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Bridge Commander Downloads > Ships > Federation > Canon TNG-DS9-VOY:
Akira Class Mod Pack (3.0)
Filename: acmpv3.rar


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3.0
BlackRook32/Elminster
902
12-27-2010
Elminsters Common Weapons Pack, FTech, MLeo's Sub Menu (latest Version), NanoFX2b
Ships > Federation > Canon TNG-DS9-VOY


Average User Rating: 9.1
Number of Votes: 68
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Akira Class Mod Pack (3.0) - File Description  


Description:
Here is a new mod for your consideration, the Akira Class Mod Pack v.3.0

This is an extension of the Akira pack released in Chris Jones Sol System pack. Using the customized SNS/JLS Akira, this will bring the Akiras to a new level. The mod pack is 308 MB. Compatible with Foundation Technologies (FTech) with integrated Reflective Shields, Ablative Armour & Auto-Targeting. Now, this is not just a bunch of replicated ship working off of one or two hardpoints. This ship pack consists of 38 ship divided by three generational tech design. With the FTech plug-ins, each ship is singular in performance, energy output and usage. Working with the Skinning & Damaging Tool (SDT), all the ship are working from one SNS Akira model, modified by JLS Studios. This mod includes tactical/weapons mods contributed by BCS-TNG Scripters USS_Sovereign, USS_Frontier and DKealt.

Each of the ship scripts are written too be compatible with the QB/QBR related mods. The sister ships will show up on your (Federation Ship) selection list. The custom ship scripts are compatible with the latest Skinning & Damaging Tool (SDT) and Sub Menu mod. Each ship will have (2) torpedo choice, a different combination among the fleet. Along with (2) fore & aft torpedo pulse launchers, as seen on the Sovereign Class. The phasers have been streamlined from the bulky stock version. The ship names will be familiar, if you enjoyed the single player mode in Bridge Commander, ST: Away Team & the ST: Armada games. I also added the ship names from a historical standpoint.

Here are the stats for the Generational Upgrades...

  • First Generation too included plug-ins for the "Engine Overload" mod. This mod will
    render all ship inactive for 40 seconds. Any enemy ship within 20 kilometers of the Player's
    ship will be rendered temporarily "incapacitated".


  • Second Generation will operate with slight alterations to the shields, Torpedo compliments
    for each ship. Each generation of the Akira Class will be a unique starship within it's own fleet. The
    "Chain Reaction Pulsar" will be added to the Second Generation of Akiras.

  • Third Generation will include plug-ins for the "Mannheim Effect" or Self-Mannheim mod.
    The Akiras will be able to create a "Gemini Effect" like in the Star Trek: Armada series to
    create a temporal duplicate of the Player ship. The Effect is "Temporary" but should prove
    a crucial tactical tool in Quickbattle. Each ship from this generational design will have a
    different power consumption output, for the Temporal effect.


    Since this is my Mod, I'll let you rate it....

    Enjoy,
    Blackrook32



    * Foundation Technologies (FTech )
    http://bridgecommander.filefront.com/file/FTech_Foundation_Technologies_;84343

    * MLeo's Submenu Mod (latest version)
    http://bridgecommander.filefront.com/file/;68668

    * Elminster's Common Weapons Pack v.3.0:
    http://bridgecommander.filefront.com/file/Elminsters_Common_Weapons_Pack;5773

    * Nano FX2 Beta:
    http://bridgecommander.filefront.com/file/NanoFX;23469



  • Akira Class Mod Pack (3.0) - Screenshots  
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    Akira Class Mod Pack (3.0) - File Download Options  

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    Akira Class Mod Pack (3.0) - Readme  
    Readme File:
    ====================================================================
    Akira Class Mod Pack v.3.0
    ====================================================================

    * Original Mod: 03/01/2004, 10/11/2006, 06/10/2008

    * Revised Mod: 12/12/2009, 04/18/2010. 04/30/2010

    * Modding Tool: Paint Shop Pro 7

    * Modding Time: 6 Years, 2 Months


    ====================================================================
    Requirements:
    ====================================================================

