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 1 
 on: August 01, 2009, 07:24:57 pm 
Started by The Undying Nephalim - Last post by The Undying Nephalim
The site is far from finished, though I feel it's worth announcing that Sigma now has an official wiki. Feel free to browse around if you want. There's some tidbits about the plot and game play here and there but it won't be reliable until further in development:
link


 2 
 on: May 31, 2009, 02:37:55 pm 
Started by The Undying Nephalim - Last post by The Undying Nephalim
A rather simple news announcement... Sigma's first demo is now currently available at filefront.com

Enjoy: Download

Info about this release:
________________________________________________________
Do I need anything preinstalled?
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
- You need a fresh instalation of A2 with both the 1.1 patch and the unofficial 1.2.5 patch by the FleetOps team, both which can be found here on Filefront.

Patch 1.1 and Patch 1.2.5 can also be found on the Fleet Operations website here: http://www.fleetops.net/download/Download/StarTrekArmadaII:PatchProject/

- After the patches have been installed, simply copy everything to their appropriate folders and overwrite if the prompt asks. Be sure to back up all data if you are not adding this to a fresh install of A2.
________________________________________________________
What is in this Version?
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

- The Vederiction of Resource Alliance (V.R.A.) as an add on race for stock A2
- The V.R.A. focus on bringing a new playstyle to Armada. All their stations and ships are modular and can be refitted with numerous separate add-ons to meet your current situation.
- For more details about the V.R.A, visit their information thread at our website: http://sigma.smfforfree.com/index.php/topic,11.msg19.html#new

________________________________________________________
Issues and bugs with this release
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

- This demo is meant as a gameplay demonstration, the V.R.A. are horribly unbalanced compared to the stock A2 races.
- Mining ships get stuck on mining stations due to their massive scale. This will be fixed once Sigma no longer relies on stock A2 since resources will work differently. It is highly suggested you play with Unlimited Resources On while experimenting with the V.R.A.
- The AI does not work properly yet. Don't expect much of a challenge (if any) from the V.R.A.
- Occasionally launching fighter craft will not work properly
- Virtually all voice overs are missing, save for several of the Hero Ships. If you are interested in doing voiceovers feel free to contact us on our website.
______________________________________________________
Special Thanks
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
- Much of our thanks must go to the Fleet Operations team for their hard work and devotion to expanding Armada and proving that this eight year old engine is capable of making games worthy of today's standards.
- CanadianBorg for creating every model and applying textures to them. This mod would be impossible without your focused effort.
- MonarchyOne for the most amazing soundtrack I could possibly ask for.
- Westworld for the Big Book of Modding.
- TexasAggie for the engine jam weapon odfs.
- Brian Stein, Twilight Zelda, and Tama Twilight for providing voiceovers for this release.

 3 
 on: May 15, 2009, 07:02:36 pm 
Started by The Undying Nephalim - Last post by The Undying Nephalim
A very brief demonstration demo for the Vederiction of Resource Alliance is virtually complete. We are planning on releasing it near the end of May as an add-on to stock A2.


________________________________________________________
What is in this Upcoming Version?
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

- The Vederiction of Resource Alliance (V.R.A.) as an add on race for stock A2
- The V.R.A. focus on bringing a new playstyle to Armada. All their stations and ships are modular and can be refitted with numerous separate add-ons to meet your current situation.
- For more details about the V.R.A, visit their information thread at our website: VRA Faction Details

________________________________________________________
Issues and bugs with this release
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

- This demo is meant as a gameplay demonstration, the V.R.A. are horribly unbalanced compared to the stock A2 races.
- Mining ships get stuck on mining stations due to their massive scale. This will be fixed once Sigma no longer relies on stock A2 since resources will work differently. It is highly suggested you play with Unlimited Resources On while experimenting with the V.R.A.
- The AI does not work properly yet. Don't expect much of a challenge (if any) from the V.R.A.
- Occasionally launching fighter craft will not work properly
- Virtually all voice overs are missing, save for several of the Hero Ships. If you are interested in doing voiceovers feel free to contact us on our website.


 4 
 on: May 15, 2009, 06:52:16 pm 
Started by The Undying Nephalim - Last post by The Undying Nephalim
All of Sigma's music is being composed by MonarchyOne. If have an Imeem account, a playlist of the entire soundtrack is periodically updated and can be listened to here: Imeem Sigma Playlist

If you do not have an Imeem account, getting one is simple and free. I've included several samples of the soundtrack as a download. You can have these samples for free at this link: Sigma Soundtrack Samples

 5 
 on: May 15, 2009, 06:38:59 pm 
Started by The Undying Nephalim - Last post by The Undying Nephalim
If you are interested in trying to do voice over work for Sigma, here is a list of available roles. Please try to speak clearly in your samples. Email all samples to either undyingnephalim@yahoo.com, or monarchyone@gmail


V.R.A. Lines

The V.R.A. are all human, so you can use any accent you see fit for them.

m = male voice
f = female voice
Red = Taken

General Geon E. Mokbel (m)

Selected: "This is the General."
Selected2: "Give me the news."
Move: "Roger that."
Move2: "Confirmed"
Attack: "Let's show them who's boss."
Attack2: "They think they can take on my broadsides?"
Repair: "Where are the mechanics when you need them...?"
HPcritical: "Retreat? You gotta be kidding me..."
EnemyDetected: "Looks like this fight's about to get serious."


Colonel Stein's Lines (m)

Selected: "Colonel here, what needs to be done?"
Selected2: "My ship is on standby."
Move: "Confirmed HQ"
Move2: "Moving out"
Attack: "Defensive operation commencing"
Attack2: "We'll keep the agressors at bay."
Repair: "Let's go home boys."
HPcritical: "We've taken heavy fire, requesting retreat!"
EnemyDetected: "Aggressors spotted."


Commander Soril Valash's Lines ( f )

Selected:  "Yes Headquaters?"
Selected2: "Commander Soril Valash on standby."
Move: "Move to coodinates."
Move2: "Commencing operation."
Attack: "Target confirmed, engaging enemy."
Attack2: "Target locked, fire at will!"
Repair: "Return to base, I repeat, return to base!"
HPcritical: "Our hull can't take many more hits!"
EnemyDetected: "Enemies sighted HQ."


Commander William Hawksin's Lines (m)

Selected:  "At the ready Command."
Selected2: "Commander Hawksin at the ready."
Move: "Set a course to target location."
Move2: "Moving out."
Attack: "Target confirmed, engaging enemy."
Attack2: "Target locked, fire at will!"
Repair: "We need maintanence"
HPcritical: "We've taken heavy damage we need to retreat!"
EnemyDetected: "Enemies are on scanners Command."

V.R.A. Units

Sector HQ ( f )

Selected: "Everything is under control here."
Selected 2: "Fleet is ready for command."
HPcritical: *static*  "We need to evac I repeat we need to evac!"
EnemyDetected: Enemy ships have been sighted."
Add-on: "Expanding base of operations."

Utility Chassis, Constructor, Mining ship, and Tug (m or f)

Selected: "Ready for orders HQ"
Selected2: "What needs to be constructed?"
Selected3: "What supply line do we follow today HQ?"
Selected4: "Salvage ship on standbye."
Selected5: "Any work for us HQ?"
Move: "Roger that HQ."
Move2: "Confirmed HQ."
Build: "Give us the materials and we'll put it together no problem."
Harvest: "The resources will be yours in no time HQ."
Tow ship: "We'll bring it back to base, HQ."
Repair: "We're taking fire HQ, requesting repairs."
HPcritical : "Uhhh HQ... we are screwed..."

Shipyard Mainframe (m or f )
Selected: "Good day HQ."
Selected2: "What shall we add to the fleet today?"
Build: "Order confirmed."
Add-on: "Expanding Production.

Destroyer (Bottlenose, Orca, and Urchin) (m or f)

Selected: "We're here HQ."
Selected2: "What needs to be done?"
Selected3: "Missiles on standby."
Selected4: "Artillery on standby."
Move: "Acknowledged HQ."
Move2: "On our way."
Attack: "Tracking Target."
Attack2: "They'll never know what hit them."
Repair: "Get this scrap pile back to base!"
HPcritical: "Oh shit..."
EnemyDetected: "Here come the aliens..."

