I change a single photon torpedo tube into two missle launchers.
I can change the type of weapon in a hardpoint, but the number of weapons at that hardpoint stays the same, even though the ship status UI graphic shows the number of wepons I added. Changes to the ship's turning rate, movement cost and power levels don't seem to take effect. I'm not certain if it actually is or not. Often, the ship's model appears damaged in battle. None of the modifications seems to work right in the Campaigns.
#Star trek orion pirates ship models mods#
The modifications show up in the Vessel Library just fine, and all the mods works fine during a skirmish battle, but. I save the shiplist file to both the Assests and the MetaAssets folders. I played around with modifying the stats of a few ships. I downloaded the latest version of ShipEdit and the Orion Pirates beta addition for it, and installed them both. I'd been playing around in the campaign for a while, and discovered that no one particular ship exactly suited my fancy. Recently, I dug out my OP CD, and reinstalled it just for the sheer joy of destroying enemy ships (I'm rather fond of the Klingons, as you might guess). He said, "the campaign mode still suffers from a poorly designed interface." He also wrote, "many of the early missions can be incredibly difficult" in the campaign mode, but said the game's best feature was "a working Dynaverse II", and that it adds a great deal of replay value to the game.So, I've long since played through all the campaigns for SFC II & SFC: OP. Giancarlo Varanini of GameSpot said the game "has an impressive amount of content for a stand-alone expansion." Varanini wrote, "Dynaverse II is a semipersistent universe where you can travel through the universe as any one of the races in the game, engage in battles with other players, and work your way up to getting new and more powerful ships," and that the game "includes a fully functional Dynaverse II mode out of the box, and it also contains new skirmishes, a new race, gameplay improvements, and basically all of the features of the original game." He said the single-player modes "are for the most part exactly the same as those in Starfleet Command Volume II, but there have been some changes made," and noted the skirmish mode with premade scenarios such as Star Trek II: The Wrath of Khan.
He said, "the folks at Taldren.have tried to expand the promising Dynaverse II engine" but said "the system still has many of the shortcomings that plagued Empires at War." Butts noted, " Orion Pirates isn't compatible with previous versions of Starfleet Command." He said, "it seems a lot like just an expansion at first glance, but it's really more of a stand-alone mission pack with a few new features added," and that "the real meat of this game is the tactical combat model." Butts said, "Sadly, there is no z-axis in the game" and said it detracts from the realism. Twelve multiplayer missions and three bonus missions based on the "A Piece of the Action" episode are included as well." Butts said the interface for ship to ship action is "well implemented enough" and "everything is laid out reasonably well", but "there are really far too many buttons on the interface for my tastes." He called the AI "robust" and said damage modeling in the game is "excellent", but said some of the ship's voice acknowledgements are bland.
Best of all there's a simple mission creator that lets you set up the engagements you'd like to see.
Steve Butts of IGN said, "There are twelve new campaigns here along with 26 skirmish missions. The game received "generally favorable reviews" according to the review aggregation website Metacritic.