BIG NEWS! Many old Trek games (including Armada1&2) coming to GoG!
Moderator: thunderchero
BIG NEWS! Many old Trek games (including Armada1&2) coming to GoG!
Hey guys! Thought I share the news here for people if they don't already know about it but GoG and Activision have finally teamed up to re-release all their old Trek games that have been sitting in limbo for nearly 20 years including Armada 1 and Armada 2!!!
In the case of Armada 2 I'm particularly excited as hopefully they'll update it to support modern resolutions! I've posted here before about how you can play Armada 1 in HD thanks to the fan patch but not Armada 2 (unless you use some 3rd party mods for Fleet Ops which don't fully recreate the experience).
Of course there's still no sign of any of the Microprose Trek games like BOTF appearing sadly but nevertheless this is good news!
https://www.gog.com/partner/startrek
Here's the full list:
Star Trek: Armada
Star Trek: Armada II
Star Trek: Away Team
Star Trek: Bridge Commander
Star Trek: Voyager – Elite Force
Star Trek: Elite Force II
Star Trek: Hidden Evil
Star Trek: Invasion
Star Trek: Starfleet Command III
In the case of Armada 2 I'm particularly excited as hopefully they'll update it to support modern resolutions! I've posted here before about how you can play Armada 1 in HD thanks to the fan patch but not Armada 2 (unless you use some 3rd party mods for Fleet Ops which don't fully recreate the experience).
Of course there's still no sign of any of the Microprose Trek games like BOTF appearing sadly but nevertheless this is good news!
https://www.gog.com/partner/startrek
Here's the full list:
Star Trek: Armada
Star Trek: Armada II
Star Trek: Away Team
Star Trek: Bridge Commander
Star Trek: Voyager – Elite Force
Star Trek: Elite Force II
Star Trek: Hidden Evil
Star Trek: Invasion
Star Trek: Starfleet Command III
Blake's Sanctum - Star Trek Games: fan page containing pics, vids, info, walkthroughs, patches, & maps!
Re: BIG NEWS! Many old Trek games (including Armada1&2) coming to GoG!
Nice, thanks for sharing the news! Good to hear them bringing the Trek classics to GoG.
-
- BORG Trouble Maker
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Re: BIG NEWS! Many old Trek games (including Armada1&2) coming to GoG!
Win 7/8/10 support is really nice for those old games. GOG usually gets this done right where Steam can't be bothered.
- AlexMcpherson79
- Commander
- Posts: 332
- Joined: Thu Sep 04, 2008 2:00 am
Re: BIG NEWS! Many old Trek games (including Armada1&2) coming to GoG!
With Steam it's just basically the original files with bare-minimum to remove the need for CD's, whereas GOG is about making them playable. I know as I have Republic Commando through steam and it just... doesn't run.
- thunderchero
- Site Administrator aka Fleet Admiral
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- Location: On a three month training mission, in command of the USS Valiant.
Re: BIG NEWS! Many old Trek games (including Armada1&2) coming to GoG!
Armada I and Armada II is available on GoG now.
- thunderchero
- Site Administrator aka Fleet Admiral
- Posts: 7963
- Joined: Fri Apr 25, 2008 2:00 am
- Location: On a three month training mission, in command of the USS Valiant.
Re: BIG NEWS! Many old Trek games (including Armada1&2) coming to GoG!
if anyone is interested all of the star trek games listed above are on sale for 7.99 now
I also was wondering has anyone downloaded the gog version of "Falcon Collection" with falcon 4?
if so please send me a PM
I also was wondering has anyone downloaded the gog version of "Falcon Collection" with falcon 4?
if so please send me a PM
Re: BIG NEWS! Many old Trek games (including Armada1&2) coming to GoG!
I picked up Armada 2, couldn't resist.
Re: BIG NEWS! Many old Trek games (including Armada1&2) coming to GoG!
Was sad to hear that the GoG Armada 2 still doesn't support modern resolutions properly. I was really hoping they'd fix that but oh well.
Blake's Sanctum - Star Trek Games: fan page containing pics, vids, info, walkthroughs, patches, & maps!
-
- BORG Trouble Maker
- Posts: 2323
- Joined: Sat Jan 03, 2009 3:00 am
- Location: the 36th Chamber
Re: BIG NEWS! Many old Trek games (including Armada1&2) coming to GoG!
Resolution upscaling like AMDs new RSR might work. Although, it might look wonky, esp. the UI.
Re: BIG NEWS! Many old Trek games (including Armada1&2) coming to GoG!
Would be interesting to see.. but I'm not sure if any type of clever upscaling truly substitutes for true 1:1 resolution with your monitor. Armada 2 in true 1080P or 4K would be so nice.
