This is the full install of Star Wars: Fleet Command version 1.1. Download this if you don't already have 1.0 installed.
Here's what's new:
Quote:Added in Cargo Facility, Cargo Ships, Ion Turret, Viscount-Class Mon Cal Star Defender, and Sovereign-Class SSD as new units
New models for all Mon Calamari Cruisers, Victory-Class SDs, Dreadnoughts, Assault Frigate, Interdictor, and X-Wing
Revised/altered models for Corvettes, Modified Corvettes, Gunship, and Strike Cruisers
Sensor Array renamed to CGT Array (and has a changed model to boot).
Multi-Warhead turret removed and replaced with Ion Turret
Super-Heavy Yard added to the New Republic for construction of Star Defenders
Functioning (and lag free) Gravity Well Generators added
Superlaser functionality tweaked
All weapons tweaked. New weapon types added to fit new balance scheme
All build times rebalanced to make things more fun and realistic
All Capital ships and stations altered with more realistic weapon and shield loads
Fighters equipped with limited warheads and a Supply System put in place to resupply them if need be
Evil Artificial Intelligence
And all the other stuff I forgot to mention…
Thank you for downloading Star Wars: Fleet Command for Star Trek: Armada II and the Star Trek: Armada II DEMO. SW:FC enables you to play as either the New Republic or Imperial Remnant, in a massive battle for control of the galaxy. Build expansive bases full of familiar Star Wars ships and stations, colonize and develop planets, establish mining operations, and build massive fleets full of every ship imaginable… from Z-95s and TIE Fighters, to MC-90s and Super Star Destroyers. Use hyperspace to gain an edge against your enemy via hit and run attacks, or simply use brute force to pummel your way through his defenses.
Star Wars: Fleet Command was designed for the enjoyment of all those who love Star Wars space combat, specifically all the Star Wars gaming clubs (such as the Star Vipers and the Rebel Squadrons… and yes, even the Emperor’s Hammer J) out there who have been longing for something "new" to do in the realm of Star Wars space combat games. I have dreamt of doing a Star Wars RTS for the community for a good many years now, and this is the fruit of that dream.
Keep in mind that this mod completely changes Armada II… and eliminates almost all vestiges of Star Trek stuff from it. SW:FC is designed for the A2 demo, but works much better with the full version of Star Trek: Armada II. The full version of Armada II provides increased performance, many enhanced options and features, tons more maps to play in, and is overall considerably better than the demo of A2. So, if you like SW:FC as run on the A2 Demo, enhance it with the Star Trek: Armada II full version!
If you have any questions, comments, or ideas regarding Star Wars: Fleet Command, then please use the following contact methods:
Installation and System Requirements
What’s new in 1.1?
Known Issues
How to Play
Instant Action and Multiplayer
Patch Schedule
Disclaimer and Legal Information
Credits
Contacts
I - Installation and System Requirements
Simply run the SWFC.exe and extract it directly to your Armada 2 (demo or full version) directory. Then, double click on the Armada 2 desktop icon to run the game!
The music for SW:FC is a separate download which you can get at our website http://www.nightsoftware.com/project/armada (or via http://www.armadafleetcommand.com/armada/) and is very highly recommended for increased atmosphere when playing the game. The music download is about 15 MB, and includes installation instructions. If running SW:FC with the demo of Armada II, then take the music track of your choice (in *.wav format) and rename it to ”Mrommp300.wav”. Then, copy over the existing “Mrommp300.wav” file, and you’ll have Star Wars music in the demo!
Minimum System Specifications
Pentium II 300MHz
64MB RAM
2nd or 3rd Generation Video Card with at least 8 MB VRAM
Recommended System Specifications
Pentium III 500MHz or higher
256MB RAM or higher
ATI Radeon or nVidia GeForce video card with 64 MB VRAM or higher
II - What’s New in 1.1?
