Vulcan Full Race Vulcan Full Race

(13 votes)
dan1025, 2008-12-07

It's not every day we get full race mods. I've always liked full race mods far better than total conversions. They're easier to put into a personal build and they're often a lot more fun to work with, especially as a modder. There's so many things that happen all at once with a total conversion that it's often hard to see just how much work it took to make the little details come together.

It took well over a year for this one to come together. Dan1025 has kept us waiting and waiting in the forums for news of this mod, and now that it's here, it's proving to be well worth the wait. New weapon textures, special weapons, fully functional ship .SODs with Borg textures and lightmaps, wireframes and buttons for everything, an all-new GUI.... even specific SOUND events for the various ships and stations! You couldn't ask for better.

A download would be the.... logical choice.

Cool


Thats right it's finally here, after a year in development, I present my full Vulcan Race Mod. This mod contains all the files needed to add the Vulcans to your game as a fully playable race.

Included in this mod are:

AI files
SOD files
GUI
Ship textures
Borg textures
Weapon textures
Build buttons
Special weapon buttons
Ship ODFs
Station ODFs
Weapon ODFs
Special weapon ODFs
Wireframes
Admirals Log pictures
Sounds

***************************************************************************************************************************************************************

Installation Instructions - Due to the scale of this mod these are quite extensive, so I ask you to please follow these instructions VERY carefully.

1. Place the sod files into the Activision/Star Trek Armada II/SOD folder.

2. Place the AIP files into the Activision/Star Trek Armada II/AI/AIPs folder.

3. Place all files found in the RGB folder into the Activision/Star Trek Armada II/Textures/RGB folder.

4. Place the file in the misc folder into the Activision/Star Trek Armada II/misc folder.

5. Place the file in the sprites folder into the Activision/Star Trek Armada II/sprites folder.

6. Place the bitmap images found in the ShipImages folder into the Activision/Star Trek Armada II/bitmaps/AdmiralsLog/ShipImages folder.

7. Place the files found in the sounds/voiceover/ingame folder into the Activision/Star Trek Armada II/sounds/voiceover/ingame folder. Before you ask no there are not a load of sound files

missing, there are so few in the folder because the majority of the Vulcan units use various stock sounds that work well as Vulcan voices, so they should already be in your game.

8. Place the ODF files found in the odf/ships folder into the Activision/Star Trek Armada II/odf/ships folder.

9. Place the ODF files found in the odf/stations folder into the Activision/Star Trek Armada II/odf/stations folder.

10. Place the ODF files found in the phasers folder into the Activision/Star Trek Armada II/odf/weapons/phasers folder.

11. Place the ODF files found in the photons folder into the Activision/Star Trek Armada II/odf/weapons/photons folder.

12. Place the ODF files found in the pulse folder into the Activision/Star Trek Armada II/odf/weapons/pulse folder.

13. Place the ODF files found in the special_weapons folder into the Activision/Star Trek Armada II/odf/special_weapons folder.

14. Place the ODF files found in the other folder into the Activision/Star Trek Armada II/odf/other folder. - Note that if you have already modded other races into your game you will need to open

the "races.odf" file from this mod and paste the vulcan line into your own version, ensuring to adjust the race numbers accordingly.

15. Place the "events" file in the mods main directory into your game directory Activision/Star Trek Armada II, ensuring to click yes when the computer asks you to replace the original file - Note that this will override the events file already in your game directory, if you have made any changes to the file that you do not wish to loose you will need to open the version included in the mod

(using notepad) and copy/cut and paste all of the entries containing the word "vulcan" (can be found via the find function in notepad) into thier corresponding locations in your "events" file.

16. Locate the file named "gui_global.spr" found in the Activision/Star Trek Armada II/Sprites folder and open it (use notepad).

