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| BC Supermod 2 (V2 beta) - File Description |
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NOTE: This file has become outdated and there's a newer / better version available. You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!
Quality: 10
Overall Rating: 10 | Description: This new BC supermod will improve ship quality, or replace ships with improved community amde versions. Additionally, weapons have been improved, along with special effects, missions, crew dialog and much more.
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NOTE: This file has become outdated and there's a newer / better version available. You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!
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|  | | BC Supermod 2 (V2 beta) - Screenshots |  | Screenshots: |  |

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| BC Supermod 2 (V2 beta) - File Download Options |
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Primary Download Locations: | | Name: Location: Provided by: | Worldwide Mirror by FileFront USA Central FileFront.com | | | |
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|  | | BC Supermod 2 (V2 beta) - Readme |  | Readme File: Mod Name: Bridge Commander Super Modification V2.0 [BETA]
Programmer: CaptainBryan(CaptainCook/CaptainRussell)
Game Requirements:
-Bridge Commander(fresh install with no other mods installed)
-Bridge Commander Patch V1.1
-BCMI
-BCMP
-Submenu Modification(included)
-Skinning & Damaging Tool(included)
-Advanced Technologies Pack(included)
Minimum System Specifications:
-2.4GHz Pentium 4 or equivalent Athlon processor
-1024MB of system memory(with 496MB heapsize)
-256MB Radeon X700PRO or 256MB GeForce 6800GT graphics accelerator
-1.33GB of uncompressed hard disk space
Recommended System Specifications:
-3.4GHz Pentium 4 or equivalent Athlon processor
-2048MB of system memory(with 992MB heapsize)
-256MB Radeon X850XT or 256MB GeForce 7800GTX graphics accelerator
-1.33GB of uncompressed hard disk space
Information:
This pack contains Version 2.0 [BETA] of the Bridge Commander Super Mod, this time substituting much better looking starships in every possible area; new explosion, damage, phaser, shield, torpedo, starship, starbase, and warp flash textures are also included. Scotch & Soda Akira- and Galaxy-class starships, Chronocidal Guy's Sovereign-class, and LC Amaral's Ambassador-classes along with Starforce Production Team's D'Kora-class add a much richer environment to the game than did the ships included with Version 1.0 of this mod; all-new modified BC Lost Dialogue scripts are also included that include the same brutal battles of V1.0 but this time with more dialogue and new dialogue which was omitted from the original game.
Version 1.0's weapons I admit were not very attractive: large, super-accurate torpedoes and disruptor pulses and really thick beam weapons that could fire on long, low-powered discharges - this is NOT the case in V2.0.
Version 2.0's battles are quick and brutal just like in the regular episodes; you should avoid combat unless you're very skilled at piloting or are in a very powerful starship; all ships in the game now fire phasers on short, high-powered bursts with quick recharge rates; disruptor pulses are less accurate and are faster as well, and torpedoes are much less accurate and very fast and powerful.
As with V1.0, all ships in the game have been re-hardpointed or had their textures enhanced or redone; all of the ships from my CG Sovereign and SNS Akira packs are also included for the player's enjoyment in Quickbattle, and a total of 31 SNS Galaxy-class starships are also included for further enjoyment in Quickbattle; the SNS Galaxy Dreadnoughts USS Pegasus, USS Typhoon, and USS Steel Talon are also included.
Ships are also faster and more maneuverable, and collisions are much more deadly - ships have all had their masses and inertial moments re-scaled so that they all have correct masses in relation to each other.
Speculars for all ships are also included, even for the new and old SNS Galaxy registries so that the registry information doesn't disppear when a blank specular that hasn't been replaced via SDT activates.