    * Latest Foundation | Bridge Commander Universal Tool (1.5.7.3) * Highly Recommended*
    http://bridgecommander.filefront.com/file/Bridge_Commander_Universal_Tool;102381

    * NanoFX v.2.0 (Beta)
    http://bridgecommander.filefront.com/file/NanoFX;23469

    - Bridge Commander
    - BC 1.1 Patch - http://bridgecommander.filefront.com/file/Bridge_Commander_Patch;2374


    * FTech - http://bridgecommander.filefront.com/file/FTech_Foundation_Technologies_;84343
    * Submenu Mod - http://bridgecommander.filefront.com/file/;68668

    ((FTech: This is a Mandatory requirement. If you want to use the Reflector Shields & Ablative Armour.)) If you elect not too install FTech, it will not affect your Quick battle game play in general. You will NOT be able to use the integrated tech.

    * Elminster's Common Weapons v.3.6

    ((This is not a mandatory requirement. But necessary, if you want to use the Auto-Targeting
    feature integrated into the Akira Class Fleet.)) If you elect not too install FTech, it will not affect
    your Quickbattle game play in general.

    * Skinning & Damaging Tool (SDT) v.2.0 by :MLeo

    ((Highly Recommended))

    Having STD is necessary to see the individual registries for the Akira Class Pack. Using the Skinning & Damaging Tool (SDT) reduces the overall size of any modded ship pack. By switching out the custom textures on the base mod. So this pack has only one model for 38 customised ships. If you do not have SDT installed? Then the Akira(s) will show up without any registries.


    ====================================================================
    Mod Description:
    ====================================================================

    This mod pack will not replace "any" Akira mod you may have installed, or P81/SNS's Akira Mod. Each ship scripts are written to be compatible with the QB/QBR related mods. The sister ships will show up on your (Federation Ship) selection list. The custom ship scripts are compatible with the latest Skinning & Damaging Tool (SDT) and Sub Menu mod. Each ship will have (2) torpedo choice, a different combination among the fleet. Along with (2) fore & aft torpedo pulse launchers, as seen on the Sovereign Class. The phasers have been streamlined from the bulky stock version.

    Compatible with Foundation Technologies (FTech) with integrated Reflective Shields, Ablative Armour & Auto-Targeting.



    Akira Class Phaser Specifications:
    ====================================================================
    2 Torpedo Choices (varied for each sister ship)
    8 Forward Torpedo launchers
    4 Aft Torpedo launchers
    2 Port Torpedo launchers
    2 Starboard Torpedo launchers

    4 Ventral Phaser Arrays
    2 Dorsal Phaser Array
    4 Ventral Aft Phaser
    4 Dorsal Aft Phasers
    2 Fore/Aft Regenerative Torpedo Pulse

    * Upgraded Hull/ Shield Strength
    * Streamlined Phaser Texture
    * Uprated Speed and Maneuverability
    * Reflective Shields ((FTech Only))
    * Auto-Targeting Phasers ((FTech Only))
    * Ablative Armour: 2nd & 3rd Generation ((FTech Only))


    * Pre Dominion Wars Prototype
    ___________________________________________________________

    U.S.S. Akira * NCC-62497
    U.S.S. Ascension * NCC-5438-D
    U.S.S. Coral Sea * NCC-81942
    U.S.S. Leyte Gulf * NCC-71425
    U.S.S. Lysander * NCC-69103
    U.S.S. Esshiar * NCC-74162
    U.S.S. Rochambeau * NCC-84713
    U.S.S. Vincennes * NCC-71988
    U.S.S. Resurgent * NCC-92104
    U.S.S. Clemanceau * NCC-72544
    U.S.S. Gallant * NCC-74812

    First Generation Fleet to included plug-ins for the "Engine Overload" mod. This mod will
    render all ship inactive for 40 seconds. Any enemy ship within 20 kilometers of the Player's
    ship will be rendered temporarily "incapacitated".