Search for where it says:

"alien build buttons"

and underneath where it says:

"b_zentity gbzships 0 0 64 64"

Leave a line and add:

# Vulcan build buttons
@reference=64
@tmaterial=default

b_vbase GBvbase 0 0 64 64
b_vmining GBvmining 0 0 64 64
b_vyard GBvyard 0 0 64 64
b_vyard2 GBvyard2 0 0 64 64
b_vresear GBvresear 0 0 64 64
b_vresear2 GBvresear2 0 0 64 64
b_vturret GBvturret 0 0 64 64
b_vturret2 GBvturret2 0 0 64 64
b_vsensor GBvsensor 0 0 64 64
b_vorbital GBvorbital 0 0 64 64
b_vplasmk1 GBvplasmk1 0 0 64 64
b_vplasmk2 GBvplasmk2 0 0 64 64
b_vkaran GBvkaran 0 0 64 64
b_vsonyr GBvsonyr 0 0 64 64
b_vktra GBvktra 0 0 64 64
b_vminta GBvminta 0 0 64 64
b_vsotek GBvsotek 0 0 64 64
b_vsrol GBvsrol 0 0 64 64
b_vtmir GBvtmir 0 0 64 64
b_vsormir GBvsormir 0 0 64 64
b_vtran GBvtran 0 0 64 64
b_vtran2 GBvtran2 0 0 64 64
b_vtorrol GBvtorrol 0 0 64 64
b_vtaurik GBvtaurik 0 0 64 64
b_vmirres GBvmirres 0 0 64 64
b_vvreenak GBvvreenak 0 0 64 64
b_vvultres GBvvultres 0 0 64 64
b_vconst GBvconst 0 0 64 64
b_vfreight GBvfreight 0 0 64 64
b_vrepair GBvrepair 0 0 64 64
b_vpod1 GBvpod1 0 0 64 64
b_vpod2 GBvpod2 0 0 64 64
b_vpod3 GBvpod3 0 0 64 64
b_vpod4 GBvpod4 0 0 64 64
b_vpod5 GBvpod5 0 0 64 64
b_vpod6 GBvpod6 0 0 64 64
b_gvtachyon_pod GBvtachyon_pod 0 0 64 64
b_gvcloak_pod GBvcloak_pod 0 0 64 64
b_gvtransmit_pod GBvtransmit_pod 0 0 64 64
b_gvmines_pod GBvmines_pod 0 0 64 64
b_gvhunter_pod GBvhunter_pod 0 0 64 64
b_gvenginc_pod GBvenginc_pod 0 0 64 64
b_gvshieldenh_pod GBvshieldenh_pod 0 0 64 64
b_gvsendis_pod GBvsendis_pod 0 0 64 64
b_gvpsyblst_pod GBvpsyblst_pod 0 0 64 64
b_gvrepcrew_pod GBvrepcrew_pod 0 0 64 64
b_gvhilaunch_pod GBvhilaunch_pod 0 0 64 64
b_gvprecise_pod GBvprecise_pod 0 0 64 64
b_gvplasma_pod GBvplasma_pod 0 0 64 64

Now search for where it says:

"8472 wireframes"

and underneath the last entry:

"8472_shipupgraderesearchw5 8472wireframe04 192 192 48 48"

Leave a line and add:

#Vulcan Wireframes

@reference=64
@tmaterial=interface

vplasmk1w1 WFvplasmk1 0 0 64 64
vplasmk1w2 WFvplasmk1 0 0 64 64
vplasmk1w3 WFvplasmk1 0 0 64 64
vplasmk1w4 WFvplasmk1 0 0 64 64
vplasmk1w5 WFvplasmk1 0 0 64 64

vplasmk2w1 WFvplasmk2 0 0 64 64
vplasmk2w2 WFvplasmk2 0 0 64 64
vplasmk2w3 WFvplasmk2 0 0 64 64
vplasmk2w4 WFvplasmk2 0 0 64 64
vplasmk2w5 WFvplasmk2 0 0 64 64

vkaranw1 WFvkaran 0 0 64 64
vkaranw2 WFvkaran 0 0 64 64
vkaranw3 WFvkaran 0 0 64 64
vkaranw4 WFvkaran 0 0 64 64
vkaranw5 WFvkaran 0 0 64 64

vsonyrw1 WFvsonyr 0 0 64 64
vsonyrw2 WFvsonyr 0 0 64 64
vsonyrw3 WFvsonyr 0 0 64 64
vsonyrw4 WFvsonyr 0 0 64 64
vsonyrw5 WFvsonyr 0 0 64 64