Blake's Sanctum - Star Trek Games: fan page containing pics, vids, info, walkthroughs, patches, & maps!
- limon36
- Cadet 1st Year
- Posts: 2
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- Location: BC, Canada Terran Empire
Re: BIG NEWS! Many old Trek games (including Armada1&2) coming to GoG!
I am working on mods in Armada 2. I got a planet moves in the game which was cool but it was hard because it by a transwarp (it don't transwarp but move at warp drive when press the button). Now I am try a moving trading station with a wornhole but I haved found the bug that makes it work yet. So I might need help on it!
moving planet lol
moving planet
Here is the odf file I am working on. note I am using AstroidBasewithfighterbyNeon file because I don't know how to make a new model sod file yet.
#include "battle.odf"
#include "tradingStation.odf"
//**********************************************************************
//MAIN DESIGN PARAMETERS
//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Astroid"
tooltip = "Astroidoutpost"
verboseTooltip = "Secret Command Center for additional personnel. Ferengis Astroidbase that is only use by the Ferengis who wish to trade/mining in the Terran Empire. It also has a yard (press B) with ferengis ships, also has a transwarp gate."
//Race which can build ship & starting race of ship
race = "federation"
//Amount of time required to build ship
buildTime = 50.0
//Number of officers required to build this ship
officerCost = 0
//Number of crew required to build ship & Starting crew
crewCost = 800
//Number of maximum crew (only specified if different from crewCost)
maximumCrew = 1500
//Dilithium Cost to build
dilithiumCost = 1000
// Make sure we can build this base near dilithium moons and planets
resourcesCanHandle = "dilithium" "latinum" "metal"
// transfer rate from cargo ship to station
dilithiumTransferRate = 50.0
metalTransferRate = 50.0
latinumTransferRate = 50.0
cargoTransferRate = 50.0
// what percent of trade profit this station gets
percentTradeProfit = 100.0
//DecommissionValue (amount of dilithium you get back for scrapping it)
//for mining station this should less than or equal to dilithiumCost - freighter's dilithiumCost
decommissionValue = 1000
//Number of Officers starbase gives by default
officerGain = 20
//Max Shield Strength & Begining Shield Strength <1000
maxHealth = 10000
//Rate at which shield recharges (points per second... we think)
shieldRate = 25.0
//Maximum Value of Special Energy
maxSpecialEnergy = 200000
//Rate at which special energy recharges (points per second... we think)
specialEnergyRate = 200000
//**********************************************************************
//Possible Craft Names
possibleCraftNames =
"FGAB-9835" "FGAB1059" "FGAB-549" "FGAB-1080"
"FGAB-8243" "FGAB-9400" "FGAB-680" "FGAB-9874"
//**********************************************************************
//ART PARAMETERS & WEAPON NAMES
// Pulse Phaser
weapon1 = "fbpulse"
weaponHardpoints1 = "hp01"
// Pulse Phaser
weapon2 = "fbpulse"
weaponHardpoints2 = "hp02"
// Pulse Phaser
weapon3 = "fbpulse"
weaponHardpoints3 = "hp03"
// Pulse Phaser
weapon4 = "fbpulse"
weaponHardpoints4 = "hp04"
// Pulse Phaser
weapon5 = "fbpulse"
weaponHardpoints5 = "hp05"
// Pulse Phaser
weapon6 = "fbpulse"
weaponHardpoints6 = "hp06"
// Pulse Phaser
weapon7 = "fbpulse"
weaponHardpoints7 = "hp07"
// Pulse Phaser
weapon8 = "fbpulse"
weaponHardpoints8 = "hp08"
// Photon Torpedo
//weapon2 = "fdphot"
//weaponHardpoints2 = "hp200" "hp201" "hp202" "hp203" "hp204" "hp205" "hp206" "hp207"
weapon9 = "gdetectb"
weaponHardpoints8 = "hp15" "hp17"
//Temporal Stasis Field
weapon10 = "zw1"
weaponHardpoints10 = "hp04" "hp05" "hp01" "hp02" "hp03"
//Auto Assimilating Bore
weapon11 = "tempreds"
weaponHardpoints11 = "hp04" "hp05"
// Towing Beam
weapon12 = "gtracbm"
weaponHardpoints12 = "hp04"
//Auto Assimilating Bore
weapon13 = "mltbor"
weaponHardpoints13 = "hp04" "hp05"
// Holding Beam
weapon14 = "gholdbm"
weaponHardpoints14 = "hp03" "hp08" "hp13" "hp18" "hp23" "hp28"
//Corbimite Refractor
weapon15 = "hcorbom"
weaponHardpoints15 = "hp34" "hp35" "hp36"
// Cloaking Device
weapon16 = "gpcloak"
weaponHardpoints16 = "hp27"
// Temporal (wormhole generator)
weapon17 = "eventhor"
weaponHardpoints17 = "hp01" "hp02" "hp03"
// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp10" "hp11" "hp12" "hp13" "hp14" "hp16"
lifeSupportTargetHardpoints = "hp10" "hp11" "hp12" "hp13" "hp14" "hp16"
weaponsTargetHardpoints = "hp10" "hp11" "hp12" "hp13" "hp14" "hp16"
