Ship System Waves (Full Package) Ship System Waves (Full Package)

(2 votes)
TexasAggie, 2006-03-29

Here we go. In this package contains any fixes for the previous versions (I believe there were some problems on the release of the original few) but this should sort that out and put in all of them.

Together, this package will allow you to systematically knock out every system on enemy ships, including special energy (beat them to it before they wave at you). The weapons contained are:

Shields,
Weapons,
Sensors,
Engines (plus gives them a nudge to send them adrfit) and
Special Energy.

All these effects last for 30 seconds other than the last one which completly drains the enemy energy reserves. There are a couple of defensive waves including:

Shield Remodulation and
Special Energy Recharge.

All the waves apparently have the same range (so you'll have to get in quick with the sensor disabler) bar the special energy jammer which has double range. I'm thinking all of these would go well on a fleet support craft, such as your frigate or science vessel, either way, these are bound to make for good and enjoyable play. Download now.


Hey Trekies,

This is the full update to the Ships Systems Wave Weapons.

I saw some posts about how these weapons weren't working on some systems. So I rebuilt them all from the ground up.
I tested these files using a stock version with the Star Trek: Armada II Patch 1.1 Official Release.

HINT--> Make sure the ship you add the weapon to has at least 1000 special energy, or the weapon won't fire.

######################################################
There are now 7 Wave Weapons

Offensive Weapons:

Shield Jammer Wave----------------> Jams enemy shields for 30 seconds.
Weapon Jammer Wave----------------> Jams enemy weapons for 30 seconds.
Sensor Jammer Wave----------------> Jams enemy sensors for 30 seconds.
Engine Jam Repulse Wave-----------> Jams enemy engines for 30 seconds and gives them a nice little nudge too.
Special Weapon Energy Jammer Wave-> Completely Discharges enemy special weapon energy banks.

Defensive Weapons:

Shield Remodulation Wave-----> Any of your ships in range will have their shields remodulated for 30 seconds.
Special Energy Recharge Wave-> Any of your ships in range will get their special energy recharged.

(There is one small error here. For some reason the weapon will NOT recharge the energy of the same class of ship that fired it.
If a defiant class ship fires the weapon, all other ships except defiant class ships will get there energy recharged.
Sorry, but I think this was programed by the original programmers.)

All waves have the same range except for the Special Energy Jammer. It has almost twice the range of the rest as a counterbalance for all these new weapons.

######################################################



******************************************************
Install

1.)
Place the *.tga files in the textures\rgb\ folder

2.)
Place the *.odf files in the odf\special_weapons\ folder

3.)
Place this at the bottom of the tech1.tt file.

gWjamremod.odf 0 // Shield Remodulation Wave
gWjamshield.odf 0 // Shield Jammer Wave
gWjamweapon.odf 0 // Weapon Jammer Wave
gWjamsensor.odf 0 // Sensor Jammer Wave
gWjamengine.odf 0 // Engine Jam Repulse Wave
gWjamspecial.odf 0 // Special Weapon Energy Jammer Wave
gWjamrecharge.odf 0 // Special Energy Recharge Wave

4.)
Place this with the other weapon build buttons in the gui_global.spr file

b_gWjamremod gWjamremod 0 0 64 64
b_gWjamshield gWjamshield 0 0 64 64
b_gWjamweapon gWjamweapon 0 0 64 64
b_gWjamsensor gWjamsensor 0 0 64 64
b_gWjamengine gWjamengine 0 0 64 64
b_gWjamspecial gWjamspecial 0 0 64 64
b_gWjamrecharge gWjamrecharge 0 0 64 64

5.)
To Place on a ship, pick the weapon you want to add to a ships odf file.
Place the weapon information in the weapons section of the ships odf file, Where the X stands for the next available weapon slot, and the XX stands for the hardpoint of your choice.

// Shield Remodulation Wave
weaponX = "gWjamremod"
weaponHardpointsX = "hpXX"

// Shield Jammer Wave
weaponX = "gWjamshield"
weaponHardpointsX = "hpXX"

// Weapon Jammer Wave
weaponX = "gWjamweapon"
weaponHardpointsX = "hpXX"

// Sensor Jammer Wave
weaponX = "gWjamsensor"
weaponHardpointsX = "hpXX"

// Engine Jam Repulse Wave
weaponX = "gWjamengine"
weaponHardpointsX = "hpXX"

// Special Weapon Energy Jammer Wave
weaponX = "gWjamspecial"
weaponHardpointsX = "hpXX"

// Special Energy Recharge Wave
weaponX = "gWjamrecharge"
weaponHardpointsX = "hpXX"

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

The wave textures and the build buttons were edited from stock textures.

TexasAggie
e-mail --> texasaggie1983@tamu.edu

Version    Author  TexasAggie  Website   
Downloads  480  Size  943.18 KB  Created  2006-03-29 

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Comments  

#1 SED 2006-03-29 12:13
wow this looks neat ill DL it when i get home from school
#2 Wraith_166 2006-03-30 12:45
Nice. Great concepts, but i still think that the best weapons ideas i've ever heard are one that completely disables all systems (Except Life-Support) of all enemy ships in the area, and one that completely drains the enemy ships Special Energy reserve and then gives the stolen energy to all friendly ships in the area. My favourite concept so far though, is a weapon that turns the enemy's attack back against them, but doubles the damage. Now that would be sweet. But still, a very nice pack. 9/10, because the sensor disrupter's range should be a little bigger, but overall, not half bad.
#3 java_nerd 2006-05-03 21:06
This weapon set is great when using any single weapon at a time on a ship with the exception that when more than one of these special weapons is used on a single ship the game erratically crashes after constructing a ship equipped with these weapons.
#4 MEGA_MAX 2006-06-12 07:02
How did you make these. How ?? TELL ME. :thumbsup:

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