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	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=Tuning_SFC_to_play_on_modern_hardware</id>
		<title>Tuning SFC to play on modern hardware</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=Tuning_SFC_to_play_on_modern_hardware"/>
				<updated>2025-10-10T17:42:37Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: /* Woth dgVoodoo2 - manage non-existant 3D settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: this section was added on 2015-08-06. SFC2 is 15 years by now.&lt;br /&gt;
First some facts:&lt;br /&gt;
* SFC doesn't really optimize graphic output for better play&lt;br /&gt;
** no anti-aliasing nor anisotropic filtering&lt;br /&gt;
* SFC2 has been around for 15 years or more.&lt;br /&gt;
** based on Moore's law, that means the average computer is about 1000x more powerful/efficient at the same cost as it was back around Y2K.&lt;br /&gt;
* graphics drivers these days have great capabilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Missing Windows Registry Entries ==&lt;br /&gt;
&lt;br /&gt;
The following is for SFC2:OP. I did not research for EAW.&lt;br /&gt;
&lt;br /&gt;
The game's installer was written in the 32-bit days, and did not account for 64-bit systems that supported 32-bit. To solve this, a couple of Registry entries need to be added so that other resources can find the game's installation. &lt;br /&gt;
&lt;br /&gt;
This is needed for the additional installers like OP+'s, or the missionpacks.&lt;br /&gt;
&lt;br /&gt;
Make a ''something.reg'' file, and change the directory paths I list to where your SFC install is. You need both entries. Double the backslashes (\\).&lt;br /&gt;
One's for 32-bit, the other is for 64-bit.&lt;br /&gt;
&lt;br /&gt;
Then double-click on the file to import to your system. You need to be Administrator.&lt;br /&gt;
&lt;br /&gt;
For example, if you installed SFC2:OP into ''D:\SFC\Starfleet Command Orion Pirates'' ..then..&lt;br /&gt;
----&lt;br /&gt;
[HKEY_LOCAL_MACHINE\SOFTWARE\Taldren\Starfleet Command Orion Pirates]&lt;br /&gt;
&amp;quot;Directory&amp;quot;=&amp;quot;D:\\SFC\\Starfleet Command Orion Pirates&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Taldren\Starfleet Command Orion Pirates]&lt;br /&gt;
&amp;quot;Directory&amp;quot;=&amp;quot;D:\\SFC\\Starfleet Command Orion Pirates&amp;quot;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modern DirectX compatibility ==&lt;br /&gt;
&lt;br /&gt;
SFC2, whether it's SFC2:OP or SFC2:EAW, are built on DirectX7 or DirectX8. Current (this bit is written in 2025) DirectX is 12, but there's still some 11 around. It's incompatible.&lt;br /&gt;
&lt;br /&gt;
There's a solution! Someone wrote a DirectX adapter. It's called dgVoodoo2.&lt;br /&gt;
See: [https://dege.freeweb.hu/dgVoodoo2/ https://dege.freeweb.hu/dgVoodoo2/]&lt;br /&gt;
&lt;br /&gt;
To install dgVoodoo2, please follow their installation instructions as per their documentation. In my case, it was a matter of dropping the right files in the same folder/directory as starfleetop.exe and using their UI tool to configure how it should behave:&lt;br /&gt;
&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/dgvoodoo2_configure_example.png&lt;br /&gt;
&lt;br /&gt;
== Consider the community patch/versions ==&lt;br /&gt;
&lt;br /&gt;
Visit the Hot&amp;amp;Spicy forums, for SFC2:OP 2.5.6.4.&lt;br /&gt;
[https://hotandspicyforums.com/starfleet-command-2-orion-pirates-v2-564-august-20-t25292.html https://hotandspicyforums.com/starfleet-command-2-orion-pirates-v2-564-august-20-t25292.html]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== With dgVoodoo2 - manage non-existant 3D settings ==&lt;br /&gt;
&lt;br /&gt;
SFC does not.. have.. anti-aliasing. I guess it's that old. However, dgVoodoo2 does provide a tab to manager/override/force some settings like Anti-Aliasing. You can also force the Resolution to use. If you're going to do that, you should use the Hot&amp;amp;Spicy build of SFC and match the resolution setting there too.&lt;br /&gt;
ie: a 16:9 resolution of 1920x1080&lt;br /&gt;
&lt;br /&gt;
It's under the DirectX tab.&lt;br /&gt;
&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/dgvoodoo2_force_3d_settings.png&lt;br /&gt;
&lt;br /&gt;
== With dgVoodoo2 - use ReShade ==&lt;br /&gt;
&lt;br /&gt;
ReShade is a DX12 post-processor later for generating shaders and other modifications of your choice, to manipulate the generated image further. It's generic and is installed per-game at the DX12 level in the game's own directory.&lt;br /&gt;
&lt;br /&gt;
ReShade project page: https://reshade.me/&lt;br /&gt;
&lt;br /&gt;
Effectively, if you use dgVoodoo2, you convert to DX12, which can then pass through ReShade, then go to your modern video card's driver.&lt;br /&gt;
&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/with_dgVoodoo2__use_reshade.png&lt;br /&gt;
&lt;br /&gt;
== Without dgVoodoo2 -- Aspect ratio and scaling ==&lt;br /&gt;
&lt;br /&gt;
If you have a modern system like me, then you probably have a 16x9 ratio monitor. Mine is 2560x1440, and this monitor isn't current edge tech. SFC, SFC2:EAW and SFC:OP were all designed for 4:3 ratio monitors. &lt;br /&gt;
&lt;br /&gt;
''The following are ALL 4:3 ratio resolutions...''&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150807_EzINI_4x3_resolutions.png&lt;br /&gt;
&lt;br /&gt;
This means you're probably playing SFC:OP with a stretched image. You can force the monitor to display the image scaled proportionally by adjusting your scaling and aspect ratio.&lt;br /&gt;
&lt;br /&gt;
Note: my monitor could not, but my video card can. Thus:&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150806_nvidia_settings_scaling_GPU_override.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Without dgVoodoo2 -- Manage 3D Settings ==&lt;br /&gt;
&lt;br /&gt;
SFC does not have any 3D settings of importance. Your video card management tools might. In this example (mine), Nvidia drivers can have overrides based on what executable you're launching.&lt;br /&gt;
&lt;br /&gt;
'''This is important: Make sure you select the SFC:OP executable for these settings!'''&lt;br /&gt;
&lt;br /&gt;
Here's my suggestions:&lt;br /&gt;
* anti-aliasing&lt;br /&gt;
** don't touch FXAA Anti-aliasing. That just fuzzies up the image.&lt;br /&gt;
** otherwise go ahead, crank it up. I've set it to CSAA Anti-Aliasing with as much sampling possible.&lt;br /&gt;
** research! Go online and google up what anti-aliasing does.&lt;br /&gt;
* Anisotropic filtering&lt;br /&gt;
** affects crispness of textures&lt;br /&gt;
** also crank it up. &lt;br /&gt;
* texture quality&lt;br /&gt;
** set those to very high quality of course.&lt;br /&gt;
* test test test!&lt;br /&gt;
* enjoy!&lt;br /&gt;
&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150806_nvidia_settings_SFC_1.png&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150806_nvidia_settings_SFC_2.png&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150806_SFCOP_with_tweaked_settings.png&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=Tuning_SFC_to_play_on_modern_hardware</id>