    -------------
    How To Use
    -------------

    You must start a battle in quickbattle, access located in the Tactical Officer's menu

    Charging Times:
    - Disable Target: 30 Seconds
    - Fleet Disable: 40 Seconds

    The Engines only remain disabled for 30 seconds.

    * Note: Only vessels within 20 km will be affected and you must be within 20 km radius to disable any targets, otherwise it will not fire.


    * Dominion Wars Era
    ___________________________________________________________

    U.S.S. Antietam * NCC-91862
    U.S.S. Czech Republic * NCC-71993
    U.S.S. Makassar Strait * NCC-72591
    U.S.S. Richmond * NCC-71863
    U.S.S. Manassas * NCC-71862
    U.S.S. Patrekov * NCC-74651
    U.S.S. Cadiz * NCC-1794-E
    U.S.S. Devonshire * NCC-62941
    U.S.S. Thunderchild * NCC-63549
    U.S.S. Geronimo * NCC-69302
    U.S.S. Devore * NCC-64088
    U.S.S. Rabin * NCC-63293
    U.S.S. Spector * NCC-63898


    Second Generation will operate with slight alterations to the shields, Torpedo compliments for each ship.
    Each generation of the Akira Class will be unique star ship within it's own fleet. The "Chain Reaction Pulsar"
    will be added to the Second Generation of Akiras.

    -------------
    How To Use
    -------------
    You must start a battle in quickbattle, access located in the Tactical Officer's torpedo menu.

    This mod already comes with a plug-in for a default ship of Bridge Commander, So by installing this all the Akira Class ships in game will be able to use this, with the default CRP projectile script and firing from the Torpedo System.

    After the loop ends, be it by: CRP hit the max number of ships (25), or the CRP torpedo is destroyed, or the CRP Torpedo target was destroyed before CRP hit him, or if there aren't any enemy ships in range, CRP will take 45 seconds to charge again, thus being possible to use it again.

    After starting your QuickBattle game go to "Menu>Configure>Controls>Ships", scroll down the list of keys until you find the "Chain Reaction Pulsar" key, and assign a key to it. With this you will be able to fire CRP by pressing a key, just as you do when firing your ship's weapons! Unless of course you order Felix to kill your enemies...
    And remember if you're using the CRP with the default CRP projectile script or if you created another projectile script for CRP to use on your ship: the CRP is normally VERY maneuverable, almost NEVER missing a target.

    CRP Characteristics:
    -Max number of possible hits: 25
    -Firing range of the CRP projectile: 100Km
    plus enemy ships must be within 100Km of the CRP target so that CRP can bounce and go to this new target, within 100Km.
    -Damage Factor: torpedo get 0.05 times stronger with each hit.
    -Plug in based, Tool to create plug-ins included.
    -Key Foundation Support, is able to fire by pressing a key.


    * Post Nemesis Era
    ___________________________________________________________

    U.S.S. Appomattox * NCC-83105
    U.S.S. Prophecy * NCC-61863
    U.S.S. Vicksburg * NCC-72370
    U.S.S. Calais * NCC-71512
    U.S.S. Shiloh * NCC-61862
    U.S.S. Slovakia * NCC-81994
    U.S.S. Tacoma * NCC-71854
    U.S.S. Dandridge * NCC-71865
    U.S.S. St. Petersburg * NCC-81703
    U.S.S. Temporance * NCC-75211
    U.S.S. Bonaparte * NCC-1798-C
    U.S.S. Black Elk * NCC-62878
    U.S.S. Apache * NCC-63420
    U.S.S. Comanche * NCC-74810

    Third Generation will include plug ins for the "Mannheim Effect" or Self-Mannheim mod.
    The Akiras will be able to create a "Gemini Effect" like in the Star Trek: Armada series to
    create a temporal duplicate of the Player ship. The Effect is "Temporary" but should prove
    a crucial tactical tool in Quickbattle. Each ship from this generational design will have a
    different power consumption output, for the Temporal effect.