Cruiser (Owl Missile Frigate, Peregrine Heavy Cruiser, and Albatross Carrier) (m or f )

Selected: "Cruiser operational HQ."
Selected2: "All systems at the ready."
Selected3: "Missile bays loaded."
Selected4: "Fighter bays prepped and ready HQ."
Move: "Confirmed HQ."
Move2: "Roger that."
Attack: "Open fire!"
Attack2 "Target confirmed!"
Repair: "We need repairs immediately."
HPcritical: "We are taking a beating out here HQ!"
EnemyDetected: "Hostiles in-bound HQ..."

Battleship ( Rex, Raptor, and Pterodactyl) (m or f, preferably male)

Selected: "I hear you HQ."
Selected2: "What are your orders?"
Move: "We'll be there momentarilly HQ."
Move2: "Another day in the V.R.A."
Attack: "So someone want's to play..."
Attack2: "They'll be dust in no time."
Repair: "We need to reload HQ."
HPcritical: "They've managed to beat us down HQ, requesting retreat!"
EnemyDetected: "Another fool enters the game."

Training Facility (m or f)
Selected: "Hello HQ."
Selected2: "What supplies do we need for the fleet?"
Research: "We'll have the weapons ready in no time HQ."

Badger Science Vessel (m or f)

Selected: "Ready for recon duty HQ."
Selected2: "The enemy could be nearbye..."
Move: "Charting sector."
Move2: "We'll find the hostiles HQ."
Repair: "Looks like it's break time boys."
HPcritical: "They've found us HQ! We must retreat!"
EnemyDetected: "There's your target HQ."

Defense Grid Pylon (m or f)

Selected: "Defending the V.R.A."
Selected2: "Are they comming in for an attack HQ?"
Attack: "All hands focus fire!"
Attack2: "Don't let them through! Defend the base!"
Add-on: "The more guns the better."

Admiral L. Willow (before rebellion)

Selected: "What needs to be done, HQ?"
Selected: "Admiral Luroy Willow standing by."
Move: "Let's get moving."
Move2: "Moving to target location, HQ."
Attack: "Looks like we are in agreement."
Attack2: "The insurgents will pay."
Repair: "Do we finally get some shore leave, HQ?"
HPcritical: "HQ we can't take many more hits!"
EnemyDetected: "Enemies sighted HQ, what are your orders?"

Admiral L. Willow (after rebellion)

Selected: "This is the Admiral speaking."
Selected: "Ready to bring chaos to order."
Move: "I wanted to go there anyway."
Move2: "I'll be there eventually."
Attack: "Those that do not join us will die."
Attack2: "Target locked, fire at will!"
Repair: "A vacation to the shipyards, oh boy..."
HPcritical: "I would say now is a good time to make a run for it..."
EnemyDetected: "Perhaps we can recruit these hostiles?"






Zevestivan Lines

With the exception of Matriarch Kydora and Variuhn, all Zevestivan speak their native language. To get a feel for how their language sounds, contact me at undyingnephalim@yahoo.com and I will email you samples, or download a zip from this link: Zevestivan sample tracks

Matriarch Kydora ( f )

Selected:  "You speak to the Matriarch."
Selected2: "Where shall my will be spread?"
Move: "Dok shod eyet."
Move2: "Beargat neayard."
Attack: "None shall resist my will"
Attack2: "Pea tok, nead gar!"
Repair: "One cannot fight all battles..."
HPcritical: "Veeridok sept tar!"
EnemyDetected: "What foe comes forth now?"

Half-Monarch Kolmahn ( m )

Selected: "Bed gordyak ter?"
Selected2: "vo shu?"
Move: "eyet pridar"
Move2: "Dok shod eyet"
Attack: *laughter*
Attack2: "Peo tok nordres!"
Repair: "Bashdak!"
HPcritical: "Nedok Zaun Zortu!"
EnemyDetected: "Nordes greeg"

Shizawa ( m )

Selected: "huh?"
Selected2: *angry grunt*
Move: "Hmph"
Move2: *grunt of acknowledgement*
Attack: *single chuckle*
Attack2: *small roar*
Repair: *sigh*
HPcritical: *static*
EnemyDetected:  "Ahh haa....."

Variuhn ( f )

Selected: "Human tongue isss humerousss..."
Selected2: "vo shu?"
Move: "eyet jev shee"
Move2: "zeg pridar"
Attack: "maniacle laughter"
Attack2: "We ssshall k....k....kill them, correct?"
Repair: "Nedok pridar!"
HPcritical: "worried scream"
EnemyDetected: "See them I come, cosht ok tet?"

Starbase's Lines (m)

Selected: "Nam nam vorut?"
Selected 2: "Keko soto nam."
HPcritical: *static*  "Okey ondar!"
EnemyDetected: "Nordes..."
Build: "Jek"


Construction Ship (m or f)

Selected: "Memdark gordyak?"
Selected2: *snoring followed by waking up sounds*
Move: "eyet"
Move2: *grunt of aknowledgement*
Build: "Jek pridar"
Repair: "Nedok???"
HPcritical: *hysterical scream*



Mining Ship (m or f)

Selected: "Memdark gordyak?"
Selected2: "Nik ol?"
Move: "eyet"
Move2: "Vagras"
Harvest: "Kokltos shto taht!"
Repair: "Nedok pridar"
HPcritical: *panting*


Mining Station (m or f)

Selected: "Keto!"
Selected2: "Nik ol nam?"
HPcritical: *loud screams*

Shipyard (m or f)

Selected: "Nam nam vorut?"
Selected 2: "Keko soto nam."
HPcritical: *static*  "Okey ondar! Ondaaaaarrrr!!!"
Build: "Jek pridar!"

Scout (m)  (TAKEN)

Selected:  "Beb gordyak?"
Selected2: "Jol ge vo shu?"
Move: "Dok shod eyet!"
Move2: "neyard ves!"
Attack: "Peo tok malruk!"
Attack2: "Peo tok! Peeeooo tokkk!!!"
Repair: "Vedi ses sintario"
HPcritical: "Veeridok mor bi dok tar!"
EnemyDetected: "Gladistok nairee."

Destroyer (m or f)

Selected: "Raaaaakkkk?"
Selected2: "Jol g'v'shu?"
Move: "eyet namtat"
Move2: "eyet pridar!"
Attack: "Peo tok..... nerar!"
Attack2: *laughter* "Nordes preldark"
Repair: "Sintario pridar!"
HPcritical: *screams* "Veeridok! Veeeriiidoook!!!!"
EnemyDetected: "Nordes ketohn?"

Cruiser ( f )

Selected: *grunt of aknowledgment*
Selected2: "huh?"
Move: "eyet"
Move2 "nyard ves pridar."
Attack: *yawns* "peo tok."
Attack2: "malroooook pridar!"
Repair: "Sintario pridar"
HPcritical: *laughter quickly shifting to a scream*
EnemyDetected: "Nordes pon portas!"

Frigate ( m or f )

Selected: "Vwah?"
Selected2: "edirtar dorid"
Move: "eyet, eyet..."
Move2: *hums a random tune*
Attack: "Gondolasz!"
Attack2 "peo tokkkkk!"
Repair: "Sintario pridar! Pridar!"
HPcritical: *crying*
EnemyDetected: "Naiiireeeee...."

Tech Center (m or f)

Selected: "Meentor okt."
Selected2: "Veldess?"
Research: "nota nota...."

Advanced Shipyard (m or f)

Selected: "Kordotos?"
Selected 2: "Keko soto nam."
HPcritical: *static*  *screams*
Build: "Jek pridar nomtoo"

Heavy Cruiser (m) (TAKEN)

Selected: *unintelligable growl*
Selected2: "Jol ge vo shu?"
Move: "Dok shod eyet!"
Move2: "neyard ves!"
Attack: *goofy laughter*
Attack2: "Peo tok! Peeeooo tokkk!!!"
Repair: "Vedi ses sintario"
HPcritical: *ridiculous scream*
EnemyDetected: "Gladistok nairee."

Battleship (m or f)

Selected:  "Nam nam?"
Selected2: "Jol ge vo shu?"
Move: "Dok shod eyet!"
Move2: "neyard ves!"
Attack: "Peo tok malruk!"
Attack2: "Hok bogfetsss"
Repair: "Vedi ses sintario"
HPcritical: *screaming*
EnemyDetected: "Gladistok nairee."

Dreadnaught (m or f)

Selected: "Jol ge vo shu?"
Selected2: "edirtar dorid"
Move: "eyet, eyet..."
Move2: *hums a random tune*
Attack: *mwhahaha laugh*
Attack2 "peo tokkkkk!"
Repair: "Sintario pridar! Pridar!"
HPcritical: *crying*
EnemyDetected: "Naiiireeeee...." *laughter*

Advanced Tech Center (m or f)

Selected: "Egrekts set?"
Selected2: "Veldess pridar?"
Research: "pridar ektosz"

Disruptor Turret (m or f)

Selected: "Okos Eurokaahhhn"
Selected2: "Nordes peo tok?"
Attack: "Del des sed tary os!!!"
Attack2: "Peo tok nyd croos!"