vktraw1 WFvktra 0 0 64 64
vktraw2 WFvktra 0 0 64 64
vktraw3 WFvktra 0 0 64 64
vktraw4 WFvktra 0 0 64 64
vktraw5 WFvktra 0 0 64 64

vsotekw1 WFvsotek 0 0 64 64
vsotekw2 WFvsotek 0 0 64 64
vsotekw3 WFvsotek 0 0 64 64
vsotekw4 WFvsotek 0 0 64 64
vsotekw5 WFvsotek 0 0 64 64

vmintaw1 WFvminta 0 0 64 64
vmintaw2 WFvminta 0 0 64 64
vmintaw3 WFvminta 0 0 64 64
vmintaw4 WFvminta 0 0 64 64
vmintaw5 WFvminta 0 0 64 64

vsrolw1 WFvsrol 0 0 64 64
vsrolw2 WFvsrol 0 0 64 64
vsrolw3 WFvsrol 0 0 64 64
vsrolw4 WFvsrol 0 0 64 64
vsrolw5 WFvsrol 0 0 64 64

vtmirw1 WFvtmir 0 0 64 64
vtmirw2 WFvtmir 0 0 64 64
vtmirw3 WFvtmir 0 0 64 64
vtmirw4 WFvtmir 0 0 64 64
vtmirw5 WFvtmir 0 0 64 64

vsormirw1 WFvsormir 0 0 64 64
vsormirw2 WFvsormir 0 0 64 64
vsormirw3 WFvsormir 0 0 64 64
vsormirw4 WFvsormir 0 0 64 64
vsormirw5 WFvsormir 0 0 64 64

vtranw1 WFvtran 0 0 64 64
vtranw2 WFvtran 0 0 64 64
vtranw3 WFvtran 0 0 64 64
vtranw4 WFvtran 0 0 64 64
vtranw5 WFvtran 0 0 64 64

vtran2w1 WFvtran2 0 0 64 64
vtran2w2 WFvtran2 0 0 64 64
vtran2w3 WFvtran2 0 0 64 64
vtran2w4 WFvtran2 0 0 64 64
vtran2w5 WFvtran2 0 0 64 64

vtaurikw1 WFvtaurik 0 0 64 64
vtaurikw2 WFvtaurik 0 0 64 64
vtaurikw3 WFvtaurik 0 0 64 64
vtaurikw4 WFvtaurik 0 0 64 64
vtaurikw5 WFvtaurik 0 0 64 64

vtorrolw1 WFvtorrol 0 0 64 64
vtorrolw2 WFvtorrol 0 0 64 64
vtorrolw3 WFvtorrol 0 0 64 64
vtorrolw4 WFvtorrol 0 0 64 64
vtorrolw5 WFvtorrol 0 0 64 64

vvreenakw1 WFvvreenak 0 0 64 64
vvreenakw2 WFvvreenak 0 0 64 64
vvreenakw3 WFvvreenak 0 0 64 64
vvreenakw4 WFvvreenak 0 0 64 64
vvreenakw5 WFvvreenak 0 0 64 64

vmirresw1 WFvmirres 0 0 64 64
vmirresw2 WFvmirres 0 0 64 64
vmirresw3 WFvmirres 0 0 64 64
vmirresw4 WFvmirres 0 0 64 64
vmirresw5 WFvmirres 0 0 64 64

vvultresw1 WFvvultres 0 0 64 64
vvultresw2 WFvvultres 0 0 64 64
vvultresw3 WFvvultres 0 0 64 64
vvultresw4 WFvvultres 0 0 64 64
vvultresw5 WFvvultres 0 0 64 64

vfreightw1 WFvfreight 0 0 64 64
vfreightw2 WFvfreight 0 0 64 64
vfreightw3 WFvfreight 0 0 64 64
vfreightw4 WFvfreight 0 0 64 64
vfreightw5 WFvfreight 0 0 64 64

vconstw1 WFvconst 0 0 64 64
vconstw2 WFvconst 0 0 64 64
vconstw3 WFvconst 0 0 64 64
vconstw4 WFvconst 0 0 64 64
vconstw5 WFvconst 0 0 64 64

vbasew1 WFvbase 0 0 64 64
vbasew2 WFvbase 0 0 64 64
vbasew3 WFvbase 0 0 64 64
vbasew4 WFvbase 0 0 64 64
vbasew5 WFvbase 0 0 64 64