shieldGeneratorTargetHardpoints = "hp10" "hp11" "hp12" "hp13" "hp14" "hp16"
sensorsTargetHardpoints = "hp10" "hp11" "hp12" "hp13" "hp14" "hp16"
hullTargetHardpoints = "hp10" "hp11" "hp12" "hp13" "hp14" "hp16"
criticalTargetHardpoints = "hp10" "hp11" "hp12" "hp13" "hp14" "hp16"
//**********************************************************************
//**********************************************************************
//Construction Parameters
buildItem0 = "fgconst"
buildItem1 = "zffreight"
buildItem2 = "fgcargo"
buildItem3 = "osrepair"
builditem4 = "oscout"
buildItem5 = "odestroy"
buildItem6 = "ocruise1"
buildItem7 = "ocruise3"
buildItem8 = "oassault"
buildItem9 = "ocruise2"
buildItem10 = "brassault"
buildItem11 = "odestroy2"
buildItem12 = "cdrill"
buildItem13 = "ferengix"
//Hardpoint location for building.
buildHardpoint = "hp08"
dockinghardpoint = "hp09"
//repair
repairhardpoint = "hp09"
repairFacility = 1
decommissionFacility = 1
//repair hardpoint is where the top boundary of the ship lines up
repairSide = 4
// The wormhole it uses to put them through
wormhole = "mwrmhole.odf"
//**********************************************************************
//**********************************************************************
//AI system parameters
//These parameters influence how the AI evaluates and compares craft.
//An abstract number that represents how much extra strength must be
//used to attack this craft due to its weapons.
// (0.0=no weapons, 0.5 = average weapons, 1.0=many good weapons)
attackPower = 0.50f
//The normalized intrinsic value of a target. High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 2.00f
//**********************************************************************
//**********************************************************************
//CREW STATUS MULTIPLIERS
//The multiplier for the delay between shots for weapons while in yellow status
weaponYellow = 1.5f
//The multiplier for the delay between shots for weapons while in red status
weaponRed = 2.5f
//**********************************************************************
//**********************************************************************
//SYSTEM HITPOINTS
//These values are the hitpoint values of the systems
//If the value is set to zero the ship does not have that system
weaponsHitPoints = 1
//**********************************************************************
//SYSTEM HITPOINTS
shieldGeneratorHitPoints = 2300
enginesHitPoints = 2300
weaponsHitPoints = 2300
lifeSupportHitPoints = 2300
sensorsHitPoints = 2300
//**********************************************************************
//SYSTEM DAMAGE DISTRIBUTION
//The following section's values should add up to 100
//Percent Chance out of 100 of life support being destroyed
lifeSupportHitPercent = 5.0f
//Percent Chance out of 100 of weapons being destroyed
weaponsHitPercent = 7.5f
//Percent Chance out of 100 of shields being destroyed
shieldGeneratorHitPercent = 7.5f
//Percent Chance out of 100 of sensors being destroyed
sensorsHitPercent = 7.5f
//Percent Chance out of 100 of hull being hit (crew dying)
hullHitPercent = 70.0f
//Percent Chance out of 100 of entire ship exploding
criticalHitPercent = 2.5f
//**********************************************************************
//**********************************************************************
//MESSAGE & SOUND PARAMETERS
//**********************************************************************
eventSelect = "StarbaseSelect"
eventAcknowledge = "StarbaseAcknowledge"
eventAttack = "StarbaseAttack"
eventDecommission = "StarbaseDecommission"
//**********************************************************************
//PROGRAMMING PARAMETERS WHICH SHOULD NOT BE CHANGED & UNUSED PARAMETERS
//Runtime class label for instantiation of object.
classLabel = "trading_station"
//**********************************************************************
//**********************************************************************
//KEYMAP LABEL
keymapLabel = "starbase"
isTranswarpGate = 1;
shipType = "N"
builder_ship = 1
transporter = 1
has_crew = 1
facility = 1
SHOW_MOVEMENT_AUTONOMY = 1
SHOW_SW_AUTONOMY = 1
scaleSOD = 1
is_starbase = 1
baseName = "astroidbase"
// How well they break down ships.
dilithiumRecyclingFraction = 1
metalRecyclingFraction = 1
moving planet lol
moving planet
Here is the odf file I am working on. note I am using AstroidBasewithfighterbyNeon file because I don't know how to make a new model sod file yet.