The ships included in the pack are the:
SNS Akira
SNS Galaxy
SNS Galaxy Dreadnought
CG Sovereign
LC Ambassador
P81 New Orleans
P81 Nebula
P81 Intrepid
P81 B'Rel
P81 K'Vort
DX Negh'Var(w/custom HP)
9 of 9 Defiant
9 of 9 Galor
9 of 9 Keldon
C2X D'Deridex
C2X Scimitar
C2X Voyager Cube
Red Dragon's Norexan
Zambie Zan's Melak
SPT Marauder
Dark Drone's Tactical Cube
Collective Alliance Borg Scout
Unimatrix 1 Sphere
Unimatrix 1 Diamond
Unimatrix 1 Prometheus
USS Salem Fed Starbase
All of my stuff(ships, re-textures, re-hardpoints, etc.)
All ships and bases in this mod have been extensively re-hardpointed to balance them with the television shows; every ugly ship and base that came with the game and that did not have superior replacement mods available has been re-textured or had its textures enhanced and has also had high-detail specular Targas created for it.
I would advise against tampering with any seemingly-meaningless ship files like "SlowShuttle.py" or "USSBerkeley2.py" or "CGNXSovereign2.py" as these are crucial to the new Maelstrom scripts and will prohibit progress through the game if deleted or re-scaled in the slightest!
Major re-textures of the Melak- and Norexan-class Romulan Warbirds are also included, as well as extreme hardpoints for all Borg vessels in the pack.
The skinning and damaging tool and submenu modifications are also included and are absolutely necessary in order to see registries on any SNS or CG starships when in Quickbattle.
Other miscellaneous mods that are included are:
MDamamge 1.0
WarpFlash FC
Explosion Pack
My uniform, character head, shield, and phaser textures
CTU Sovereign-class bridge re-texture
CTU Galaxy-class bridge re-texture(w/my Targa corruption fixes and additions/Targa replacements)
Advanded Technologies Pack 1
Skinning & Damaging Tool
Submenu Modification
Anyway I believe that everyone will like this version much better than the first.
I'm also very sorry to inform all of you that this beta version of the modification suffers from save-game reloading problems in all episodes after Episode 3: Mission 1(episodes 1 and 2 and E3M1 all reload fine - don't ask me why) in much the same way that results when NanoFX 2.0 BETA is installed; I'll try hard to fix this problem and have a patch or another version of this modification available soon. I advise using Test Mode to play missions 3-8 in the same way that you would if you had NanoFX 2.0 Beta installed; anyway enjoy!!!
Installation:
If you haven't already, uninstall Bridge Commander off of your computer and then in "C:Program FilesActivision" delete the folder entitled, "Bridge Commander".
Now install Bridge Commander onto your computer, and then install the Bridge Commander Mod-Installer(readily-available off of BC Files) INTO your "Bridge Commander" folder and then run it and install the Foundation program.
Next install the Bridge Commander Mod-Packager into your "Bridge Commander" folder.
Now you need to enter "Bridge Commander/data/Models" and delete the folders "Ships", "Bases", and "SharedTextures" (you read correctly).
Next enter "data/Models/Misc" and delete the folders, "KessokMissleLauncher", "CommLight", "CommArray", and "SunBuster".
Now enter "Bridge Commander/scripts" and delete the folders, "Maelstrom" and "ships" before entering "scripts/Tactical" and deleting the "Projectiles" folder out of here. Then go to "scripts/Quickbattle" and delete "Quickbattle.pyc", and in "scripts", delete "Foundation.pyc" and "FoundationMenu.pyc".
Now enter "Bridge Commander/sfx" and delete the entire "Weapons" folder out of here.
NOW YOU'RE READY TO INSTALL THE MOD!!!
Now extract this mod's RAR archive to a temporary folder somewhere and then double-click on "BCSuperMod2.exe" and follow the instructions to install the mod, making sure to install it to "C:Program FilesActivisionBridge Commander" unless you just want to pick stuff out of it, then you can install it to a temporary folder.
The mod is now installed and fully-capable of being played; however you'll likely want to have the TGL files for your new ships.
Extract the "Ship TGLs" folder that came with this mod and place it into your "BC-Mod Packager" folder and then use BCMP to update all TGLs into the game.