vminingw1 WFvmining 0 0 64 64
vminingw2 WFvmining 0 0 64 64
vminingw3 WFvmining 0 0 64 64
vminingw4 WFvmining 0 0 64 64
vminingw5 WFvmining 0 0 64 64

vyardw1 WFvyard 0 0 64 64
vyardw2 WFvyard 0 0 64 64
vyardw3 WFvyard 0 0 64 64
vyardw4 WFvyard 0 0 64 64
vyardw5 WFvyard 0 0 64 64

vyard2w1 WFvyard2 0 0 64 64
vyard2w2 WFvyard2 0 0 64 64
vyard2w3 WFvyard2 0 0 64 64
vyard2w4 WFvyard2 0 0 64 64
vyard2w5 WFvyard2 0 0 64 64

vresearw1 WFvresear 0 0 64 64
vresearw2 WFvresear 0 0 64 64
vresearw3 WFvresear 0 0 64 64
vresearw4 WFvresear 0 0 64 64
vresearw5 WFvresear 0 0 64 64

vresear2w1 WFvresear2 0 0 64 64
vresear2w2 WFvresear2 0 0 64 64
vresear2w3 WFvresear2 0 0 64 64
vresear2w4 WFvresear2 0 0 64 64
vresear2w5 WFvresear2 0 0 64 64

vorbitalw1 WFvorbital 0 0 64 64
vorbitalw2 WFvorbital 0 0 64 64
vorbitalw3 WFvorbital 0 0 64 64
vorbitalw4 WFvorbital 0 0 64 64
vorbitalw5 WFvorbital 0 0 64 64

vturretw1 WFvturret 0 0 64 64
vturretw2 WFvturret 0 0 64 64
vturretw3 WFvturret 0 0 64 64
vturretw4 WFvturret 0 0 64 64
vturretw5 WFvturret 0 0 64 64

vturret2w1 WFvturret2 0 0 64 64
vturret2w2 WFvturret2 0 0 64 64
vturret2w3 WFvturret2 0 0 64 64
vturret2w4 WFvturret2 0 0 64 64
vturret2w5 WFvturret2 0 0 64 64

vsensorw1 WFvsensor 0 0 64 64
vsensorw2 WFvsensor 0 0 64 64
vsensorw3 WFvsensor 0 0 64 64
vsensorw4 WFvsensor 0 0 64 64
vsensorw5 WFvsensor 0 0 64 64

vrepairw1 WFvrepair 0 0 64 64
vrepairw2 WFvrepair 0 0 64 64
vrepairw3 WFvrepair 0 0 64 64
vrepairw4 WFvrepair 0 0 64 64
vrepairw5 WFvrepair 0 0 64 64

Now search for where it says:

"Special weapon buttons"

and underneath where it says:

"@reference=64"

add:

b_gvtachyon GBvtachyon_bar 0 0 64 64
b_gvcloak GBvcloak_bar 0 0 64 64
b_gvtransmit GBvtransmit_bar 0 0 64 64
b_gvmines GBvmines_bar 0 0 64 64
b_gvprobe GBvprobe_bar 0 0 64 64
b_gvhunter GBvhunter_bar 0 0 64 64
b_gvenginc GBvenginc_bar 0 0 64 64
b_gvshieldenh GBvshieldenh_bar 0 0 64 64
b_gvsendis GBvsendis_bar 0 0 64 64
b_gvpsyblst GBvpsyblst_bar 0 0 64 64
b_gvrepcrew GBvrepcrew_bar 0 0 64 64
b_gvecm GBvecm_bar 0 0 64 64
b_gvfighter GBvfighter_bar 0 0 64 64
b_gvhilaunch GBvhilaunch_bar 0 0 64 64
b_gvprecise GBvprecise_bar 0 0 64 64
b_gvplasma GBvplasma_bar 0 0 64 64
b_gvrepwav GBvrepwav_bar 0 0 64 64

Now search for where it says:

"species8472_icon"

And underneath it add:

vulcan_icon vguistu 0 0 64 64

Save and close the file.

