Battle of the beasts
Post ideas and suggestions on new features or improvements here.
posted on March 16th, 2013, 7:53 am
Last edited by miklosgo on December 30th, 2017, 2:04 pm, edited 3 times in total.
I was thinking about a Fleet Operations Mod, named Battle of the Beasts.
In every Fleet Ops Mod is an alien race with more distinctive features.
I thought to put them all in one place, and make war between them, to see who wins the final battle.
I was thinking about these alien races:
- Species 8472 ( from Star Trek Armada 2),
- Noxter (from Fleet Ops, Beta version),
- Nephilim (a race from Wing Commander, but with a mod made for Star Trek Armada 1 ),
- Wraith (from the StarGate Mod made for SW Empire at War).
So far there are 4 races. If you know other similar races, you are welcome to share your ideas. Thank you.
In every Fleet Ops Mod is an alien race with more distinctive features.
I thought to put them all in one place, and make war between them, to see who wins the final battle.
I was thinking about these alien races:
- Species 8472 ( from Star Trek Armada 2),
- Noxter (from Fleet Ops, Beta version),
- Nephilim (a race from Wing Commander, but with a mod made for Star Trek Armada 1 ),
- Wraith (from the StarGate Mod made for SW Empire at War).
So far there are 4 races. If you know other similar races, you are welcome to share your ideas. Thank you.
Attachments
- Species 8472
- Species 8472.jpg (47.74 KiB) Viewed 2111 times
posted on March 16th, 2013, 8:28 am
Those Wraith stations and ships look good. How is your StarGate mod going?
I got two versions of a StarGate mod I've found online, someone started making it, postponed it endefently and uploaded everything to Dropbox. I got it since it was for A2 yet it has a lot if major problems, I've posted bug reports for it before and the FleetOps version was the one preventing my games executable from launching. I've been thinking about adding it to my Dropbox account or sending it to anyone who thinks they can work on it. PM me if you're interested in either version might be interested in how I setup/edited the original. (My edits aren't causing the problems to it.)
****
For your scenario that you posted, since I don't really like the other races and not a fan if Species 8472, I'd gave to say: "The Wraith", if you have a ZPM Powered Hive Ship, I'd say they'd be victorious over the other races in that scenario.
I got two versions of a StarGate mod I've found online, someone started making it, postponed it endefently and uploaded everything to Dropbox. I got it since it was for A2 yet it has a lot if major problems, I've posted bug reports for it before and the FleetOps version was the one preventing my games executable from launching. I've been thinking about adding it to my Dropbox account or sending it to anyone who thinks they can work on it. PM me if you're interested in either version might be interested in how I setup/edited the original. (My edits aren't causing the problems to it.)
****
For your scenario that you posted, since I don't really like the other races and not a fan if Species 8472, I'd gave to say: "The Wraith", if you have a ZPM Powered Hive Ship, I'd say they'd be victorious over the other races in that scenario.
posted on March 16th, 2013, 10:32 am
How about the Nomads from Freelancer?
posted on March 16th, 2013, 10:51 am
@Je_mezu24: Thank you for your interest. I'm progressing with my StarGate Mod. I'm done with my Tau'ri and Goa'uld race. Working on the Wraith race.
I'm using these ships for my StarGate Mod:
http://www.armadafleetcommand.com/afc/m ... rch&query=
About the StarGate Mod you found for A2, I think it is this, the Goa'uld side for Armada 2. Created by Setiesh:
http://www.armadafleetcommand.com/afc/m ... s&lid=1539
@Squire James:
I don't know nothing about the Nomads :-) but could be interesting to use it in Fleet Ops. I think it's possible to find some 3D models and convert it to the Fleet Ops, creating a new alien race ?
I'm using these ships for my StarGate Mod:
http://www.armadafleetcommand.com/afc/m ... rch&query=
About the StarGate Mod you found for A2, I think it is this, the Goa'uld side for Armada 2. Created by Setiesh:
http://www.armadafleetcommand.com/afc/m ... s&lid=1539
@Squire James:
I don't know nothing about the Nomads :-) but could be interesting to use it in Fleet Ops. I think it's possible to find some 3D models and convert it to the Fleet Ops, creating a new alien race ?
posted on March 16th, 2013, 5:08 pm
@Miklosgo: That's good to hear about your StarGate Mod.