    -------------
    How To Use
    -------------

    To activate the Self-Mannheim effect, access is available threw the XO's menu. The duration of the dilation effect will be different for each ship. The Temporal duplicate will act as your wing-man. Unless there are multiple targets in the Quickbattle scenario. Keep in mind with each use of the temporal effect, consumes a fair amount of warp power. Something to consider, when your redistributing or boosting shields.

    Notes:
    ===================================================================

    This Modification has been tested with BC Patch v.1.1, DS9FX Xtended, Galaxy Charts v.2,
    NanoFX2b, GravityFX, Bridge Core Plugin (Gold), EF2 Bridge Crew v.1.0. BCS-TNG: The
    Beginning, QBAutostart v.9.1, SubMenu & Foundation Technologies (FTech).

    Manual Installation
    ===============================================================

    1. Unzip all files.
    2. Open your BC folder located at C:Program Files\Activision\Bridge Commander.
    3. Copy and paste data\scripts\sfx folders into the main directory .
    4. If prompted to overwrite any files? Select "Yes".



    ===============================================================
    Modding Credits:
    ===============================================================

    Uprated P81/SNS Model/Texture/Mesh: JL Studios

    DWUFPAkira Hardpoint: Elminster (Who never says "No" to a cool HP ideal) ;-)

    Model Registries/Hardpoint Variants/Conversion Pack Scripting: BlackRook32



    ** Special Thanks to the following Modders **
    ====================================

    Uprated P81/SNS Model/Texture/Mesh: JL Studios (made for this ship pack)

    * Chain Reaction Pulsar v.1.0 by USS_Frontier

    * Modified NX Torpedo from DKealt's Torpedo Pack v.2.0 by DKealt
    ((the CRP Torpedo now using the NX Torpedo textures))

    * Engine Overload v.1.0 by BCS: TNG Training Corps

    * Self Mannheim v.1.0 by USS_Sovereign

    * The Mods mention above have been integrated into this ship pack with permission,
    so there is no need too download them. (Original Readme's Included)

    ===============================================================
    Copyrights and Permissions:
    ===============================================================

    THIS MOD OR MODEL(S) ARE NOT MADE, SUPPORTED OR DISTRIBUTED BY Activision TM, INTERPLAY (C), OR PARAMOUNT PICTURES.

    Star Trek, Star Trek: Bridge Commander, Star Trek: The Next Generation, Star Trek: Deep Space Nine, Star Trek: Voyager, Star Trek: Enterprise and all related sounds and images from the various productions are the sole copyright of Paramount Pictures. No infringement is intended. This is a "Freeware" Mod and it's content NOT to be sold or distributed for sale in ANY shape, form or manner. I'm NOT making a profit off of this, NEITHER SHOULD YOU!!

    Please "Ask" for permission if you plan to host this Mod other than it's place of Download origin. The Author(s) reserve the Right of "Final Approval" of any Public Release of this Mod. The Author(s) are not responsible for any damage occurred while or during the installation of this mod. Or for the loss of any data on your PC. * * USE AT YOUR OWN RISK * *

    Give Credit where credit is due. . . It's only Polite.


    Thanks to the BC Community for your support with past projects....

    Just install in the game, start it up and Rock On!!

    BlackRook32


    Akira Class Mod Pack (3.0) - User Comments  
    The following comments are owned by the user that posted them. BC Files is not responsible for their content.

    Total comments: 11 | Last comment: 12-28-2010 at 20:33

     #1 - 12-28-2010 at 03:15
    JamesTiberiusKirk
    From:
    Joined: November 11th, 2004
    Posts: 1720
    wait wait, i was betatesting the jls akira.... did it really look this bright?...