17. Find the file named "tech1.tt" in the Activision/Star Trek Armada II/techtree folder and open it (use notepad).

Find where it says:

"SPECIES 8472 SPECIAL WEAPONS"

under the last entry:

"gresourceExtractionBeam.odf 0 // species 8472 resource extraction beam"

Leave a line and add:

// ***[ VULCAN SHIPS ]**********************
//

vplasmk1.odf 1 vbase.odf
vplasmk2.odf 1 vbase.odf
vkaran.odf 0
vsonyr.odf 1 vbase.odf
vktra.odf 4 vbase.odf vyard.odf vresear.odf vpod1.odf
vminta.odf 4 vbase.odf vyard.odf vresear.odf vpod1.odf
vsotek.odf 4 vbase.odf vyard.odf vresear.odf vpod1.odf
vsrol.odf 5 vbase.odf vyard.odf vresear.odf vpod1.odf vpod2.odf
vtmir.odf 5 vbase.odf vyard.odf vresear.odf vpod1.odf vpod2.odf
vsormir.odf 5 vbase.odf vyard.odf vresear.odf vpod1.odf vpod2.odf
vtran.odf 6 vbase.odf vyard2.odf vresear.odf vpod1.odf vpod2.odf vpod3.odf
vtran2.odf 6 vbase.odf vyard2.odf vresear.odf vpod1.odf vpod2.odf vpod3.odf
vtorrol.odf 7 vbase.odf vyard2.odf vresear.odf vpod1.odf vpod2.odf vpod3.odf vpod4.odf
vtaurik.odf 7 vbase.odf vyard2.odf vresear.odf vpod1.odf vpod2.odf vpod3.odf vpod4.odf
vmirres.odf 8 vbase.odf vyard2.odf vresear.odf vpod1.odf vpod2.odf vpod3.odf vpod4.odf vpod5.odf
vvreenak.odf 8 vbase.odf vyard2.odf vresear.odf vpod1.odf vpod2.odf vpod3.odf vpod4.odf vpod5.odf
vvultres.odf 9 vbase.odf vyard2.odf vresear.odf vpod1.odf vpod2.odf vpod3.odf vpod4.odf vpod5.odf vpod6.odf
vconst.odf 1 vbase.odf
vfreight.odf 2 vbase.odf vmining.odf
vrepair.odf 2 vbase.odf vresear.odf

// ***[ VULCAN STATIONS ]**********************
//

vbase.odf 0
vmining.odf 1 vbase.odf
vyard.odf 1 vbase.odf
vyard2.odf 3 vbase.odf vresear.odf vresear2.odf
vresear.odf 2 vbase.odf vyard.odf
vresear2.odf 3 vbase.odf vyard.odf vresear.odf
vturret.odf 2 vbase.odf vyard.odf
vturret2.odf 3 vbase.odf vresear.odf vresear2.odf
vsensor.odf 2 vbase.odf vresear.odf
vorbital.odf 2 vbase.odf vyard.odf
vpod1.odf 3 vbase.odf vyard.odf vresear.odf
vpod2.odf 4 vbase.odf vyard.odf vresear.odf vpod1.odf
vpod3.odf 5 vbase.odf vyard2.odf vresear.odf vpod1.odf vpod2.odf
vpod4.odf 6 vbase.odf vyard2.odf vresear.odf vpod1.odf vpod2.odf vpod3.odf
vpod5.odf 7 vbase.odf vyard2.odf vresear.odf vpod1.odf vpod2.odf vpod3.odf vpod4.odf
vpod6.odf 8 vbase.odf vyard2.odf vresear.odf vpod1.odf vpod2.odf vpod3.odf vpod4.odf vpod5.odf
gvtachyon_pod.odf 1 vresear2.odf // Tachyon Scanner
gvcloak_pod.odf 1 vresear2.odf // Temporary Cloak
gvtransmit_pod.odf 1 vresear2.odf // Covert Transmitter
gvmines_pod.odf 1 vresear2.odf // Plasma Mines
gvprobe_pod.odf 1 vresear2.odf // Sensor Probe
gvhunter_pod.odf 1 vresear2.odf // Hunter Torpedo
gvenginc_pod.odf 1 vresear2.odf // Impulse Overdrive
gvshieldenh_pod.odf 1 vresear2.odf // Harmonic Enforcement
gvsendis_pod.odf 1 vresear2.odf // Sensor Disruption
gvpsyblst_pod.odf 1 vresear2.odf // Psychonic Attack
gvrepcrew_pod.odf 1 vresear2.odf // Repair Crews
gvhilaunch_pod.odf 1 vresear2.odf // High Yield Warheads
gvprecise_pod.odf 1 vresear2.odf // Precision Targetting
gvplasma_pod.odf 1vresear2.odf // Focused Plasma Beam


