a targetable bridge which somehow got left out of the Original BOP. It should install as a seperate ship.
red alert SFX which is included in this mod.
Multiple Redundant systems. With this, you should be able to hang in a fire fight. But don't use this feature as a fallback. it is possible to have "all" the redundant systems damaged. This dosen't make the Prometheus an Uber ship by any means. But it does sharpen it's teeth a bit. Definately Download worthy!
instructions on where to put the files. Ship icons, SFX and Ship scripts and custom ship scripts .py's are all provided. No need to use BCMP. I guess you could say "Some Assembly is Required". . . . [i]((Links to Redragon's Breen Ships)) * Breen BB http://bridgecommander.filefront.com/file/Breen_BB;32642 * Breen BCH http://bridgecommander.filefront.com/file/Breen_BCH;32643 * Breen CA http://bridgecommander.filefront.com/file/Breen_CA;32644 * Breen CL http://bridgecommander.filefront.com/file/Breen_CL;32645 * Breen DD http://bridgecommander.filefront.com/file/Breen_DD;32646 * Breen DN http://bridgecommander.filefront.com/file/Breen_DN;32641[/i]
overright the orginal ones. (You might want to back up the Orginal verisons just in case.) [u][b]Mods Required[/b][/u] http://bridgecommander.filefront.com/file/Ambassador_Class_EntC_Pack;34826 http://bridgecommander.filefront.com/file/Ambassador_Class_TNG_Pack;34825
arrays, the weapons have changed to more improved torpedo types (CG Photon torps, and ZZ\'s Quantums). The torpedoes will fire upto four torpedoes before they are need to reload with the exception of the Excelsior B which fires 6 before the need to reload. There are several changes when compared to the original CG Sovereign Pack, the NX Sovereign now acts as a prototype vessel with less weapons than before, and its quantum torpedo turret fires torpedoes at a slower rate, basically it is the weakest of the Sovereigns as it should be. This is a highly recommended hardpoint set. [b]Required Files[/b] [file=17665]CG Sovereign[/file] [file=47184]CG Sovereign Pack[/file] [file=47328]CG Sovereign Pack Fix[/file] [url=http://sfhq.net/sfhq/modules.php?name=Downloads&d_op=viewdownloaddetails&cid=34&lid=72&ttitle=Type_11_Shuttle#dldetails]Type 11 Shuttle Craft[/url] [file=38689]Venture Scout[/file]
Readme for the exact changes.
of fire in all directions. Exeter is currently working on the weapons for Rick's Intrepid, Miranda, and the rest of the ship in BC.
Cloaking Device and can also fire through the cloak! This ship WILL over right your stock sovereign so be sure to backup!
BCMI or BCMP. The most notable changes made in the hardpoints was the "improved" ablative armor. While the ablative armor is on line, your sub systems will not be damaged, but once the Armor is destroyed, it will get ugly. This new hardpoint mod is compatible with the Advance Technologies Pack made by Apollo. [i]Advance Technologies Pack ATP:[/i] http://www.bcfiles.com/file.info?ID=9948
improvement. Please note that the .py included in the mod goes into your scripts/ships/hardpoints folder.
BEFORE INSTALLING THIS MOD. - The ships will be faster and more maneuverable - New textures for torpedos and polaron beams - Shield color modified - Rapid fire beams - 2 fwd launchers, 1 aft - Strenght of the hull, subsystems and shields altered Enjoy
V2.0 ------------------------------- *Shield Generator Disabled percentage down from 75% disabled to 50% disabled. *Quantum Turret Fires 6 torpedos instead of 4. *Ablative armour is now quite a bit tougher, but to balance it out, the repair rate has been significantly raised, to the point of where its very hard to repair. *Number of photons increased to 350. *Photon OVs now do 2000 damage (from 1000), but there is only 20 of them. *Shields, Sensors, Phasers and tractors, their power taken has all been reduced. *Sensor Range has been increased from 2400 to 3000. *Shield Strength has been lowered to 16000, and recharge rate to 18.000 *Phaser Damage increased from 400 to 550. Ship Description ----------------- Updates the Sovereign to what i belive to be a realistic representation of the Soverign Class of vessel. Post Nemesis. It is based on the the nemisis refit soverign by \"The Pelican\". System Enhansements/tweaks & ATP features added by me. Includes: 2 x Forward Photon Tubes on the Dorsal side of the ship. 1 x Aft Photon Tube at the far rear of the ship.(Ventral). 1 x Aft Double Photon Tube, located on the Ventral side of the ship on the intersection of the saucer and the drive. 4 x Phaser Arrays on the wings leading to the nacelles. 1 each Ventral and Dorsal on both Port and Starboard sides of the starship. Ablative Armour. Multi Vectoral Shielding. Immunity to breen energy drainer weapon. Enhansed Warpcore. Quantum Torpedo Turret, fired as Disruptors. The ability to launch shuttles. The Photon OV\'s are overloaded Photon Torpedoes, they have had their guidance systems removed and replaced with a 2nd matter/anti-matter charge. They do twice the damage of a standard torpedo, but have zero tracking capability. Unfortunately, they are also unstable, and are useless outside of approx 30km. [/quote]
canon. However, some of the phaser arcs don\'t seem to be aligned accurately, but apart from that, this is a well made mod. Note: You require the CGSovereign for this mod, not the stock or P81 version.
uprated, as have most of the other systems, It features ablative armour, and multi-vectral shielding, which need the ATP to operate properly. So if you\'ve been longing to upgrade your Sovvy, nows the time.
resolve the problems. Check it Out. . .