It's none of those mods for the StarGate Mod I have from whoever uploaded it to Dropbox. It incorporates Setiesh's Goa'uld Side from Armada Fleet Command but it is a small total conversion, that's why I downloaded it, I was hoping for a working total conversion StarGate Mod for A2, with what I'm about to describe you can imagine my disappointment!
Info:
1. It subtracts all Star Trek stuff from the game (got it like that) everything in it is StarGate. It doesn't have the campaign missions, AI for them or the Objectives. The AI for the StarGate races are there but are holding old stock race files.
2. It has an Ancients GUI.
3. It has the Tauri, Ancients, Goa'uld, Replicators, Asgard, Ori and Wraith as the playable races. Two non-playable races appear to be the Travelers and the Lucian Alliance. It looks like the Lucian Alliance replace the Ferengi as Scavengers and Traders.
4. Apparently it uses all the StarGate Mods possible at A2Files and Armada Fleet Command but nothing else, it misses a lot of ships and stations to make each race actually fully complete.
5. The Creator (no name is given) used Varriants of the Aurora Class for the Ancients to make certain ship classes for them.
6. The Tauri have some access to Ancient ships like Atlantis and the Aurora. Sheppard looks like he has a hero Aurora Class Warship.
7. Out of all the races, the Tauri and Goa'uld have a lot of units and so do the Ancients if you count their Aurora Class Varriants.
It's name was called StarGate Armada: StarGate Rise To Power when I found it, I kept that name for the non-FleetOps Version and cut the FleetOps version's name down to StarGate: Rise To Power. (This is the mod that prevented FleetOps from launching when it was in the mods directory. It used to work just fine when I first got the non-FleetOps version, I didn't do any changes and now it won't launch (I've posted Bug Reports for this as well with no help on them). The last time it worked it was on my old laptop and the only crashes were weapons (special weapons) and a VoiceOver related I was going to try solving them then I got my new laptop and postponed working on it. Because you mentioned your making a StarGate Mod you can say "I dusted it off" and now don't know why it ain't working.
By the way does anyone know who started the StarGate Mod I'm talking about? I don't think they should have uploaded it anywheres, might have worked for them might not have but personally I think it could have potential as a good mod.
It's none of those mods for the StarGate Mod I have from whoever uploaded it to Dropbox. It incorporates Setiesh's Goa'uld Side from Armada Fleet Command but it is a small total conversion, that's why I downloaded it, I was hoping for a working total conversion StarGate Mod for A2, with what I'm about to describe you can imagine my disappointment!
Info:
1. It subtracts all Star Trek stuff from the game (got it like that) everything in it is StarGate. It doesn't have the campaign missions, AI for them or the Objectives. The AI for the StarGate races are there but are holding old stock race files.
2. It has an Ancients GUI.
3. It has the Tauri, Ancients, Goa'uld, Replicators, Asgard, Ori and Wraith as the playable races. Two non-playable races appear to be the Travelers and the Lucian Alliance. It looks like the Lucian Alliance replace the Ferengi as Scavengers and Traders.
4. Apparently it uses all the StarGate Mods possible at A2Files and Armada Fleet Command but nothing else, it misses a lot of ships and stations to make each race actually fully complete.
5. The Creator (no name is given) used Varriants of the Aurora Class for the Ancients to make certain ship classes for them.
6. The Tauri have some access to Ancient ships like Atlantis and the Aurora. Sheppard looks like he has a hero Aurora Class Warship.
7. Out of all the races, the Tauri and Goa'uld have a lot of units and so do the Ancients if you count their Aurora Class Varriants.
It's name was called StarGate Armada: StarGate Rise To Power when I found it, I kept that name for the non-FleetOps Version and cut the FleetOps version's name down to StarGate: Rise To Power. (This is the mod that prevented FleetOps from launching when it was in the mods directory. It used to work just fine when I first got the non-FleetOps version, I didn't do any changes and now it won't launch (I've posted Bug Reports for this as well with no help on them). The last time it worked it was on my old laptop and the only crashes were weapons (special weapons) and a VoiceOver related I was going to try solving them then I got my new laptop and postponed working on it. Because you mentioned your making a StarGate Mod you can say "I dusted it off" and now don't know why it ain't working.