		<title>Tuning SFC to play on modern hardware</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=Tuning_SFC_to_play_on_modern_hardware"/>
				<updated>2025-10-10T17:39:56Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: /* With dgVoodoo2 - use ReShade */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: this section was added on 2015-08-06. SFC2 is 15 years by now.&lt;br /&gt;
First some facts:&lt;br /&gt;
* SFC doesn't really optimize graphic output for better play&lt;br /&gt;
** no anti-aliasing nor anisotropic filtering&lt;br /&gt;
* SFC2 has been around for 15 years or more.&lt;br /&gt;
** based on Moore's law, that means the average computer is about 1000x more powerful/efficient at the same cost as it was back around Y2K.&lt;br /&gt;
* graphics drivers these days have great capabilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Missing Windows Registry Entries ==&lt;br /&gt;
&lt;br /&gt;
The following is for SFC2:OP. I did not research for EAW.&lt;br /&gt;
&lt;br /&gt;
The game's installer was written in the 32-bit days, and did not account for 64-bit systems that supported 32-bit. To solve this, a couple of Registry entries need to be added so that other resources can find the game's installation. &lt;br /&gt;
&lt;br /&gt;
This is needed for the additional installers like OP+'s, or the missionpacks.&lt;br /&gt;
&lt;br /&gt;
Make a ''something.reg'' file, and change the directory paths I list to where your SFC install is. You need both entries. Double the backslashes (\\).&lt;br /&gt;
One's for 32-bit, the other is for 64-bit.&lt;br /&gt;
&lt;br /&gt;
Then double-click on the file to import to your system. You need to be Administrator.&lt;br /&gt;
&lt;br /&gt;
For example, if you installed SFC2:OP into ''D:\SFC\Starfleet Command Orion Pirates'' ..then..&lt;br /&gt;
----&lt;br /&gt;
[HKEY_LOCAL_MACHINE\SOFTWARE\Taldren\Starfleet Command Orion Pirates]&lt;br /&gt;
&amp;quot;Directory&amp;quot;=&amp;quot;D:\\SFC\\Starfleet Command Orion Pirates&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Taldren\Starfleet Command Orion Pirates]&lt;br /&gt;
&amp;quot;Directory&amp;quot;=&amp;quot;D:\\SFC\\Starfleet Command Orion Pirates&amp;quot;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modern DirectX compatibility ==&lt;br /&gt;
&lt;br /&gt;
SFC2, whether it's SFC2:OP or SFC2:EAW, are built on DirectX7 or DirectX8. Current (this bit is written in 2025) DirectX is 12, but there's still some 11 around. It's incompatible.&lt;br /&gt;
&lt;br /&gt;
There's a solution! Someone wrote a DirectX adapter. It's called dgVoodoo2.&lt;br /&gt;
See: [https://dege.freeweb.hu/dgVoodoo2/ https://dege.freeweb.hu/dgVoodoo2/]&lt;br /&gt;
&lt;br /&gt;
To install dgVoodoo2, please follow their installation instructions as per their documentation. In my case, it was a matter of dropping the right files in the same folder/directory as starfleetop.exe and using their UI tool to configure how it should behave:&lt;br /&gt;
&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/dgvoodoo2_configure_example.png&lt;br /&gt;
&lt;br /&gt;
== Consider the community patch/versions ==&lt;br /&gt;
&lt;br /&gt;
Visit the Hot&amp;amp;Spicy forums, for SFC2:OP 2.5.6.4.&lt;br /&gt;
[https://hotandspicyforums.com/starfleet-command-2-orion-pirates-v2-564-august-20-t25292.html https://hotandspicyforums.com/starfleet-command-2-orion-pirates-v2-564-august-20-t25292.html]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Woth dgVoodoo2 - manage non-existant 3D settings ==&lt;br /&gt;
&lt;br /&gt;
SFC does not.. have.. anti-aliasing. I guess it's that old. However, dgVoodoo2 does provide a tab to manager/override/force some settings like Anti-Aliasing. You can also force the Resolution to use. If you're going to do that, you should use the Hot&amp;amp;Spicy build of SFC and match the resolution setting there too.&lt;br /&gt;
ie: a 16:9 resolution of 1920x1080&lt;br /&gt;
&lt;br /&gt;
It's under the DirectX tab.&lt;br /&gt;
&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/dgvoodoo2_force_3d_settings.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== With dgVoodoo2 - use ReShade ==&lt;br /&gt;
&lt;br /&gt;
ReShade is a DX12 post-processor later for generating shaders and other modifications of your choice, to manipulate the generated image further. It's generic and is installed per-game at the DX12 level in the game's own directory.&lt;br /&gt;
&lt;br /&gt;
ReShade project page: https://reshade.me/&lt;br /&gt;
&lt;br /&gt;
Effectively, if you use dgVoodoo2, you convert to DX12, which can then pass through ReShade, then go to your modern video card's driver.&lt;br /&gt;
&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/with_dgVoodoo2__use_reshade.png&lt;br /&gt;
&lt;br /&gt;
== Without dgVoodoo2 -- Aspect ratio and scaling ==&lt;br /&gt;
&lt;br /&gt;
If you have a modern system like me, then you probably have a 16x9 ratio monitor. Mine is 2560x1440, and this monitor isn't current edge tech. SFC, SFC2:EAW and SFC:OP were all designed for 4:3 ratio monitors. &lt;br /&gt;
&lt;br /&gt;
''The following are ALL 4:3 ratio resolutions...''&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150807_EzINI_4x3_resolutions.png&lt;br /&gt;
&lt;br /&gt;
This means you're probably playing SFC:OP with a stretched image. You can force the monitor to display the image scaled proportionally by adjusting your scaling and aspect ratio.&lt;br /&gt;
&lt;br /&gt;
Note: my monitor could not, but my video card can. Thus:&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150806_nvidia_settings_scaling_GPU_override.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Without dgVoodoo2 -- Manage 3D Settings ==&lt;br /&gt;
&lt;br /&gt;
SFC does not have any 3D settings of importance. Your video card management tools might. In this example (mine), Nvidia drivers can have overrides based on what executable you're launching.&lt;br /&gt;
&lt;br /&gt;
'''This is important: Make sure you select the SFC:OP executable for these settings!'''&lt;br /&gt;
&lt;br /&gt;
Here's my suggestions:&lt;br /&gt;
* anti-aliasing&lt;br /&gt;
** don't touch FXAA Anti-aliasing. That just fuzzies up the image.&lt;br /&gt;
** otherwise go ahead, crank it up. I've set it to CSAA Anti-Aliasing with as much sampling possible.&lt;br /&gt;
** research! Go online and google up what anti-aliasing does.&lt;br /&gt;
* Anisotropic filtering&lt;br /&gt;
** affects crispness of textures&lt;br /&gt;
** also crank it up. &lt;br /&gt;
* texture quality&lt;br /&gt;
** set those to very high quality of course.&lt;br /&gt;
* test test test!&lt;br /&gt;
* enjoy!&lt;br /&gt;
&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150806_nvidia_settings_SFC_1.png&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150806_nvidia_settings_SFC_2.png&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150806_SFCOP_with_tweaked_settings.png&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=Tuning_SFC_to_play_on_modern_hardware</id>