photons and 40 quantums, Shield strength of 10000 for the front and 9000 evrywhere else, increased sensor range higher top speed, higher manouverability, and faster recharge rate on the phasers to make up for the loss of the 2 ventral phasers. (I know there are alot of torp tubes, but thats how many torp tubes there are on the ship... thought id make it as realistic as i could)
of the same size/mass as the stock sovereign. This is a 2nd refit of the sovereign. mods include improved shields and hull, 20 phaser arrays, 12 fermion pulse cannons, (2 forward 2 aft 1 port 1 star 3 ventral and 3 dorsal) as well as an Omega cannon forward just above the captains yacht, this is not a god ship, in fact it is quite balanced and quite destroyable. A run down of the weapons: FERMION PULSE TURRETS: one of Starfleet's new prototype weapons(disrupter style weapons designed to help weaken enemy's shields quicker in conjunction with phasers/torpedoes) which fires (bolts) consisting of Neutrons Protons and Electrons simultaneously . OMEGA CANNON: Starfleet's newest weapon a self replicating torpedo (reminiscent of the modified torpedo used against general chang in ST6) which works on "Zero point vibration" its not very effective against a ship with full shields but if you fire enough of them or use in conjunction with the other weapons, it can be devastating, as when one impacts the hull cleanly, it causes "mild to heavy" damage to "All" the systems of the ship simultaneously. This is a very fun weapon to use, as it can be used as a remote controlled torpedo as well, by clicking the technologies then blind fire, if u have the aim stationary when you move left and right and up and down, the torpedo will follow your direction, it works well while you are cloaked and are trying to hit another cloaked ship. CLOAKING DEVICE: Is now equipped on the sovereign and it is able to fire its Omega weapon while cloaked, but no other weapons. Not overly useful against ships with a significant amount of shield strength left, so you don't want to be hiding behind the cloak. Torpedoes: This ship uses the stock Photon torpedoes, and alexraptors Quantum, i left his torpedo in there because everyone uses it, and its popular, but i did cut the size of the torpedo down because it was just huge, quantum's aren't that big and it was not canon at all, now it is a lot closer to canon, as i also reset the damage, which was at 1800 now at 700, which is 200 more than the stock photon, with the omega and fermions on board, the torpedoes needed to be balanced. I spent about two weeks on this mod, it was tough work, but now that it is finished i am having so much fun with it, and i hope you will too! Credits to me for making the new weapons and the hard points To whoever made the stock sound files to alexraptor for the quantum and to all of you who enjoyed this mod! If you would like to use this hardpoint in the future let me know.
15 to 25% damage to most Capitol ships of various races like the Romulans and Jem'Hedar. But you will only get a damage yield of 5 to 10% going against C2's Borg Mods. That having been said this mod is balanced to ST canon. For all of you Galaxy Class Fans out thier this is a "must have" Upgrade to your ship's defenses. Defiantely worth having a look at...
impression of the ships\' large scale as well as some camera fixes. Excellent stuff. This requires that you have the DX Negvar available here: http://bc.filefront.com/file.info?ID=10566
replicating quantum torpedo tube The NX has 40 photons and a replicating photon tube. those are the only changes
with a couple new sounds as well. Check the screenies out below.
Changes are stated in the Readme, Hmm, Impressive you want to read it as well (I've always had Troubles taking a good screenshot of ships in Combat)
ship(s) you have and delete the matching PYC files.
although since it can only cloak for upto 30 seconds at a time its not a god ship. If timed correctly this ship can be very powerful against even a strong fleet.
are stronger. Definately better than before. Requires the model here: http://bridgecommander.filefront.com/file/C2_Constelation;10543
possible to my own perspective. Basically its a simple but effective mod.
shields, and the new advanced photon torpedo, all created by Starfleet in response to the DOMINION WAR. This mod features its own icon in the quickbattle menu and is a SEPERATE and unique ship that does not replace anything. This mod is a "Totally Games Balanced" ship, meaning that it is balanced against the ships that came with the game. A fun ship to master (follow the TACTICS section in the game!), this is good one to check out if you didn't like the balance of the original Galaxy Class. Easy to install, worth the time!
damage. The duration will be short.. This is definately worth taking alook at.
names of some of the files, which conflicted with the new Stargate ship pack This is my file so I'll let you rate it
Ablative Armor. The ship has more firepower (especially one Forward Cannon phaser), but less phaser array/strips. It carry 23 Quantum Torpedoes (Nemesis style, made by Cpt 2xtreme), but don\'t used them up too soon. It\'s a lean ship and has no shuttlecraft. Because it\'s essentially an alien ship and got different kind of power source, it is immune to the power drain weapon. Also the shield\'s color is canon yellow-white. (Just like in the episode \"Hope and Fear\", when the Dauntless being hit by Voy\'s torpedoes.) This file WON\'T override any other known Dauntless class\' HPs or files.[/quote]
target. teilani of chal buyed the enterprise to be the first ship of the planetary deffence force of chal. not longer belonging to starfleet every regestries and starfleet paintings and technology had been removed, now only one torpedo launcher was left! but on prestos V (a klingon smuggler planet) kirk and teilani upgraded the enterprise illagaly with klingon shields and disruptors to be as powerful as in the old days![/quote]
;) Try it out :)
as in Nemesis. However I managed to make something fresh with this hardpoint. As far as I know it has never been done before. Single and multiple fire at the same time. When Shinzon drops the cloak to bait the attacking Valdore, Commander D\'natra tells her tactical officer to \"Standby all forward disruptor banks\" - so to simulate this effect I did this: the Valdore will fire it\'s disruptors one at a time, just like in the movie, but every 15 seconds it\'ll charge enough to fire all of them at once...it\'ll virtually pour a disruptor rain, especially if you manually fire them very fast. Look at the pics below. The disruptors near the wings recharge fast and single fire, while those far from the wings take 15 seconds to fully recharge. Keep your eyes in the icons, when they\'re all green it\'s time to rock and roll. This hardpoint will also solve the problem some people are having with the disruptors NOT firing. Just overwrite the files. Enjoy
player mode. Tired of the normal pace of loading and launching torpedoes? Download this ASAP !
