MVAM Mod by Thun MVAM Mod by Thun

(9 votes)
Thun, 2008-02-10

Ah, the Prometheus class starship..... since "Message In a Bottle", no ship has been more talked about in Trek, or more controversial. A powerful warship capable of multi-vector assault mode (MVAM for short), this vessel comprises a new and potentially more effective strategy for Starfleet defense than the "run away! RUN AWAY!" separation model sported aboard the Galaxy class starship.

You can safely rank me among the Not A Fan school of thought. Even with the numerous redundant systems present in the Prometheus class, and the apparent quality of the design (the vessel is seen three times in Trek --once as the star of the show, once at the end of Voyager, and once in the distant future battling alongside the Enterprise-J against the Sphere Builders in 'Azati Prime' [ENT] ), I don't understand the point of it. Give me a Sovereign any day, or a pack of Steamrunners, before I'll trust my security to a ship whose strength comes from its ability to fight divided from itself.

Still, for completeness sake, Armada II in its limited design lacked for a properly endowed Prometheus. For a long, long time, MVAM has been the holy grail of A2 modders. The previous efforts --by Gonwee and Bombomadil, among others-- were, for their time, brilliant workarounds and expert scripting. The recent FleetOps Upgrade Patch for Armada II has given us the ability to fulfill the original intention of the writers who came up with the concept of the Prometheus class.... and here, while not the only one of its kind, is new work on this very old problem in A2.

Nice MVAM mod by Thun --bringing the Prometheus class one step class to its full realization. Complete with new sounds, wireframes, and custom special weapons. Deemon's model is the one used here, with a new texture and lightmaps! This one's worth downloading just for that. Aside from Ash's model, there's none that even come close in terms of quality.

You've followed the progress of this one in the forums. Get this one today.

And hopefully this'll be the last word on MVAM. (If I never hear anyone rave about MVAM again, I may just die happy.) Wink

Cool


***********************************************************
Prometheus MVAM MOD BY THUN v1.0 (Release One)
Feb, 2008
***********************************************************

!!!IF YOU ONLY READ ONE PART OF THIS FILE LET IT BE THE INSTALLATION INSTRUCTIONS!!!

With the release of the new Armada Update Project File, I could not resist
the urge to put up a mod for the Prometheus' MVAM. Now, I realized that
there will probably be a couple more versions of the Mod by other people, but
please download them all and pick one that you like. They are all different.

This is release One, I am working on getting some higher poly models from Bridge Commander
or Legacy for those with beefier systems. Look for this upcoming version soon ;)

***********************************************************
I. FEATURES
***********************************************************

- Prometheus Class with MVAM, no funky processes, no difficult coding, just click and done! :)
- New Textures: I am using Deemon's exquisite models, but I thought the original texture
was too purple for my taste (Excellent nontheless) so I re-made. Also the "split"
Prometheus parts now have high-res textures which were different from the "whole" ship.
- New Lightmaps: deemon's model had them, but not the others. I have updated Deemon's a liitle
bit, nad re-made new ones for the Sections.
- New Wireframe
- Custom Build and Special Weapons buttons
- Custom Sounds: YES! I actually ran a recording session with unique sounds for the ship, in
total the new Prrometheus has more sounds that the vainilla Enterprise! Sorry Patrick!
Please realize that this is my first sound project. If you dislike the sounds, included
is a non-custom sound version.

***********************************************************
II. REQUIREMENTS (Yes we have those)
***********************************************************

- Star Trek: Armada II by Activision (R)
- Latest Official Armada Patch
- Star Trek Armada II Patch Project version 1.2.5 or higher (By the folks at FleetOps)

***********************************************************
III. INSTALLATION
***********************************************************

WARNING: THIS MOD UTILIZES FILES FROM THE ORIGINAL ARMADA THAT IF MODIFIED COULD AFFECT
THIS MOD'S PERFORMANCE. THE PROMETHEUS USES STOCK ARMADA WEAPONS, IF THOSE ARE MODIFIED
THIS MOD WILL USE THE NEW VALUES AND CAUSE SOME BALANCING ISSUES!!!

===WITH NO MODS (USE CUSTOM SOUNDS)===
This is for people with vainilla, or an unmodded Armada II.