By the way does anyone know who started the StarGate Mod I'm talking about? I don't think they should have uploaded it anywheres, might have worked for them might not have but personally I think it could have potential as a good mod.
posted on March 16th, 2013, 7:00 pm
Been a while since I played Freelancer, but I reckon STO actually nicked a fair bit of backstory for the "Undine" i.e Species 8472 from the Nomads.
I don't recall if they are energy beings or just plain ol parasites, but they can take over a host and control their actions, and even imbue them with incredible strength and so forth. Their ships are organic in nature, to me they look a bit like giant cells.
Nomad fighter. All their ships are basically this sort of shape, and are just as organic and featureless. Their ships remind me of a cross between 8472 and the Tholians.

I don't recall if they are energy beings or just plain ol parasites, but they can take over a host and control their actions, and even imbue them with incredible strength and so forth. Their ships are organic in nature, to me they look a bit like giant cells.
Nomad fighter. All their ships are basically this sort of shape, and are just as organic and featureless. Their ships remind me of a cross between 8472 and the Tholians.

posted on March 16th, 2013, 7:53 pm
@Je_mezu24:
Thank you for your information's. Let's talk about my StarGate Mod and everything about StarGate on my Topic:
viewtopic.php?f=43&t=12150&view=unread#unread
and keep this page available for the Beasts :-) Thank you.
@Squire James: Thank you for your info. Obviously the Nomad race looks like to be a strong race.
Thank you for your information's. Let's talk about my StarGate Mod and everything about StarGate on my Topic:
viewtopic.php?f=43&t=12150&view=unread#unread
and keep this page available for the Beasts :-) Thank you.
@Squire James: Thank you for your info. Obviously the Nomad race looks like to be a strong race.
posted on March 17th, 2013, 12:14 am
Indeed, they are a good nemesis in Freelancer. They worked them in well too, using the classic "you don't see the monster" trick
It's not till the very end that it all becomes clear and you fight the Nomads themselves. Before then, you're fighting various factions that are (unbeknownst to you) under the control of the Nomads.
You can see why I think STO nicked all their coolness and gave it to the Undine
Same tricks, even the same weird eyes in those that have been taken over.
Another side that might be fun, sort of an "organic Borg" is, well, the name of your mod reminded me of them., or should I say "it".
It's simply called "The Beast" and its from Homeworld Cataclysm. It's a form of virus that takes over ships and actually uses the crew (in a sort of, War of the Worlds way) to form a biological control system through the ship. A hive mind space zombie, basically

You can see why I think STO nicked all their coolness and gave it to the Undine

Another side that might be fun, sort of an "organic Borg" is, well, the name of your mod reminded me of them., or should I say "it".
It's simply called "The Beast" and its from Homeworld Cataclysm. It's a form of virus that takes over ships and actually uses the crew (in a sort of, War of the Worlds way) to form a biological control system through the ship. A hive mind space zombie, basically

posted on March 18th, 2013, 1:13 am
About the Nomads:
They are parasites. I have the game. The 'battleships' are damage absorbers, if I recall right. The fighters are also a bit of damage absorbers, but are still, somewhat, easy to take down.
Been a while since I played.
I don't recall if they are energy beings or just plain ol parasites, but they can take over a host and control their actions, and even imbue them with incredible strength and so forth.
They are parasites. I have the game. The 'battleships' are damage absorbers, if I recall right. The fighters are also a bit of damage absorbers, but are still, somewhat, easy to take down.
Been a while since I played.
posted on March 18th, 2013, 6:13 pm
Another interesting alien species to play in the game ST Armada 2 or fleet Ops, is the Shadows and the Vorlons from Babylon 5. you can download the game Mod from here:
http://www.armadafleetcommand.com/afc/m ... rch&query=
In fact, I thought about a conversion of the game to Fleet Ops.