You'll receive error messages for every TGL that is meant to replace the stock TGLs that came with the game - this is okay, as you will deal with these shortly.
Once BCMP has finished updating TGLs, exit BCMP and then open it back up, select the TGLs that had errors, and then click the "Update TGL" button and BCMP will successfully update them into your game and overwrite the old TGLs (i.e. for the Galaxy- and Sovereign-classes, etc.).
Performance:
To have the game set as it is in the screenshots with 6X FSAA, 16X FSAF, and 32-bit textures, you'll need a graphics card with no less than 256MB of memory and and fast processor - an old FX5200 likely won't do it. To have the game set as it is in the screenshots along with speculars enabled (speculars are not toggled on in many of the screenshots but are included for persons with ultra-high-end systems), you'll need a very powerful 256MB graphics card, preferably a card that utilizes GDDR3 memory and that has a processor speed of above the 400 MHz of the X700PRO - an X850XT or 7800GT or 7800GTX would do nicely, or even dual 128MB 6600GTs or 256MB 6800GTs.
Also, in order to increase performance, it is possible to allocate more system memory to the game via adding a memory heap size to the end of the command line. I have heard from Collective Alliance members that this technique works; it goes as follows:
In the properties window for Bridge Commander(you can find this by right-clicking on "Star Trek Bridge Commander" in the Start Menu and then selecting "Properties" with the left mouse button) will be a modifiable command line parameter, which can have extra shit typed into it to affect various applications; for example, typing " /developer" (no quotations) at then end of either Max Payne games' command line parameters will enable cheats in-game via pressing the tilde key and entering codes.
Anyway, any application, especially a demanding game like Half-Life 2, Far Cry, Doom 3, or Bridge Commander now that you have this mod installed, can utilize a memory heapsize in order to allocate more system memory to the application and therefore increase performance when the application is running.
To do this, go to the "Properties" window, and in the box next to "Target:" is the route to "stbc.exe", the program responsible for making Bridge Commander work; the line should say something like: "C:Program FilesActivisionBridge Commanderstbc.exe".
Now you can and should heap just below half of your system memory to Bridge Commander; if you have 512MB of system memory then 248MB would be a decent heapsize for the game; you would set the heapsize like this:
"C:Program FilesActivisionBridge Commanderstbc.exe" -heapsize 253952
where the heapsize is measured in kilobytes(kB) and is written exactly as the example above; recall that byte prefixes do not follow standard base 10 SI rules and are in base 2, so one kB is precisely 1024B and one GB is precisely 1024MB or 1048576kB or 1073741824B; for a system with the recommended 2GB of system memory, a good heapsize would be 992MB and look like this:
"C:Program FilesActivisionBridge Commanderstbc.exe" -heapsize 1015808
You absolutely CANNOT be at or above one half of your total system memory because if you are then your computer will automatically restart when you attempt to run Bridge Commander, and you won't be able to run Bridge Commander until your heapsize is re-adjusted to below half of your system memory.
Be sure to check out the "Extras" RAR archive as well........
* * * * * * * * * * * * * * * * CREDITS * * * * * * * * * * * * * * * * * * * * *
#################################################################################################
# #
# SPECIAL THANKS TO RICK KNOX #
# SPECIAL THANKS TO LC AMARAL #
# SPECIAL THANKS TO SCOTCHY #
# SPECIAL THANKS TO C2EXTREME #
# SPECIAL THANKS TO ZAMBIE ZAN #
# SPECIAL THANKS TO UNIMATRIX 1 #
# SPECIAL THANKS TO STARFORCE PRODUCTIONS TEAM #
# SPECIAL THANKS TO CHRONOCIDAL GUY #
# SPECIAL THANKS TO 9 OF 9 #
# SPECIAL THANKS TO DARK DRONE #
# SPECIAL THANKS TO COLLECTIVE ALLIANCE #
# SPECIAL THANKS TO EVERYONE ELSE WHO HELPED MAKE THIS MOD WORTH HAVING!!!!!! #
# #
################################################################################################# |  |

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| BC Supermod 2 (V2 beta) - User Comments |
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The following comments are owned by the user that posted them. BC Files is not responsible for their content.