together\'. Some vessels are well armed with pulses and torps, some just carry phasers, some are quick, some are slow etc.... All in all this will give you 10 different raiders to chose from. My only gripe is that the pulses are way too big but this is still a cool mod. You will need various file for this - see the readme, though the most important one can be obtained here: http://bridgecommander.filefront.com/file/BC_Raider;9507x#99553
shield generators, warp cores, & sensor arrays, so they can take over after one has been destroyed. For example: say your primary shield generator on the prometheus was disabled or destroyed. And your shields are still up and on. I fixed the hardpoint so that the extra shield generators would take over. Same with the sensor arrays. The only bad thing is that the extra warp cores can still make the ship explode if they're distroyed. [/quote] Sounds Good ;)
ship's file was a duplicate of the hardpoint file. This patch fixes that problem. [i] In future, add a way that people can contact you, either an email address or a PM location. -tiq- [/i]
Enhansements/tweaks & ATP features added by me. 4 Forward Firing Arcs. 2 Dorsal, 2 Ventral. Ventral firing arc adjusted so that it can fire directly forward. Manouverability increased. Max turning speed increased Max speed increased Max acceleration increased Reduced repair time Increased system operational times when damaged. Increased torpedo system reload delay. Has the full 15 Torpedo Launchers of the Akira Class. Forward, Port & Starboard Torpedo Launchers have reload delay of 60seconds. Rear Torpedo Launchers have reload delay of 30 second, to eliminate lack of rear phaser coverage. Ablative Armour Multi-Vectoral Shielding Immunity to Breen Energy Dampener Weapon[/quote]
in the readme.
strengthened. So if your looking to give your Miranda Class a much needed upgrade.... This Mod is for you!
http://staryards.battleclinic.com/Downloads/Ships/ however i believe this is Lord Bile\'s Prometheus which is also found here at BCFiles : http://bridgecommander.filefront.com/file/LBprometheus;17363
is http://bridgecommander.filefront.com/file/Locutus_Sovereign_Class;77482 :borg:
easily, though the warbird did manage to do some damage. Might want to and the pulse cannons on the side of the head from "defector" and increase the shields. -I should add that is is an inprovment over the original, and is only compatable with the Totaly games warbird that comes with the game.
power increase this gives the Ambassador a bit more of an edge against the Nebula and Galaxy.
also increased the maximum torp load to 3000, as the Daystrom Institute says it should be. He's also positioned the 15 (yes, 15) torpedo launchers in their correct positions on the ship and in the 2D display, again according to the Daystom Institute. There are four torpedo tubes at the front of the saucer section, and seven in the rollbar weapon pod. When adjacent photon tubes are fired one after another, each individual torpedo comes out of the correct launcher. Firing all seven of the rollbar launchers at once provides a nice spread. Two more impulse engines have been added to match the textures on the model, and the phaser and shiels power settings have been set to the game's power levels. The .py file goes in your bridge commander scriptsshipshardpoints directory.
this more canon. A very much needed update if you have the shuttle.
THE BLUE PILL
these as a result now have longer recharge times to compensate for this. This hardpoint also includes a cloaking device for the Galaxy X as seen in \"All good things\" the Star Trek : The Next Generation Last Episode.
positioned I\'ve yet seen for the Intrepid and the manueverablilty is greatly increased. This off-sets the weak phasers as you can get out of those tight-spots with relative ease. This requires the Advanced Technologies Pack for the multi-vectral shields.
with several modifications to the torpedo systems. For more information on per-ship changes, see below. Also note that screen shots are not included because there are not any changes that pictures can capture well. The only real way to understand these hardpoints is to use them.
Both ships include an impressive array of phasers, a strong torpedo barrage, as well as port and starboard cannons.
Phasers Weaker Top Shield Rear Torps This is the best definition of a Bugship i have ever seen. DL NOW.....This is a MUST have to kill some feds.....
Kessok weaponry. The changes go as follows: Kessok Heavy: Positron Beam strength upgraded significantly 4 forward torpedo launchers Shield strength increased Added 20 centimeter (20000) ablative armor power Kessok Light: Positron Beam strength upgraded significantly 4 forward torpedo launchers Shield strength increased Added 15 centimeter (15000) ablative armor power Kessok Weapons Probe: Increased torpedoes fired per round (4) Cardassian Hybrid: 4 forward torpedo launchers Positron/Compressor Beam strength upgraded Shield strength increased Misc: Postiron Torpedo launch speed increased Antimatter Torpedo damage yield increased Hybrid Disruptor damage increased [quote]
revealed that several of the sub-systems were in the improper locations. I have moved the sub-systems to their proper locations and balanced the hp appropriately for TMP Era standards. Please consult the readme for a full list of details.
read the readme for the complete story on the mod.
changes are very well done. Not a problem one for me. Hits harder, but can still be taken down by the bigger ships out there. Overall good work dude!