- Copy all the files and directories into the Armada II Main Folder (except the "NO SOUNDS"
folder), usually located at:

C:Program FilesActivisionStar Trek Armada II

===WITH NO MODS (DON'T USE CUSTOM SOUNDS)===
This is also for people with vainilla, or an unmodded Armada II who don't want the new sounds.

- Copy all the files and directories into the Armada II Main Folder EXCEPT: The sounds folder,
odf folder, and the "Events.DAT" file.
- Copy the odf folder inside the "NO SOUNDS" folder to the Main Armada II directory

===WITH MODS===
You modders should know what to do, but...

- Copy the Bitmaps, SOD, and textures folder.
- Copy the ships and special_weapons subfolder in the mod's odf folder.
- Add "fprom" to your prefered construction yard (Default is fyard2.odf)
- Copy these lines into "tech1.tt"

fprom.odf 2 fyard2.odf fupgrade.odf:
fpromalpha.odf 0
fprombeta.odf 0
fpromgamma.odf 0

promint.odf 0
mvam.odf 0

- Copy these lines into "fulltech.tt":

fprom.odf 0
fpromalpha.odf 0
fprombeta.odf 0
fpromgamma.odf 0

promint.odf 0
mvam.odf 0

- Add this line to "gui_global.spr" under the federation ships under "@reference=64":

b_fprom gbfprom 0 0 64 64

- Add this line to "gui_global.spr" under the special weapons:

b_mvam gbmvam 0 0 64 64
b_promint gbpromint 0 0 64 64

- Add these lines to the wireframe section of "gui_global.spr"

fpromw1 promwire 0 0 48 48
fpromw2 promwire 48 0 48 48
fpromw3 promwire 96 0 48 48
fpromw4 promwire 144 0 48 48
fpromw5 promwire 192 0 48 48

fpromalphaw1 promwire 0 96 48 48
fpromalphaw2 promwire 48 96 48 48
fpromalphaw3 promwire 96 96 48 48
fpromalphaw4 promwire 144 96 48 48
fpromalphaw5 promwire 192 96 48 48

fprombetaw1 promwire 0 48 48 48
fprombetaw2 promwire 48 48 48 48
fprombetaw3 promwire 96 48 48 48
fprombetaw4 promwire 144 48 48 48
fprombetaw5 promwire 192 48 48 48

fpromgammaw1 promwire 0 144 48 48
fpromgammaw2 promwire 48 144 48 48
fpromgammaw3 promwire 96 144 48 48
fpromgammaw4 promwire 144 144 48 48
fpromgammaw5 promwire 192 144 48 48

- Add these lines to "Events.DAT". Ignore if you are NOT using the new sounds:

#Prometheus Sounds

PromAcknowledge{
Table
Sound <borg> "gvobor31.wav"
Sound <federation> "fpromack1.wav"
Sound <federation> "fpromack2.wav"
Sound <federation> "fpromack3.wav"
Sound <klingon> "gvokbs01.wav"
Sound <romulan> "gvorbs01.wav"
SoundPriority 2
}

PromSelect{
Table
Sound <federation> "fpromsel1.wav"
Sound <federation> "fpromsel2.wav"
Sound <federation> "fpromsel3.wav"
Sound <federation> "fpromack2.wav"
Sound <borg> "gvobor17.wav"
Sound <borg> "gvobor63.wav"
Sound <borg> "gvobor18.wav"
Sound <klingon> "gvokbs16.wav"
Sound <klingon> "gvokbs17.wav"
Sound <klingon> "gvokbs18.wav"
Sound <romulan> "gvorbs17.wav"
Sound <romulan> "gvorbs18.wav"
SoundPriority 2
}

PromAttack{
Table
Sound <federation> "fpromatk1.wav"
Sound <federation> "fpromatk2.wav"
Sound <federation> "fpromatk3.wav"
Sound <federation> "fpromatk4.wav"
Sound <federation> "fpromatk5.wav"
Sound <federation> "fpromred1.wav"
Sound <federation> "fpromred2.wav"
Sound <federation> "fpromyel1.wav"
Sound <borg> "gvobor10.wav"
Sound <borg> "gvobor45.wav"
Sound <borg> "gvobor08.wav"
Sound <klingon> "gvokbs06.wav"
Sound <klingon> "gvokbs07.wav"
Sound <klingon> "gvokbs08.wav"
Sound <romulan> "gvorbs06.wav"
Sound <romulan> "gvorbs07.wav"
Sound <romulan> "gvorbs08.wav"
SoundPriority 2
}