		<title>Tuning SFC to play on modern hardware</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=Tuning_SFC_to_play_on_modern_hardware"/>
				<updated>2025-10-10T17:37:43Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: this section was added on 2015-08-06. SFC2 is 15 years by now.&lt;br /&gt;
First some facts:&lt;br /&gt;
* SFC doesn't really optimize graphic output for better play&lt;br /&gt;
** no anti-aliasing nor anisotropic filtering&lt;br /&gt;
* SFC2 has been around for 15 years or more.&lt;br /&gt;
** based on Moore's law, that means the average computer is about 1000x more powerful/efficient at the same cost as it was back around Y2K.&lt;br /&gt;
* graphics drivers these days have great capabilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Missing Windows Registry Entries ==&lt;br /&gt;
&lt;br /&gt;
The following is for SFC2:OP. I did not research for EAW.&lt;br /&gt;
&lt;br /&gt;
The game's installer was written in the 32-bit days, and did not account for 64-bit systems that supported 32-bit. To solve this, a couple of Registry entries need to be added so that other resources can find the game's installation. &lt;br /&gt;
&lt;br /&gt;
This is needed for the additional installers like OP+'s, or the missionpacks.&lt;br /&gt;
&lt;br /&gt;
Make a ''something.reg'' file, and change the directory paths I list to where your SFC install is. You need both entries. Double the backslashes (\\).&lt;br /&gt;
One's for 32-bit, the other is for 64-bit.&lt;br /&gt;
&lt;br /&gt;
Then double-click on the file to import to your system. You need to be Administrator.&lt;br /&gt;
&lt;br /&gt;
For example, if you installed SFC2:OP into ''D:\SFC\Starfleet Command Orion Pirates'' ..then..&lt;br /&gt;
----&lt;br /&gt;
[HKEY_LOCAL_MACHINE\SOFTWARE\Taldren\Starfleet Command Orion Pirates]&lt;br /&gt;
&amp;quot;Directory&amp;quot;=&amp;quot;D:\\SFC\\Starfleet Command Orion Pirates&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Taldren\Starfleet Command Orion Pirates]&lt;br /&gt;
&amp;quot;Directory&amp;quot;=&amp;quot;D:\\SFC\\Starfleet Command Orion Pirates&amp;quot;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modern DirectX compatibility ==&lt;br /&gt;
&lt;br /&gt;
SFC2, whether it's SFC2:OP or SFC2:EAW, are built on DirectX7 or DirectX8. Current (this bit is written in 2025) DirectX is 12, but there's still some 11 around. It's incompatible.&lt;br /&gt;
&lt;br /&gt;
There's a solution! Someone wrote a DirectX adapter. It's called dgVoodoo2.&lt;br /&gt;
See: [https://dege.freeweb.hu/dgVoodoo2/ https://dege.freeweb.hu/dgVoodoo2/]&lt;br /&gt;
&lt;br /&gt;
To install dgVoodoo2, please follow their installation instructions as per their documentation. In my case, it was a matter of dropping the right files in the same folder/directory as starfleetop.exe and using their UI tool to configure how it should behave:&lt;br /&gt;
&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/dgvoodoo2_configure_example.png&lt;br /&gt;
&lt;br /&gt;
== Consider the community patch/versions ==&lt;br /&gt;
&lt;br /&gt;
Visit the Hot&amp;amp;Spicy forums, for SFC2:OP 2.5.6.4.&lt;br /&gt;
[https://hotandspicyforums.com/starfleet-command-2-orion-pirates-v2-564-august-20-t25292.html https://hotandspicyforums.com/starfleet-command-2-orion-pirates-v2-564-august-20-t25292.html]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Woth dgVoodoo2 - manage non-existant 3D settings ==&lt;br /&gt;
&lt;br /&gt;
SFC does not.. have.. anti-aliasing. I guess it's that old. However, dgVoodoo2 does provide a tab to manager/override/force some settings like Anti-Aliasing. You can also force the Resolution to use. If you're going to do that, you should use the Hot&amp;amp;Spicy build of SFC and match the resolution setting there too.&lt;br /&gt;
ie: a 16:9 resolution of 1920x1080&lt;br /&gt;
&lt;br /&gt;
It's under the DirectX tab.&lt;br /&gt;
&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/dgvoodoo2_force_3d_settings.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== With dgVoodoo2 - use ReShade ==&lt;br /&gt;
&lt;br /&gt;
ReShade is a DX12 post-processor later for generating shaders and other modifications of your choice, to manipulate the generated image further. It's generic and is installed per-game at the DX12 level in the game's own directory.&lt;br /&gt;
&lt;br /&gt;
Effectively, if you use dgVoodoo2, you convert to DX12, which can then pass through ReShade, then go to your modern video card's driver.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Without dgVoodoo2 -- Aspect ratio and scaling ==&lt;br /&gt;
&lt;br /&gt;
If you have a modern system like me, then you probably have a 16x9 ratio monitor. Mine is 2560x1440, and this monitor isn't current edge tech. SFC, SFC2:EAW and SFC:OP were all designed for 4:3 ratio monitors. &lt;br /&gt;
&lt;br /&gt;
''The following are ALL 4:3 ratio resolutions...''&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150807_EzINI_4x3_resolutions.png&lt;br /&gt;
&lt;br /&gt;
This means you're probably playing SFC:OP with a stretched image. You can force the monitor to display the image scaled proportionally by adjusting your scaling and aspect ratio.&lt;br /&gt;
&lt;br /&gt;
Note: my monitor could not, but my video card can. Thus:&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150806_nvidia_settings_scaling_GPU_override.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Without dgVoodoo2 -- Manage 3D Settings ==&lt;br /&gt;
&lt;br /&gt;
SFC does not have any 3D settings of importance. Your video card management tools might. In this example (mine), Nvidia drivers can have overrides based on what executable you're launching.&lt;br /&gt;
&lt;br /&gt;
'''This is important: Make sure you select the SFC:OP executable for these settings!'''&lt;br /&gt;
&lt;br /&gt;
Here's my suggestions:&lt;br /&gt;
* anti-aliasing&lt;br /&gt;
** don't touch FXAA Anti-aliasing. That just fuzzies up the image.&lt;br /&gt;
** otherwise go ahead, crank it up. I've set it to CSAA Anti-Aliasing with as much sampling possible.&lt;br /&gt;
** research! Go online and google up what anti-aliasing does.&lt;br /&gt;
* Anisotropic filtering&lt;br /&gt;
** affects crispness of textures&lt;br /&gt;
** also crank it up. &lt;br /&gt;
* texture quality&lt;br /&gt;
** set those to very high quality of course.&lt;br /&gt;
* test test test!&lt;br /&gt;
* enjoy!&lt;br /&gt;
&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150806_nvidia_settings_SFC_1.png&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150806_nvidia_settings_SFC_2.png&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150806_SFCOP_with_tweaked_settings.png&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=Tuning_SFC_to_play_on_modern_hardware</id>
		<title>Tuning SFC to play on modern hardware</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=Tuning_SFC_to_play_on_modern_hardware"/>
