Ashes of Cardassia Mod
posted on May 10th, 2014, 7:00 am
Technical information's about the Cardassian ships and stations:
http://gaming.trekcore.com/armada2/ship ... ssian.html
http://gaming.trekcore.com/armada2/ship ... ssian.html
posted on June 8th, 2014, 1:35 am
Any update on this? Been patiently waiting for release.
posted on June 8th, 2014, 1:58 am
Xanto wrote:Any update on this? Been patiently waiting for release.
I've not worked on it in awhile. As I mentioned in the first post, this will always be my priority: https://www.youtube.com/watch?v=z9awswnrSwM
It's kind of eating up my time lately but I'll try and have a pair of ships done by next weekend.
posted on June 8th, 2014, 3:27 am
That mod looks sweet
No worries on this end. I'll be patient. Just know we haven't forgotten AoC
No worries on this end. I'll be patient. Just know we haven't forgotten AoC
posted on July 15th, 2014, 11:56 pm
First, let me say thank you very much for your work. Having people with your talents and dedication make this a very awesome community to be part of, even if i am a small part.
I was looking over some of the ship classes and stats and was thinking that some of the "Heavy Hitting", cardi ships weren't so heavy hitting. Is that by design? Do you have a master plan to balance this out? Or am i just to focused on the numbers? Also what are the price tags for the ships?
And now for the big question........Any idea on a release date? I am uber excited! Not rushing i understand that this is NOT your priority.
Thanks for any updates!
I was looking over some of the ship classes and stats and was thinking that some of the "Heavy Hitting", cardi ships weren't so heavy hitting. Is that by design? Do you have a master plan to balance this out? Or am i just to focused on the numbers? Also what are the price tags for the ships?
And now for the big question........Any idea on a release date? I am uber excited! Not rushing i understand that this is NOT your priority.
Thanks for any updates!
posted on September 16th, 2014, 8:04 pm
Hey!
Just checking to see if there has been any progress on this mod. I was really looking forward to it.
Just checking to see if there has been any progress on this mod. I was really looking forward to it.
posted on December 13th, 2014, 2:00 pm
Hey Nephalim. I figure you're busy, but I wanted to remind you that this mod has a very excited following. Allow me to demonstrate- I have not the ability nor the time to incorporate this into FO or make it ready for AoC, but I suspect others do. Therefore, I have put up what I can do. What do you guys think of this?
Agent Lao
Loa is the leader of Section 31's navel operation. While the furtive organization typically relies on espionage, a naval division handling experimental equipment and starship designs may be called into action in event of dire crisis.
+3 System Value (All Ships, Shipyards)
20% Sensor Increase
Surveillance Drone: No Weapons, Kamikaze (Less Damage, No Engine Disable), Permanent Cloak, Can't be Decommissioned
Ferengi Marauder: Replaces Nova, Appears Neutral, Must be force-Targeted if ship is not at Red Alert, Anti-Torp Transporter (Passive, 40% Chance of neutralizing guided torpedoes aimed at Marauder)
Diligent Class: Replaces Excelsior II, Sub-Atomic Distortion (Range: Artillery, Damages target regardless of shield, faster for small chassis, all weapons shutdown while in use, lasts 30 seconds), Holofilter (Allows Diligent to appear to be a different vessel amidst the fleet, lasts until canceled)
Descent Class: Available at Eraudi Yard, Limit of Three
Teutoburg Class: Available at Eraudi Yard, Limit of Three
Tunneling Sensor (Saber Class): Increases chance of causing system damage by 30% while active, Replaces Engine Overload, Lasts 9 seconds
No Starfleet Command
Supply Cost Increased
Admiral D'Maev
Previously a ship commander under Admiral Sela, D'Maev is more concerned with firepower than traditional Romulan surreptitious strategies. The newly promoted Admiral has a background on Jarlos IV where the commander led his men against human colonists for two years. The colonists resorted to a tactic D'Maev came to understand as guerilla warfare and was fascinated by its nature.
Cloaking Requires Less SE
+2 Offense
Bird of Prey: Unmanned, Cloakable, Minimal Weapons, Kamikaze
Torpedo Refit is Standard (Others are no longer available.)
Ar'Kala Tactical Warbird: Long range pulse and torps, Feedback Pulse (When a beam is fired at the vessel, a feedback pulse hits the attacker dealing 30% damage, doesn't not work with pulse or torps, lasts 13 seconds)
No Tavara
Supply Cost Decreased
General Weh' Gor
The Bloody Bastard. That was the man's title earned during his engagements with the Romulans, Federation, and finally the Cardassians. Shortly after the beginning of the Dominion war, a Jem'Hadar fighter collided with his vessel. Weh' Gor entered a coma effectively missing the Dominion war. Having awoke, he has returned to his fleet. He ordered boarding attacks no matter the circumstances. Those who returned Weh' Gor considered worthy to serve under him. He has few friends and many enemies in the empire. Still one can't argue with results. It is unlikely his ship would have survived the ramming had the shields been up at the time...