     #2 - LOL - 12-28-2010 at 03:28
    BlackRook32 (Staff)
    From: (Augusta, Georgia)
    Joined: June 15th, 2002
    Posts: 701
    This is an earlier version dude. I have the latest version of the JLS Akira which was donated to the ACMP project, which I have plans for... -BR32

     #3 - 12-28-2010 at 06:16
    JamesTiberiusKirk
    From:
    Joined: November 11th, 2004
    Posts: 1720
    okay. was just asking!

     #4 - hmm - 12-28-2010 at 16:08
    impdestroyer
    From:
    Joined: August 14th, 2004
    Posts: 213
    something weird going on here
    i can't get the CRP and and the engine disabler to work with these guys
    the self manhiem works fine
    the other mods work on other ships
    plus you seem to be missing a torp, some of the ships call for the terak'nor torpedo, and you only gave the terak'nor photon.....

     #5 - Re: humm - 12-28-2010 at 17:26
    BlackRook32 (Staff)
    From: (Augusta, Georgia)
    Joined: June 15th, 2002
    Posts: 701
    #4: Did you install all the requirements? They are referenced on this page three times. -BR32

     #6 - yup - 12-28-2010 at 17:37
    impdestroyer
    From:
    Joined: August 14th, 2004
    Posts: 213
    if you noticed, i said i could get the CRP and engine disabler mods to work on other ship
    its just they don't work with any of the akira's
    only the gemini effect works on them

     #7 - What....? - 12-28-2010 at 18:11
    BlackRook32 (Staff)
    From: (Augusta, Georgia)
    Joined: June 15th, 2002
    Posts: 701
    @ impdestroyer :You have completely lost me on this one. You first posted I Can't get the CPR & Engine Plugins to work.. You also posted that you were missing torpedo scripts. I've just checked my mod submission, and all the files are accounted for. If you were able resolve things, more the merrier. If anyone else is having problems. I release a patch later on, too address any concerns. -BR32

     #8 - 12-28-2010 at 19:40
    kitkat27
    From:
    Joined: February 9th, 2009
    Posts: 1
    I installed this mod and when I go into quickbattle all my mods on the officers screen are gone.....i.e. the XO's menu is now alot smaller....I noticed in the readme the Ftech is required so I installed that onto my game. It didn't help, however. Any help would be appreciated, thx confused I have KM on my install btw

     #9 - 12-28-2010 at 19:53
    impdestroyer
    From:
    Joined: August 14th, 2004
    Posts: 213
    what i meant was, none of the akria's with the CRP and engine disabler have them avail, but the mods work for the ships they came with

    if it helps i have the DS9 Mod installed as well, it could just be my end, i'll try and see if i can add them to other ships and try and make things work, i'm not a total nub when it comes to tweaking HP's and stuff

    i was going through your HP's trying to make things work and noticed a few had Terak'nor Torpedo in the ammo list and others had Terak'nor Photon, and you named the file Terak'nor Photon
    i think you typo'd on a few of the HP's

     #10 - correction - 12-28-2010 at 20:02
    impdestroyer
    From:
    Joined: August 14th, 2004
    Posts: 213
    i mean the mods work with the ships the mods originally used to demo the mods

     #11 - 12-28-2010 at 20:33
    BlackRook32 (Staff)
    From: (Augusta, Georgia)
    Joined: June 15th, 2002
    Posts: 701
    @ impdestroyer : Understood. On the typos (no body's perfect) stick out tongue

    @ kitkat27: This ship pack does NOTsupport Kobayashi Maru v.1.0 or any version there after. I listed in the readme what mods this ship pack were tested against.

    As stated, one of the ships is misspelled ACMPGeromimo. This is a simple fix, just change the "m to n". But someone using KM will have problems because of the typo. A KM install reacts badly with a misspelled script.

    Those who make mods don't make them in a TC install like KM (At least i don't) for this same reason. On the CPR and Engine Overload features. If it's a problem on this ship pack, I'll release a Patch for this soon. But the ships are playable in-game. -BR32



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