Topic: SFC3 Assimilation mod now available at SFU  (Read 2063 times)

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James Formo

  • Guest
SFC3 Assimilation mod now available at SFU
« on: September 11, 2003, 04:52:36 pm »
Here is the link http://www.strategyplanet.com/sfc/files.shtml  

Those guys at SFU are fast  Its available under Newfiles up top or under SFC/Mods section.

Read me with Install instructions and list of what it does is below. Future update will include ships, scenery mods,  and new textures. Please read the Install part as it explains how and why the .cache files need to be removed 1st.


I'd like to get any feedback you have after playing it in this thread. Rants  and raves.  Anyfeed back would help.  I think its worth a look.

Assimilation Mod-----Beta Version   9/8/03



for SFC3  version 1.01 with the Beta patch installed.



Author:  James Formo
Contact: makeitjames@hotmail.com   Put Assim mod in topic or I will think its more junk mail.

This mod includes 3 missions by The Pelican.



IMPORTANT-INSTALLATION INSTRUCTIONS-2 methods  

Method 1-The long way.
---------------------

Remove SFC3 completely, including all folders. Then reboot. Reinstall SFC3. Install the Beta patch.
Then add the files from the Assimilation mod into the Activision folder. (before you play a game)

The reason for this method is that missions and campaigns get loaded from cache files. If you just add new missions
without removing the cache files, the game never reads them.



Method 2- The short preferred method.
-------------------------------------

BACK UP THE FILES THAT THIS MOD OVERWRITES(I did not include the originals in this beta release)

1: In your Sfc3/assets/Scripts folder, delete these 2 files. AllScripts.Cache and CampaignScripts.Cache.
   If you don't do thid the game wont read the new missions you add. When you play your 1st mission the game
   will recreate these files.

2: Place the files from this mod into the Activision folder. This mod uses all stock models.


What does this mod do?

1: 1st off all the races and alliances are still stock

2: The shuttles now drop mines! The shuttles also have shields and armor so they can stick around
   long enough to disrupt the battlefield. The shuttle can now be bought in the campaign shipyard.

3: This mod  is mostly designed for conquest mode at Admiral level. Three of Pelicans missions are
   included. Scan, survey and emergency. The stock mission DistressCall is also used. For all
   four races in conquest mode.

4: The AI officers are now mostly upgraded to veteran/legendary. This makes AI ships tougher.

5: Ships are more expensive. More so at Admiral. Your officers will level up slower.

6: Borrowing a bit from Pelican's refit system. The Feds, Klinks and Roms each have up to
   20 shields to choose from. Only the refit for shields has been altered.

7: All refits now give info as to what they do. A weapon has its damage, energy draw and firing rate
   all listed in the refit screen!

8: AI ships now have the max number of mines and marines. One exception. The Marauder has 12 marines,
   you may need to capture a few to get prestige early on. PLayer ships will start out fully
   stocked but still need to have supplies replenished. Supplies will cost more.

9: The Scimitar is now available to select in both campaign and skirmish.








CREDITS


Thanks to The Pelican for letting me include his missions.
These missions include: Survey, Scan, and Emergency.

Thanks to Chris Jones. Who's mods for SFC2 got me into this eventually.

Thanks to Mackie who may have some stuff to add to this as it gets further along.

Thanks to the Taldren/SFC community. I hope to be adding ships to this mod as time permits me.
 
                       



Bugs & Errors
-------------

Please report any errors to makeitjames@hotmail.com  Title it assim bug please. I do not think you will find any.
There may be some issue as to the number of mines the shuttles should have.

Copyright and Distribution Permissions
--------------------------------------
THIS MOD IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION TM & (C) ACTIVISION & TALDREN & PARAMOUNT PICTURES.

Copyright notices:

Star Trek, Star Fleet Command, Star Trek: Deep Space Nine, Star Trek: The Next Generation, Star Trek: Voyager
 (and the various logo devices used in them) are copyright Paramount Pictures, as are the
 characters, related images, and sound from the productions.

 

James Formo

  • Guest
Re: SFC3 Assimilation mod now available at SFU
« Reply #1 on: September 11, 2003, 10:43:52 pm »
Its a mear 796kb. See I am a 56k-er as well. Don't be fooled by the small size. It makes quite a few changes. Its the models and textures that make mods
into huge files. This mod has no new models.  The next version will though. But I may keep it down to just 16 ships so 56k-ers can get it. The way I see it
you can always add your own ships.

I plan on adding 4 new classes to each race.  Commado frigate, War destroyer, Medium cruiser and a Light Dreadnought.