Version 1.1 of Star Wars: Fleet Command adds a considerable number of new features to the already-comprehensive version 1.0. Here’s a list of changes…
Added in Cargo Facility, Cargo Ships, Ion Turret, Viscount-Class Mon Cal Star Defender, and Sovereign-Class SSD as new units
New models for all Mon Calamari Cruisers, Victory-Class SDs, Dreadnoughts, Assault Frigate, Interdictor, and X-Wing
Revised/altered models for Corvettes, Modified Corvettes, Gunship, and Strike Cruisers
Sensor Array renamed to CGT Array (and has a changed model to boot).
Multi-Warhead turret removed and replaced with Ion Turret
Super-Heavy Yard added to the New Republic for construction of Star Defenders
Functioning (and lag free) Gravity Well Generators added
Superlaser functionality tweaked
All weapons tweaked. New weapon types added to fit new balance scheme
All build times rebalanced to make things more fun and realistic
All Capital ships and stations altered with more realistic weapon and shield loads
Fighters equipped with limited warheads and a Supply System put in place to resupply them if need be
Evil Artificial Intelligence
And all the other stuff I forgot to mention…
III - Known Issues
These are the current bugs/issues within Star Wars: Fleet Command that may be addressed in later patches (see “Patch Schedule”, below, for details)
If you have downloaded and installed the Music, when you load up a game, you may notice as it brings up the game, it pauses for about a minute. Do not worry, the game has not crashed, it is just loading the large music file.
Default Single Player missions with Armada II do not always work properly with the changes that were made in SW:FC. A possible Single Player campaign set in the Star Wars universe is planned to replace this, however.
Some ships, most notably the Assault Transport and Xiytiar Repair Ship, lack the correct wireframes. There are currently placeholder wireframes that appear similar to the ships you wish to build.
There are many ships without pictures in the Admiral’s Log (the post-game log screen).
Turn bump mapping to “Off” in graphical options if Imperial-Class Star Destroyers (like the Imperial starting unit, the Chimaera) look transparent or “blotchy”… this is a video card compatibility issue.
IV - How to Play
Star Wars: Fleet Command changes quite a few things, so here are a few tips and tricks to make your playing experience easy and fun:
In order to send hyperspace-capable ships to hyperspace, select them, then right click on the mini-map, or ALT + right click on the screen (you will get a blue move cursor) to where you want them to go. Larger, slower ships like Super Star Destroyers may take awhile to reach their hyperspace entry point, however…
When hitting the “Build” button on platforms and construction ships, you may notice blacked out areas where buttons should be. These are ships/stations that you have access to, but cannot build yet because you do not have the tech for it. Hold your mouse over the empty button to discover what you still need in order to build the ship/station.
Special weapons can be fired by pressing the special weapon button, and then either targeting the ship for it to be applied to, or, in the case of Centerpoint Station, targeting the space around an object.
If you possess a ship or station with Gravity Wells onboard, you can activate them by selecting the object in question, clicking the “Gravity Well Generator” button, and then clicking the cursor either where you want the gravity well to appear (in the case of ships), or next to the object (in the case of stations).
If you see a starfighter with 0 warheads left (special energy level), fly it nearby a friendly cap ship or station, then select that station and hit “Warhead Resupply”. Voila! Your fighter (or unlimited numbers of fighters, as long as they’re in range of the resupplying ships/stations) is now completely resupplied with warheads!
V - Instant Action and Multiplayer
Star Wars: Fleet Command has been fully tested online. If anything, it is the most enjoyable aspect of this mod, since playing humans is considerably more challenging than playing an AI.
To play with another person online, you must have the same version of SW:FC installed. ANY modifications you make to the mod for your own personal use, will put you out of sync with other players, and you will be listed as “incompatible” in their games. The only way to find out is to create a game or look for a game. All games listed will be in a yellow color if they are out of sync with you. Any games showing up in white are compatible and you can join them.
Multiplayer games can feature up to 8 players (including AI players). Keep in mind that upper-level AIs are just as effective as human players, and occasionally moreso.
Star Wars: Fleet Command was designed with the Star Wars gaming community in mind, and is therefore geared towards online competition-type play. However, Single Player mission editing is possible, with the right knowledge and tools. Information on this is to be released after the release of SW:FC 1.1.