PromRedAlert{
Table
Sound <federation> "fpromred1.wav"
Sound <federation> "fpromred2.wav"
Sound <federation> "fpromred3.wav"
Sound <federation> "fpromyel1.wav"
SoundPriority 2
}

PromYellowAlert{
Table
Sound <federation> "fpromyel1.wav"
Sound <federation> "fpromyel2.wav"
Sound <federation> "fpromyel3.wav"
SoundPriority 2
}

PromGreenAlert{
Table
Sound <federation> "fpromgre1.wav"
Sound <federation> "fpromgre2.wav"
SoundPriority 2
}

PromStop{
Table
Sound <federation> "fpromack1.wav"
Sound <federation> "fpromstp1.wav"
Sound <borg> "gvobor21.wav"
Sound <klingon> "gvokbs21.wav"
Sound <romulan> "gvorbs21.wav"
SoundPriority 2
}

PromMove{
Table
Sound <federation> "fpromack1.wav"
Sound <federation> "fprommov1.wav"
Sound <federation> "fprommov2.wav"
Sound <federation> "fprommov3.wav"
Sound <borg> "gvobor11.wav"
Sound <borg> "gvobor12.wav"
Sound <borg> "gvobor13.wav"
Sound <klingon> "gvokbs11.wav"
Sound <klingon> "gvokbs12.wav"
Sound <klingon> "gvokbs13.wav"
Sound <romulan> "gvorbs11.wav"
Sound <romulan> "gvorbs12.wav"
Sound <romulan> "gvorbs13.wav"
SoundPriority 2
}

PromRepair{
Table
Sound <federation> "fpromrep1.wav"
Sound <borg> "gvobor26.wav"
Sound <klingon> "gvokbs26.wav"
Sound <romulan> "gvorbs26.wav"
SoundPriority 2
}

PromTransport{
Table
Sound <federation> "fpromtra1.wav"
Sound <federation> "fpromtra2.wav"
SoundPriority 2
}

# Prometheus Reintegration

PromIntegrate{
Table
Sound <borg> "borg_saucer_integrate.wav"
Sound <federation> "fpromint1.wav"
Sound <federation> "fpromint2.wav"
Sound <klingon> "fed_saucer_integrate.wav"
Sound <romulan> "kling_saucer_integrate.wav"
Sound <cardassian> "car_saucer_integrate.wav"
}

PromIntegrateCancel{
Table
Sound <borg> "borg_saucer_integrate_canc.wav"
Sound <federation> "fpromnoint1.wav"
Sound <klingon> "fed_saucer_integrate_canc.wav"
Sound <romulan> "kling_saucer_integrate_canc.wav"
Sound <cardassian> "car_saucer_integrate_canc.wav"

}

***********************************************************
IV. Credits
***********************************************************

Models: Deemon (The MVAM Sections do not appear to be by him, but all references to another
author are lost. Contact me if you are the original author, otherwise credit remains
to Deemon for these as well)
ODF: Originals by Gonwee. New ones by me.
Wireframe: Thun
GUI Buttons: Thun
Textures: Original textures by Deemon. New, re-made textures by me.
Lightmaps: Prometheus Model: Originals by Deemon wtih addtion by myself. MVAM Sections:
All new by me.
Sounds: Myself

***********************************************************
V. Special Thanks
***********************************************************

- Immense thanks to DOCAcola and the folks over at FleetOps. Without their scripts, this mod
would not exist.
- Deemon: For his great model contribution to this mod and the community.
- Gonwee: For the original MVAM on which this mod is based.
- Bombomaidil: For whose Gonwee's MVAM mod is based on. :P
- Activision and Mad Doc Software: Without them we would not play this game.
- Dan1025: You saved the day getting me started on the Lightmaps, thanks dude.
- Anyone in any of the boards that helped me with credits, testing, or anything else.
- If you believe that I have mis-credited or not credited your work from this mod I apologize,
please e-mail me and I will work out the problem. As far as I know I am not violating
any permissions.