Total comments: 64 | Last comment: 10-04-2008 at 17:54
RogMan74569 From: (Winston-Salem, NC) Joined: December 25th, 2004 Posts: 87 | It's out! LOL Now to do a major overhaul of my computer to play this baby! |
RogMan74569 From: (Winston-Salem, NC) Joined: December 25th, 2004 Posts: 87 | darnit, hit the submit button prematurely...
Sorry for the second post . The textures are perfect! Captain Russel, you've outdone yourself here, and I hope you continue to make BC more exciting |
sanderrodijk From: (Breda) Joined: September 25th, 2005 Posts: 5 |
why dont make it an self installment |
sanderrodijk From: (Breda) Joined: September 25th, 2005 Posts: 5 | doesnt work |
Joelteon7 From: (England, London) Joined: November 11th, 2004 Posts: 1533 | Whilst I'm not saying the quality will be poor..those system specs are...well...dreamable to some. |
CaptainCook Joined: May 1st, 2005 Posts: 369 | Actually you people should be able to get by on a 128MB graphics card for this mod, but it'll have to be a really good one - at least a Radeon 9800PRO; for the battles later in-game, what can I say? They'll make almost any graphics card blow up. |
Danny (Staff) From: (Canterbury, Kent) Joined: July 11th, 2002 Posts: 991 | They can easily run on lower than those minimum specs, no offence . These should run fine on a geforce 4 and above easily or equivalent.
Edit - Nevermind, lol, i should have waited to post that |
CaptainCook Joined: May 1st, 2005 Posts: 369 | Oh I forgot about that refitted Section 31 Sovereign-class in the screenshots - Meteroafallen you deserve credit for the original idea and texture design of such Sovereign-class starships; I didn't remember having said that I would not release this vessel. |
covkarlos From: (coventry) Joined: April 26th, 2005 Posts: 14 | sorry to say this but i got the black screen of death wen i installed i followed the instructions to the letterhas n e body else had problems or just me lol mod looks really great btw cant wait to get it working |
Northern_Rogue From: (East Anglia) Joined: August 29th, 2005 Posts: 34 | I would download this mod but my system would not cope very well at all, I've only got an AMD1600 with 512 RAM and 128MB ATI Radeon 9200SE so it would crunch real bad. |
Nasty_Ashman From: Joined: March 23rd, 2004 Posts: 124 | Can this go over the Kobyashi Maru mod? |
PiperTheGreat From: (County Durham) Joined: March 18th, 2004 Posts: 217 | I've got an Nvidia GeForce 4 and can run almost anything you throw at it, and it's only 64 MB. Havn't downloaded yet but probably will |
CaptainCook Joined: May 1st, 2005 Posts: 369 | If you got the black screen then you didn't follow the installation instructions; also you should delete the PYC files entitled "Foundation" and "FoundationMenu" if they exist before you run the game after installing the mod - Foundation Triggers and the SDT will cause lots of problems if this isn't done; you should also delete any PYC files out of "scripts/Custom/Autoload". |
crappyboy Joined: April 5th, 2003 Posts: 113 | Please, PLEASE automate the installer more by final release!!! |
Lord_Stig Joined: May 18th, 2005 Posts: 9 | Is there any way to make this work with NanoFX? |
Satan144 From: Joined: June 3rd, 2003 Posts: 2 | Those specs are to high it runs just fine on my PC when i have about 20 ships ingame even with 6X FSAA, 16X FSAF at 1280x1024.