VI - Patch Schedule
There will be at least two patches for Star Wars: Fleet Command coming in the future. Each patch will fix issues in the above list, tweak the balance of existing game objects, and add in new ships/stations/GUIs/etc. in order to complete the full Star Wars experience. Below is a list of the currently planned patch additions.
Seismic Charges for Slave 1, and possibly space mines
Fix the Death Star firing animation, and enable it as a map unit
Single Player Campaign set in the Star Wars universe
Add in Defender-Class Star Destroyer, Bothan Assault Cruiser, XJ X-Wing, and other new ships/stations from the NJO era (and some original designs)
All new voiceovers
Finish all wireframes and Admiral’s log pictures
Etc. (The all-important catch-all!)
VII - Disclaimers and Legal Information
The Star Wars: Fleet Command team (as part of the Star Trek vs. Star Wars team) CANNOT be held responsible for any consequential damage to your system from the use of this mod. If you download and install this mod, you do so at your own risk. The material in this mod is NOT made or supported by either Activision, Paramount Pictures, LucasFilm Ltd. or LucasArts Entertainment Co. in any way, shape or form. No copyright infringement is intended to any of the above companies shown and no profit is made from this mod other than the public’s satisfaction of our work. All Star Trek ships, logo’s, names and statistics are property of Paramount Pictures. The game Star Trek Armada is an Activision product (developed by Mad Doc Software). All Star Wars ships, logo’s, names and statistics in this mod belongs to those companies who own the rights to them, without question. We've simply changed some basic files in order that others might be able to play in the wonderful universes spawned by the minds of Roddenberry and Lucas. Thanks to all those who love Star Wars and Star Trek... because without you, we would have no reason to make this.
All models and textures in Star Wars: Fleet Command have been made from scratch. Many older models and textures are based off the designs used in the LucasArts game “X-Wing Alliance”, but are not direct conversions thereof.
The concepts and ideas used in the development of the Star Wars: Fleet Command mod are the property of the ST vs SW team and of Night Software Inc..The models, images, and designs are property of their respective creators. Any changes made to this mod by 3rd parties should be run by the Star Wars: Fleet Command team lead, Stalker. If you wish to have additional features in this mod, please consult Stalker, and he will determine the viability of adding them to a future patch.
VIII - Credits
Below is a list of all the team members and everyone else who helped in the creation of this mod, either through actively submitting something to us, or allowing us to use their material for our benefit. If I mistakenly left anyone out (and I might do that because so many helped) then please contact me at once and I will rectify this document with the next update.
Team Members
Stalker -
SW:FC Project Leader. Majority of the Star Wars (SW) Modding, AI, Music, Rebel Voiceovers, Mon Cal Cruiser Voiceovers
Angel -
STvsSW Project Leader. Some (initial) Star Wars modding, Imperial Voiceovers
Sim Rex -
Assistant modder, Modeler/SOD Converter, AI, Imperial Voiceovers
Loccu -
All SW Build/Tech Buttons, GUI Interfaces, Splash startup picture, Website Designer, Main Menu Animations and Background
Idler -
Modeler/SOD Converter
Storm -
Modeler/SOD Converter
Challenger -
Modeler/SOD Converter
Major A. Payne-
Modeler/SOD Converter, Beta Tester, Installer
MightyMidget -
Texturer
MoD Seatbelt -
Modeler, Beta Tester
Extra Special Thanks -
I’d like to thank Jesus Christ, my Savior and Lord, without whom I would not have had the inspiration, nor the opportunity, to make this dream come true. This is dedicated to Him… thanks God! J
- Stalker
IX - Contact
We would like to know what you, The Public, think of our work so that we may improve it further in future patches. Any bugs or issues with SW:FC should be reported to Stalker (scroy8@hotmail.com) at once, although we would prefer that you do so in our forum. Should you wish to use certain material from this mod, then please contact Stalker about it first. Also, our forums are located at:
http://www.sgnonline.com/vb/forumdisplay.php?s=&forumid=14
Have fun, and we hope you enjoy what you play. We certainly did =)
Regards
The Star Wars: Fleet Command Team
Star Wars Fleet Command (1.1 Full) - User Comments
The following comments are owned by the user that posted them. Armada 2 Files is not responsible for their content.