 

Chris Jones

  • Guest
Re: SFC3 Assimilation mod now available at SFU
« Reply #2 on: September 12, 2003, 06:12:09 am »
Downloading Now!

James Formo

  • Guest
Re: SFC3 Assimilation mod now available at SFU
« Reply #3 on: September 15, 2003, 02:22:19 pm »
Just a small update on my progress for the full blown version. I started adding ships (slow going). I am adding the specifications of the ships in the descrition area of the Visual Library. Just to help identify the strengths and weakness of each ship. So its easier to determine your preference in a simialr price range.

Here is an example:

PowerPlantSpace: 8000              WeaponSpace: 2100 (8P4H)             HullSpace: 6300              ShieldSpace: 24000
   
Mines: 24             Marines:24             Shuttles:6             CLASS: Light Dreadnaught (DN)  


Then the ship description will be below this.

Under WeaponSpace the 8P4H  refers to 8 available primary slots and 4 available heavy slots.

It looks much better in this pic. Pics a bit blurry though. The ship is the Titan. Designed and meshed by Atolm. Texturing and mesh editing by WickedZombie 45.  Thanks guys for letting me include it in the mod.

 

If pic doesn't load its because the bandwidth for the day is maxed-then try  it early tommorow

No comments on game balance? I was finding it hard to get out of a Saber class in admiral conquest. The one thing I may tweak is lower the cost of repair.



 
« Last Edit: December 31, 1969, 06:00:00 pm by James Formo »

Captain KoraH

  • Guest
Re: SFC3 Assimilation mod now available at SFU
« Reply #4 on: September 16, 2003, 10:44:41 am »
Cool!

James Formo

  • Guest
Re: SFC3 Assimilation mod now available at SFU
« Reply #5 on: September 19, 2003, 06:00:08 pm »
Updates cancelled do to lack of interest.  Actually just scaling back some more with ship additions. Having problems getting a few models to be read by game. Not sure if its cause of the version software the mod was saved in or what  


If anyone is playing this, especially conquest- I really need feedback because I don't have time to playtest it farthere then 20 or so missions in conquest.  I am tailoring this mod for Fed conquest, though any race will benfit from conquest mode.

It is likely that the difficulty may be near impossible in the storyline. However in conquest you have as much time as you need to build a ship up.

Thanks Korah for the comment  


« Last Edit: September 19, 2003, 09:15:18 pm by James Formo »

James Formo

  • Guest
SFC3 Assimilation mod now available at SFU
« Reply #6 on: September 11, 2003, 04:52:36 pm »
Here is the link http://www.strategyplanet.com/sfc/files.shtml  

Those guys at SFU are fast  Its available under Newfiles up top or under SFC/Mods section.

Read me with Install instructions and list of what it does is below. Future update will include ships, scenery mods,  and new textures. Please read the Install part as it explains how and why the .cache files need to be removed 1st.


I'd like to get any feedback you have after playing it in this thread. Rants  and raves.  Anyfeed back would help.  I think its worth a look.

Assimilation Mod-----Beta Version   9/8/03



for SFC3  version 1.01 with the Beta patch installed.



Author:  James Formo
Contact: makeitjames@hotmail.com   Put Assim mod in topic or I will think its more junk mail.

This mod includes 3 missions by The Pelican.



IMPORTANT-INSTALLATION INSTRUCTIONS-2 methods  

Method 1-The long way.
---------------------

Remove SFC3 completely, including all folders. Then reboot. Reinstall SFC3. Install the Beta patch.
Then add the files from the Assimilation mod into the Activision folder. (before you play a game)

The reason for this method is that missions and campaigns get loaded from cache files. If you just add new missions
without removing the cache files, the game never reads them.



Method 2- The short preferred method.
-------------------------------------

BACK UP THE FILES THAT THIS MOD OVERWRITES(I did not include the originals in this beta release)

1: In your Sfc3/assets/Scripts folder, delete these 2 files. AllScripts.Cache and CampaignScripts.Cache.
   If you don't do thid the game wont read the new missions you add. When you play your 1st mission the game
   will recreate these files.

2: Place the files from this mod into the Activision folder. This mod uses all stock models.


What does this mod do?

1: 1st off all the races and alliances are still stock

2: The shuttles now drop mines! The shuttles also have shields and armor so they can stick around
   long enough to disrupt the battlefield. The shuttle can now be bought in the campaign shipyard.

3: This mod  is mostly designed for conquest mode at Admiral level. Three of Pelicans missions are
   included. Scan, survey and emergency. The stock mission DistressCall is also used. For all
   four races in conquest mode.

4: The AI officers are now mostly upgraded to veteran/legendary. This makes AI ships tougher.