The Shadows are a fictional alien species. Their homeworld is Z'ha'dum. The Shadows is represented by the question "What do you want?", centering towards desire rather than identity.
A Shadow is an incorporeal being with a spiked, violet-black exoskeleton looking encounter suit. Their legs resemble those of a spider, but each Shadow has six of them instead of eight. The Shadows have fourteen "eyes" showing the shadows true form in total divided into four groups.
Every Shadow ship has a sentient being enslaved as its central processing unit (CPU). This gives it incredible control and maneuverability, but leaves the ship vulnerable to telepathic attack, which the Shadows attempt to counter by installing telepaths into their ships' cores. Unlike conventional ships, Shadow vessels do not form "Jump Points" to enter Hyperspace. Instead they slide or phase into Hyperspace.
The Vorlon species is a member of the First Ones, a group made up of the earliest species to gain sentience in the galaxy. When in the presence of other species, Vorlons wear encounter suits.
A Vorlon's true shape, without the aid of telepathic projection, is that of a glowing cephalopod. Vorlon spaceships, being composed of the same organic foundation as their builders, illustrate this appearance in their squid-like design.
Vorlon physiology makes them biologically immortal (incapable of death by natural causes), and extremely difficult to kill with conventional weaponry. They possess undisclosed levels of telepathic prowess and sensitivity, able to project their consciousness into another person's mind even from massive distances.
http://www.armadafleetcommand.com/afc/m ... rch&query=
In fact, I thought about a conversion of the game to Fleet Ops.
The Shadows are a fictional alien species. Their homeworld is Z'ha'dum. The Shadows is represented by the question "What do you want?", centering towards desire rather than identity.
A Shadow is an incorporeal being with a spiked, violet-black exoskeleton looking encounter suit. Their legs resemble those of a spider, but each Shadow has six of them instead of eight. The Shadows have fourteen "eyes" showing the shadows true form in total divided into four groups.
Every Shadow ship has a sentient being enslaved as its central processing unit (CPU). This gives it incredible control and maneuverability, but leaves the ship vulnerable to telepathic attack, which the Shadows attempt to counter by installing telepaths into their ships' cores. Unlike conventional ships, Shadow vessels do not form "Jump Points" to enter Hyperspace. Instead they slide or phase into Hyperspace.
The Vorlon species is a member of the First Ones, a group made up of the earliest species to gain sentience in the galaxy. When in the presence of other species, Vorlons wear encounter suits.
A Vorlon's true shape, without the aid of telepathic projection, is that of a glowing cephalopod. Vorlon spaceships, being composed of the same organic foundation as their builders, illustrate this appearance in their squid-like design.
Vorlon physiology makes them biologically immortal (incapable of death by natural causes), and extremely difficult to kill with conventional weaponry. They possess undisclosed levels of telepathic prowess and sensitivity, able to project their consciousness into another person's mind even from massive distances.
posted on March 28th, 2013, 6:24 pm
Zerg - from StarCraft
The zerg are a terrifying and ruthless amalgamation of biologically advanced, arthropodal aliens. Dedicated to the pursuit of genetic perfection, the zerg relentlessly hunt down and assimilate advanced species across the galaxy, incorporating useful genetic code into their own.
The zerg as a whole are extremely tough, tenacious, and deadly. Their natural armor and weaponry is comparable to modern technology in terms of toughness and armor-piercing capabilities. The zerg are extremely resistant to chemical agents, but their biological nature still renders them vulnerable to concentrated radiation,such as sigma radiation.
All zerg strains are capable of operating in a variety of environments, and some can operate in the vacuum of space. Most zerg are not adapted for space travel by themselves, but are carried by larger zerg such as leviathans. Space-borne zerg either have vast stores of oxygen or have been adapted to not require it. Zerg must eat and rest, but do not require extended hours of sleep and have no set periods of inactivity.Left unchecked, zerg multiply at an alarming rate. Zerg do not die of old age. The zerg have demonstrated an ability to storm worlds, but are less well-equipped at holding them.
(Source - http://starcraft.wikia.com/wiki/Zerg )
The zerg are a terrifying and ruthless amalgamation of biologically advanced, arthropodal aliens. Dedicated to the pursuit of genetic perfection, the zerg relentlessly hunt down and assimilate advanced species across the galaxy, incorporating useful genetic code into their own.