Total comments: 76 | Last comment: 07-21-2010 at 17:15
this looks truely fabulous, damn it, why'd i have to sell my armada 2 >< phew, gud thing it's xmas, it'll be on budget by now!! i can rebuy it and add this mod!!
And is it really only 252kb, that has to be wrong!!
#2 - 252kb...is that your final answer? - 12-25-2002 at 20:31
I just downloaded the file and it is exactly (according to my computer, anyway) 51.7MB in size. So if you don't have a DSL or LAN, be prepared for long download times.
This is an awsome mod. It was worth the 7 hour wait. Did anyone else have problems using the Centerpoint Station (the station that fires a big round energy sphere) for the New Republic. It says in the read-me to click near the enemy vessal but it only works like 25% of the time. And does your game get sorta sluggish when playing with 3 comps? I havent tried it any more than that. Is it because of all those lasers?
will someone please tell me why this wont work??? i installed it after waiting for it to download i was even patient enough to let it install (which isnt like me i *****ure you) and now it crashes just as its loaded up an instant action game!! dont getm e wrong this is a great mod.. except for the not working part. and whats the deal with the Federation and Klingon pictures here and there if they arent playable? i really wanna play this. please help me sort it out
Guest (12-241-34-120.client.attbi.com) Joined: December 31st, 1969 Posts:
Alright, here is my Review
A) Center Point is not very effective
B) Gravity Well Generators don't work well
C) You can fire threw planets.
D) The Mon Cal Viscount Star Defender is way, WAY to easy to kill
E) Take forever to build the Soverign SSD
F) The MC-90 and MC-80B cl***** ships are much to weak, they should be able to hold their own against atleast 2 ISDS and the MC-90 at atleast 3.
Over all rating 9.0.
Terrific Mod, i want to see a Vong verses all!!!!!!
#12 - Installer - 02-28-2003 at 15:05
Guest (pool-68-162-38-202.nwrk.east.verizon.net) Joined: December 31st, 1969 Posts:
Why does the game come up with an error for some maps or the patch conflicts with the normal sw:fleet command? do these things happen to anyone else? anyway great mod when i play the right maps!!!
#17 - All you Gimpys Hear me now! - 05-09-2003 at 23:03
For the time to listen to the force has come! so on! Kick ***** and chew bubble gum as you use the might and power of the Imperial Armed Forces to terminate the weak and cowardly MUAHHAHAHAHAAA... *ahem* Anywho FANTASTIC job!!! The gotz nothin on these boyz!! Now to settle down to beer...action figures and pie !!
This mod but each time that I play I get about 10 minutes into the game when it closes and the computer automatically restarts. Please help me if you can.
#19 - 06-04-2003 at 17:29
Captain_Steve From: (New Jersey) Joined: March 16th, 2003 Posts: 531
I added a few Fed ships to this(see 6-3-03's PotD) and every time I go to the Admiral's Log it crashes. I have all the SWFC downloads. Help if you can.
May the Force be with you because resistance is futile
Guest #11 and #14 are right the Yuuzhan Vong would be an amazing addittion, might i suggest 3 races, the new republic, the imperial remmenant and the Yuuzhan Vong for a new star wars mod...
#21 - 06-26-2003 at 07:02
Captain_Steve From: (New Jersey) Joined: March 16th, 2003 Posts: 531
how about the chiss too, they've showed up in some of the latest books. disregard post 19 (i figured it out)
#22 - Asteroids Don't Halt Progress - 06-26-2003 at 16:07
Guest (cache-rp03.proxy.aol.com) Joined: December 31st, 1969 Posts:
Awesome mod, however one thing I've noticed is that most maps with asteroids don't always stop ships from crossing asteroid barriers. A lot ot the time Corvettes and Nebulon B's p***** thru them like they're not there. Any ideas why?