				<updated>2025-10-10T16:37:15Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: /* use dgVoodoo2 to manage non-existant 3D settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: this section was added on 2015-08-06. SFC2 is 15 years by now.&lt;br /&gt;
First some facts:&lt;br /&gt;
* SFC doesn't really optimize graphic output for better play&lt;br /&gt;
** no anti-aliasing nor anisotropic filtering&lt;br /&gt;
* SFC2 has been around for 15 years or more.&lt;br /&gt;
** based on Moore's law, that means the average computer is about 1000x more powerful/efficient at the same cost as it was back around Y2K.&lt;br /&gt;
* graphics drivers these days have great capabilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Missing Windows Registry Entries ==&lt;br /&gt;
&lt;br /&gt;
The following is for SFC2:OP. I did not research for EAW.&lt;br /&gt;
&lt;br /&gt;
The game's installer was written in the 32-bit days, and did not account for 64-bit systems that supported 32-bit. To solve this, a couple of Registry entries need to be added so that other resources can find the game's installation. &lt;br /&gt;
&lt;br /&gt;
This is needed for the additional installers like OP+'s, or the missionpacks.&lt;br /&gt;
&lt;br /&gt;
Make a ''something.reg'' file, and change the directory paths I list to where your SFC install is. You need both entries. Double the backslashes (\\).&lt;br /&gt;
One's for 32-bit, the other is for 64-bit.&lt;br /&gt;
&lt;br /&gt;
Then double-click on the file to import to your system. You need to be Administrator.&lt;br /&gt;
&lt;br /&gt;
For example, if you installed SFC2:OP into ''D:\SFC\Starfleet Command Orion Pirates'' ..then..&lt;br /&gt;
----&lt;br /&gt;
[HKEY_LOCAL_MACHINE\SOFTWARE\Taldren\Starfleet Command Orion Pirates]&lt;br /&gt;
&amp;quot;Directory&amp;quot;=&amp;quot;D:\\SFC\\Starfleet Command Orion Pirates&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Taldren\Starfleet Command Orion Pirates]&lt;br /&gt;
&amp;quot;Directory&amp;quot;=&amp;quot;D:\\SFC\\Starfleet Command Orion Pirates&amp;quot;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modern DirectX compatibility ==&lt;br /&gt;
&lt;br /&gt;
SFC2, whether it's SFC2:OP or SFC2:EAW, are built on DirectX7 or DirectX8. Current (this bit is written in 2025) DirectX is 12, but there's still some 11 around. It's incompatible.&lt;br /&gt;
&lt;br /&gt;
There's a solution! Someone wrote a DirectX adapter. It's called dgVoodoo2.&lt;br /&gt;
See: [https://dege.freeweb.hu/dgVoodoo2/ https://dege.freeweb.hu/dgVoodoo2/]&lt;br /&gt;
&lt;br /&gt;
To install dgVoodoo2, please follow their installation instructions as per their documentation. In my case, it was a matter of dropping the right files in the same folder/directory as starfleetop.exe and using their UI tool to configure how it should behave:&lt;br /&gt;
&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/dgvoodoo2_configure_example.png&lt;br /&gt;
&lt;br /&gt;
== Consider the community patch/versions ==&lt;br /&gt;
&lt;br /&gt;
Visit the Hot&amp;amp;Spicy forums, for SFC2:OP 2.5.6.4.&lt;br /&gt;
[https://hotandspicyforums.com/starfleet-command-2-orion-pirates-v2-564-august-20-t25292.html https://hotandspicyforums.com/starfleet-command-2-orion-pirates-v2-564-august-20-t25292.html]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aspect ratio and scaling ==&lt;br /&gt;
&lt;br /&gt;
If you have a modern system like me, then you probably have a 16x9 ratio monitor. Mine is 2560x1440, and this monitor isn't current edge tech. SFC, SFC2:EAW and SFC:OP were all designed for 4:3 ratio monitors. &lt;br /&gt;
&lt;br /&gt;
''The following are ALL 4:3 ratio resolutions...''&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150807_EzINI_4x3_resolutions.png&lt;br /&gt;
&lt;br /&gt;
This means you're probably playing SFC:OP with a stretched image. You can force the monitor to display the image scaled proportionally by adjusting your scaling and aspect ratio.&lt;br /&gt;
&lt;br /&gt;
Note: my monitor could not, but my video card can. Thus:&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150806_nvidia_settings_scaling_GPU_override.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== use dgVoodoo2 to manage non-existant 3D settings ==&lt;br /&gt;
&lt;br /&gt;
SFC does not.. have.. anti-aliasing. I guess it's that old. However, dgVoodoo2 does provide a tab to manager/override/force some settings like Anti-Aliasing. You can also force the Resolution to use. If you're going to do that, you should use the Hot&amp;amp;Spicy build of SFC and match the resolution setting there too.&lt;br /&gt;
ie: a 16:9 resolution of 1920x1080&lt;br /&gt;
&lt;br /&gt;
It's under the DirectX tab.&lt;br /&gt;
&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/dgvoodoo2_force_3d_settings.png&lt;br /&gt;
&lt;br /&gt;
== Without dgVoodoo2 -- Manage 3D Settings ==&lt;br /&gt;
&lt;br /&gt;
SFC does not have any 3D settings of importance. Your video card management tools might. In this example (mine), Nvidia drivers can have overrides based on what executable you're launching.&lt;br /&gt;
&lt;br /&gt;
'''This is important: Make sure you select the SFC:OP executable for these settings!'''&lt;br /&gt;
&lt;br /&gt;
Here's my suggestions:&lt;br /&gt;
* anti-aliasing&lt;br /&gt;
** don't touch FXAA Anti-aliasing. That just fuzzies up the image.&lt;br /&gt;
** otherwise go ahead, crank it up. I've set it to CSAA Anti-Aliasing with as much sampling possible.&lt;br /&gt;
** research! Go online and google up what anti-aliasing does.&lt;br /&gt;
* Anisotropic filtering&lt;br /&gt;
** affects crispness of textures&lt;br /&gt;
** also crank it up. &lt;br /&gt;
* texture quality&lt;br /&gt;
** set those to very high quality of course.&lt;br /&gt;
* test test test!&lt;br /&gt;
* enjoy!&lt;br /&gt;
&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150806_nvidia_settings_SFC_1.png&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150806_nvidia_settings_SFC_2.png&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150806_SFCOP_with_tweaked_settings.png&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=Tuning_SFC_to_play_on_modern_hardware</id>
		<title>Tuning SFC to play on modern hardware</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=Tuning_SFC_to_play_on_modern_hardware"/>
				<updated>2025-10-10T16:36:41Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: this section was added on 2015-08-06. SFC2 is 15 years by now.&lt;br /&gt;
First some facts:&lt;br /&gt;
* SFC doesn't really optimize graphic output for better play&lt;br /&gt;
** no anti-aliasing nor anisotropic filtering&lt;br /&gt;
* SFC2 has been around for 15 years or more.&lt;br /&gt;
** based on Moore's law, that means the average computer is about 1000x more powerful/efficient at the same cost as it was back around Y2K.&lt;br /&gt;
* graphics drivers these days have great capabilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Missing Windows Registry Entries ==&lt;br /&gt;
&lt;br /&gt;
The following is for SFC2:OP. I did not research for EAW.&lt;br /&gt;
&lt;br /&gt;