Volley Turret (m or f)

Selected: "Nem tos tot"
Selected2: "Nordes peo tok?"
Attack: "Organt nol darz!"
Attack2: "Peo tok nyd croos!"



 6 
 on: February 16, 2009, 02:08:53 am 
Started by The Undying Nephalim - Last post by The Undying Nephalim
The Vederiction of Resource Alliance

General Information:         
   The V.R.A. is the unity of mankind under one common banner. With the discovery of hostile extraterrestrial life and the realization that the defense of mankind was now a priority objective, the nations of humanity banded and formed one of the most effective military forces the Sintar Cluster has ever seen.

   Operating under a creed that devotes effort to the securing of resources and defensive matters, the V.R.A. forces all civilians to participate in some way to aid mankind’s fight against their quarrelsome neighbors.  Through the will of humanity and the sheer numbers of people involved, the V.R.A. has managed to hold back all and any invader.  Such times have lead to the V.R.A. performing great feats, such as the extinction of the Jevoron people during the Human-Jevoron War.

   The V.R.A.’s fleet is designed to be flexible and versatile and there is no lack of ideas when it comes to potential weapon designs to use against the plethora of hostile foes.  Utilizing a huge payload of weapons and decent armor, the V.R.A. sacrifice speed and maneuverability in favour of heavy firepower and decent protection.
   
Notable People

General Geon E. Mokbel

Age:39
Status: Leader of the V.R.A. military
Info: The leader of the V.R.A. Military forces and head figure of humanity, the General is a highly respected and admired figure. Bearing a scar on his eye from a failed assassination by the Zevestivan Empire, the General has made it his duty to repel and beat back extraterrestrial invaders that intrude on human space.

Colonel Lyon Stein

Age: 27
Status: Colonel in V.R.A. military, highest official in the PDO (Planetary Defense Organization)
Info: One of the most respected men in the V.R.A. fleet, Colonel Stein has devoted much of his career to developing the human’s vast defense arrays on border worlds. While not a pacifist at heart, he believes that the V.R.A. should strictly focus on a defensive strategy and avoid actively invading the other alien races.

Commander Edward William Hawksin

Age: 26
Status: Acting commander of the V.R.A.
Info: Commander Hawksin has served in the V.R.A. since the Human-Jevoron war and was responsible for leading the fleet’s artillery during the decimation of the Jevoron Homeworld. Unique for having a flawless career, Hawksin is highly looked upon and has been put in charge of much classified V.R.A. technology.

Commander Soril Valash

Age: 26
Status: Acting commander of the V.R.A.
Info: The newest commander in the V.R.A. fleet, Soril Valash quickly became notable for her unorthodox command styles and willingness to defy protocol to complete her orders. She at first seems deceptively naive, one who mistakes her as innocent soon comes to learn that she is far more intellectual then she seems to be. She takes a vast interest in Commander William Hawksin as they both studied in military training together.

Colonel Madrix Halzwar

Age: 45
Status: Colonel in V.R.A. military, Leader of Project Aabtani
Info: The oldest man in the V.R.A’s war fleet, Colonel Halzwar lead many of the invasions against the Jevorons and is often associated as being the most responsible for their extinction. After the Human-Jevoron war was resolved, Halzwar relinquished command and turned to the development of biological weapons to aid mankind in their fight against extra-terrestrials. He is incredibly intelligent, and displays a very competitive attitude.

Commander Plasar Zhukov

Age: 31
Status: Acting commander of the V.R.A.
Info: Zhukov originally joined the V.R.A’s military as a weapons tester, and as such he is connected to many nasty rumors and stories. A relatively hyper man, Zhukov always has a habit of constantly occupying himself with work; he’s earned the title of the fleet insomniac. He is very anti-social, though he considers Colonel Halzwar his hero and is always looking up to him.

Admiral Luroy Willow

Age: 27
Status: EX V.R.A. Admiral
Info: The youngest person to ever serve in the V.R.A, Admiral L. Willow served a bold career in the Human-Jevoron war. Credited as being the top fighter pilot in the whole fleet, it was a huge blow to the morale of the V.R.A. when she mysteriously vanished without a trace several years ago. She is considered deceased in all V.R.A. records



V.R.A. Units
The V.R.A.’s war machine focuses on being flexible and modular.  All ships are constructed as a basic design but can be refitted with certain weapons to match the commander’s preferred strategy or current situation.

Folded Space Generator

Constructs: Flamestar, Ankylosaur, Torresque, Feldspar
Info: By far the most advanced structure constructed by humans, Folded Space Generators are constructed in key systems and effectively maintain key routes between systems. At the cost of enormous energy, the Folded space generator is capable of taking and merging them, effectively creating a wormhole. Important ships and personnel, including key heroes of the V.R.A., are summoned into the battle from this structure.

1. General Geon E. Mokbel

Ship: Flamestar, a combination of all three Battleship types
Type: Versatility
Armaments:
- 16 Missile tubes
- 6 Broadside arrays
- 1 Artillery cannon
- Fighter bays
Abilities:

- Launch Fighters: Launches a random combination of 24 fighter craft.

- Xenon Ignition Shockwave: Ignites the Flamestar's extra Xenon storage bay, sending out a huge shockwave to cripple enemy ships.

- Focus Fire: Allied ships focus their fire with the General onto their enemies.
Global Abilities granted:
- Allows the construction of Fire-Ant Bombers
- Unlocks the fighter bay add-on for the defense pylon
Info: The Flagship and pride of the V.R.A. fleet, General Mokbel’s Flamestar is a force to be rightfully feared. Combining elements of all three battleship types, the Flamestar is suitable for all sorts of situations and guaranteed to grant much needed firepower to any fleet.

2. Colonel Lyon Stein

Ship: Ankylosaur, a massive Artillery battleship
Type: Defense and Long range bombardment
Armaments:
- 3 IAL’s (Intersystem Artillery Launcher)
- 2 Artillery volleys
Abilities:

- Awe Strike: Focuses a huge amount of Xenon energy into one IAL, sending a huge volley to devastate targeted area.
Global Abilities granted:
- Peregrine Heavy Cruiser’s artillery range doubled
- All Artillery add-ons double in range and have increased damage
Info: One of the most respected men in the V.R.A. deserves an equally respected ship. The Ankylosaur highlights Colonel Stein’s knack for defensive and long range tactics. Armed with weapons to bring forth destruction from across entire sectors of space, the Colonel’s ship adds a huge punch to any fleet.

3. Commander William Hawksin

Ship: Torresque, a sleek experimental craft with hybrid Mylock technology
Type: Quick Strike and better production speed
Armaments:
- 2 Missile bays
- 2 Rotary auto-cannons
- 6 Mylock Phase cannons
Abilities:

- BRIAD Defense System: Activates the BRIAD defensive system, a network of anti-weapon cannons that consume energy. Prevents the ship from being hit by all but beam weapons.

- Dimensional Phase: The Torresque phases out of normal space like most Mylock ships.
Global Abilities granted:
- Most ships can use the BRIAD Defense System ability
- Destroyer Chassis ships have increased speed, dodge rate, and build much faster.
Info: Admired by the General for his flawless record, Commander Hawksin was put in charge of the highly experimental Torresque, a ship that uses Mylock technology that was found adrift in space. The Torresque adds much needed support to any V.R.A. fleet under its wing.

4. Commander Soril Valash

Ship: Feldspar, an upgraded Owl Missile Cruiser
Type: Heavy use of Missiles
Armaments:
- 8 missile bays
- 4 Broadside arrays
- 6 fighter bays
Abilities:

- Launch Fighters: Launches a squadron of 6 Manti Heavy fighters.

- Cluster Missile Mode: Activates the ships store of cluster missiles, disabling all other weapon systems. Each missile drains energy from the ship until it can fire no more.
- Deploy Missile Turret: Deploys a small unmanned Missile turret near the Feldspar
Global Abilities Granted:
- Missiles now have the range of artillery
- Unlocks the cluster missile add-on for the defense pylon
- Manti Heavy Fighters now are armed with more missiles
Info: Equally admired and criticized by V.R.A. captains, Soril Valash’s unorthodox tactics have landed her many friends and enemies. Her heavy focus on missile weaponry is somewhat of a mystery, though the results of her career are nothing to laugh at. Adding the Feldspar to any fleet with greatly boost its offensive value.