be fine (it's a D7 not a ktinga)
time appears to have been reduced, giving the phasers too short a burst. This ship is still fun to fly, but some people may prefer the original. I have not added any screenshots, because the supplied ones, although in jpg format were huge and would not upload. This explains why the file is nearly 3Mb in size! The mod was also double zipped, so I extracted the second zip. When submitting file please follow the instructions posted in the news article.
that bad looking model in the pix, that is just the stock galaxy on one of the worst graphics cards I have ever seen.
torpedoes. Each torpedo has a yield of 50 quantum torpedoes (a bit too much?), these torpedoes are capable of taking down starbases, although there is only eight of them. Highly recommended for those that want to see a more powerful nebula class in game. The torpedoes can also be added to any other starship of your choice if you know how to edit the hps to add them to the torpedo section.
positron torpedoes and disruptors.
before installing Changes: 1. I have got rid of the port and starboard phase cannons as I found out that they are not canon 2. The recharge rate and discharge rate on the phase canons have been changed to make them fire like on the show- in short-rapid fire shots 3.The arcs on the forward phase cannons has been changed to let them fire more to the sides as seen in several episodes of enterprise 4. I have lowered the torpedo speed and tracking ability because I thought they were to good for a ship that’s as old as NX-01 5. The NX-01 now carries less torpedoes as the previous version-I thought 150 was a little much- now 90: 60 spatial torpedoes, 30 photonic torpedoes 6. Lowered maneuverability some but not enough that anyone will really notice 7. Less powerful shielding and weaker hull-I thought the last version was a little to powerful [/quote]
Forward and (1) aft disruptors have been added. The sheilds have been strengthened and also a Cloaking Device had been added. Be warned this mod only work with the 1.1 version of Bridge Commander.
reaching Earth. The fight takes about 7 - 10 minutes (TV Time) and at the end, Kira reports that the lokota is in bad shape and one shot will destroy her, the defiant is in a slightly better condition. Anyway have fun!
177% Hull 163% Repair 350% Impulse Max Speed 175% Impulse Max Acceleration 350% Photon Load out 233% Photon Reload Time 50% Photon Profile Type1 to Type3 Systems added: Torpedo Fast Fire System Quantum Torpedo Launcher
and more manuverable. I used the new Hp's in the QB/QBR as squadron escorts. Very intresting moves from these K'vorts. Definately worth taking a look at.
official STAR TREK Fact Files\" and \"Deep Space Nine: Technical Manual\".
readme, some Very important stuff.
custom photon torpedoes that are colored to resemble the Marauder\'s other weapons, and the plasma pulses have been made larger as well. The ship is now actually capable of taking on a larger vessel like a Galaxy-class or D\'Deridex-class Warbird without getting its ass kicked. Like my other hardpoint downloads, the Marauder may have to have its mass, moment of inertia, and tractor beam power adjusted significantly(my ships are rebalanced with higher-powered tractor beams and larger masses and moments of inertia). Find the file \"Galaxy.py\" in \"scripts/ships/Hardpoints\" and open it and find the line which says something like \"Galaxy.SetMass(\"m\")\" where \"m\" is the mass of the ship. Take this value and multiply it by 0.8444444 to get the precise mass of the Marauder, and enter this into the line in the Marauder\'s hardpoint which says \"Marauder.SetMass(\"whatever\")\" where \"whatever\" is the mass that you\'ve just determined. Now take the new mass for the Marauder and multiply it by 1,500,000 to get a decent moment of inertia for the Marauder and enter this into the line \"Marauder.SetRotationalInertia(\"I\")\" where \"I\" is the moment of inertia which you\'ve just determined(if your moment of inertia is too small for a ship, an otherwise small tangential force applied to the ship\'s hull can cause it to spin wildly out of control). You\'ll then need to adjust the damage values for the tractor beams of the Marauder - use the tractor beam damages from your Nebula-class starship to get decent tractor beam damage values for the Marauder and enter them in the Marauder\'s hardpoint file.
slight edge over the NX-01. So it's possible to defeat the Warbird in a one on one battle. Over all the ship handels well and the weapons are a vast improvement. So give her a spin... And see if you can take out the NX-01?
weapons and shields strength.
DarkDrone: http://bridgecommander.filefront.com/file/Darkstorm_Quickbattle;30525 TNG Borg Cube by C2X: http://bridgecommander.filefront.com/file/TNG_Borg_Cube;5899 Voyager Cube by C2X: http://bridgecommander.filefront.com/file/Voyager_Borg_Cube;6000 follow the readme\'s instructions to have the cubes act as a starbase and fire at multiple targets :)
blasting it to bits with the kvortcha, so I decided to fix it. Simple little hardpoint fix.
upgraded. Download this mod, if you weren't able to correct the problems on your own.
And contrary to the readme, its only got phaser banks (as it should), not arrays. I won't post pics as you can see them at the link I posted.
better recharge rates (altough not as much phase cannons and it should have). Download it and go kick some Xindi butts.
changes are the position of the torpedo tube, the nacelles are not sideways and it has impulse engines instead of the extra shuttle bays.
No quantums, No sickbay, over powered engines, and way under powered" so check it out. ***PLEASE CHECK THE README FOR WHICH TRICOBALT TORPEDOS ARE REQUIRED.***
do a number on a soverign too. Just like the original, it is week in the ventral shield, and somewhat weak in the dorsal shield as well.