The game's installer was written in the 32-bit days, and did not account for 64-bit systems that supported 32-bit. To solve this, a couple of Registry entries need to be added so that other resources can find the game's installation. &lt;br /&gt;
&lt;br /&gt;
This is needed for the additional installers like OP+'s, or the missionpacks.&lt;br /&gt;
&lt;br /&gt;
Make a ''something.reg'' file, and change the directory paths I list to where your SFC install is. You need both entries. Double the backslashes (\\).&lt;br /&gt;
One's for 32-bit, the other is for 64-bit.&lt;br /&gt;
&lt;br /&gt;
Then double-click on the file to import to your system. You need to be Administrator.&lt;br /&gt;
&lt;br /&gt;
For example, if you installed SFC2:OP into ''D:\SFC\Starfleet Command Orion Pirates'' ..then..&lt;br /&gt;
----&lt;br /&gt;
[HKEY_LOCAL_MACHINE\SOFTWARE\Taldren\Starfleet Command Orion Pirates]&lt;br /&gt;
&amp;quot;Directory&amp;quot;=&amp;quot;D:\\SFC\\Starfleet Command Orion Pirates&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Taldren\Starfleet Command Orion Pirates]&lt;br /&gt;
&amp;quot;Directory&amp;quot;=&amp;quot;D:\\SFC\\Starfleet Command Orion Pirates&amp;quot;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modern DirectX compatibility ==&lt;br /&gt;
&lt;br /&gt;
SFC2, whether it's SFC2:OP or SFC2:EAW, are built on DirectX7 or DirectX8. Current (this bit is written in 2025) DirectX is 12, but there's still some 11 around. It's incompatible.&lt;br /&gt;
&lt;br /&gt;
There's a solution! Someone wrote a DirectX adapter. It's called dgVoodoo2.&lt;br /&gt;
See: [https://dege.freeweb.hu/dgVoodoo2/ https://dege.freeweb.hu/dgVoodoo2/]&lt;br /&gt;
&lt;br /&gt;
To install dgVoodoo2, please follow their installation instructions as per their documentation. In my case, it was a matter of dropping the right files in the same folder/directory as starfleetop.exe and using their UI tool to configure how it should behave:&lt;br /&gt;
&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/dgvoodoo2_configure_example.png&lt;br /&gt;
&lt;br /&gt;
== Consider the community patch/versions ==&lt;br /&gt;
&lt;br /&gt;
Visit the Hot&amp;amp;Spicy forums, for SFC2:OP 2.5.6.4.&lt;br /&gt;
[https://hotandspicyforums.com/starfleet-command-2-orion-pirates-v2-564-august-20-t25292.html https://hotandspicyforums.com/starfleet-command-2-orion-pirates-v2-564-august-20-t25292.html]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aspect ratio and scaling ==&lt;br /&gt;
&lt;br /&gt;
If you have a modern system like me, then you probably have a 16x9 ratio monitor. Mine is 2560x1440, and this monitor isn't current edge tech. SFC, SFC2:EAW and SFC:OP were all designed for 4:3 ratio monitors. &lt;br /&gt;
&lt;br /&gt;
''The following are ALL 4:3 ratio resolutions...''&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150807_EzINI_4x3_resolutions.png&lt;br /&gt;
&lt;br /&gt;
This means you're probably playing SFC:OP with a stretched image. You can force the monitor to display the image scaled proportionally by adjusting your scaling and aspect ratio.&lt;br /&gt;
&lt;br /&gt;
Note: my monitor could not, but my video card can. Thus:&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150806_nvidia_settings_scaling_GPU_override.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== use dgVoodoo2 to manage non-existant 3D settings ===&lt;br /&gt;
&lt;br /&gt;
SFC does not.. have.. anti-aliasing. I guess it's that old. However, dgVoodoo2 does provide a tab to manager/override/force some settings like Anti-Aliasing. You can also force the Resolution to use. If you're going to do that, you should use the Hot&amp;amp;Spicy build of SFC and match the resolution setting there too.&lt;br /&gt;
ie: a 16:9 resolution of 1920x1080&lt;br /&gt;
&lt;br /&gt;
It's under the DirectX tab.&lt;br /&gt;
&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/dgvoodoo2_force_3d_settings.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Without dgVoodoo2 -- Manage 3D Settings ==&lt;br /&gt;
&lt;br /&gt;
SFC does not have any 3D settings of importance. Your video card management tools might. In this example (mine), Nvidia drivers can have overrides based on what executable you're launching.&lt;br /&gt;
&lt;br /&gt;
'''This is important: Make sure you select the SFC:OP executable for these settings!'''&lt;br /&gt;
&lt;br /&gt;
Here's my suggestions:&lt;br /&gt;
* anti-aliasing&lt;br /&gt;
** don't touch FXAA Anti-aliasing. That just fuzzies up the image.&lt;br /&gt;
** otherwise go ahead, crank it up. I've set it to CSAA Anti-Aliasing with as much sampling possible.&lt;br /&gt;
** research! Go online and google up what anti-aliasing does.&lt;br /&gt;
* Anisotropic filtering&lt;br /&gt;
** affects crispness of textures&lt;br /&gt;
** also crank it up. &lt;br /&gt;
* texture quality&lt;br /&gt;
** set those to very high quality of course.&lt;br /&gt;
* test test test!&lt;br /&gt;
* enjoy!&lt;br /&gt;
&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150806_nvidia_settings_SFC_1.png&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150806_nvidia_settings_SFC_2.png&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150806_SFCOP_with_tweaked_settings.png&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=Tuning_SFC_to_play_on_modern_hardware</id>
		<title>Tuning SFC to play on modern hardware</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=Tuning_SFC_to_play_on_modern_hardware"/>
				<updated>2025-10-08T19:54:23Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: /* Modern DirectX compatibility */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: this section was added on 2015-08-06. SFC2 is 15 years by now.&lt;br /&gt;
First some facts:&lt;br /&gt;
* SFC doesn't really optimize graphic output for better play&lt;br /&gt;
** no anti-aliasing nor anisotropic filtering&lt;br /&gt;
* SFC2 has been around for 15 years or more.&lt;br /&gt;
** based on Moore's law, that means the average computer is about 1000x more powerful/efficient at the same cost as it was back around Y2K.&lt;br /&gt;
* graphics drivers these days have great capabilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Missing Windows Registry Entries ==&lt;br /&gt;
&lt;br /&gt;
The following is for SFC2:OP. I did not research for EAW.&lt;br /&gt;
&lt;br /&gt;
The game's installer was written in the 32-bit days, and did not account for 64-bit systems that supported 32-bit. To solve this, a couple of Registry entries need to be added so that other resources can find the game's installation. &lt;br /&gt;
&lt;br /&gt;
This is needed for the additional installers like OP+'s, or the missionpacks.&lt;br /&gt;
&lt;br /&gt;
Make a ''something.reg'' file, and change the directory paths I list to where your SFC install is. You need both entries. Double the backslashes (\\).&lt;br /&gt;
One's for 32-bit, the other is for 64-bit.&lt;br /&gt;
&lt;br /&gt;
Then double-click on the file to import to your system. You need to be Administrator.&lt;br /&gt;
&lt;br /&gt;