Sector HQ

Armaments:
- 12 missile tubes
Add-ons: Fighter Bay, Repair Bay, Utility Yard
Info: The Sector HQ is the hub of all V.R.A. activity in a given sector and the most important structure one needs to concern themselves with in any operation. From forth the HQ all the V.R.A.’s infrastructure and ships stem from.

Fighter Bay

Constructs: Mosquito Fighter Craft, Manti Heavy Fighters, Fire-Ant Bomber

1. Mosquito Fighter Craft

Armaments:
- 2 light cannons
Info: While not the most effective unit, huge swarms of Mosquito fighters can add tons of support. All V.R.A. ships with a fighter bay have squadrons of Mosquito fighters ready to attack.

2. Mantis Heavy Fighter

Armaments:
-  4 medium cannons
-  2 missile launchers
Info: In service for longer then any other ship in the V.R.A.’s fleet, the Mantis Heavy Fighter is a much more effective craft then its smaller cheaper cousin. Survivability rate for Manti are quite high, and most commanders prefer to have at least one squadron under their command at all times.

3. Fire-Ant Bomber

Armaments:
- 1 medium cannon
- 2 torpedo launchers
Info: A relatively new addition to the fleet, the Fire Ant Bomber has not seen widespread use yet. Though it is a sitting duck and easy to destroy, the Fire Ant’s sheer firepower is bliss for commanders who properly escort. Note: The Fire Ant Bomber is only available to General Mokbel.

Utility Yard

Constructs: Utility Chassis

1. Utility Chassis

Upgrades to: Bee Mining Freighter, Ant Tug, Termite Construction Rig, Badger Scout
Info: The basis to all of the V.R.A.’s efforts, the Utility Chassis can be refitted for any role that is currently needed.

2. Bee Mining Freighter

Armaments:
- 2 fighter bays
Abilities:

- Launch Mosquitoes: Launches a squadron of 4 Mosquito fighters.
Info: Huge trails of Bee Miners lead off into resource rich zones under V.R.A. control. The mining freighter is a necessity to the collection of war fuel.

3. Ant Tug

Armaments:
- 2 fighter bays
Abilities:

- Launch Mosquitoes: Launches a squadron of 4 Mosquito fighters.

- Repair Crew: Sends pods of emergency back up crew to boost a damaged ship or reactivate a derelict ship.

- Grapple Chains: The Tug can tow derelict ships back to a safer location before sending over Repair Crews.
Info: It is a guaranteed fact that ships entering battle will suffer casualties, and the Ant Tug is one of the V.R.A.’s most invaluable support tools. Ships suffering heavy casualties welcome much needed assistance from the Tug’s huge roster of repair teams. When the battle is over and there are dead ships in space, the Tug’s can bring back and repair the derelicts to avoid a critical waste of resources.

4. Termite Construction Rig

Armaments: 8 fighter bays
Abilities:
Constructs: Mining Pylon, Shipyard Mainframe, Training Facility, Defense Grid Pylon
Info: Termite Constructors have been in service as long as any utility vessel, and are essential to any V.R.A. base. Constructing virtually everything, the Termites are worth the cost and protection needed to maintain them.

5.  Badger

Armaments
- 1 fighter bay
Abilities:

- Launch Mosquitoes: Launches a squadron of 4 Mosquito fighters.

- Sector Sweep: The Badger can reveal a huge area of the map with an amplification probe.
Info: Knowledge is half the battle, and a division of Badger Science Vessels are often sent out ahead of fleets to scan and analyze enemy threats.  The Badger’s reliability has been credited to the success of many battles, as their absence would have led to the slaughter of unprepared V.R.A. fleets. They are also often used to locate new resources to fuel the V.R.A. war machine.

Repair Bay

Info: V.R.A. ships that manage to survive a massive battle often are in need of repairs. This add on to the HQ provides the perfect facility to patch up damaged vessels.

Mining Pylon

Add-ons: 2 Docking ports
Info: Centers of V.R.A. stockpiles, Mining Pylons are found in virtually every V.R.A. controlled system. Resources are collected, processed, and shipped to local bases from these iconic ports.

Shipyard Mainframe

Add-ons: Destroyer Yard, Cruiser Yard, Battleship Yard
Info: Imposing symbol of the V.R.A.'s industrial might, the manufacturing pylon is more than a simple shipyard. This station is at the heart of any V.R.A. operation, and its loss is a crippling blow to their interests in the sector.

Destroyer Yard

Constructs: Destroyer Chassis

1. Destroyer Chassis

Upgrades to: Bottlenose, Orca Bombardier, Urchin Missile Frigate
Info: The core from which the V.R.A.’s fast attack ships are brought forth, Destroyer skeletons are numerous in many major shipyard sectors.

2. Bottlenose

Armaments:
- 4 heavy cannons
- 2 rapid fire cannon arrays (6 each)
Abilities:

- Xenon Mass Ignition Thruster: The Bottlenose gains a huge boost in speed and dodge rate.
Info: A more recent design introduced to the V.R.A’s fleet, the Bottlenose has demonstrated awesome success in its short service time. They are highly effective against larger ships as their speed makes them very hard for most conventional weapons to hit.

3. Orca Bombardier

Armaments:
- 2 heavy cannons
- 1 Artillery volley
Info: When a direct offensive is out of the question the Orca Bombardier offers the basis for a solution. A fleet of Orca Bombardiers can attack incoming fleets long before their target comes within normal firing range.

4. Urchin Missile Frigate

Armaments:
- 8 Missile launchers
Info: Though it is not effective against larger targets, the Urchin is a very effective anti-destroyer ship and has seen much service in the V.R.A. military. Its stock of rapid fire missiles assure that pesky fast-attack enemies are kept at bay while larger V.R.A. ships attend to equally large enemies.

Cruiser Yard

Constructs: Cruiser Chassis

1. Cruiser Chassis

Upgrades to: Owl Missile Cruiser, Peregrine Heavy Cruiser, Albatross Cruiser Carrier
Info: The core from which the V.R.A. create their primary warships.

2. Owl Missile Cruiser

Armaments:
- 6 broadside arrays
- 12 missile launchers
Abilities:

- Cluster Missile Mode: Activates the ships store of cluster missiles, disabling all other weapon systems. Each missile drains energy from the ship until it can fire no more.
Info: By far the most widely used ship in the V.R.A, the Owl is mass produced and has proven to be one of the best ships to combat alien threats. Sporting powerful broadside arrays and a stock of missiles to deal with smaller targets, the Owl is a necessity to any commanding officer.

3. Peregrine Heavy Cruiser

Armaments:
- 3 Artillery Volley Launchers
- 6 broadside arrays
Info: Another common ship in the V.R.A’s arsenal, the Peregrine is famous for its ability to soften up incoming enemies to make them easier for Owls to deal with. Paired with several Owl Cruisers for support, the Peregrine is another essential part of any V.R.A. fleet.

4. Albatross Cruiser Carrier

Armaments:
- 18 fighter bays
Abilities:

- Launch Mosquitoes: Launches a squadron of 12 Mosquito fighters.

- Launch Manti: Launches a squadron of 6 Manti Heavy fighters.

- Launch Fire Ants (General Mokbel only): Launches a pair of Fire Ant Bombers.
Info: A common support ship, the Albatross greatly boosts the defensive value of any fleet with its stock of fighters. A pair of these can quickly and effectively launch a decent swarm of fighter craft to aid a V.R.A. fleet. Incoming fighters have any damage analyzed, and this information is later sent to V.R.A. ship designers in order to better protect future ships from hostile fire and other threats.

Battleship Yard

Constructs: Battleship Chassis

1. Battleship Chassis

Upgrades to: Raptor, Rex, Pterodactyl
Info: Every fleet needs a powerful assortment of command ships, and these already capable beasts are able to be upgraded to even more effective battle machines.

2. Raptor

Armaments:
- 1 IAL (Intersystem Artillery Launcher)
- 6 Artillery volleys
Info: Though they are rare in most V.R.A. fleets, a Raptor Battleship can easily turn the tide of a battle. With its long range IAL, the Raptor can siege enemy fortifications from a safe distance while the enemy scrambles and wastes precious time sending out their fleet to counter attack.