// ***[ VULCAN SPECIAL WEAPONS ]**************
//

gvtachyon.odf 0 // Tachyon Scanner
gvcloak.odf 1 gvcloak_pod.odf // Temporary Cloak
gvtransmit.odf 1 gvtransmit_pod.odf // Covert Transmitter
gvmines.odf 1 gvmines_pod.odf // Plasma Mines
gvprobe.odf 0 // Sensor Probe
gvhunter.odf 1 gvhunter_pod.odf // Hunter Torpedo
gvenginc.odf 1 gvenginc_pod.odf // Impulse Overdrive
gvshieldenh.odf 1 gvshieldenh_pod.odf // Harmonic Enforcement
gvsendis.odf 1 gvsendis_pod.odf // Sensor Disruption
gvpsyblst.odf 1 gvpsyblst_pod.odf // Psychonic Attack
gvrepcrew.odf 1 gvrepcrew_pod.odf // Repair Crews
gvecm.odf 0 // ECM
gvfighter.odf 0 // Fighter Squadron
gvhilaunch.odf 1 gvhilaunch_pod.odf // High Yield Warheads
gvprecise.odf 1 gvprecise_pod.odf // Precision Targetting
gvplasma.odf 1 gvplasma_pod.odf // Focused Plasma Beam
gvrepwav.odf 0 // Power Transfer Wave

Save and close the file.

18. Find the file named "fulltech.tt" in the Activision/Star Trek Armada II/techtree folder and open it (use notepad).

At the top of the file add:

gvtachyon_pod.odf 0
gvcloak_pod.odf 0
gvtransmit_pod.odf 0
gvmines_pod.odf 0
gvprobe_pod.odf 0
gvhunter_pod.odf 0
gvenginc_pod.odf 0
gvshieldenh_pod.odf 0
gvsendis_pod.odf 0
gvpsyblst_pod.odf 0
gvrepcrew_pod.odf 0
gvhilaunch_pod.odf 0
gvprecise_pod.odf 0
gvplasma_pod.odf 0
gvtachyon.odf 0
gvcloak.odf 0
gvtransmit.odf 0
gvmines.odf 0
gvprobe.odf 0
gvhunter.odf 0
gvenginc.odf 0
gvshieldenh.odf 0
gvsendis.odf 0
gvpsyblst.odf 0
gvrepcrew.odf 0
gvecm.odf 0
gvfighter.odf 0
gvhilaunch.odf 0
gvprecise.odf 0
gvplasma.odf 0
gvrepwav.odf 0
vvultres.odf 0
vrepair.odf 0
vpod1.odf 0
vpod2.odf 0
vpod3.odf 0
vpod4.odf 0
vpod5.odf 0
vpod6.odf 0
vbase.odf 0
vmining.odf 0
vyard.odf 0
vyard2.odf 0
vresear.odf 0
vresear2.odf 0
vturret.odf 0
vturret2.odf 0
vsensor.odf 0
vorbital.odf 0
vplasmk1.odf 0
vplasmk2.odf 0
vkaran.odf 0
vsonyr.odf 0
vktra.odf 0
vminta.odf 0
vsotek.odf 0
vsrol.odf 0
vtmir.odf 0
vsormir.odf 0
vtran.odf 0
vtran2.odf 0
vtorrol.odf 0
vtaurik.odf 0
vmirres.odf 0
vvreenak.odf 0
vconst.odf 0
vfreight.odf 0

Save and close the file.

19. Locate the file named "weapon.spr" found in the Activision/Star Trek Armada II/Sprites folder and open it (use notepad).