Boarding Party Strength Significantly Increased
+5 System Value
Cost Increased for Small Chassis
Cost Decreased for Large Chassis
All Ships Have Transporter Attack
QaS Duj: Replaces Feklar, Transports 10, Shield Overdrive (Increase shield strength, lasts 34 seconds, strength weakens for 13 seconds before returning to normal) Transport with Shields Up (Enemy's shields must be down), No Cloak
Establish
Initiate directive to fortify presence in this sector.
+5 System, Offense, Defense for all Stations
Additional Slot for Assimilator, Adaptor, Dodecahedron
Tactical Super System: Tactical Armor Upgrade available to Assimilator and Adaptor.
Recycler: Able to Decommission Assimilated Starships for Full Resources
Harvester: Mines Resources from Nearby Moon
Halo: Enhances Nearby Vessels, Causes Damage to Nearby Enemies
No Sphere
No Pyramid
No Diamond
No Cube
Agent Lao
Loa is the leader of Section 31's navel operation. While the furtive organization typically relies on espionage, a naval division handling experimental equipment and starship designs may be called into action in event of dire crisis.
+3 System Value (All Ships, Shipyards)
20% Sensor Increase
Surveillance Drone: No Weapons, Kamikaze (Less Damage, No Engine Disable), Permanent Cloak, Can't be Decommissioned
Ferengi Marauder: Replaces Nova, Appears Neutral, Must be force-Targeted if ship is not at Red Alert, Anti-Torp Transporter (Passive, 40% Chance of neutralizing guided torpedoes aimed at Marauder)
Diligent Class: Replaces Excelsior II, Sub-Atomic Distortion (Range: Artillery, Damages target regardless of shield, faster for small chassis, all weapons shutdown while in use, lasts 30 seconds), Holofilter (Allows Diligent to appear to be a different vessel amidst the fleet, lasts until canceled)
Descent Class: Available at Eraudi Yard, Limit of Three
Teutoburg Class: Available at Eraudi Yard, Limit of Three
Tunneling Sensor (Saber Class): Increases chance of causing system damage by 30% while active, Replaces Engine Overload, Lasts 9 seconds
No Starfleet Command
Supply Cost Increased
Admiral D'Maev
Previously a ship commander under Admiral Sela, D'Maev is more concerned with firepower than traditional Romulan surreptitious strategies. The newly promoted Admiral has a background on Jarlos IV where the commander led his men against human colonists for two years. The colonists resorted to a tactic D'Maev came to understand as guerilla warfare and was fascinated by its nature.
Cloaking Requires Less SE
+2 Offense
Bird of Prey: Unmanned, Cloakable, Minimal Weapons, Kamikaze
Torpedo Refit is Standard (Others are no longer available.)
Ar'Kala Tactical Warbird: Long range pulse and torps, Feedback Pulse (When a beam is fired at the vessel, a feedback pulse hits the attacker dealing 30% damage, doesn't not work with pulse or torps, lasts 13 seconds)
No Tavara
Supply Cost Decreased
General Weh' Gor
The Bloody Bastard. That was the man's title earned during his engagements with the Romulans, Federation, and finally the Cardassians. Shortly after the beginning of the Dominion war, a Jem'Hadar fighter collided with his vessel. Weh' Gor entered a coma effectively missing the Dominion war. Having awoke, he has returned to his fleet. He ordered boarding attacks no matter the circumstances. Those who returned Weh' Gor considered worthy to serve under him. He has few friends and many enemies in the empire. Still one can't argue with results. It is unlikely his ship would have survived the ramming had the shields been up at the time...
Boarding Party Strength Significantly Increased
+5 System Value
Cost Increased for Small Chassis
Cost Decreased for Large Chassis
All Ships Have Transporter Attack
QaS Duj: Replaces Feklar, Transports 10, Shield Overdrive (Increase shield strength, lasts 34 seconds, strength weakens for 13 seconds before returning to normal) Transport with Shields Up (Enemy's shields must be down), No Cloak
Establish
Initiate directive to fortify presence in this sector.
+5 System, Offense, Defense for all Stations
Additional Slot for Assimilator, Adaptor, Dodecahedron
Tactical Super System: Tactical Armor Upgrade available to Assimilator and Adaptor.