Athlon64 3000+
Radeon 9600XT 256MB |
CaptainCook Joined: May 1st, 2005 Posts: 369 | This mod will work with NanoFX but I discourage it because NanoFX screws up the single-player game, which this mod centers around. |
JasonJaneway Joined: April 27th, 2003 Posts: 69 | i followed the installation instructions to the letter however the single player will only work for some reason my quickbattle won't work at all, all i get is a black screen |
CaptainCook Joined: May 1st, 2005 Posts: 369 | Go to the BC Universe forums and under tech support there's a topic about any glitches with this mod - you also need to give me a console report via Testmode diagnostic when you post there - I assume you know what Testmode is. |
wole04 From: Joined: March 22nd, 2005 Posts: 36 | The huge installation procedure is kinda like a big turn off, and all this installation problems i'm readin here adds to it.
Pls Pls Pls can u make the final release and automated installer like the V1, that way, there's no way to screw it up.
Just the CG sov in this one makes it really worth it. |
BMAN100 From: (Ontario) Joined: March 6th, 2005 Posts: 68 | something tells me i'll have to over haul my comp big time, with an amd athlon 64 FX I think lol and I think a few people would agree with me lol |
BMAN100 From: (Ontario) Joined: March 6th, 2005 Posts: 68 | as I was about to type, why doesn't someone make a tmp era super mod? I mean it would be cool no? starting out an a consstitution class you get the idea? anyway enough said .
signed
B-MAN! |
CaptainCook Joined: May 1st, 2005 Posts: 369 | Sure - start as a Constitution-class Refit, and then get an Excelsior-class! I could actually do that without much difficulty, but I won't since the TNG-era dialogue would make the modification moronic. |
BMAN100 From: (Ontario) Joined: March 6th, 2005 Posts: 68 | lol but hey from small beginnings eh? |
vulcan1 Joined: December 17th, 2002 Posts: 8 | I really love this mod... for single player... I have 2 things: 1 is a bug... the other is a question :
1) the bug... I noticed that some ships are not showing up in the targeting icons... on the upper left, mainly the Sovereign... there are others... can't remember what ships .
2) is it possible to replace the Federation Starbase with the Federation Starbase repalcement v2?
Also I notices that when you're at the FedStarbase real crappy FPS and I have a 2.8ghz computer and a Nvidia Geforce 6800 GT OC graphics card. Can this be fixed? That is really annoying/// but a minor issue....... but overall this mod..... |
CaptainCook Joined: May 1st, 2005 Posts: 369 | PLEASE CONSULT THE BC UNIVERSE FORUMS UNDER TECHNICAL SUPPORT!!!!!!!!!!!!!!!!!!!!!!!!!!!! |
the_handsome_geek From: Joined: December 21st, 2004 Posts: 78 | 
YES!!! Love this mod!!! ONLY ONE COULD GET WORKING, KM KEPT TWEAKING ON ME!!!
V2. YAYZ
Dling now
Thanks!!
9/10. |
JanMike34 Joined: April 21st, 2004 Posts: 881 | My Deflector is gray along with some parts of some of the ships, but I I forgot to do the TGL's part of installation, so thats probably the problem 
Anywho, my computer handles it and everything looks very good! |
AbU5e Joined: November 21st, 2003 Posts: 102 | This is a fantastic mod.....but.... it completely ruins the *game*.
You realy need to sort out ship balance - BC is a game, as such it should be fun to play.
A Defiant being capable of destroying any other federation ship in a single salvo is just plain ridicullous.
Infact, alot of ships carry enough firepower to destroy pretty much every other ship in just a single salvo.
Forget the 'real' 'cannon' 'facts' - and make this mod into a game worth playing (rather than just taking pretty screenshots in) |
CaptainCook Joined: May 1st, 2005 Posts: 369 | Yeah the Defiant's firepower is a little bit excessive; however I don't see any problems with the other ships - please spare me your complaining - I don't want to hear it; if you've got a problem with the Defiant's firepower, fix it yourself; if you know what you're doing then it shouldn't take more than 2 minutes to adjust. . . . |
AbU5e Joined: November 21st, 2003 Posts: 102 | It is intended as constructive criticism.
