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What is needed for BC2.....
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Dantal Distant

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Post Posted: 03-19-2004 08:56 PM Post subject:

Fluid? lol never heard that word before Confused

But this mod, is it available to everyone, how will it be released??


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Post Posted: 03-19-2004 10:22 PM Post subject:

You should probably ask that in the FAQ thread, it needs more posts Smile.


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Dantal Distant

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Post Posted: 03-19-2004 11:15 PM Post subject:

ok but whatr does fluid mean?


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JimmyB76

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Post Posted: 03-19-2004 11:20 PM Post subject:

"fluid" means like not set in stone... + or - 'X' amount of time from 'X' date... wavering... apt to change... fluctuant... etc etc etc


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Dantal Distant

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Post Posted: 03-20-2004 01:07 AM Post subject:

ahhh thank you for that definition Admiral!! Smile


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Post Posted: 03-20-2004 08:32 PM Post subject:

Raven, will the fact that you are trying to cut back on budget mean that you are going to decrese the number of models?

(I think that belongs here . . .


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Post Posted: 05-26-2004 02:04 PM Post subject:

Uh that would be sad Neutral !

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Post Posted: 05-27-2004 08:29 AM Post subject:

I'm past sad now, I've been like this since the Cygnus Prime was denied a place in BC2 Crying


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Post Posted: 05-27-2004 03:22 PM Post subject:

Was it denied? Awwwwww!


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Post Posted: 05-28-2004 08:51 AM Post subject:

Well no one really took much notice of it. SO it was pretty much unooficailly denied. Besides I don't think Rave would want a ship 5 times + the size of the Infinity.


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Post Posted: 05-28-2004 08:10 PM Post subject:

Could we perhaps get an update on some of these mods? It's been sometimes since the info was posted . . .


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Post Posted: 12-20-2004 07:07 PM Post subject:

Admiral_Ames wrote:
Armondikov wrote:
Holo emitter and Gemmini effect, I never thought that was possible.


It is now, lol

They work very simply in principle. Holo emitter gets your target and gives you the model of your target. Hardpoints don't change and weapons and cloak are disabled.

Gemini creates a duplicate of the target ship close to it with the same damage levels ect. It will operate for an amount of time definable in a ship plugin before disappearing.



As seen in star trek academy, the gemini effect splits the hull integrity strength (or something along those lines) and causes the ship to break down?!?!? if i remember it was a miranda class, in such a case, if the ship disappears, should the other not be destroyed, hope this makes somes sense

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Post Posted: 12-21-2004 07:29 AM Post subject:

No, hes talking about the Gemini Effect from Armada, that just copies the targetted ship. Check the scripting forum, you can download the Gemini Effect now, along with the Holo Emitter and others.

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Post Posted: 02-15-2005 10:04 PM Post subject:

a clan total conversion!! would be nice!

That you can play as totally klingon or totally dominion, .....

and this version mus be completely working in multiplayer mode without make the computer go slow!!


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Post Posted: 04-08-2005 08:07 PM Post subject:

OddBallUK wrote:
Admiral_Ames wrote:
Armondikov wrote:
Holo emitter and Gemmini effect, I never thought that was possible.


It is now, lol

They work very simply in principle. Holo emitter gets your target and gives you the model of your target. Hardpoints don't change and weapons and cloak are disabled.

Gemini creates a duplicate of the target ship close to it with the same damage levels ect. It will operate for an amount of time definable in a ship plugin before disappearing.



As seen in star trek academy, the gemini effect splits the hull integrity strength (or something along those lines) and causes the ship to break down?!?!? if i remember it was a miranda class, in such a case, if the ship disappears, should the other not be destroyed, hope this makes somes sense

OddBall


Oh yeah, i know what he's on about. heh, probably because i was playing STARFLEET academy about 25mins ago Razz

well, the thing in sfa was in an experiment to make warp drives more efficient, with the unmanned oberth actually doing it and you, observing in a miranda. then, halfway through, it goes wrong, and some of the tachyon particles that were being injected into the naccells of the oberth jump out at your ship. A BOP decloaks and fires at the oberth, stopping the experiment suddenly and splitting you into two ships. One being you (obviously) and the other being the 'Evil' you. (well, only evil enough to greet you with "hiya davey" when you hail him, then promtly going to attack a kilngon colony)


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Post Posted: 04-08-2005 08:11 PM Post subject:

btw, what i think would be cool is being able to beam over torpedoes (and other assorted 'Items' (perhaps pics of saffi nude?which would make the enemy surrender or somthing))

OOOOHOHOHOH!!! Dont forget the command codes!!! (think st2:twok!!!)


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Post Posted: 04-26-2005 03:22 AM Post subject: Impulse Engines

I had an idea about creating a mod so when the speed of the impulse engines are increased, the exhausts glow much more, just like on Enterprise whenever they left space dock, the manifolds would glow when activated.
this posts exists in 3 threads now... please don't make duplicate posts over multiple threads... -jb76

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Post Posted: 03-17-2006 04:29 AM Post subject:

is there a new staus report for the project yet?

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Post Posted: 03-17-2006 04:53 AM Post subject:

Not yet...right now we are working on the model end.


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