Search for where it says:

"@reference=128

@tmaterial=additive"

And underneath that add:

# Vulcan Photon torpedo
wvphot wvphot 0 0 32 32 @anim=tex4x4

# Vulcan hunter torpedo
wvhuntorp wvhuntorp 0 0 32 32 @anim=tex4x4

# Vulcan Probe
vprobe vprobe 0 0 64 64 @anim=tex2x2

# Vulcan Phaser Flare
vflare Xflarev 0 0 64 64 @anim=tex2x2

Now search for where it says:

"@reference= 256
@tmaterial=additive"

And underneath that add:

# Vulcan Phaser
vphaser wvulphas 0 0 256 64 @anim=tex1x4

# Vulcan Pulse phaser
vpulse wvpul 0 0 256 64 @anim=tex1x1

Save and close the file.

That should be all you need to get the Vulcans to work in your game :)

***************************************************************************************************************************************************************

Credits:

All combat ships - Atolm
Main texture - Atolm
MkI Plasma Drone - Achilles model (retextured)
MkII Plasma Drone - Achilles model (kibashed & retextured)
Work Bee - Achilles model (kitbashed)
Repair Drone - Achilles model (kitbashed & retextured)
Starbase - Achilles model (kibashed & retextured)
Mining Station - Major A Payne model (retextured)
Shipyards - FahreS models (retextured)
Research Stations - Achilles models (retextured & 1 kitbashed)
Turrets & Sensor Array - Achilles models (retextured)
Orbital Mining Station - Achilles model (kitbashed)
Phaser texture - Achilles
Torpedo texture - Achilles
Pulse texture - Elavatormusic
Phaser Flare texture - Elavatormusic
GUI - Elavatormusic
Special weapon buttons - MaP
Plasma Mine texture - Achilles (altered metathran texture)
Plasma Mine model - Achilles
Hunter Torpedo Texture - MaP
Repair Drone "Voice" - Ultimate Dragon

*STOCK MATERIAL USED*

Freighter model
Construction Ship model
Voices

Thanks:

To all those who posted advice, support and comments on the mods forum thread (http://forums.filefront.com/st-a2-modding-editing/340724-vulcan-mod.html) - I cannot thank you all enough!

Without all of you this mod would never have gotten this far :)

A big thanks to Activision for releasing this game and giving us all something fun to mod and improve upon.

If you'd like to use the Vulcan race or a part of it in something you'd like to release, please check the credit section above to know who you need to contact or credit for whatever you want to use.

For more details you can always email me at:

dan_ocean@hotmail.co.uk

Hope you enjoy the mod! :)

Version  1.0  Author  dan1025  Website   
Downloads  354  Size  8.58 MB  Created  2008-12-07 

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Comments  

#21 apoclaydon 2008-12-08 01:40
the crash is a result to the instant action slot number in the race odf. to sort check all your race odfs then cange the vulcan odf instant action slot so it follows after (which means for a install with no other race mods this needs to be 6
#22 Firestorm603 2008-12-08 07:43
I have a problem with instant action, but not the CTD. (I always change the slot no. anyway, first thing I do.) The loadup screen appears, but the game doesn't load up. The bar just sits there. After 15 minutes and no movement, I deduced that something is worng. Any ideas?
#23 STGamerNew2002 2008-12-08 08:33
OK< again thank you for the 'race.odf' file suggestion, but as stated earlier. I have 14 listed odf of races here and Vulcan race falls as '#12' on my list. I did the changes and still it crashes....it got to be something going on that we may not EXACTLY HITTIN(yet). :P


numberOfRaces = 14

race0 = "borg.odf"

race1 = "fed.odf"

race2 = "kling.odf"

race3 = "rom.odf"

race4 = "card.odf"

race5 = "ferengi.odf"

race6 = "dominion.odf"

race7 = "reman.odf"

race8 = "breen.odf"

race9 = "tempimp.odf"

race10 = "species8472.odf"

race11 = "vulcan.odf"

race12 = "deltaquad.odf"

// this one is 'uninhabited' for planets

race13 = "norace.odf"
#24 ameba 2008-12-08 09:57
maybe a bug forum would be a better place for this. dan, would you please open one?
#25 dan1025 2008-12-08 10:44
Done, please post any errors you find in this thread:

forums.filefront.com/st-a2-modding-editing/387245-vulcan-mod-bug-thread.html#post4715746


Thanks.

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