3. Rex

Armaments:
- 6 broadside arrays
- 36 missile launchers
Info: The pride of the V.R.A. fleet, the Rex is a traditional choice for high ranking Captains and Admirals in the V.R.A. fleet. A vicious hunter of smaller ships, the Rex can tear through large swarms of smaller craft with ease.

4. Pterodactyl

Armaments
- 2 large fighter bays
Abilities:

- Launch Mosquitoes: Launches a squadron of 24 Mosquito fighters.

- Launch Manti: Launches a squadron of 12 Manti Heavy fighters.

- Launch Fire Ants (General Mokbel only): Launches a pair of Fire Ant Bombers.
Info: Though it is not mass-produced like most larger ships, a single Pterodactyl drastically boosts the defensive value of a V.R.A. fleet. With a huge stock of fighters ready to launch, the Pterodactyl quickly unloads its cargo into battle.

Training Facility

Add-ons: Bottlenose, Orca, Urchin, Owl, Peregrine, Albatross, Raptor, Rex, and Pterodactyl division educational systems.
Info: Crew and Captains must be specially trained to operate certain types of ships, and this facility provides the necessities. Huge classrooms, simulators, mock-ups of various ship sections, and workshops can be found here, all in order to better train the V.R.A.'s many needed starcrew.

Bottlenose Division Add-on

Division Ship: Bottlenose
Division Color: Sky Blue
Info: The most recent military section to form in the V.R.A, the Bottlenose Division has established manufacturing bases and development facilities to manufacture the Bottlenose refit for the Destroyer Chassis. Requesting a Bottlenose Division Colonel to the Training facility to start training crew will allow you to refit your destroyers with the Bottlenose model.

Orca Division Add-on

Division Ship: Orca Bombardier
Division Color: Orange
Info: While not as well known as many of the other sections, the Orca Division manufactures the Orca Bombardier, a rapid response long range artillery destroyer. Requesting an Orca Division Colonel to the Training facility to start training crew will allow you to refit your destroyers with the Orca Bombardier model.

Urchin Division Add-on

Division Ship: Urchin Missile Frigate
Division Color: Purple
Info: One of the largest and most widespread military sections, the Urchin Division has produced the successful Missile Frigate on a massive scale.  Requesting an Urchin Division Colonel to the Training facility to start training crew will allow you to refit your destroyers with the Urchin Missile Frigate model.

Owl Division Add-on

Division Ship: Owl Missile Cruiser
Division Color: Black
Info: The oldest section in the V.R.A. military, the Owl Division can be found in virtually every system under V.R.A. control. They hold monopoly over the Owl Missile Cruiser, the most well known and iconic ship in the Human arsenal.  Requesting an Owl Division Colonel to the Training facility to start training crew will allow you to refit your cruisers with the Owl Missile Cruiser model.

Peregrine Division Add-on

Division Ship: Peregrine Heavy Cruiser
Division Color: Yellow
Info: Closely affiliated with the Owl Division, the Peregrine Division has taken their design and modified it to a larger and more powerful ship. The Peregrine Heavy Cruiser is a lethal killing machine and has recently seen more use in most V.R.A. fleets. Requesting a Peregrine Division Colonel to the Training facility to start training crew will allow you to refit your cruisers with the Peregrine Heavy Cruiser model.

Albatross Division Add-on

Division Ship: Albatross Cruiser Carrier
Division Color: White
Info: Though the Albatross Division is small, they produce a majority of the V.R.A. fighter craft and in addition supply their unique Cruiser Carrier. Requesting an Albatross Division Colonel to the Training facility to start training crew will allow you to refit your cruisers with the Albatross Cruiser Carrier model.

Raptor Division Add-on

Division Ship: Raptor Artillery
Division Color: Green
Info: The Raptor Division maintains factories on many border words, and thus they have created the Raptor Artillery Battleship as a long range defensive ship capable of leading a siege on enemy fortifications that are set up too close to V.R.A territory. Requesting a Raptor Division Colonel to the Training facility to start training crew will allow you to refit your battleships with the Raptor Artillery model.

Rex Division Add-on

Division Ship: Rex Command Ship
Division Color: Crimson
Info: Operated by the General himself, the Rex Division focuses on providing Colonels with the finest and most powerful command ships to lead fleets with. The Rex Command Ship is ofter marked as the flagship of V.R.A. fleets for offering captains maximum offensive and defensive capability in battle. Requesting a Rex Division Colonel to the Training facility to start training crew will allow you to refit your battleships with the Rex Command Ship model.

Pterodactyl Division Add-on

Division Ship: Pterodactyl Carrier
Division Color: Pink
Info: Founded by Admiral Luroy Willow several months before her demise, the Pterodactyl Division focused on training the best fighter pilots and providing their fighter craft with the best carrier protection into battle. The Pterodactyl Carrier is a massive pair of hangars armed with just enough weaponry to unleash huge clusters of fightercraft. Requesting a Pterodactyl Division Colonel to the Training facility to start training crew will allow you to refit your battleships with the Pterodactyl Carrier model.

Defense Grid Pylon

Add-ons:

-   Missile launchers

-   Rotary auto-cannons

-   Fighter bays (Unlocked by Mokbel)

-   Artillery (Unlocked by Stein)

-   BRIAD defense system (Unlocked by Hawksin)

-   Cluster missile launcher (Unlocked by Valash)
    Info: V.R.A. bases on border or in alien territory are guaranteed to be attacked. Defensive platforms around the perimeter of any base can greatly relieve fleets from needing to defend stations. These stations are highly modular and incredibly versatile defensive platforms.


Other V.R.A. Units
Outside the V.R.A's war machine are various civilian and military ships that are not in mass production but may fall under your command at certain times or in certain missions

Civilian/Military Transport

Armaments:
- 1 heavy cannon
- Fighter bay
- Launch Fighters: Launches a random combination of 4 fighter craft.
Info: Both Civilian and Military personal need to be transported in mass between systems. These large ships are equipped with large residential areas for long trips.

Nemesis

Armaments:
- 24 Missile tubes
- 12 broadside arrays
- 1 Artillery cannon
- Fighter bays
Abilities:
- Launch Fighters: Launches a random combination of 24 fighter craft.
- Missile Barrage: Lunches a cluster of missiles at targeted area.
- Focus Fire: Focuses a broadside array on a targeted area.
Info: Colonel Halzwar's personal command ship. A modified Rex, Halzwar's battle hardened craft has not seen combat in recent years as it is currently stationed in orbit of Aabtani IV overseeing development of biological weapon research.

Subjugator Construction Yard

Armaments:
- CLASSIFIED
Info: In orbit of Horovine, the homeworld of the V.R.A, the Subjugator is planned to be the newest addition to the V.R.A. fleet. Currently promised to be given to Commander Zhukov upon completion, the Subjugator is expected to bring a swift end to all that oppose the V.R.A.

 7 
 on: February 15, 2009, 10:38:51 pm 
Started by The Undying Nephalim - Last post by The Undying Nephalim
The Zevestivan Empire
   
General Information:
   Founded at the dawn of space travel for their people, the Empire has spanned the Sintar Cluster from their homeworld of Eurokan Prime longer then most of the races.  Being a religious and naturally superstitious race, contact with extra terrestrial life did not bode well for the Zevestivan people.  Deemed as demons from the heavens, the Empire initiated a campaign of xeno-genocide that has only recently been halted.

   Zevestivan society is incredibly strict and focused heavily around their religion, which may be due in part with the Zevestivan life span being incredibly short before their entrance into medical science.  The Zevestivan religion focuses on the worship of a deity being known as Monar Veloth, roughly translated as ‘snowy tooth’ in the human tongue.  Failure to uphold values in the religion including the cleansing of alien races is believed to bring about a shorter life span, bad luck, and ultimately damnation to oneself.  Because of this cultural trait the Zevestivan people have had no concern with translating or understanding their alien neighbors.

   The Empire’s military is a highly effective and versatile force constructed to combat any firefight that may erupt.  The presence of abundant resources within Zevestivan space has also helped to bolster the production of their war machine.  The Empire’s fleet is notable in that they have effective counters for most situations, be it anti-destroyer, anti-fighter, or anti capital ships.

Notable People

Matriarch Kydora

Age: 25
Status: Ruler of the Zevestivan Empire
Info: The first female to ever take control of the Empire, Matriarch Kydora is a witty and collective being. She has an odd fascination with Humans and sees them as some sort of invaluable toy. She was the first extra terrestrial to translate the Human tongue and learn to communicate with mankind. As such, her rise to power lead to her establishing the first ever communication network with all the other known races.