CommanderscriptsshipsHardpoints Folder and play Download now and have fun
completely damage and weapon display. -Add Ablative Armour (900 HitPoints). -Add Auxiliary Sensor Array (no realistic use I think :P). -Improve maneuverability.(not the fastest one, but very mobile) -11 rebuilt phaser array/strips locations, also the closer-to-cannon orange-red phaser color. -3 Torpedo tubes, 2 forward, 1 aft. -New Type VI Photon Torpedo (800 Damage, 19 of them), also the closer-to-cannon yellow-white torpedo color. -Ability to Launch two Type 6 shuttles from its Shuttle Bay. [/quote]
Sovereign had and people pointed out so it could be considered a patch of sorts" do indeed read, the readme contains information, that is important and since this is just a hardpoint and some sounds, no screen shot is needed, have a look at the required ship Note to Author, in future include the link to your Requirements (some folks have difficulty with the search) required http://bridgecommander.filefront.com/file/Terran_Empire_EnterpriseE;56672
people like it. :) Added 3 new subsystems: Antimatter Pods, Engineering and Backup Shield Generator The backup shields will kick in when your primary generator is destroyed. The antimatter pods will destroy the ship if there destroyed (obviously! lol) If engineering is destroyed you cannot repair your ship. (im considering adding a back up engineering, that can repair at a slower rate)[/quote]
my Install in years. So I'll let you rate this one.
people) There is one minor thing that i'm not sure about it has a cloaking device, it has several photon launchers, this makes this hardpoint akira more powerful than the stock vessel (though less powerful than P81's and most other Akiras out there)
been properly aligned with the phaser arrays. All ships use modified Durandal Photon and Quantum Torpedoes (from SNS Galaxy) They have 2 torpedo launchers removed (9 and 11), and the 10 now launches 3 torps, but with a slower reload rate. Most torpedo launchers can now fire only 1 torpedo before reload, exept few on Strongest Akiras.
changed! I got over it once I saw what this patch does. As you can see from the screenshot, it does allow the ship to first more then one phaser at a time. And they are not as overpowering as I feared. Even the torpedoe\'s don\'t do that much damage. The total number of torpedos that can be fire has been cut down which is ok, but that has been made up with the faster reload time. Also with the shield strength kicked up it can take more of a beating, but to me they have been kicked up to much. The addition of the 3 repair teams is a bit much, but this Voyager after all. To me it just mirrors the show. But for overall balance, it should be cut down. One more repair team would have been cool. I do have too admit that I do miss the orange torpedos..... It really made this ship stand a part for the others. Overall not bad. And yes, all of the weapons fire in the screenshot is coming from the ship.
increased. So get your Steamrunner a cool upgrade... Download ASAP !!
not that hard to take it out, and it should have been there from the start. With the new launcher recharge rate and the quatum torps, this ship can now take out other ships that use to give it problems. I really like the fact that it has the new torps, but the recharge rate should have been left alone. All in all, it\'s worth it.
against Nine of Nine's Galor, and it kicked it ass, so should be able to stay in the fight a bit longer then it used to. [/quote]
tubes exist. Make sure to make backups of your original.
the Soyuz a much stronger ship - a little too strong for such an old ship as a Galor doesn\'t have much of chance at all in defeating this. Very good weapon placement though and good fun.
and shield values. I\'d recomend you download them now!
them. Two on each wing. This ship packs a mean punch. Changes; Removal of the 2 disruptor beams. Added an Aft torpedo launcher. Moved port cannon 1 and star cannon 1 to the end of the wing position, so you can see 4 pulse bolts firing, like in the movie. Sensor array moved to the front of the ship. Stronger shield rating. Stronger hull rating. This first Mod from the MayhemCarter Production. Well done guys.
FTP and JLH FX on the SFPwarship.
destroy a ship. There are for new torpedo types included as well. Oh, and the Defiant is as Uber as it should be, so those of you defiant fans will love that. Now what he needs is a Lakota to go with it. He's even changed the way the phasers work. Newer types have longer bursts and faster recharge. Interesting concepts. Now I have not tested this, simply cuz it would take me forever, and I like my ships the way they are anyways. The only bad thing is he didn't say who's ships they were for. Though I will assume all the ships except the defiant and nebula X are by p81, and the defiant is nine of naes because thats where he got the sound. As for who made the nebula X or where it can be found, beats me!
a good hardpoint. Its similar to BobTheBuilder\'s one for the P81 Intrepid
to the phasers were also noticed. ths new modification will make the Nova fast and maneuverable. the changes are worth taking a look at. She will run "circles" around the Intrepid Class.
jacks up the points, and theres three types of torps, Photon OV's which can't track for crap but when it hits, dose it leave a dent, then there the Phased, and the normal Photons.....but theres also the Quantum Torpedo Turret on the belly of the ship very nice. This mod is DL worth.DL now so u can kick some Reman butt. Includes: 2 x Forward Photon Tubes on the Dorsal side of the ship. 1 x Aft Photon Tube at the far rear of the ship.(Ventral) 1 x Aft Double Photon Tube, located on the Ventral side of the ship on the intersection of the saucer and the drive. 4 x Phaser Arrays on the wings leading to the nacelles. 1 each Ventral and Dorsal on both Port and Starboard sides of the starship.
slugish,but its well suited for the mass and length [i] Author in future, you need to add some way these folks can contact you. in your readme. -tiq- [/i]
to 400, phase disrupters upgraded from 50 to 100 damage shield strength just slightly below doubled, hull rating up by aprox 45% bring on the klingons! :)[/quote] Download now :).
are strong and it can take some decent hits. Still seams a bit easy for a ship that should be roughly comparable to a galaxy class. Some of the weapon system hitpoints could be turned up a little.
