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Armada 2 Downloads > Celestial Bodies:
12 Armed Planets
Filename: 12armed.zip


Size:
Developer:
Downloads:
Date Added:
Type / Category:
3.15 MB
Twitch
1257
09-16-2005
Celestial Bodies


Average User Rating: 8.5
Number of Votes: 4
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12 Armed Planets - File Description  


Description:
Here are 12 armed planets by Twitch. They fire 4000 meter range planet phasers, and some have planet pulse phasers and long-range photon torpedoes. smile Download now!



12 Armed Planets - Screenshots  
Screenshots:
Click to enlarge


12 Armed Planets - Readme  
Readme File:
12 Armed Planets- 9-15-05
by Twitch - twitch90280@yahoo.com

All of these planets are armed with a 4000 meter range planet phaser. All my planets will be
armed from now on and you can use the examples here to arm any planet. I use 50000x50000 maps
mostly so you can change the range of the weapon for smaller maps in fpphas, p4phot &
ppulse.odf. Armed planets really change the game and the AI uses them pretty well. I've
added a planet pulse phaser on a couple of these planets with the same power and range as
the phaser along with long-range photons topredoes.

I had a difficult time to get planets to have weapons. First was the use of the Borg Sphere’s
SOD with hardpoints scaled up. I had to fool around with the enclosed files to get it all to
work. I’m still not certain if all the changes I made are absolutely necessary but it does work
this way and affects nothing else. The station.odf may not really help but it is enclosed. It
has resource ability and range of site added. The planet odf can over ride the station.odf on
ones you may do. The station.odf will give all your stations a long scan range but resources
only if you designate it in the actual odf. So it will not hurt anything to include it then all
stations will have long range scan ability.

The planet.odf is modified to allow weapons, alert, combat, have resources and partly give the
planet a facility definition. Special weapons are possible but they do not work well with the
AI using them even with the special energy added. The regular weapons are plenty potent.

Many of the planets now have planet cloaks. The AI does not seem to use them but the player
controlled planets will. If you cloak the planets they lose their red alert status when
uncloaked and you must restore it or they get dumb and lazy if you leave them on their own.
When cloaked they will never be seen by ship with out cloak detecting equipment. If you
cloak your orbiter and add CloakEnable = 1 at the bottom of the gorbitalbeam.odf file you
can mine while cloaked from a cloaked planet!

Also now if you have enemy planets within range, they will fire at each other!

If you have lots of planets like I do you can just add
more "named planets" file names to the e_planet.odf file like this:

menuTitle = "Planets"

buildItem1 = "ep_stand.odf"
buildItem2 = "ep_named.odf"
buildItem3 = "ep_named1.odf"
buildItem4 = "ep_named2.odf"
buildItem5 = "ep_named3.odf"
buildItem6 = "ep_named4.odf"
buildItem7 = "ep_suns.odf"

So whether you have this one extra group of planets (it would be ep_named1.odf) or more, the
above layout works by changing the number to the next in sequence
to your e_planet.odf

FILES ENCLOSED

ODF/OTHER
e_planet.odf -the above sample file is enclosed
ep_named7.odf -lists the enclosed planets -change # as needed

ODF/STATIONS
larissa.odf
leeza.odf
krios.odf
ghost.odf
canyon.odf
dense.odf
tsangpo.odf
rakas.odf
lago.odf
oso.odf
pintubo.odf
pyramid.odf
station.odf
planet.odf

ODF/WEAPONS/PHASERS
fpphas.odf
fpphaso.odf

ODF/WEAPONS/PHOTONS
p4phot.odf
pphotno.odf

ODF/WEAPONS/PULSE
ppulse.odf
ppulseo.odf

SOD
larissa.sod
leeza.sod
krios.sod
ghost.sod
canyon.sod
dense.sod
tsangpo.sod
rakas.sod
lago.sod
oso.sod
pintubo.sod
pyramid.sod

TEXTURES/RGB
larissa1.tga,larissa2.tga
leeza1.tga, leeza2.tga
krios1.tga, krios2.tga
ghost1.tga, ghost2.tga
canyon1.tga, canyon2.tga
dense1.tga, dense2.tga
tsangpo1.tga, tsangpo2.tga
rakas1.tga, rakas2.tga
lago1.tga,lago2.tga
oso1.tga, oso2.tga
pintubo1.tga, pintubo2.tga
pyramid1.tga, pyramid2.tga
wpulse.tga -This changes the Fed pulse sprite on all ships so don't use if you like the
original.

As always, these mods are not Activision official stuff so proceed with care. Back up files 1st
& manually add these. To uninstall delete these and put originals back in. They can be used in
any mod that does not have a modded station.odf or planet.odf file. Even then just add the lines
I put in and it should work.

You can use any of my files in any form you want- I don't care about credit
on anything you may use- just have fun!


12 Armed Planets - File Download Options  
Primary Download Locations:

 
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Worldwide Mirror by FileFront
USA Central
FileFront.com

Download from Worldwide Mirror by FileFront Download Now! usa - USA Central
 



12 Armed Planets - User Comments  
The following comments are owned by the user that posted them. Armada 2 Files is not responsible for their content.

Total comments: 5 | Last comment: 04-05-2008 at 12:17

 #1 - Nice - Posted by: kel333 (Member) on 09-16-2005 at 04:17
Hey, those textures look fantastic. And the weapon idea is a great option. Will download ASAP to test out.

 #2 - Nice - Posted by: USS_Mouse (Member) on 01-27-2006 at 17:53
w00t! no more losing colonys Hmmm Donut!

 #3 - Help - Posted by: KSG (Member) on 08-22-2006 at 01:39
Game crashes during load. Aaargh!!! Please help.

PS Great planets


 #4 - Posted by: rikkardnovacat (Member) on 05-09-2007 at 16:59
nice idea you have there

 #5 - realism?? - Posted by: SpaceMaster (Member) on 04-05-2008 at 12:17
I would just point out the ridiculous amount of energy it would take to really cloak a planet...



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