Captain_Steve From: (New Jersey) Joined: March 16th, 2003 Posts: 531
well, it only seems to happen when the ships are in hyperspace. might have something to do with the speed. it seems to happen in BI2 and other mods where warp speed is increased on the ships
#25 - 09-15-2003 at 20:46
Pro-Filer (Staff) From: (Amsterdam) Joined: March 2nd, 2001 Posts: 2724
FileSize fixed, finally, thanks for ehm letting me know, not
#26 - Not the Chiss... - 10-01-2003 at 08:26
TL_Adml_Photon From: (San Antonio, TX) Joined: September 22nd, 2003 Posts: 231
Not yet, anyway. We havn't learned enough about their ships. Hopfully some light will be shed about this subject in the next book, if it ever comes out...
#27 - blah - 04-20-2004 at 11:34
steel2 From: (Toronto, Ontario) Joined: September 20th, 2003 Posts: 510
i just got this mod, and i cant play as any Star Trek races, what the heck is going on, the game is called Star Trek vs Star wars, not Starwars Vs itself, i wanna kick some Tie fighter butt with my feds, not with the "rebels"....nice mod
#28 - It's good no doubts there. - 04-24-2004 at 00:55
you need to add in the ecilpse cl***** star destroyer and the yuuzhan vong.
#29 - can you have this with Dominion Ulti. ? - 05-07-2004 at 03:08
Guest (osterley.gotadsl.co.uk) Joined: December 31st, 1969 Posts:
i wan to know if this works with the dominion ultimate mod. also are these extras or do they take over armada so u only have the original 5 races and the imperial and rebal aliance?
Anyone else here have a CTD when trying to colonise a planet in campaign mode????
#31 - 05-25-2004 at 16:20
Guest (nexredback-216-168-107-190.nexicom.net) Joined: December 31st, 1969 Posts:
This is to Question #27 (steel2):
The*****le of the mod isn't Star Trek vs Star Wars, your thinking another one. This one is called Star Wars Fleet Command (1.1 Full).
Also, haven't you seen a Star Destroyer blow up the asteroids in its way =P I seem to recall one doing that before in the movies.....or maybe the books. Either way, they shot them asteroids out of the way =P
#32 - installer - 07-24-2004 at 03:51
Guest (pcp09429029pcs.jdover01.nj.comcast.net) Joined: December 31st, 1969 Posts:
Alrighty, whenever I play as the Imperials, all the ships are dark colored, and I don't know how to fix it. I tried to reinstall the mod, but no go. The New Republic is normal colored, and so are the Imperials when I play as the Republic. I tried to download the Victory 3 SD, then unistalled it, but that was before I reinstalled the mod. What's going on?
#35 - hhh - 09-17-2004 at 07:53
smithofborg From: (darlaston) Joined: August 28th, 2004 Posts: 7
i what death star
#36 - 09-17-2004 at 09:03
Captain_Steve From: (New Jersey) Joined: March 16th, 2003 Posts: 531
well, the death star odf is in there. i presume the sod and textures are too. with a bit of editing to the techtrees and construction ships (you won't want to build a death star in a yard do you?) you probably could add it to the game.
Could you tell me the name of the death stars odf, and want it is called in the techtrees please. By the way a mod.
#38 - 10-17-2004 at 08:32
arid From: (Michigan) Joined: August 30th, 2004 Posts: 51
where is the music/audio file?
where can i download it?
the nightsoft site isnt working for me, and the other site doesn't seem to have it
help plz
#39 - huh? - 12-14-2004 at 01:08
Dawnofwar4 From: (Perth) Joined: December 11th, 2004 Posts: 1123
i thought this was starwars command not ship command of starwars we need the darth star to have fun so come on! but the fle is good and where i get the music i want that too and please if you find it email be here at nathjnixon@btinternet.com
ive uninstalled ti but the origional game dont work HELP
#41 - This mod ... - 05-14-2005 at 09:37
General_Mathog From: Joined: September 7th, 2004 Posts: 82
... !!
I love it to kick these pesky rebel's *****es with my ISD's !!!
I LOOOOOOOOOVE ur mod !!!
#42 - A rocking good time - 05-24-2005 at 00:10
iowadragon From: (Cheyenne, Wyoming) Joined: March 31st, 2005 Posts: 3
This mod is cool, my only problem is the killer AI, everytime I play as New Republic against an EASY enemy, the imperials whup my *****, before I even get my base and resource collecting going.