For example, if you installed SFC2:OP into ''D:\SFC\Starfleet Command Orion Pirates'' ..then..&lt;br /&gt;
----&lt;br /&gt;
[HKEY_LOCAL_MACHINE\SOFTWARE\Taldren\Starfleet Command Orion Pirates]&lt;br /&gt;
&amp;quot;Directory&amp;quot;=&amp;quot;D:\\SFC\\Starfleet Command Orion Pirates&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Taldren\Starfleet Command Orion Pirates]&lt;br /&gt;
&amp;quot;Directory&amp;quot;=&amp;quot;D:\\SFC\\Starfleet Command Orion Pirates&amp;quot;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modern DirectX compatibility ==&lt;br /&gt;
&lt;br /&gt;
SFC2, whether it's SFC2:OP or SFC2:EAW, are built on DirectX7 or DirectX8. Current (this bit is written in 2025) DirectX is 12, but there's still some 11 around. It's incompatible.&lt;br /&gt;
&lt;br /&gt;
There's a solution! Someone wrote a DirectX adapter. It's called dgVoodoo2.&lt;br /&gt;
See: [https://dege.freeweb.hu/dgVoodoo2/ https://dege.freeweb.hu/dgVoodoo2/]&lt;br /&gt;
&lt;br /&gt;
To install dgVoodoo2, please follow their installation instructions as per their documentation. In my case, it was a matter of dropping the right files in the same folder/directory as starfleetop.exe and using their UI tool to configure how it should behave:&lt;br /&gt;
&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/dgvoodoo2_configure_example.png&lt;br /&gt;
&lt;br /&gt;
== Consider the community patch/versions ==&lt;br /&gt;
&lt;br /&gt;
Visit the Hot&amp;amp;Spicy forums, for SFC2:OP 2.5.6.4.&lt;br /&gt;
[https://hotandspicyforums.com/starfleet-command-2-orion-pirates-v2-564-august-20-t25292.html https://hotandspicyforums.com/starfleet-command-2-orion-pirates-v2-564-august-20-t25292.html]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aspect ratio and scaling ==&lt;br /&gt;
&lt;br /&gt;
If you have a modern system like me, then you probably have a 16x9 ratio monitor. Mine is 2560x1440, and this monitor isn't current edge tech. SFC, SFC2:EAW and SFC:OP were all designed for 4:3 ratio monitors. &lt;br /&gt;
&lt;br /&gt;
''The following are ALL 4:3 ratio resolutions...''&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150807_EzINI_4x3_resolutions.png&lt;br /&gt;
&lt;br /&gt;
This means you're probably playing SFC:OP with a stretched image. You can force the monitor to display the image scaled proportionally by adjusting your scaling and aspect ratio.&lt;br /&gt;
&lt;br /&gt;
Note: my monitor could not, but my video card can. Thus:&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150806_nvidia_settings_scaling_GPU_override.png&lt;br /&gt;
&lt;br /&gt;
== Manage 3D Settings ==&lt;br /&gt;
&lt;br /&gt;
SFC does not have any 3D settings of importance. Your video card management tools might. In this example (mine), Nvidia drivers can have overrides based on what executable you're launching.&lt;br /&gt;
&lt;br /&gt;
'''This is important: Make sure you select the SFC:OP executable for these settings!'''&lt;br /&gt;
&lt;br /&gt;
Here's my suggestions:&lt;br /&gt;
* anti-aliasing&lt;br /&gt;
** don't touch FXAA Anti-aliasing. That just fuzzies up the image.&lt;br /&gt;
** otherwise go ahead, crank it up. I've set it to CSAA Anti-Aliasing with as much sampling possible.&lt;br /&gt;
** research! Go online and google up what anti-aliasing does.&lt;br /&gt;
* Anisotropic filtering&lt;br /&gt;
** affects crispness of textures&lt;br /&gt;
** also crank it up. &lt;br /&gt;
* texture quality&lt;br /&gt;
** set those to very high quality of course.&lt;br /&gt;
* test test test!&lt;br /&gt;
* enjoy!&lt;br /&gt;
&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150806_nvidia_settings_SFC_1.png&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150806_nvidia_settings_SFC_2.png&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150806_SFCOP_with_tweaked_settings.png&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=Tuning_SFC_to_play_on_modern_hardware</id>
		<title>Tuning SFC to play on modern hardware</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=Tuning_SFC_to_play_on_modern_hardware"/>
				<updated>2025-10-08T17:32:15Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: this section was added on 2015-08-06. SFC2 is 15 years by now.&lt;br /&gt;
First some facts:&lt;br /&gt;
* SFC doesn't really optimize graphic output for better play&lt;br /&gt;
** no anti-aliasing nor anisotropic filtering&lt;br /&gt;
* SFC2 has been around for 15 years or more.&lt;br /&gt;
** based on Moore's law, that means the average computer is about 1000x more powerful/efficient at the same cost as it was back around Y2K.&lt;br /&gt;
* graphics drivers these days have great capabilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Missing Windows Registry Entries ==&lt;br /&gt;
&lt;br /&gt;
The following is for SFC2:OP. I did not research for EAW.&lt;br /&gt;
&lt;br /&gt;
The game's installer was written in the 32-bit days, and did not account for 64-bit systems that supported 32-bit. To solve this, a couple of Registry entries need to be added so that other resources can find the game's installation. &lt;br /&gt;
&lt;br /&gt;
This is needed for the additional installers like OP+'s, or the missionpacks.&lt;br /&gt;
&lt;br /&gt;
Make a ''something.reg'' file, and change the directory paths I list to where your SFC install is. You need both entries. Double the backslashes (\\).&lt;br /&gt;
One's for 32-bit, the other is for 64-bit.&lt;br /&gt;
&lt;br /&gt;
Then double-click on the file to import to your system. You need to be Administrator.&lt;br /&gt;
&lt;br /&gt;
For example, if you installed SFC2:OP into ''D:\SFC\Starfleet Command Orion Pirates'' ..then..&lt;br /&gt;
----&lt;br /&gt;
[HKEY_LOCAL_MACHINE\SOFTWARE\Taldren\Starfleet Command Orion Pirates]&lt;br /&gt;
&amp;quot;Directory&amp;quot;=&amp;quot;D:\\SFC\\Starfleet Command Orion Pirates&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Taldren\Starfleet Command Orion Pirates]&lt;br /&gt;
&amp;quot;Directory&amp;quot;=&amp;quot;D:\\SFC\\Starfleet Command Orion Pirates&amp;quot;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modern DirectX compatibility ==&lt;br /&gt;
&lt;br /&gt;
SFC2, whether it's SFC2:OP or SFC2:EAW, are built on DirectX7 or DirectX8. Current (this bit is written in 2025) DirectX is 12, but there's still some 11 around. It's incompatible.&lt;br /&gt;
&lt;br /&gt;
There's a solution! Someone wrote a DirectX adapter. It's called dgVoodoo2.&lt;br /&gt;
See: [https://dege.freeweb.hu/dgVoodoo2/ https://dege.freeweb.hu/dgVoodoo2/]&lt;br /&gt;
&lt;br /&gt;
To install dgVoodoo2, please follow their installation instructions as per their documentation. In my case, it was a matter of dropping the right files in the same folder/directory as starfleetop.exe and using their UI tool to configure how it should behave:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Consider the community patch/versions ==&lt;br /&gt;
&lt;br /&gt;
Visit the Hot&amp;amp;Spicy forums, for SFC2:OP 2.5.6.4.&lt;br /&gt;