up your DY-500 hp first
of areas to target vs. just having the main systems. A few things you can target is the anti-matter storage pods and that will vaporize up the ship or target the Computer Core/ Secondary computer core(I have it set to vaporize if you destroy this because it is so nessary for a starship...BOTH of the computer cores will blow up the ship.There are a lot more to target see screen shots for the list.[/quote]
and 4 torpedoes aft at any one time, the Alacrity is also armed with numerous phaser banks. This ship has bascially similar weapons to that of the Excelsior Class and would be able to take on most Heavy Cruisers from the TMP period and several light cruisers or maybe cruiser level ships from the TNG period.
operate longer. Uprated Hull Uprated Shield Generator. Uprated Phaser strength.
impulse was turned up slightly.
take care of this shuttle. [/quote] Now the shuttle won\'t be so defenseless!
tubes every 30 seconds instead of 2 shots every 20. Disruptors, on a full charge, will fire 3 shots. Recharge has been reduced by slightly more than half, and cannot fire more than one bolt every half second (cool down time adjustment) Place the Z1Nova.py, if u desirte the powerdown, in scripts/ships/hardpoints and yes to overwrite (or remove the old file first if u desire a backup). If you have a Z1Nova.pyc in that same folder, delete it.
Doctors Fictitious weapon the "Photonic Cannon", which will destroy almost anything (except some god ships and maybe the Ori ship). Highly recommended for those that want to fight or role-play the Doctors (The EMH not Doctor Who :P) dreams from "Tinker, Tenor, Doctor, Spy" Although in one sense it will make the ship a god ship, but then again it doesn't have the strong shields of a god ship, however there are a couple of small bugs. The cannons fire through the front of the ship and the sound isn't completely accurate to the show. There are no screenshots as this is a hardpoint replacement modification
don\'t know what it\'s been descreased from. It performs like a borg sphere. Even without the main canon, Killing a part of soverigns is a snap. I fired a kessok light with a 5 second burst. The heavies don\'t fair much better. Fires quantums and phased torpedo\'s, and has a cloak. I know a galaxy X is supposed to be strong, but this one is a bit over the top. Though it does make a better tactical display than p81\'s original.
been added to her arsenal. This modification will be excellent for your DS9 / Dominion wars senarios. So upgrade your Excelsior to the current Starfleet specs.
this does not mean that it will take ages to bring its main weapons to bear as it still moves at a fair pace to take on the more maneuverable ships.
power. 4.changed phasers to only fire one at a time. Have fun :D.
battle between these two ships as much like the episode action sequence as it is possible for Bridge Commander to do. Note that the hardpoints are balanced for your helmsman piloting the ship, rather than you doing so manually. If you fly manually, then the battle may be too easy for you against the AI - but that\'s the case with any BC ships, not just these two. - Constitution phasers beam duration reduced - BoP shield recharge rate (but not strength) reduced by 2/3rds as shields were too strong
battle. I had to go for the warp core. For a while I had no sensors and 50 core and massive damage, but the Galaxy does win. So if you want a tough Vorcha vs Galaxy battle, this one's for you. The only problem, there's still no working aft disruptor banks. This will go great with the exsisting warbird upgrade mod.
Quantum Deflector Pulse is VERY powerful. It does about 5000 damage. Not a bad mod, but I\'m sticking to my current Steamrunner hardpoint, as I\'m striving for cannoness...is that a word!? :P So check it out if you want your Steamrunner to have a bit more bite.
thing was, because the Readme was unhelpful at best. But, I finally worked around to the conclusive label for this mod: a Hardpoint Upgrade. This mod will upgrade your P81 Intrepid class's HP. Not sure if it's really worth the download, but hey, it's your bandwidth to waste! Enjoy!
supplied with this mod. The Torpedo is common enough- that you should have it in your install, If you have been applying mods for a while.
use. [b]Requirements[/b] [file=57731]Mirror Universe ISS Prometheus[/file] [file=17363]Lord Bile\'s Prometheus[/file]
to the ships manuveability, speed and over all systems specifications to make her more balanced. If you already have the Romulan Firehawk in your ship inventory, this will make an excellent upgrade for it.
and more organized firing sequencing." REQUIRED: http://bridgecommander.filefront.com/file/Nine_of_Nines_Keldon_Replacement;23601 http://bridgecommander.filefront.com/file/Nine_of_Nines_Galor_Replacement;23600 http://bridgecommander.filefront.com/file/BC_Hutet;9499 http://bridgecommander.filefront.com/file/BC_Hideki;9500 http://bridgecommander.filefront.com/file/New_Torpedos;82864 WARNING folks: If you do not want these as permanent replacements, BACKUP FIRST IF YOU ARE NOT SATTISFIED!! however if you like them delete your backup Note to author: on your requirements , in future supply some Links (those you can get) for what others need to make your mod work.
Hull was weakened, and the weapons given more power. I remember (3) Bugships taking out the Galaxy Class USS Oddessy. I don't get that kind of feel with this mod. This makes the Bugship way to easy to take out.
here: http://bridgecommander.filefront.com/file/Nova_Waverider;94806 Enjoy this HPed version of this awesome little ship.