#43 - #8 - 05-27-2005 at 18:16
Vortigaunt From: Joined: December 30th, 2004 Posts: 21
i have the same problem , #8. can sum 1 plz help us?
good mod. would like to see more races in the future otherwise it gets boring, maybe the chiss, the vong, ah i can't remember the name of the other, they have the ships that are like circles and their weapons rotate so they can fire faster and got faster recharging turbolasers for the NR.
#45 - 07-10-2005 at 12:59
mihaelzupancic From: (Zagreb) Joined: May 27th, 2005 Posts: 2
I absolutely love the work you guys have done on this mod...
I've always been a BIG fan of the original movies (the prequel trilogy is good to).
I don't know Star Wars like I do Star Trek, but everything looks and plays great!
This mod is a masterstroke.
When I used to play Klingon Academy, I dreamt of warping into a system and finding a Borg cube, galaxy class Fed vessel, or an ISS... That's when I first found out about modding.
Imagine my delight when I discovered what you could do with PC games...
Anyway, I never got any SW into KA (I'll get back to it someday) but now, thanks to your team, I've got it in Armada II .
Putting the two genres together has been fun, and challenging. I'd like to ask for permission to release a re-worked version of this. Is there someone I may contact for information in this regard?
the mod is great but i can't get it 2 work. whenever i play an instant action game the ai don't construct ships but they can move and fire. the planets also move the the very right hand side of the page and i don't have a grid or the ability to create a tie fighter when i am the imperials.
the mod is really and i give it a typical aussie
please help me
#48 - Gameplay gameplay gameplay - 11-22-2005 at 07:14
wow, this mod has reinvented this game better than it ever was before, for some reason i can play this mod for hours and not get bored, simply playing the same battle over and over, the ships are amazing the effects and most importantly the sounds are amazing, usually people ask for some additions and subtractions when they post these comments but not me, dont mess with perfection.
#49 - suggestion, although lets not mess - 11-22-2005 at 07:23
only one suggestion, talk to the fleet operations people about having star wars fleet command as a separate program, they did some really clever stuff with file so that you could do away with having this as a mod and just have it as a game in intself, that way you could eliminate all traces of star trek and have it as a stand alone game (so people can still play armada). that would be a valuable addition.
This is an awesome mod and it worked for me. I had to remove the Imperial music file however. My only complaint is the weakness of fighters as compared to the battleships, which I think should be less-heavily shielded. 12 medium battle cruisers will cut through 6 or 7 squadrons of any type of fighter like swiss cheese.
i downloaded this awhile back, maybe 3 years ago, and i got the little death star arrays to work, now, they dont work, the ion cannon works for the republic, but the death star arrays dont work at all for the empire.
Another big old file... oh well. At least it'll be great! (I think...) I've never been a BIG fan of Star Wars, but my band director J. Hearnes has been. I'm downloading it because I am now a "bit" interested in Star Wars after a concert where the 8th grade played "Star Wars Saga". Just thought this MOD would be cool.
I've seen lots of mods on this site I'm especially interested in the Battlestar Galactica one except I'm unable to download it! Ugh maybe it's not done or perhaps the mod is too hard to download (as is the case with most I've seen) I would like to see more everyone knows how frustrating it can be to play the same game over again it gets dull which is the reason I want to see more mods (like what I've seen thus far). I'm also interested in making my own mod; however, don't know how since I'm not computer literate in the C++ language or other perhaps someone can give useful advice for those of us that don't have the skill. Well I've blabbered on to much anyone care too let me know my e-mail is scifinut989@gmail.com
#75 - Suggested AI Patch - 10-23-2009 at 16:30
BenGriggs From: (Orlando, Florida) Joined: April 9th, 2009 Posts: 39
I like this mod very much. The only problem I have with it is that an enemy AI doesn't have to research things like the player does. Just an Idea for the next patch....
Does anyone have a Nebula or Defender Class Star Destroyer? any sod or textures would be appreciated! I'm dying for some more New Republic ships! great mod!
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