5: Ships are more expensive. More so at Admiral. Your officers will level up slower.

6: Borrowing a bit from Pelican's refit system. The Feds, Klinks and Roms each have up to
   20 shields to choose from. Only the refit for shields has been altered.

7: All refits now give info as to what they do. A weapon has its damage, energy draw and firing rate
   all listed in the refit screen!

8: AI ships now have the max number of mines and marines. One exception. The Marauder has 12 marines,
   you may need to capture a few to get prestige early on. PLayer ships will start out fully
   stocked but still need to have supplies replenished. Supplies will cost more.

9: The Scimitar is now available to select in both campaign and skirmish.








CREDITS


Thanks to The Pelican for letting me include his missions.
These missions include: Survey, Scan, and Emergency.

Thanks to Chris Jones. Who's mods for SFC2 got me into this eventually.

Thanks to Mackie who may have some stuff to add to this as it gets further along.

Thanks to the Taldren/SFC community. I hope to be adding ships to this mod as time permits me.
 
                       



Bugs & Errors
-------------

Please report any errors to makeitjames@hotmail.com  Title it assim bug please. I do not think you will find any.
There may be some issue as to the number of mines the shuttles should have.

Copyright and Distribution Permissions
--------------------------------------
THIS MOD IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION TM & (C) ACTIVISION & TALDREN & PARAMOUNT PICTURES.

Copyright notices:

Star Trek, Star Fleet Command, Star Trek: Deep Space Nine, Star Trek: The Next Generation, Star Trek: Voyager
 (and the various logo devices used in them) are copyright Paramount Pictures, as are the
 characters, related images, and sound from the productions.

 

James Formo

  • Guest
Re: SFC3 Assimilation mod now available at SFU
« Reply #7 on: September 11, 2003, 10:43:52 pm »
Its a mear 796kb. See I am a 56k-er as well. Don't be fooled by the small size. It makes quite a few changes. Its the models and textures that make mods
into huge files. This mod has no new models.  The next version will though. But I may keep it down to just 16 ships so 56k-ers can get it. The way I see it
you can always add your own ships.

I plan on adding 4 new classes to each race.  Commado frigate, War destroyer, Medium cruiser and a Light Dreadnought.



 

Chris Jones

  • Guest
Re: SFC3 Assimilation mod now available at SFU
« Reply #8 on: September 12, 2003, 06:12:09 am »
Downloading Now!

James Formo

  • Guest
Re: SFC3 Assimilation mod now available at SFU
« Reply #9 on: September 15, 2003, 02:22:19 pm »
Just a small update on my progress for the full blown version. I started adding ships (slow going). I am adding the specifications of the ships in the descrition area of the Visual Library. Just to help identify the strengths and weakness of each ship. So its easier to determine your preference in a simialr price range.

Here is an example:

PowerPlantSpace: 8000              WeaponSpace: 2100 (8P4H)             HullSpace: 6300              ShieldSpace: 24000
   
Mines: 24             Marines:24             Shuttles:6             CLASS: Light Dreadnaught (DN)  


Then the ship description will be below this.

Under WeaponSpace the 8P4H  refers to 8 available primary slots and 4 available heavy slots.

It looks much better in this pic. Pics a bit blurry though. The ship is the Titan. Designed and meshed by Atolm. Texturing and mesh editing by WickedZombie 45.  Thanks guys for letting me include it in the mod.

 

If pic doesn't load its because the bandwidth for the day is maxed-then try  it early tommorow

No comments on game balance? I was finding it hard to get out of a Saber class in admiral conquest. The one thing I may tweak is lower the cost of repair.



 
« Last Edit: December 31, 1969, 06:00:00 pm by James Formo »

Captain KoraH

  • Guest
Re: SFC3 Assimilation mod now available at SFU
« Reply #10 on: September 16, 2003, 10:44:41 am »
Cool!

James Formo

  • Guest
Re: SFC3 Assimilation mod now available at SFU
« Reply #11 on: September 19, 2003, 06:00:08 pm »
Updates cancelled do to lack of interest.  Actually just scaling back some more with ship additions. Having problems getting a few models to be read by game. Not sure if its cause of the version software the mod was saved in or what  


If anyone is playing this, especially conquest- I really need feedback because I don't have time to playtest it farthere then 20 or so missions in conquest.  I am tailoring this mod for Fed conquest, though any race will benfit from conquest mode.

It is likely that the difficulty may be near impossible in the storyline. However in conquest you have as much time as you need to build a ship up.

Thanks Korah for the comment  


« Last Edit: September 19, 2003, 09:15:18 pm by James Formo »