Half-Monarch Kolmahn

Age: 43
Status: Leader of the Order of Monar Veloth and the Empire’s Dantis fleet.
Info: The oldest surviving member of the Empire’s twelve Half-Monarchs, Kolmahn directs much of the Empire’s religious affairs. Seeing Humans as a manifestation of the Zevestivan’s devil, he has a deep hatred for mankind and has been plotting a massive invasion to obliterate the entire species. His goals were put to rest once Matriarch Kydora took over the Zevestivan Empire.

Shizawa

Age: Unknown
Status: Assassin
Info: Feared throughout the Zevestivan Empire, Shizawa serves as the Matriarch’s personal bounty hunter and assassin. None who have seen Shizawa in person have lived, and his ability to kill his target without notice is legendary. At least thirteen commanders that have been murdered in the V.R.A. military have been connected to Shizawa’s doings.

Commandress Vairuhn

Age: 27
Status: Leader of the Empire’s Infantry
Info: A prideful and competitive young Zevestivan, Vairuhn is the leader of the Empire’s infantry and is responsible to plotting out ground invasions. She hates ranged weapons, and always fights melee. Other then the Matriarch, she is the only Zevestivan who can speak fluent human tongue.

Zevestivan Units
The Zevestivan's arsenal is wide and varied. One who plays as the Empire will come to know their balanced tactics well as they seek to crush their opponents.

Starbase

Armaments:
- 3 Disruptor pulse turrets
- 3 Radioactive Volley launchers
Constructs: Vegator, Korc Dauntis, Shizawa’s Fighter, Nol Vairuhn, Poog, Nok Del.

1. Matriarch Kydora
Ship: Vegator (translated as “Glorious Sun”), a massive Dreadnaught
Type: Sheer firepower
Armaments:
- 12 Radioactive Volley launchers
- 12 Disruptor pulse turrets
- 6 Anti-Fighter torpedo launchers
Abilities:
- Nuke: Matriarch Kydora launches a single nuke at target location. Takes a long time to charge but is guaranteed to one shot anything caught in the blast radius.
Global Abilities:
- Allows the Zaun Dantis to be built.
- Most ships gain the Excessive Firepower ability.
Info: The grand leader of the Zevestivan people, Matriarch Kydora’s Vegator is perfect example of her grand majesty. By far the most powerful ship in the Zevestivan fleet and more well armed then any V.R.A. vessel, the Vegator is the ultimate bringer of raw firepower.

2. Half-Monarch Kolmahn
Ship: Korc Dantis (translated as Holy Fire), a notable Battleship
Type: Suicidal and Kamikaze tactics.
Armaments:
- 10 Disruptor Pulse turrets
- 2 Radioactive Volley Launchers
Abilities:
- Zaun Zortu (Holy Day of Victory): When the Korc Dantis is destroyed a giant shockwave of nuclear energy is sent out, destroying virtually everything around it.
Global Abilities:
- Most ships gain the Suicidal Ram ability.
- Nok Tooru is replaced with Zaun Tooru.
Info: A hater of all alien beings. Half-Monarch Kolmahn grants no forgiveness in the name of the Holy Order of Monar Veloth. His battleship, the Korc Dantis, leads hundreds of devoted followers into battle. All under his command have prepared for death; it is expected that any ship near death is to commit a final suicidal attack instead of returning for repairs.

3. Shizawa
Ship: Fighter Craft
Type: Anti-fighter and small ship
Armaments:
-   2 rapid fire disruptor canons
-   1 homing minelayer
Abilities:
-   Swift Strike: Shizawa targets an enemy ships weak spot, dealing an extraordinary amount of damage in one run.
-   Tactical retreat: Shizawa’s speed increases, his disruptors are turned off, and he focuses on laying only homing mines instead as he returns to base.
Global Abilities:
-   Hak Zorget can be built.
-   A wing of Fighters can be launched from Kam Darc’s.
Info: Being the top assassin of the Zevestivan’s forces, Shizawa prefers to go under the radar into battle rather then head on with tons of weapons. His Fighter craft may not be powerful, but it is incredibly mobile and can avoid most incoming fire with ease. Having Shizawa in a fleet can guarantee that it is impossible to be overwhelmed.

4. Variuhn
Ship: Nol Vairuhn (translated as Sword of Vairuhn), a heavy troop ship
Type: Boarding and taking over enemy ships
Armaments:
-   4 Disruptor Pulse turrets
-   2 Radioactive volley launchers
Abilities:
-   Boarding party: Vairuhn launches a swuadron of boarding pods over to target enemy ship, depleting its crew rapidly.
-   Radiation spread: Vairuhn’s ship fires a beam of radioactive isotopes, killing off the crew of an enemy vessel.
Global Abilities:
-   Kam Darc’s can now use the Boarding Party ability.
-   Enemy techtree can be built if a constructor is captured.
Info: Despising ranged weapons has lead to Vairuhn using unique tactics in space. Rather then destroying her enemies dishonorably from behind a command chair, she prefers to board enemy ships, kill their crew in hand to hand combat, and take over their vessels. Such tactics can lead to her adding a good variety of alien ships to her fleet.

5. Poog Mining Ship

Armaments:
 - 2 disruptor pulse turrets
   Info: Clusters of mining ships make up the bulk of the Empire's resource collection force.

6. Nok Del

 Armaments:
- 2 disruptor pulse turrets
     Constructs: Mining Station, Basic Shipyard, Tech Center, Advanced Shipyard, Advanced Tech Center, Disruptor turret, Radioactive Volley Launcher
     Info: The Nok Del, translated as "worker base" into human tongue, are a common sight in all Empire forces. Groups of these ships construct the various infrastructure necessary for the Empire to function.

Mining Station

Info: Serving as a center for stockpiling resources, vast fleets of Poog ships gather here to drop off their load of cargo.

Basic Shipyard

Constructs: Zikvag, Nok Tooru, Pekdel Veeridar, Hak Zorget

1.  Zikvag

Armaments:
- 4 Disruptor pulse cannons
Info: The Zikvag serves as a scout for the Zevestivan Empire.  A fast and agile ship, the Zikvag can map out enemy positions to better help the preparation of attacking Zevestivan fleets.

2.  Nok Tooru

Armaments:
- 4 Disruptor pulse turrets
- 1 Cluster Volley launcher
Abilities:
- Torpedo Burst: The Nok Tooru fires 12 radioactive volleys in rapid succession at random targets.
Info: The Nok Tooru is the most numerous ship in the Zevestivan fleet.  Fast and well armed, clusters of Nok Tooru’s can bring down most larger ships in minutes.  Zevestivan commanders almost always end up relying on having the bulk of their forces made up of these destroyers.

3.  Pekdel Veeridar

Armaments:
- 4 disruptor pulse turrets
- 4 radioactive volley launchers
Abilities:
- Fission Burst: The Pekdel Veeridar fires a very rapid burst of nuclear energy at it’s target, disabling a random system for a short duration.
Info: Pekdel’s are a common sight in most Empire fleets.  They are relatively sturdy and their decent firepower makes them excellent support ships to back up larger craft.  In addition their Fission Bursts are infamous for quickly crippling ships in battle.

4.  Hak Zorget

Armaments:
- 5 Anti-Fighter torpedo launchers
- Cluster Volley launcher
Info: While the Zevestivan tend to do well against V.R.A. fighter craft, occasionally the swarms grow too large for larger Empire ships to combat.  The Hak Zorget’s act as wicked anti-fighter craft, and can down scores of fighters with their rapid fire homing torpedoes.  Note: The Hak Zorget is only available to Shizawa.

Tech Center
Add-ons: Medium Hulls, Fission Burst, System upgrades
Info: The Tech Center is a storehouse for the necessary supplies needed to construct Empire ships.

Advanced Shipyard
Constructs: Bruzer, Kam Darc, Zaun Dantis

1.  Bruzer

Armaments:
- 6 Disruptor pulse turrets
- 3 radioactive volley launchers
- 1 cluster volley launcher
Abilities:
- Ricochet Torpedoes: The Bruzer fires several specialized torpedoes that explode on impact and launch more torpedoes at another nearby target.
Info: A favorite tool of many Empire commanders, the Bruzer is a one of the most notorious ships in the Zevestivan arsenal.  With powerful weapons and armor, a fleet with several Bruzers is bound to cause havoc wherever they tread.