***********************************************************
VI. Known Bugs (inevitable stuff)
***********************************************************

- When reintegrating the Prometheus parts, the ship name will change. This will result in many
ship entries to the Admiral's Log. I can't do anything about it, it's coded. Look at it
this way, at least it works better than ever before.

***********************************************************
VII. Contact
***********************************************************

My username is Thun in Armada2Files and ArmadaFleetCommand. Email me at:

Thun712712@hotmail.com

***********************************************************
VIII. FINAL WORDS AND USAGE
***********************************************************

This mod is in no way related with Paramount Pictures, Mad Doc Software, or Activision. It is
a modification that applies to the standard mod rules and does not violate copyright rules of
the aforementioned companies. It is distributed "as is" and with no warranty. Use at your own
discretion, I cannot be held liable for any damages direct or indirect that this software causes
to the user's computer, hardware or software. This software is not design to do any harm (unless
you considered being glued to the screen playing Armada until 5am with no sleep harmful :D ).

You may re-use this mod as long as proper credit to all parties is given. I strongly encourage
you to contact me if you intend to use this mod in your own mod as I'd like to know where my
child is going, you know?



THANK YOU SOOO MUCH IF YOU READ THIS FAR. YOU DESERVE A COOKIE.

THUN

=/= END TRANSMISSION =/=

Version  1.0  Author  Thun  Website   
Downloads  1,043  Size  3.77 MB  Created  2008-02-10 

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Comments  

#11 Chiletrek 2008-02-11 21:07
Hello:

This mod is great, the ships work very fine and I have no problems playing with the ships and their separate parts.

Well done Rock 10/10
#12 Jetfreak 2008-02-12 03:20
Jawdropping, the excecution is badass and the textures are of high quality. Rock
#13 Thun 2008-02-12 07:19
Thanks for all the compliments! I would also appreciate it, from those that have the time, if you could look up the Mod's forum on the boards and let me know how the voices and the balancing is (for future projects).
#14 PatriarchZeratul 2008-02-15 20:59
supreme, man. supreme. far too cool for wordz. 8)


~One for All, and All for Aiur!!~
#15 Dave-Mastor 2008-02-22 18:20
This is the most awesome Prometheus Mod, if not only because it isn't purple!!
#16 gonwee 2008-07-11 03:08
I haven't installed A2 for almost a year, and it's nice to see someone finally made it possible to easily make the MVAM work without being clumsy.


Some nice features with the 1.2.5 patch, might have to play around with some of that stuff sometime.


The separated models were originally made for the original MVAM mod for the first ST:A game, which used modular setup, which is why they're not as detailedl. Deemon made a A2 version of the ship itself, but never got around to making(or at least not publishing) an A2 version of the separate sections.
#17 Mighty442 2008-09-09 06:23
This Prometheus is the best "working" one on this site. I tried using several of the other Proms but they all had reintegration problems. This one works 90% of the time which is pretty good. I recommend anyone looking for a Prometheus class ship to download this one. I have to admit the custom voice is a little bit on the cheesy side but I still use them. An "A" for effort on the voice work a "C" on execution.
#18 BoAScorpius 2009-01-08 15:11
Tried it, loved it.


<3
#19 Oxygen_Thief 2009-06-20 20:17
I've given this ship to the Federation like it supposed to then I also set a Hero Version as a captured version for both the Romulans and the Klingons. Each one is equiped with a few different special weapons, for the Klingons and the Romulans, I also equiped the ship with a cloak. The Romulan one also has the Heated Plasma Weapon but for all three races I've got the same problem. Click on the button to start the Multi Vector Assault Mode (MVAM) the game crashes, and yes I do have the Special Patch installed for this to work for I did have an old version but it would recombine at times and its textures were all white. I really like this one and wish to get it to fully seperate without the game crashing. I found out that this happens first well playing as the Federation, I then tried it with the Romulans and the game crashed again so I tried it to confirm it with the Klingons and the game crashed for a third time. Can anyone help me fix this?

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