[https://hotandspicyforums.com/starfleet-command-2-orion-pirates-v2-564-august-20-t25292.html https://hotandspicyforums.com/starfleet-command-2-orion-pirates-v2-564-august-20-t25292.html]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aspect ratio and scaling ==&lt;br /&gt;
&lt;br /&gt;
If you have a modern system like me, then you probably have a 16x9 ratio monitor. Mine is 2560x1440, and this monitor isn't current edge tech. SFC, SFC2:EAW and SFC:OP were all designed for 4:3 ratio monitors. &lt;br /&gt;
&lt;br /&gt;
''The following are ALL 4:3 ratio resolutions...''&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150807_EzINI_4x3_resolutions.png&lt;br /&gt;
&lt;br /&gt;
This means you're probably playing SFC:OP with a stretched image. You can force the monitor to display the image scaled proportionally by adjusting your scaling and aspect ratio.&lt;br /&gt;
&lt;br /&gt;
Note: my monitor could not, but my video card can. Thus:&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150806_nvidia_settings_scaling_GPU_override.png&lt;br /&gt;
&lt;br /&gt;
== Manage 3D Settings ==&lt;br /&gt;
&lt;br /&gt;
SFC does not have any 3D settings of importance. Your video card management tools might. In this example (mine), Nvidia drivers can have overrides based on what executable you're launching.&lt;br /&gt;
&lt;br /&gt;
'''This is important: Make sure you select the SFC:OP executable for these settings!'''&lt;br /&gt;
&lt;br /&gt;
Here's my suggestions:&lt;br /&gt;
* anti-aliasing&lt;br /&gt;
** don't touch FXAA Anti-aliasing. That just fuzzies up the image.&lt;br /&gt;
** otherwise go ahead, crank it up. I've set it to CSAA Anti-Aliasing with as much sampling possible.&lt;br /&gt;
** research! Go online and google up what anti-aliasing does.&lt;br /&gt;
* Anisotropic filtering&lt;br /&gt;
** affects crispness of textures&lt;br /&gt;
** also crank it up. &lt;br /&gt;
* texture quality&lt;br /&gt;
** set those to very high quality of course.&lt;br /&gt;
* test test test!&lt;br /&gt;
* enjoy!&lt;br /&gt;
&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150806_nvidia_settings_SFC_1.png&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150806_nvidia_settings_SFC_2.png&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150806_SFCOP_with_tweaked_settings.png&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=Tuning_SFC_to_play_on_modern_hardware</id>
		<title>Tuning SFC to play on modern hardware</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=Tuning_SFC_to_play_on_modern_hardware"/>
				<updated>2025-10-08T17:19:01Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: this section was added on 2015-08-06. SFC2 is 15 years by now.&lt;br /&gt;
First some facts:&lt;br /&gt;
* SFC doesn't really optimize graphic output for better play&lt;br /&gt;
** no anti-aliasing nor anisotropic filtering&lt;br /&gt;
* SFC2 has been around for 15 years or more.&lt;br /&gt;
** based on Moore's law, that means the average computer is about 1000x more powerful/efficient at the same cost as it was back around Y2K.&lt;br /&gt;
* graphics drivers these days have great capabilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modern DirectX compatibility ==&lt;br /&gt;
&lt;br /&gt;
SFC2, whether it's SFC2:OP or SFC2:EAW, are built on DirectX7 or DirectX8. Current (this bit is written in 2025) DirectX is 12, but there's still some 11 around. It's incompatible.&lt;br /&gt;
&lt;br /&gt;
There's a solution! Someone wrote a DirectX adapter. It's called dgVoodoo2.&lt;br /&gt;
See: [https://dege.freeweb.hu/dgVoodoo2/ https://dege.freeweb.hu/dgVoodoo2/]&lt;br /&gt;
&lt;br /&gt;
To install dgVoodoo2, please follow their installation instructions as per their documentation. In my case, it was a matter of dropping the right files in the same folder/directory as starfleetop.exe and using their UI tool to configure how it should behave:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aspect ratio and scaling ==&lt;br /&gt;
&lt;br /&gt;
If you have a modern system like me, then you probably have a 16x9 ratio monitor. Mine is 2560x1440, and this monitor isn't current edge tech. SFC, SFC2:EAW and SFC:OP were all designed for 4:3 ratio monitors. &lt;br /&gt;
&lt;br /&gt;
''The following are ALL 4:3 ratio resolutions...''&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150807_EzINI_4x3_resolutions.png&lt;br /&gt;
&lt;br /&gt;
This means you're probably playing SFC:OP with a stretched image. You can force the monitor to display the image scaled proportionally by adjusting your scaling and aspect ratio.&lt;br /&gt;
&lt;br /&gt;
Note: my monitor could not, but my video card can. Thus:&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150806_nvidia_settings_scaling_GPU_override.png&lt;br /&gt;
&lt;br /&gt;
== Manage 3D Settings ==&lt;br /&gt;
&lt;br /&gt;
SFC does not have any 3D settings of importance. Your video card management tools might. In this example (mine), Nvidia drivers can have overrides based on what executable you're launching.&lt;br /&gt;
&lt;br /&gt;
'''This is important: Make sure you select the SFC:OP executable for these settings!'''&lt;br /&gt;
&lt;br /&gt;
Here's my suggestions:&lt;br /&gt;
* anti-aliasing&lt;br /&gt;
** don't touch FXAA Anti-aliasing. That just fuzzies up the image.&lt;br /&gt;
** otherwise go ahead, crank it up. I've set it to CSAA Anti-Aliasing with as much sampling possible.&lt;br /&gt;
** research! Go online and google up what anti-aliasing does.&lt;br /&gt;
* Anisotropic filtering&lt;br /&gt;
** affects crispness of textures&lt;br /&gt;
** also crank it up. &lt;br /&gt;
* texture quality&lt;br /&gt;
** set those to very high quality of course.&lt;br /&gt;
* test test test!&lt;br /&gt;
* enjoy!&lt;br /&gt;
&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150806_nvidia_settings_SFC_1.png&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150806_nvidia_settings_SFC_2.png&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150806_SFCOP_with_tweaked_settings.png&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=Tuning_SFC_to_play_on_modern_hardware</id>
		<title>Tuning SFC to play on modern hardware</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=Tuning_SFC_to_play_on_modern_hardware"/>
				<updated>2025-10-08T17:13:56Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: this section was added on 2015-08-06. SFC2 is 15 years by now.&lt;br /&gt;
First some facts:&lt;br /&gt;
* SFC doesn't really optimize graphic output for better play&lt;br /&gt;
** no anti-aliasing nor anisotropic filtering&lt;br /&gt;
* SFC2 has been around for 15 years or more.&lt;br /&gt;
** based on Moore's law, that means the average computer is about 1000x more powerful/efficient at the same cost as it was back around Y2K.&lt;br /&gt;
* graphics drivers these days have great capabilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aspect ratio and scaling ==&lt;br /&gt;
&lt;br /&gt;
If you have a modern system like me, then you probably have a 16x9 ratio monitor. Mine is 2560x1440, and this monitor isn't current edge tech. SFC, SFC2:EAW and SFC:OP were all designed for 4:3 ratio monitors. &lt;br /&gt;