Recycler: Able to Decommission Assimilated Starships for Full Resources
Harvester: Mines Resources from Nearby Moon
Halo: Enhances Nearby Vessels, Causes Damage to Nearby Enemies
No Sphere
No Pyramid
No Diamond
No Cube
posted on December 13th, 2014, 7:00 pm
I apologize that I've not really done anything for this in the last few months. I sort of went to work on other things, notably this: http://www.moddb.com/mods/star-fox-event-horizon
and this: http://www.moddb.com/mods/hyrule-total-war
I sort of lost all interest in modding FO. Maybe whenever NX rolls around things will change. If someone else wants to implement my ideas so that I only have to work on models and not touch the engine maybe I'll continue.
and this: http://www.moddb.com/mods/hyrule-total-war
I sort of lost all interest in modding FO. Maybe whenever NX rolls around things will change. If someone else wants to implement my ideas so that I only have to work on models and not touch the engine maybe I'll continue.
posted on December 13th, 2014, 10:28 pm
Ah... That's understandable. I have seen videos on that. Awesome stuff.
Is there a place to DL the work you've done so far?
Is there a place to DL the work you've done so far?
posted on January 3rd, 2015, 12:56 pm
I'd like to second the question on downloading content completed so far! This looks like an amazing mod. In particular, like many people i'm sure, i'd love at least a Terok Nor that i could incorporate into my games!
Very interesting stuff; i can't blame you for focussing on other projects, but if you find yourself putting energy back into this project some day soon, i'm sure there'd be a lot of excitement!
Very interesting stuff; i can't blame you for focussing on other projects, but if you find yourself putting energy back into this project some day soon, i'm sure there'd be a lot of excitement!
posted on January 3rd, 2015, 7:05 pm
Maybe when I have time I'll upload the models I had completed. I'm not sure when I'd have time to model Terok Nor though, I had not started on Cardassian bases yet. Maybe one day ill pick it up again but that motivation has just been gone and directed at my other mods elsewhere.
posted on January 7th, 2015, 3:32 pm
when we will see some big and powerfull ships
cardasians should have dominion or jam hadar mercenary station with some dominion ships
cardasians should have dominion or jam hadar mercenary station with some dominion ships
posted on January 7th, 2015, 7:33 pm
vlado87 wrote:when we will see some big and powerfull ships
cardasians should have dominion or jam hadar mercenary station with some dominion ships
My plan was to keep the Cardassians and Dominion completely separate, and the Cardassians resource starved so that they don't really field giant super ships. I was going for a more guerrilla based faction.
posted on January 8th, 2015, 2:03 pm
well, after dominion war cardassians were divided on the two side, one side support federation and use cardassian ships and some new federation , and second side are against federation and they use small cardassian ships and some big dominion ships (jem hadar pirates)
I see this on next way:
avatar 1 (federation support) can build next ships - combination of cardassian (you can use all ships small, big, huge) and federation ships from station but ships can be built only in small number
avatar 2 (only cardassians) - cardassian ships mainly smaller but have one station where can be build some keldon, galor or some other bigger ships but only in small number
avatar 3 try way alliance (jem hadar pirate support) - cardassian ships mainly smaller but have one jem hadar station where can be build some Jem'Hadar Battleship, Jem'Hadar Dreadnought or some other big ships but only in small number
In this way you support time after official star trek post dominion war.
I see this on next way:
avatar 1 (federation support) can build next ships - combination of cardassian (you can use all ships small, big, huge) and federation ships from station but ships can be built only in small number
avatar 2 (only cardassians) - cardassian ships mainly smaller but have one station where can be build some keldon, galor or some other bigger ships but only in small number
avatar 3 try way alliance (jem hadar pirate support) - cardassian ships mainly smaller but have one jem hadar station where can be build some Jem'Hadar Battleship, Jem'Hadar Dreadnought or some other big ships but only in small number
In this way you support time after official star trek post dominion war.
posted on January 18th, 2015, 12:31 pm
Hi,
I stumbled across this thread while doing a little research for my own Cardassian mod.
I have been thinking about adding a Cardassian race to fleet ops for a while, but I am only an intermediate modeler at best, and this lack of skill has prevented me from doing anything so far.
If you still have any interest in creating the models, I would be more than happy to implement them into the game for you.
I stumbled across this thread while doing a little research for my own Cardassian mod.
I have been thinking about adding a Cardassian race to fleet ops for a while, but I am only an intermediate modeler at best, and this lack of skill has prevented me from doing anything so far.
If you still have any interest in creating the models, I would be more than happy to implement them into the game for you.
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