From a gameplay point of view no ship should carry enough firepower to destroy (or fundamentally) cripple an opposing identical ship in just a single salvo.
This problem is evident with many (if not all) of the ships.
The changes to the torpedo's dmg, speed and accuracy remove all skill from the weapon - and as 80% of the firepower of federation ships is due to the torpedo's, it makes for very short and very dull battles.
No more targetting sub-systems, no more aiming your torpedoes, no more evasive maneuvers, invariably you just sit there hammering fire.
And please, don't sit there and say 'fix it yourself, its a 2 minute job'
Balancing 30+ ships so they accurately depict the relative strengths as shown in the films & series is a huge job - months of work.
If you managed to do this; it would turn a short-lived mildly interesting mod into a mod I would play heavily for a long time to come.
Quote: a little bit excessive
I'd say - Best I've done with the Defiant is 14 Ambassadors in around 4 minutes. |
godborg Joined: December 11th, 2005 Posts: 1 | At first: Great mod ! One questition - Is it possible to play the additional ships in multiplayer ? |
CaptainCook Joined: May 1st, 2005 Posts: 369 | I don't know about multiplayer - I don't play multi-player games. |
Dariat Joined: September 6th, 2005 Posts: 113 | i followd the instuctions as far as possible, but there are no foundation.PYC files but .PY, i deleted them but got a black screen on starting the game?!
can anyone tell me what i've done wrong? |
CaptainCook Joined: May 1st, 2005 Posts: 369 | YOU DON'T DELETE "PY" FILES!!!!!!!!!!! ONLY "PYC"!!!!!!!!!!!!!
please try to avoid posting in all caps... thx... - jb76 |
Mtheumer Joined: August 31st, 2003 Posts: 5 | I was really interested in this MOD and Kobiashi Maru, but the system specs, the obvious difficulty in installing, and the growing lack of patience from the creator have really turned me off. You are really talented Captaincook and you have created a really great MOD, it's just a shame most of use arent wealthy enough to afford a PC that can run it. |
Dariat Joined: September 6th, 2005 Posts: 113 | my god sorry i deleted a .py file just because there was no .pyc files sorry forgive me please lol. so you say don't delet any pyc files, that means i can't delete the foundation.py and foundationmenu.py because there are none. I'll try but please forgive me my un-knowledge of those important information! |
Dariat Joined: September 6th, 2005 Posts: 113 | ah sorry forgive me 3times, first for double posting, second for changing the extensions and third for changing them again tried to type fast and then i mixed them up again please don't shout at me im just a little boy who put a c at the wrong place so don't kill me! thank you! |
Dariat Joined: September 6th, 2005 Posts: 113 | sry but i want to know why i have to delete files that do no exist in the whole bridgecommander directory! i installed the BCMP and BCMI into the folder but the foundation.PYC and foundationmenu.PYC aren't there?! whywhywhy? will the game run without deleting them? why should they be there? any idea why they aren't there?! and excuse me for spamming those comments but i want to play this mod i donwloaded for 30minutes! |
CaptainCook Joined: May 1st, 2005 Posts: 369 | If they don'e exist then don't worry about it. |
JimmyB76 From: (Rhode Island) Joined: September 18th, 2002 Posts: 579 | pyc's are otherwise created upon playing, i.e. fire up the game and exit, they will be there to then proceed... so please follow the directions verbatum for this mod to work...
and please from here on out direct any technically-related issues to the forums and not in this comment's section... |
CBA2 From: Joined: December 23rd, 2005 Posts: 110 | Mate u've done a really good job here but i gotta bring 3 things to ur attetion. A) most gamers can't afford the high-spec systems that you and i have , prehaps you should produce a version that isn't so intense on your avergie middle of the range CPU B) the instillation instructions are so complicated that even your averidge software geek can't do it let alone joe-blogs gamer out there ,again prehaps you should try using an auto-installer . Having said all that it's still a great mod but beware alot of people will use the kobayshu maru pack and install ships using BCMI and BCMP and u will not get alot of the credit u diserve. Finnally could u release as a pack prehaps all the ships included in the mod so its easier for other people to a) install them seperately and B modify them.