50000 Max damage to 5000) -made shield invisible -added ability to fire torpedoes when cloaked -torpedoes replaced with dark matter torpedos (u need this for them to work: http://bridgecommander.filefront.com/file/Dark_Matter_Torpedoes;7694 )
I'm planning. If interested, please contact me. Also, torpedos are mostly fixed. [i] Note to author: in future readmes add a link to your required files, some people might have a problem finding them -tiq- [/i]
orbital thruster for defense.
basically every ship has the hull first, shield generator second etc. They also have the same names so every shield generator is called the shield generator. Look in the readme for a list of ships its compatible with. The projectiles folder seems to contain a lot of weapons that aren\'t needed for this mod however (borg torpedoes, etc.)
here: http://bridgecommander.filefront.com/file/USS_Sparta_ExcelciorX_Variant;41738 http://bridgecommander.filefront.com/file/USS_Curnow_Rerelease;41911 http://bridgecommander.filefront.com/file/USS_Excelsior_NCC_and_NX;41740
and galor. All of the weapons of been turned up as well as other stats. It's shields are made to favor foreward attacks. No new weapons or fire arc changes. Just stats.
mod against my Defiant, definately a good fight. Now The Romulans are more menacing than ever. So see if you have what it takes, to take on the Pride of the Romulan Empire!
for this and the ship can fire multiple phasers at once. Despite the fact that this ship is sorely underpowered in offensive and defensive capabilities its speed can still make it rather effective in skilful hands. The Intrepid's combat role was also somewhat limited by her size; unable to carry large numbers of torpedoes or high power phaser banks, Starfleet settled on a scouting and support mission for the ship. Fitted out with Type VIII phaser arrays and single fire torpedo tubes, the Intrepid would be capable of engaging vessels the size of a Bird of Prey one-on-one. Her high speed and manoeuvrability combined with the advanced sensor system would also make her a perfect platform to conduct long range reconnaissance missions ahead of fleet operations. Within a major fleet battle the Intrepid would also act in support of larger ships, harrying enemy fleet units and drawing fire away from larger Federation ships. (taken from DITL)
and ability to use Antimatter Torpedos.
are http://bridgecommander.filefront.com/file/TOS_Akira;87952 http://bridgecommander.filefront.com/file/Rescaled_Type_1_shuttle_TOS;82980 or TCMP http://bridgecommander.filefront.com/file/TOS_Canon_Mod_Pack_TCMP;89586 I am not sure, how this will launch in the regular shuttle launch framework, this was used with KM1.
instead of 1,slightly higher recharge time on the disruptor cannons, and changes the look of the torps and made the disruptor blasts smaller.
enjoy my Christmas pack realise. Merry Christmas and a happy new 2010 year. If someone have problems with the ships, he can always contact me on mail email@example.com. Soon it will have fixes for the meshes of the ships. Sorry for choosing wrong category. I didnt saw that this is Ship Hardpoint category and I choose Federation.
shielding. So if your looking to update your ageing Ambassador Class. Then bring here out of the mothballs and put here back in service. This is definately worth taking a look at.
Although it only has 2 torps loaded at any one time, they are quick to reload. For a complete list of other HP changes, see the readme.
quantum texturs have been altered also. But I notice a recustion of speed with this version of the Achilles. She seems a bit slow on her starfing runs? Well an excellent effort neither the less.
Sovergin and then all of the hybrids come in and you get severe damage done to your ship but you manage to take them out, well those days are back, this new HP is totally revamped including redone Disruptor and Torpedo armaments, also as an added bonus i decided to add a bridge too the HP where it would normally be, but since a bridge isint on a cardassian ship (that i know of) it only LOOKS right. (plus noone else decided to redo the HP and personally 6 years is a little long a time to wait to revamp a Hardpoint, if you know what i mean)
Torpedo http://bridgecommander.filefront.com/file/NX_Class_Mod_Pack_LOW;41032 CMD\'s Daedalus Class Starship http://bridgecommander.filefront.com/file/Daedalus_class;25336 Do read the readme, it is there to give you Important information. Note to Author: in future add the link for your Requirement, some folks have a problem with the Search
the readme :p
comes with a custom torpedo script called the 'Gravametric Torpedo'. IMO this mod is not balance. I guess this could be considered future ship. Please, keep in mind that the Author has listed this as a 'beta' version. But to those who like to alter hardpoints this might be of interest.
about it. this is a beefed-up hardpoint for the P81 Ambassador. no alterations to the actual model or it's textures was ever intended. Quantum's (using the stock definition) are included! sorry, no pics.
god ship but still its a big increase. With this ship I took out 4 Nine of Nine Galors out in about 30 seconds, if you feel your Galaxy X needs a refit, try this HP.
uss_salem\'s Starbase update found here : http://bridgecommander.filefront.com/file/USS_Salems_Improved_Starbase;5897 enjoy!
fire arcs. And also because they just seemed to restrictive. This fix applies only to the C9A, not the C9 or HOK, as those ships were built with those fixes already applied. It also fixes the C9A's ship.py so the species is a klingon ship rather than a fed one so it is attacked by the right people if you are using an active system map mod. Place the ship.py in scripts/ships and the other py into hardpoints and overwrite.
this now! This requires the file available here: http://bridgecommander.filefront.com/file/Norexan_Class_Romulan_Warbird;24227
as well as eliminating the phased torpedos.
