Search found 504 matches
- Sat Jun 02, 2012 10:34 pm
- Forum: Star Trek : Future Tense
- Topic: THE COMPLETE FUTURE TENSE UNIT LISTING: THE ROMULAN EMPIRE
- Replies: 6
- Views: 4964
- Sun Aug 08, 2010 11:30 pm
- Forum: Star Trek : Future Tense
- Topic: Star Trek Future Tense.... ISNT DEAD!?
- Replies: 3
- Views: 2543
- Sun Feb 22, 2009 4:38 am
- Forum: General Modding
- Topic: A. I./Single player question
- Replies: 3
- Views: 1537
- Tue Feb 03, 2009 4:32 pm
- Forum: General Modding
- Topic: D'deridex Class Warbird
- Replies: 6
- Views: 2084
- Tue Feb 03, 2009 4:27 pm
- Forum: General Modding
- Topic: Coming soon...
- Replies: 5
- Views: 1796
On a partly related note, I noticed an error with the Shrike class remodel you did a while back. In the rdphot2o.odf file you have a reference to a "rphoton2" sprite but you didn't provide that file. The game crashed each time the torpedo tried to fire. But I noticed that it is, in essence, the same...
- Sun Feb 01, 2009 5:45 pm
- Forum: Fleet Command
- Topic: New Black holes take a look
- Replies: 4
- Views: 2626
Re: New Black holes take a look
Um... every physics professor I've ever known??AFC wrote:Who says blackholes have to be black...

But, dang, these look SWEET regardless! Not sure if this is possible, but could you mod the files so we can actually build our own maps with these when you release the project?
- Sun Feb 01, 2009 5:38 pm
- Forum: General Modding
- Topic: Premonition Class Starship
- Replies: 1
- Views: 1453
- Sun Feb 01, 2009 5:26 pm
- Forum: General Modding
- Topic: triple-shot Quantum torpedo
- Replies: 10
- Views: 2699
Try this //Programming Stuff DO NOT CHANGE classLabel = "cannon" // Restrict the Fire Arc restrictFireArc = 1 // Use this fire arc restriction fireArc = 1.61 //save up our fire; 1 = yes and 0 = no saveFire = 1 //max number of shots we can save maxShots = 3 //the minimum time between saved shots min...
- Mon Jan 26, 2009 2:46 am
- Forum: General Modding
- Topic: Federation Soulwolf Cass
- Replies: 8
- Views: 2298
- Sat Jan 24, 2009 1:44 pm
- Forum: Fleet Command
- Topic: Fleet Command New look
- Replies: 12
- Views: 5351
Honestly, it looks a little "dirty" to me. There's too much going on in such a small structure. I get that you want to put in details, but none of them are really coming off because they're so compacted. The inner portion is fine, but the outer ring and and smaller structures could use a little less...
- Thu Jan 22, 2009 3:58 pm
- Forum: General Chat
- Topic: Bah! Nanites!
- Replies: 4
- Views: 2073
I've made a few larger-scale maps but never saw the need to go above the 20,000 range. Even at 11,000x11,000 and playing against four AI opponents it took quite a while for me to run into the other races. I can't imagine why you would need a 50,000+ size map unless you planned on never encountering ...
- Thu Jan 22, 2009 3:18 pm
- Forum: General Modding
- Topic: Where did everyone go?
- Replies: 5
- Views: 1815
I pop in from time to time, but not a whole lot of people are still modding or discussing the game anymore. I mean, the game is over ten years old, isn't it? Chances are when FT gets released activity will increase for a little while but since Armada isn't an on-going series it's not really surprisi...
- Tue Jan 13, 2009 5:43 pm
- Forum: Fleet Command
- Topic: What improvements are needed?
- Replies: 4
- Views: 2658
Some new menu screens would be nice too. And while we're on a wishlist, how about some new Desktop icon options for A1? The stock ones are so 8-bit it's not even funny. A new in-game targeting icon/pointer would be nice too. Something a little less TOS and a little more Nemesis. It's mostly the litt...
- Tue Jan 13, 2009 5:35 pm
- Forum: Fleet Command
- Topic: Starfields backround
- Replies: 7
- Views: 3664
- Tue Jan 13, 2009 5:27 pm
- Forum: Fleet Command
- Topic: Armada 1 Space Grapics
- Replies: 16
- Views: 6650