#include "battle.odf"
#include "tradingStation.odf"
//**********************************************************************
//MAIN DESIGN PARAMETERS
//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Astroid"
tooltip = "Astroidoutpost"
verboseTooltip = "Secret Command Center for additional personnel. Ferengis Astroidbase that is only use by the Ferengis who wish to trade/mining in the Terran Empire. It also has a yard (press B) with ferengis ships, also has a transwarp gate."
//Race which can build ship & starting race of ship
race = "federation"
//Amount of time required to build ship
buildTime = 50.0
//Number of officers required to build this ship
officerCost = 0
//Number of crew required to build ship & Starting crew
crewCost = 800
//Number of maximum crew (only specified if different from crewCost)
maximumCrew = 1500
//Dilithium Cost to build
dilithiumCost = 1000
// Make sure we can build this base near dilithium moons and planets
resourcesCanHandle = "dilithium" "latinum" "metal"
// transfer rate from cargo ship to station
dilithiumTransferRate = 50.0
metalTransferRate = 50.0
latinumTransferRate = 50.0
cargoTransferRate = 50.0
// what percent of trade profit this station gets
percentTradeProfit = 100.0
//DecommissionValue (amount of dilithium you get back for scrapping it)
//for mining station this should less than or equal to dilithiumCost - freighter's dilithiumCost
decommissionValue = 1000
//Number of Officers starbase gives by default
officerGain = 20
//Max Shield Strength & Begining Shield Strength <1000
maxHealth = 10000
//Rate at which shield recharges (points per second... we think)
shieldRate = 25.0
//Maximum Value of Special Energy
maxSpecialEnergy = 200000
//Rate at which special energy recharges (points per second... we think)
specialEnergyRate = 200000
//**********************************************************************
//Possible Craft Names
possibleCraftNames =
"FGAB-9835" "FGAB1059" "FGAB-549" "FGAB-1080"
"FGAB-8243" "FGAB-9400" "FGAB-680" "FGAB-9874"
//**********************************************************************
//ART PARAMETERS & WEAPON NAMES
// Pulse Phaser
weapon1 = "fbpulse"
weaponHardpoints1 = "hp01"
// Pulse Phaser
weapon2 = "fbpulse"
weaponHardpoints2 = "hp02"
// Pulse Phaser
weapon3 = "fbpulse"
weaponHardpoints3 = "hp03"
// Pulse Phaser
weapon4 = "fbpulse"
weaponHardpoints4 = "hp04"
// Pulse Phaser
weapon5 = "fbpulse"
weaponHardpoints5 = "hp05"
// Pulse Phaser
weapon6 = "fbpulse"
weaponHardpoints6 = "hp06"
// Pulse Phaser
weapon7 = "fbpulse"
weaponHardpoints7 = "hp07"
// Pulse Phaser
weapon8 = "fbpulse"
weaponHardpoints8 = "hp08"
// Photon Torpedo
//weapon2 = "fdphot"
//weaponHardpoints2 = "hp200" "hp201" "hp202" "hp203" "hp204" "hp205" "hp206" "hp207"
weapon9 = "gdetectb"
weaponHardpoints8 = "hp15" "hp17"
//Temporal Stasis Field
weapon10 = "zw1"
weaponHardpoints10 = "hp04" "hp05" "hp01" "hp02" "hp03"
//Auto Assimilating Bore
weapon11 = "tempreds"
weaponHardpoints11 = "hp04" "hp05"
// Towing Beam
weapon12 = "gtracbm"
weaponHardpoints12 = "hp04"
//Auto Assimilating Bore
weapon13 = "mltbor"
weaponHardpoints13 = "hp04" "hp05"
// Holding Beam
weapon14 = "gholdbm"
weaponHardpoints14 = "hp03" "hp08" "hp13" "hp18" "hp23" "hp28"
//Corbimite Refractor
weapon15 = "hcorbom"
weaponHardpoints15 = "hp34" "hp35" "hp36"
// Cloaking Device
weapon16 = "gpcloak"
weaponHardpoints16 = "hp27"
// Temporal (wormhole generator)
weapon17 = "eventhor"
weaponHardpoints17 = "hp01" "hp02" "hp03"
// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp10" "hp11" "hp12" "hp13" "hp14" "hp16"
lifeSupportTargetHardpoints = "hp10" "hp11" "hp12" "hp13" "hp14" "hp16"
weaponsTargetHardpoints = "hp10" "hp11" "hp12" "hp13" "hp14" "hp16"
shieldGeneratorTargetHardpoints = "hp10" "hp11" "hp12" "hp13" "hp14" "hp16"
sensorsTargetHardpoints = "hp10" "hp11" "hp12" "hp13" "hp14" "hp16"
hullTargetHardpoints = "hp10" "hp11" "hp12" "hp13" "hp14" "hp16"
criticalTargetHardpoints = "hp10" "hp11" "hp12" "hp13" "hp14" "hp16"
//**********************************************************************
//**********************************************************************
//Construction Parameters
buildItem0 = "fgconst"
buildItem1 = "zffreight"
buildItem2 = "fgcargo"
buildItem3 = "osrepair"
builditem4 = "oscout"
buildItem5 = "odestroy"
buildItem6 = "ocruise1"
buildItem7 = "ocruise3"
buildItem8 = "oassault"
buildItem9 = "ocruise2"
buildItem10 = "brassault"
buildItem11 = "odestroy2"
buildItem12 = "cdrill"
buildItem13 = "ferengix"
//Hardpoint location for building.