2.  Kam Darc

Armaments:
- 10 Disruptor pulse turrets
- 4 radioactive volley launchers
- 1 cluster volley launcher
Abilities:
- Tactical Nuke: The Kam Darc fires a nuclear warhead at target location, dealing decent damage to anything caught in the blast.
Info: The iconic capital ship of the Empire, Kam Darc’s often serve as tactical bases during engagements.  Leading most fleets into battle, the Kac Darc is effective killer in its own right and should be the primary target in any hostile skimishes.

3.  Zaun Dantis   

- 10 Radioactive Volley launchers
- 10 Disruptor pulse turrets
Info: A recent addition to the Empire’s fleets, the Zaun Dantis is essentially a giant weapons platform.  It serves no purpose other then to bring about the destruction of enemy forces.  There are few enemies that can stand up to the awesome might that is the Zevestivan Dreadnaught.  Note: The Zaun Dantis is only available to Matriarch Kydora.

Advanced Tech Center
Add-ons: Large Hulls, Ricochet Torpedo, Tactical Nuke
Info: The Advanced Tech Center is a storehouse for the necessary supplies needed to construct the best of Empire ships.

Disruptor Pulse Turret
Armaments:
-3 Disruptor pulse canons
Info: Scores of Pulse Turrets often are found in orbit of most Zevestivan bases.  These small platforms contain a small crew and are excellent defenses against smaller ships.

Radioactive Volley Launcher
Armaments:
-1 Cluster volley launcher
Info: A giant battery in space, these platforms fire a collective burst of radioactive energy at incoming targets.  While not as common as Disruptor Pulse turrets, several of these will assure stable defense against larger capital ships.

 8 
 on: January 27, 2009, 11:20:27 pm 
Started by The Undying Nephalim - Last post by The Undying Nephalim
Sigma features five distinct races that operate radically different from each other. Not all the races play like those in A2, and diversity is a focus of developing the factions in Sigma. Each race has a distinct culture, personality, goal, and different objectives to worry about when managing them. Here now are the races that players will come to command.


I. The Zevestivan Empire
II. The Vederiction of Resource Alliance (V.R.A.)
III. The Sov Consortium
IV. The Mylock Regime
V. The Ekoset Union





Zevestivan (Zeh-ves-tee-vahn)
Racial type: Reptilian
Homeworld: Eurokan
Faction color: Crimson
Playstyle: Balanced, Traditional tactics.

Overview: The Zevestivan are a tall reptilian race inhabiting the closer planets to human space. Typical males are characterized by dark grey skin with turquoise snouts. They stand nearly 8 feet tall and are usually much more muscular compared to humans. Females of the species are generally teal with greenish snouts. Females are incredibly more muscularly built compared to male Zevestivan. Zevestivan are notable for being incredibly resistant to radioactivity.
               
History: The Zevestivan have built up a stable government known as the Eurokan Empire (Referred to as the Zevestivan Empire by humans). They are relatively hostile towards humans, though recent translations between the two languages have led to a massive decrease in fatal skirmishes. The males totally dominate the political aspect of their society, while the females; being much more physically fit then the males, make up the Empire's bulk of military forces. Sexual equality is unheard of in their society, males treat females as property, and there are very few cases of females taking over a political position. The Eurokan Empire is governed by the High Monarch who sees to everyday affairs. Under the High Monarch's command are twelve half-monarchs, who oversee other affairs that the High Monarch cannot attend to.

Technology: The Zevestivan rely on relatively basic tech by the other race's standards. Their ships are powered by nuclear reactors and rely on nuclear energy volleys as their primary weapons.

Playstyle Details: The Zevestivan play as most traditional sides in an RTS and will be familiar to anyone who has played stock A2. They have the basic class types (scout, destroyer, cruiser, battleship etc) and build bases and harvest resources in a normal manner. They are the easiest side to pick up and play and are relatively straightforward.

Strengths
: None

Weaknessess: None

For more information about the Zevestivan, visit their faction detail thread: link




V.R.A. (Vederiction of Resource Alliance)
Racial Type: Mammalian
Homeworld: Horovine
Faction Color: Silver
Playstyle: Long range harassment, brute force

Overview: The Humans are a militaristic race who display diverse qualities in given individuals. Human males are generally slightly stronger then females though their general builds are similar.

History: The Humans have established themselves as the Vederiction of Resource Alliance, a society run by the military who's goal is to ensure the successful preservation of the human race through expansion and the security of resources. The V.R.A. is controlled by a high ranking General, who has other generals under his command to decentralize management of forces. United under a common purpose, moral issues and conflict among humanity is rare.

Technology: The V.R.A. rely on relatively basic tech by the other race's standards. Their ships are powered by Xenon/Ion cores and are relatively efficient. The V.R.A. are the only race that relies heavily on ballistic and physical weapons rather then a form of energy.

Playstyle Details
: The V.R.A. plays similar to the stock races from A2, though they differ in several ways. The V.R.A focuses on well armed ships designed to harass enemy forces from far away, thus their ships have excellent artillery and can fire from a tremendous distance. All their ships can also be refitted and have expansion parts added on to them. The V.R.A. are also very efficient with military production and can add on to their shipyards to increase the number of ships being built at once. V.R.A. ships generally lack in maneuverability compared to the other races, and positioning fleets is crucial. In essence they play like any stock race, but with more focus on micromanagement.

Strengths:
- Well armed, well armored ships and bases.
- Fast and efficient production.
- Long range weaponry.

Weaknesses:
- Poor maneuverability.
- Poor firing arcs.
- lack of close combat weapons.

For more information about the V.R.A, visit their faction detail thread: link



Sov (Sahv)
Racial Type: Insectoid
Homeworld: Altmo Zigmas IV
Faction Color: Yellow
Playstyle: Rapid expansion and overwhelming numbers

Overview: The Sov are an insectoid race consisting of seven distinct sexes. Nothing is known of all of their characteristics, though only three are required for reproduction. "Male" Sov generally look similar to the "Female" Sov, save several internal organ variations. All Sov are characterized by a husky green exoskeleton, two large mandibles, and six assorted legs. Their eyes, even though multifaceted, are very poor. Their sense of smell is beyond anything humans can comprehend.

History: The Sov have established a powerful capital empire within their region of space. They are incredibly absorbed with obtaining wealth and thus exhibit extreme signs of greed. They have established a powerful commercial base known as the Consortium, effectively sealing their fate with a corrupt but flexible government. Because of the nature and lack of knowledge of the Sov's seven different genders, it is often assumed the "males" are the dominant sex of their society, and that the other six sexes only serve as manual labor or reproductive use. The Sov are notorious for their habit of accumulating and distributing their resources wisely and effectively.

Technology: The Sov rely on moderately advanced technology compared to the other races. The Sov have mastered the use of electrical energy and their ships are designed to generate the product naturally. The Sov use electrical discharges as their form of weapons.

Playstyle Details: The Sov focus on spreading out everywhere rapidly and spamming huge numbers of tiny weak ships. Their bases tend to be very small but in numerous amounts. It's safe to say a Sov player has no main base but equally distributes production to his or her many outposts at key resource nodes. Expansion is vital to the Sov, as staying in one location is certain doom. The Sov also harvest resources extremely fast, and their ships are very cheap to build. A fast enough player can construct a huge fleet long before the other races can. Quantity over quality is the name of the game with the Sov.

Strengths:
- Fast resource production.
- overwhelming numbers of ships.
- cheap cost of units.

Weaknesses:
- Ships are generally pathetic and can easily be destroyed.
- Horrible defense.
- suffer in late-game scenarios.



Mylock (Mee-lock)
Racial type: Mechanical
Homeworld: Rings of Ganthrivor
Faction color: Teal
Playstyle: Stealth and Mobility

Overview: Being a reclusive race, not much is known of the Mylock's physiology. They are a completely mechanical life form, down to a cellular level; thus they would appear much like a normal biological lifeform. All Mylocks posses five glowing eyes with green tints, and three extra-sensory tubes on the back of their head. Their brains are incomprehensible, being made of completely non-carbon material they can generate plasma impulses throughout their body in the place of a nervous system. All Mylocks are able to control plasma fields.

History: Evolving in the rings of a barren world in space, the Mylocks are unlike any of the other races. Existing in a zero-g, sub-zero environment has made them far more resistant then the other races. Despite their mechanical properties, the Mylocks operate much like any other biological lifeform. The Mylocks have always been plotting to maintain indirect control of the galactic populace, subjugating other races without them even aware of the Mylock's presence. The Mylock, when presenting themselves politically, refer to themselves as the 'Regime.' Other then this nothing is known of their government or political agenda.