The zerg as a whole are extremely tough, tenacious, and deadly. Their natural armor and weaponry is comparable to modern technology in terms of toughness and armor-piercing capabilities. The zerg are extremely resistant to chemical agents, but their biological nature still renders them vulnerable to concentrated radiation,such as sigma radiation.
All zerg strains are capable of operating in a variety of environments, and some can operate in the vacuum of space. Most zerg are not adapted for space travel by themselves, but are carried by larger zerg such as leviathans. Space-borne zerg either have vast stores of oxygen or have been adapted to not require it. Zerg must eat and rest, but do not require extended hours of sleep and have no set periods of inactivity.Left unchecked, zerg multiply at an alarming rate. Zerg do not die of old age. The zerg have demonstrated an ability to storm worlds, but are less well-equipped at holding them.
(Source - http://starcraft.wikia.com/wiki/Zerg )
Attachments
- cvbtruong_hydralisk_2011.jpg (1.14 MiB) Viewed 1836 times
posted on March 28th, 2013, 9:38 pm
miklosgo wrote:The Shadows are a fictional alien species. Their homeworld is Z'ha'dum. The Shadows is represented by the question "What do you want?", centering towards desire rather than identity.
A Shadow is an incorporeal being with a spiked, violet-black exoskeleton looking encounter suit. Their legs resemble those of a spider, but each Shadow has six of them instead of eight. The Shadows have fourteen "eyes" showing the shadows true form in total divided into four groups.
Every Shadow ship has a sentient being enslaved as its central processing unit (CPU). This gives it incredible control and maneuverability, but leaves the ship vulnerable to telepathic attack, which the Shadows attempt to counter by installing telepaths into their ships' cores. Unlike conventional ships, Shadow vessels do not form "Jump Points" to enter Hyperspace. Instead they slide or phase into Hyperspace.
Mostly right, but not quite on a couple of points.
Z'ha'dum isn't really the Shadow's homeworld, but it is their base of operations. It is the homeworld of Lorien and his (now extinct) race, the Shadows flocking there to be near him. No-one knows where the Shadows came from; even the Vorlons have no idea, and both races have been around for millions of years.
The Shadows are corporeal, but have the ability to phase in and out of realspace, making themselves "effectively" noncorporeal when they want, but they are physical when they want to be. This extends into how their ships enter/exit hyperspace too. That's not an encounter suit; that's the Shadow themself.
The Shadow's ethos is not on desire, but chaos. They ask the question "What do you want?" not to encourage desire, but to listen to people's answers. Those whose answers are pro-chaos are chosen as agents, and given power, those who want peace, unity, and order, are passed by.
Not ALL Shadow ships use living CPUs. They do have "autopilot" capability, such as the pods they use to control Centauri ships later on, and the fighters seem to have some autonomy, or are at least remote controlled from their mothership (though have been seen without one).
miklosgo wrote:The Vorlon species is a member of the First Ones, a group made up of the earliest species to gain sentience in the galaxy. When in the presence of other species, Vorlons wear encounter suits.
A Vorlon's true shape, without the aid of telepathic projection, is that of a glowing cephalopod. Vorlon spaceships, being composed of the same organic foundation as their builders, illustrate this appearance in their squid-like design.
Vorlon physiology makes them biologically immortal (incapable of death by natural causes), and extremely difficult to kill with conventional weaponry. They possess undisclosed levels of telepathic prowess and sensitivity, able to project their consciousness into another person's mind even from massive distances.
All good. :-)
The Vorlons are like the "parents" of the younger races, trying to help them work together and sort things out for the greater good (which, from the Vorlons' perspective, is that of order). They don't like to act directly, preferring to operate through agents (puppets), but when they do intervene forcefully, it is overwhelming.
----
The Vorlons would not make a very good addition to a mod, due to their nature, but the Shadows, who are much more willing to commit their "military" to their purposes, would certainly be feasible in a game like Armada/FlOps. Having worked on B5 modding for A2 and FlOps, I've spent a lot of time looking into this very idea.
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