Weapon before conversion to Plasma)
fire quantum torpedoes constantly, not many can take hits from that... Note : Needs this file... (the Warship Voyager) [url]http://bc.filefront.com/file.info?ID=28075[/url]
stronger weaponry. Have fun blowing up Bugships and Galors. Still has the aft torpedo and short burst dorsal phaser. It does not overwirte the stock ship!!
hp: -Forward phasers more powerful and with a pulse texture (since the Terrans had the Conie design since the 22nd century is logical that even if they had slow dvelopent becouse of being more advanced than their enemys they would still modify the design. the phasers are a step tuwards the TMP Phasers) -Added Cloak -Forward shield 10000 points more powerfull. other shields 500 more powerfull. You need these Requierments: Andurils TOS Constitution (phaser textures, phaser sounds and torpedo) http://bridgecommander.filefront.com/file/Andurils_TOS_Constitution_class_USS_Enterprise;5450 Akyazi class pack (Pulse phaser texture) http://bridgecommander.filefront.com/file/Perimeter_Actions_Ships_Akyazi_Class;75361 USS Ticonderosa (pulse phaser sound) http://bridgecommander.filefront.com/file/Aquiescent_Class_USS_Ticonderosa;76039 NOTE: Author , INCLUDE your email, in ALL submissions Include Installation Instructions IN ALL submissions
made up for with the addition of the Quantum torps and added speed. An it's just the right amount of torpedo's too. Also adding only one more repair team is a nice touch. Vs Rick Knox's Galaxy class it can hold it's own. Unless you put the Galaxy on hard. I did that and the Galaxy won 7 out of 8 times. This is a very well done "patch", and I highly recommend it.
next time plz ask before you use some thing i made my self. ~Trunks999
hardpoints if you dont like these
mod. [u][b]Links to Mods[/b][/u] http://bridgecommander.filefront.com/file/Romulan_Shuttle;18215 http://bridgecommander.filefront.com/file/NanoFX;23469
honor in these great ships, also they will be added as seperate ships.
need BCMI not BCMP to install this as it is in BCMod format. (I have fixed the readme displayed here but not in the file)
modifided the Interpid (VoyTorpJLH) torpedos and added them to the Venture to (they are more canon now). There are also 50 Tricobalt projectiles on the Interpid (sound included). [/quote]
for the sounds I bet
P81 galaxy, so use of this ship will give you an over powered Ferengi against original ships.
www.fleetyards.com. You will need that ship intsalled first, then this patch, for it to work.
much damage to me, mostly ran. Took forever to destroy it though.
who play in the late DS9 era Changes from stock hardpoint: mostly that above, added 2 extra forward torpedos(6 for\\4 aft) now, upped phaser damage and shield power to cannon specs(about 60-75% of proborg era galaxy) handles like a dream, fast, it\'s a little sluggish though, so dont expect it to stop on a dime, it is a 100 year old design you know :P [/quote] What are you waiting for? Download!
out of this HP's performance, you will have to match the right rait of power consumption from the Engines. After testing in QuickBattle I spent far to much time nursing the Engineering Console, rather than fighting. The hardpoints comes in two varieties, one with NanoFX2b Blinkers flashing, and the other Non-Flashing Blinkers. Check it out. . .
photon load to proper TMP photons -changed the phaser textures and sounds to TMP "chaingun style" phasers. -removed 1 of the more powerfull phasers -toned down the rear phasers. I left the Yellow Phasers colors as they were since they look alot better with the new texture and they fit in now. this Requierment is needed Akyazi ship pack (Phaser textures, sounds and torpedo are from that) http://bridgecommander.filefront.com/file/Perimeter_Actions_Ships_Akyazi_Class;75361 NOTE: Author , INCLUDE your email, in ALL submissions Include Installation Instructions IN ALL submissions ( Last Warning )
the Torpedo Akira, in response to the Cardassian war. Weapons :8 Modified Phaser Arrays, 6 Photon/Quantum/Phased Torpedo bays with boosted capacity and reload time Shields:17F, 10D, 10A, 10V 10P, 10S Hull:10 Tactics:Utilize the various torpedo loads and faster reloading times to blast your opponent to bits after you use the upgraded phasers to lower shields.
defiant class should be able to take a little more beating that this. I was destroyed by a galor very quickly. I can't say the phaser arcs are improved, I can't fire at anything directly infront of me, which is the type of attack a small fast ship like this would use. I did more damage to that Galor with the hardpoint that originaly came with Cleeve's saber.
fire is increased, tractor beam power increased, in short a better trap, but It can be defeated] If this is in an asteroid field. and you don't know where the fire is coming from , you MUST depend on your sensors. Used en-mass these can be tricky for lesser ships Note: Basically this was designed to be used with QBR23 but works well in regular QB
although it could use some side & dorsal / ventral coverage. This requires the file available here: http://bridgecommander.filefront.com/file/Norexan_Class_Romulan_Warbird;24227
game. I really didn't see what was so special about this. It's got 2 phaser arrays. Perhaps it's meant for stock vessels, but when I tested this against a Galor, I lasted about 20 second, untill the Galor hit me with a torpedo and I exploded. I guess if you want a canon shuttle that dies as fast as a shuttle should when fired on by a starship class vessel, then this one's for you, otherwise, it makes for great target practice.
acceleration Added more Quantum torp\'s Uprated phaser power. Uprated all systems strength.
the Delta Quadrant in. But judge for yourself.
little buggy, but otherwise it is a fun ship to fly, beware when fighting against this though, the Corinthian is heavily armed and shielded, although not a god ship by any means. This ship comes equiped with shield drainer weapons and cloakfire capability as well as ablative armor. Good luck and happy hunting.
other is standerd.[/quote]
are again to big, and the icon display fools you into thinking that you have an aft phaser when it's really a dorsal one, but that's about all that's wrong. You get 4 quantums foreward and aft, and even side phasers under the nacelles. You get the manuverability you'd expect as well.
Mod (1.0) created by Book This will improve the Prometheus adding a stronger hull, weapons and sheilding, etc... I took on 5 Keldons and 5 Galors, several non-critical systems were destroyed this ship is more of a cannon startrek ship, and I plan to mod all federation and cardassian ships, added 2 more fore torpedos and lowered reload time on them and aft torpedos.[/quote]
the amount of photons but the recharge makes up for it if you have weapons to 125% in power settings