buildHardpoint = "hp08"
dockinghardpoint = "hp09"
//repair
repairhardpoint = "hp09"
repairFacility = 1
decommissionFacility = 1
//repair hardpoint is where the top boundary of the ship lines up
repairSide = 4
// The wormhole it uses to put them through
wormhole = "mwrmhole.odf"
//**********************************************************************
//**********************************************************************
//AI system parameters
//These parameters influence how the AI evaluates and compares craft.
//An abstract number that represents how much extra strength must be
//used to attack this craft due to its weapons.
// (0.0=no weapons, 0.5 = average weapons, 1.0=many good weapons)
attackPower = 0.50f
//The normalized intrinsic value of a target. High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 2.00f
//**********************************************************************
//**********************************************************************
//CREW STATUS MULTIPLIERS
//The multiplier for the delay between shots for weapons while in yellow status
weaponYellow = 1.5f
//The multiplier for the delay between shots for weapons while in red status
weaponRed = 2.5f
//**********************************************************************
//**********************************************************************
//SYSTEM HITPOINTS
//These values are the hitpoint values of the systems
//If the value is set to zero the ship does not have that system
weaponsHitPoints = 1
//**********************************************************************
//SYSTEM HITPOINTS
shieldGeneratorHitPoints = 2300
enginesHitPoints = 2300
weaponsHitPoints = 2300
lifeSupportHitPoints = 2300
sensorsHitPoints = 2300
//**********************************************************************
//SYSTEM DAMAGE DISTRIBUTION
//The following section's values should add up to 100
//Percent Chance out of 100 of life support being destroyed
lifeSupportHitPercent = 5.0f
//Percent Chance out of 100 of weapons being destroyed
weaponsHitPercent = 7.5f
//Percent Chance out of 100 of shields being destroyed
shieldGeneratorHitPercent = 7.5f
//Percent Chance out of 100 of sensors being destroyed
sensorsHitPercent = 7.5f
//Percent Chance out of 100 of hull being hit (crew dying)
hullHitPercent = 70.0f
//Percent Chance out of 100 of entire ship exploding
criticalHitPercent = 2.5f
//**********************************************************************
//**********************************************************************
//MESSAGE & SOUND PARAMETERS
//**********************************************************************
eventSelect = "StarbaseSelect"
eventAcknowledge = "StarbaseAcknowledge"
eventAttack = "StarbaseAttack"
eventDecommission = "StarbaseDecommission"
//**********************************************************************
//PROGRAMMING PARAMETERS WHICH SHOULD NOT BE CHANGED & UNUSED PARAMETERS
//Runtime class label for instantiation of object.
classLabel = "trading_station"
//**********************************************************************
//**********************************************************************
//KEYMAP LABEL
keymapLabel = "starbase"
isTranswarpGate = 1;
shipType = "N"
builder_ship = 1
transporter = 1
has_crew = 1
facility = 1
SHOW_MOVEMENT_AUTONOMY = 1
SHOW_SW_AUTONOMY = 1
scaleSOD = 1
is_starbase = 1
baseName = "astroidbase"
// How well they break down ships.
dilithiumRecyclingFraction = 1
metalRecyclingFraction = 1
Terran Empire Moders/Remoders need. I am a Remoder lol