all tht said still agreat mod look foward to the next installment |
CaptainCook Joined: May 1st, 2005 Posts: 369 | My knowledge of EXE creators is minimal - what exactly is an auto-installer? I have Install Creator - is it possible to make an install delete unwanted files automatically? If so, tell me how please!!! |
daperson Joined: August 1st, 2005 Posts: 21 | why is this version 100 meg smaller in file size than the other one? |
Slateman Joined: August 8th, 2002 Posts: 50 | Darn good 
Pros: Great models all put into one mod. Smooth installation.
Cons: Federation ships way too overpowered. Not the biggest fan of the torpedoes. Also, I'd like to see more ships for other species. No Dominion forces? Finally, no shuttle launching framework
8/10 |
commanderretrogame Joined: March 6th, 2006 Posts: 1 | I agree, the procedure is a bit complicated to set this thing up.
Suggestion for your next version: create a batch file or set of batch files that make all of the necessary adjustments for the end user. (i.e. deleting directories, copying files, etc.) It doesn't have to be rocket science to install the thing, just some good old DOS commands should get the job done |
KOPRajs Joined: March 20th, 2005 Posts: 7 | Great mod of course, but is it possible to make it work with Fed. starbase replacement 2.0?
I've tried it myself and it almost worked, but there were some "flying and blinking rectangles" above the station... I didn't manage to remove them...
And about the firepower... maybe "let's say double" the hull and shields on all objects in the game would help... |
KOPRajs Joined: March 20th, 2005 Posts: 7 | Never mind I've got it working... the last problem with the federation station is
in episode 3 mission 1... due to different orientation of space doors in the station you can't undock... this will need the EP3M1 script to be fixed(changed)... |
CaptainCook Joined: May 1st, 2005 Posts: 369 | Yes I tried to use the starbase replacement V2.0 for this mod - I even rotated the starbase to the correct position in the game world but things were really screwy - sometimes the Sovereign would wobble before it undocked or it would crash into stuff - also the scale of that starbase is different so Kiska won't allow you to warp right after undocking - you'll have to fly several more kilometers after undocking because she'll say you're still in the starbase.
Perhaps V3.0 will have the V2.0 scripted in. |
CaptainCook Joined: May 1st, 2005 Posts: 369 | Resize the screenshots then.
Version 3 of this mod is also going to have my new Nebula-class in it.
-CR |
SuperSmeg (Staff) From: (Bracknell) Joined: April 18th, 2005 Posts: 2072 | So, if I understand the readme correctly, this pack will replace the stock ships in the game with the latest models, let you play the SP campain with the updated models with all registeries and HPs working properly for each ship and there will be no chance of the game crashing?!? If Im right, wake me up from my recenlty excitement endused coma and tell me please. |
Trekologist From: (Las Vegas, Nevada) Joined: August 7th, 2006 Posts: 65 | What's that Nebula going to look like? |
Prometheus16 From: (Calgary Alberta) Joined: January 5th, 2006 Posts: 355 | i love the whole thing, except i think it needs more cannon ships, like excelsior and miranda class, and maybe some dominion. other than that, 100000000/10
keep up the amazing work |
CaptainCook Joined: May 1st, 2005 Posts: 369 | It's the CR Nebula that I did a while back only with better canon registries and a new "Bonchune" variant (just the weapons pod variant with the outer 3 rings of saucer windows included) and several more named vessels; I've also gone back over all of the CR Nebula meshes and freed them of all smoothing errors or other mesh errors, so these should be close to perfect for a CGI/canon amalgam.