Technology: The Mylocks have superior tech compared to the other races. All their ships are armed with a dimensional phase device (or DPD for short, the equivalent to cloaking devices in stock A2), allowing their ships to effectively travel through a separate plane and remain invisible while still interacting with three dimensional space. They require plasma energy to operate themselves and their ships, and as such use plasma as their primary weapons.

Playstyle Details: The Mylocks are a very mobile force, and must focus on using their superior tech to beat off the other races. Mylock ships are very sleek and generally have good firepower, but their agility comes at the price of being relatively easy to be destroyed. Mylock ships can barely take any hits before going down. Thus hit and run tactics and group fly-byes are effective strategies when playing as the Mylocks. In addition Mylocks can 'summon' their structures anywhere through their central base rather then using constructor ships.

Strengths:
- Fast, sleek, and mobile ships with good firepower.
- Ships can become undetectable.
- Stations can be built at any distance.

Weaknesses:
- Weak resistance to enemy fire.
- Slower resource accumulation.
- Prone to being rushed early in the game.




Ekoset (Ee-koh-set)
Racial Type: Plant
Homeworld: Aravore III
Faction color: Purple
Playstyle: Defensive

Overview: While the general appearance of an Ekoset is largely unknown, it is known that they are an asexual plant race that dwells on a mass polluted planet known as Aravore. A precursor race destroyed the planet's ecosystem by polluting it beyond repair, but the Ekoset's ancestors benefitted from the devastation and eventually evolved to their current state. Ekoset posses no brains or nervous system, but have exotic organs that substitute such. They communicate via spores, though through mechanical technology they can decipher and translate vocal language.

History: Taking after their world's extinct precursors, the Ekoset have developed a massive manufacturing society. Every world they touch eventually becomes polluted by their machines beyond environmental repair. They have established a space faring empire known as the Ulant Union, their sole political goal is to secure more worlds to make room for spore nests. The Ekoset are obsessed with finding new and more effective means of manufacturing their infrastructure and weapons of war. Though not naturally hostile, the Ekoset have been known to attack other races that pry too far into their affairs.
         
Technology: The Ekoset have advanced technology compared to the other races. Being photosynthetic, their machines have also come to depend on solar energy. The Ekoset are masters at harnessing the energy of light, and have used it to employ their unique shield tech and laser weaponry.

Playstyle: The Ekoset are the most unique race, and the hardest to play as. While other races need to expand their bases to secure resources, the Ekoset focus on staying in one location for most of the game. They have no series of stations, but have a single starbase that continually can be added onto and expanded upon. The Ekoset also consume vast quantities of resources, and thus they are very slow to build but their few ships are worth the cost and the wait. Ekoset ships are large, bulky, well armed, and well shielded. The fact that their race has regenerating shields that the others lack gives them a huge defensive boon, and though their ships usually only have one or two laser beams that are very slow to recharge, they are ridiculously powerful and often can one-shot any target. Staying put, building up slowly, and crawling across the map with a handful of godly ships is the name of the game when mastering the Ekoset.

Strengths:
- Superior defense.
- Large, powerful, and well armed ships.
- automatic resource generation.

Weaknesses:
- Lack of mobility.
- Expensive ships.
- Very slow to build.

 9 
 on: January 27, 2009, 09:48:22 pm 
Started by The Undying Nephalim - Last post by The Undying Nephalim
For those of you who have just discovered this website and are curious, here is the general idea of Sigma.

Sigma is a total conversion of the hit RTS game 'Star Trek: Armada II'. It focuses on the development of five distinct races that are being to designed to show what is capable of the Armada engine and to offer a unique play experience that differentiates itself from stock A2. All the races are being created to play differently from one another. One race for instance builds stations and ships like stock A2 races for traditionalists to pick up on, while another race focuses on rapidly expanding with tiny mobile bases. Once race 'summons' their structures rather then using constructor units to build their infrastructure. Another race focuses on a single Starbase and adding onto the central structure for a unique defensive feeling.

Sigma at face value: "A fun mod based off of Star Trek: Armada II"

Sigma in detail:
"Five races have expanded out from their native systems in the Sintar Cluster, a dense collection of stars teeming with an abundance of resources. For years the five races have avoided contact with each other for fear of igniting a war. In one mind's attempt to unify the races in common understanding, total war ensues and the battle for preservation begins."



Greetings, and welcome to Sigma's website. Here is some background information on this project to hopefully give those interested motivation to delve deeper into the development of this mod.

First off, what is Sigma? Well first off it is copyright by me.
Sigma was an idea that developed around the time that the first Star Trek: Armada released. As my first foray into the RTS genre of video games, the concept instantly clicked and has become my favorite style of gameplay. There is some deep satisfaction in controlling a massive fleet/army/base and all the standard features common in any RTS title. In my opinion, few games have come equal or surpassed the charm and soul that is Star Trek: Armada. Not even its highly anticipated sequel could surpass the original. One thing that Armada's sequel (which I will refer to as "A2" from here on out) provided that the first didn't was a very flexible and versatile engine from which we modders could tap into and manipulate to bring forth our own creations. A huge plethora of amazing modifications have spawned from the Armada engine, some of the more well known one's include "Star Trek Armada II: Fleet Operations", "Babylon 5: Armada 2", and "Tactical Assault". Whether it was a simple ship added to the roster of Starfleet's arsenal or a total conversation that replaced everything Star Trek with Star Wars, A2 has proven to be among the best of engines for anyone who wants to create a space RTS to use.

My plans for Sigma have slowly grown since 2001. Originally it was to be a comic series I planned on attempting to release after my completion of college, however after discovering the capabilities of the Armada engine and the amazing work of A2's modding community I finally decided to learn the engine inside out and make Sigma a fully functional and unique total conversion of my favorite RTS ever made.

Alright, so what's Sigma about?
Sigma is about a massive conflict that ignites between five alien races as they battle for resources, dominance, and survival. These five races include the primal reptilian Zevestivan, the unity of mankind known as the V.R.A., the greedy and economically superior insects known as the Sov, the reclusive and technologically superior mechanical beings called the Mylock, and the heavy industrialist race of plants known as the Ekoset. For years these five alien races had avoided each other, and the policy seemed to work as conflict never developed between them. This all changed however when one powerful leader of the Zevestivan Empire attempted to communicate between the other races. Eventually contact was established, and soon after the diversity between the various species grew into fear. Overwhelmed by how 'alien' their galactic neighbors were to each other, the five races soon became engulfed in war.

You got my attention, is it possible I can be a part of Sigma?
I am seeking to maintain a very small development team for this mod. Past experience in developing other mods has shown me larger teams tend to cause development to become more like a business rather then a fun project. Simply put, yes it is possible to become part of this, but you have to prove yourself useful  Tongue.

Awesome, what can I do to join Sigma?
I am capable of modding virtually every aspect of A2 on my own, but even I still need input and help. Things that will definitely guarantee you a spot:

1. Play Star Trek: Armada II. It does not make sense to join a mod that will require some prescience of its source material and not know absolutely anything about the game.
2. A 3D modeler who can create in the .SOD format and is capable of applying textures to models.
3. Know what an .odf file is and how to edit them.
4. Know what an .AIP file is and how to edit them.
5. Know what a .spr file is and how to edit them.
6. Know what a .tt file is and how to edit them.
7. Know how to use the A2 map editor and manipulate .bzn files.
8. Know how to make textures in RGB format.
9. Be accessible. Many mods fail for lack of communication and availability. Have access to either of these instant messengers: Yahoo Instant Messenger ( link) or MSN messenger ( link ). Both are free and easy to use. Some people have lives and are rarely available: if you do then don't join unless you can set aside some free time.
10. Don't treat the mod like a business, this is being developed as a fun project.
11. Please, Please use good grammar when communicating to me, a team member, or anyone in general. I understand the internet has "stoopified" our intellectual grasp on proper language and I am fine with things like "lol" and "brb." However, if 90% of your sentences look like this: "goo news is the ver all map is lloking good once im doine ill have it on computah," chances are you are in the wrong place and I will ignore you or chuckle at your inability to briefly go over what you typed and make it understandable.
12. Contact me. My email and yahoo messenger are undyingnephalim@yahoo.com. My msn messenger is undyingnephalim@live.com. If you still can't get a'hold of me, send me a note via deviantart: http://undyingnephalim.deviantart.com/

Chances are if you have done #1 and at least know how to do several other things on the list that you will be accepted.

Awesome, is there anything else I can learn about Sigma?

If you are still interested in Sigma, check out the playable races: link
and also check out the music of Monarchy One who has signed on to compose for this project: link

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