-CR |
BMAN100 From: (Ontario) Joined: March 6th, 2005 Posts: 68 | would a AMD turion at 2.0 GHZ be enough? |
CaptainCook Joined: May 1st, 2005 Posts: 369 | It probably would; your graphics card is the most important thing for running this mod, especially with the new BC Super Mod V3.0, which will be out in a month or so. In the meantime you will be able to enjoy my new-and-improved Galaxy kitbashes and a CR Nebula expansion pack that includes 3 new variants.
-CR |
domicron Joined: January 15th, 2005 Posts: 1 | Gotta agree with a prior poster here. Looks great, nice selection, but ships are all too powerful. No chance to maneuver or jockey position when you are wiped out by the first barage.
Could be really great if you toned it down a bit. |
The_J From: (Pomona Mo) Joined: June 20th, 2006 Posts: 3 | Very nice, very clean D/L now |
CaptainCook Joined: May 1st, 2005 Posts: 369 | #57 stop whining
#58 be sure to followt the installation instructions very carefully
-CR |
FURY_UK From: Joined: February 7th, 2007 Posts: 1 | Very Nice, I must congratulate you on all your hard work on maintaining the essence of Star Trek in your designs. The models look and handle great. I have never finished the actual game, I lost my patience on one of levels and threw my mouse at the cat (ironic!). I normally just play the QuickBattle mode (that way the cat is safe!). I have tried many mods in the past but this is the best looking, complete ship package i've seen. I did not want to come on and criticise your efforts but was wondering if you would be balancing the ships differently in your next version? Star Trek to me has always been more exciting when you have prolonged battles and can blow away chunks of your enemy ship. Also, I would like to take in the splender of your ship designs longer during a battle.
Your instructions for installing the Mod were very clear, the only difficulty I had was remembering how to use the Mod installer ( cutting and pasting your TGLs into the mod folder, then clicking update TGLs)
My computer crashed because of the resolution, and i think i saw a wisp of smoke come out the back!!! Always a good sign 
Star Trek - the way Star Trek should be !!!
Regards
Fury |
Celestial_Kitten From: Joined: July 5th, 2006 Posts: 641 | Not whining, just saying your mod sucks
Constructive criticism? Pfft.. lol. |
swaaye Joined: October 25th, 2007 Posts: 3 | I've been hoping to find a mod like this, that adds bunches of the great separate mods to the game all at once. It is otherwise very tough to get it all working right, and I never could figure out how to get single player to work with them. This supermod overhauls just about everything. It's like a new game and ships look like studio models now. I really like the re-done bridges too. Incredible stuff has been made for BC over the years!
However, I too must say that the new ships are out of balance. For example, in the early mission where you go to answer a Cardassian distress signal and get attacked by a Rom Warbird, I get trashed almost immediately by the first volley when they decloak. Even with 125% shields. I finally managed to beat it after 4 tries, by setting evade immediately. But after that, I just melted the Warbird down like scrap metal in a few minutes. Basically, whoever gets the first shots to hit, wins.
Then in the next mission with the Ferengi smuggler and Cardies, I can't defend the Ferengi at all when the Cardies come back. Before I can even attack one of the Cardies, they blow up the Marauder. Maybe it can be done in some way. Don't know yet.
Ships are just too powerful and weak at the same time. All the extra canon weapons hardpoints allow massive damage to be quicky administered (hehe), but the shields and hull aren't properly balanced to match it. I think a doubling of shield strength would do the trick. Hull should be weak, but shields should take more punishment than they do.
This balance issue wouldn't be nearly as annoying if the game had a proper save mechanism. It's insane to replay 5-10 mins of corny cutscenes just to try again..... But hey, that's Totally Games' stupid game design and is out of your hands I imagine... |
stkiller From: (california) Joined: April 17th, 2007 Posts: 244 | ugh, there is no simple helper or simpler way to do this......................... |
CaptainCook Joined: May 1st, 2005 Posts: 369 | Don't waste time downloading this crap when you can get V3.0!!!!!!!!!!!!!!!!!!!!!
-CR |
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