&lt;br /&gt;
''The following are ALL 4:3 ratio resolutions...''&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150807_EzINI_4x3_resolutions.png&lt;br /&gt;
&lt;br /&gt;
This means you're probably playing SFC:OP with a stretched image. You can force the monitor to display the image scaled proportionally by adjusting your scaling and aspect ratio.&lt;br /&gt;
&lt;br /&gt;
Note: my monitor could not, but my video card can. Thus:&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150806_nvidia_settings_scaling_GPU_override.png&lt;br /&gt;
&lt;br /&gt;
== Manage 3D Settings ==&lt;br /&gt;
&lt;br /&gt;
SFC does not have any 3D settings of importance. Your video card management tools might. In this example (mine), Nvidia drivers can have overrides based on what executable you're launching.&lt;br /&gt;
&lt;br /&gt;
'''This is important: Make sure you select the SFC:OP executable for these settings!'''&lt;br /&gt;
&lt;br /&gt;
Here's my suggestions:&lt;br /&gt;
* anti-aliasing&lt;br /&gt;
** don't touch FXAA Anti-aliasing. That just fuzzies up the image.&lt;br /&gt;
** otherwise go ahead, crank it up. I've set it to CSAA Anti-Aliasing with as much sampling possible.&lt;br /&gt;
** research! Go online and google up what anti-aliasing does.&lt;br /&gt;
* Anisotropic filtering&lt;br /&gt;
** affects crispness of textures&lt;br /&gt;
** also crank it up. &lt;br /&gt;
* texture quality&lt;br /&gt;
** set those to very high quality of course.&lt;br /&gt;
* test test test!&lt;br /&gt;
* enjoy!&lt;br /&gt;
&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150806_nvidia_settings_SFC_1.png&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150806_nvidia_settings_SFC_2.png&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150806_SFCOP_with_tweaked_settings.png&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=FireSoul%27s_SFC:OP_BootStrap_list</id>
		<title>FireSoul's SFC:OP BootStrap list</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=FireSoul%27s_SFC:OP_BootStrap_list"/>
				<updated>2025-10-08T17:13:08Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So you want to know how I set up SFC:OP? Ok!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Update your DirectX ==&lt;br /&gt;
&lt;br /&gt;
Make sure you have the right DirectX support on your machine. The game itself was shipped with DirectX 8 installables. DO NOT USE THOSE, THEY ARE ANCIENT. If you're on Windows XP or older, use DirectX 9.0c.&lt;br /&gt;
&lt;br /&gt;
That said, newer Windows was NOT shipped with DirectX support for ''older'' games. You'll need to run an updater from MicroSoft to do so. This installer/updater will examine your system's DirectX libraries, both old and new, and make sure you have all of them.&lt;br /&gt;
&amp;lt;br /&amp;gt;See: https://www.microsoft.com/en-us/download/details.aspx?id=35&lt;br /&gt;
&lt;br /&gt;
== Install SFC:OP ==&lt;br /&gt;
&lt;br /&gt;
* Find your CD. &lt;br /&gt;
* Find your CD-Key.&lt;br /&gt;
* Install.&lt;br /&gt;
&lt;br /&gt;
== Patch to SFC:OP 2.5.5.2 ==&lt;br /&gt;
&lt;br /&gt;
* Download the patch.&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/patches/SFCOP_Patch_2500-2552.exe SFCOP_Patch_2500-2552.exe]&lt;br /&gt;
* Install the patch.&lt;br /&gt;
&lt;br /&gt;
What, you don't have 2.5.0.0 but something else? See here: [[All SFC Patches and ServerKits]]&lt;br /&gt;
&lt;br /&gt;
== Run the game to type the CD-Key ==&lt;br /&gt;
&lt;br /&gt;
* Make sure you have your CD-Key on paper or something you can read from&lt;br /&gt;
** copy-paste won't work here&lt;br /&gt;
* just start it up, and type in your Key.&lt;br /&gt;
* exit the game when you're done.&lt;br /&gt;
&lt;br /&gt;
== Install Latest OP+ ==&lt;br /&gt;
&lt;br /&gt;
See: [[SFC:OP Plus Refit]]&lt;br /&gt;
&lt;br /&gt;
* Get the latest OP+&lt;br /&gt;
** .. or whatever people are playing. I suggest the latest.&lt;br /&gt;
* Install it.&lt;br /&gt;
&lt;br /&gt;
== Set up your preferences with EzINI ==&lt;br /&gt;
&lt;br /&gt;
* get [https://klingon.lostexiles.net/sources_and_utils/EzINI.exe EzINI]&lt;br /&gt;
* run EzINI&lt;br /&gt;
* Select Orion Pirates (if necessary)&lt;br /&gt;
* set up your:&lt;br /&gt;
** graphics resolution&lt;br /&gt;
** show damage&lt;br /&gt;
** sound settings&lt;br /&gt;
** multiplayer game player name&lt;br /&gt;
** default multiplayer game name&lt;br /&gt;
** default difficulty level&lt;br /&gt;
** etc etc etc&lt;br /&gt;
&lt;br /&gt;
=== My suggestions for EzINI settings===&lt;br /&gt;
&lt;br /&gt;
* Video&lt;br /&gt;
** Resolution: 1024 x 768&lt;br /&gt;
* Audio&lt;br /&gt;
** Music Volume --- OFF&lt;br /&gt;
*** That's completely optional. You can leave it on if you want.&lt;br /&gt;
** Max Channels: 64 (max)&lt;br /&gt;
** Crew Sounds: Maximum&lt;br /&gt;
* Multiplayer&lt;br /&gt;
** Set up your Default Multiplayer Player Name&lt;br /&gt;
** Set up your Game Name&lt;br /&gt;
** OPTIONAL: click on Multiplayer Hidden Race&lt;br /&gt;
** OPTIONAL: click on Multiplayer Hidden BPV&lt;br /&gt;
* Misc&lt;br /&gt;
** Difficulty: Admiral&lt;br /&gt;
** turn ON Volley Information&lt;br /&gt;
&lt;br /&gt;
== Install Co-Op Ace ==&lt;br /&gt;
&lt;br /&gt;
See: [[Co-op Ace for SFC:EAW and SFC:OP]]&lt;br /&gt;
&lt;br /&gt;
* Get the latest coopace&lt;br /&gt;
** Currently [https://klingon.lostexiles.net/sources_and_utils/coop-ace-4.0.exe Coopace 4.0]&lt;br /&gt;
* install it.&lt;br /&gt;
&lt;br /&gt;
== Customize Co-Op Ace==&lt;br /&gt;
&lt;br /&gt;
* run the Coop-Ace Customizer from your start menu&lt;br /&gt;
** Set the Difficulty to around 1.5&lt;br /&gt;
*** or whatever you prefer. I got 1.7 right now&lt;br /&gt;
** Set the AI Intelligence to Admiral&lt;br /&gt;
** Races: single&lt;br /&gt;
** uncheck all the pirates&lt;br /&gt;
*** up to you, but remember, pirates are weaker&lt;br /&gt;
** Turn ON 'Force selection of ships created in current era'&lt;br /&gt;
*** This will improve the gaming experience, especially since you've installer OP+&lt;br /&gt;
** Turn ON 'Use Enhanced Shiplist API Settings'&lt;br /&gt;
&lt;br /&gt;
== Fests+ ==&lt;br /&gt;
&lt;br /&gt;
See: [[Fests+ for SFC:OP]]&lt;br /&gt;
&lt;br /&gt;
* download the [https://klingon.lostexiles.net/fests+/Fests+_11.exe Fests+] installer&lt;br /&gt;
* install it&lt;br /&gt;
* download the extra mission: [https://klingon.lostexiles.net/fests+/Mul_Battlefest+Intense.scr Battlefest+ Intense]&lt;br /&gt;
* install it&lt;br /&gt;
** Find your SFC install directory&lt;br /&gt;
** Hint! May be: ''C:\Program Files (x86)\Taldren Software Inc\Starfleet Command Orion Pirates''&lt;br /&gt;
** Go into Assets\Scripts\&lt;br /&gt;
** copy Mul_Battlefest+Intense.scr there&lt;br /&gt;
&lt;br /&gt;
== Missions Refit pack ==&lt;br /&gt;
&lt;br /&gt;
See: [[https://klingon.lostexiles.net/mediawiki/index.php?title=SFC:OP_Missions_Refit SFC:OP Missions Refit]]&lt;br /&gt;
&lt;br /&gt;
* download the [https://klingon.lostexiles.net/Missions_Refit/SFCOP_MissionsRefit_15_20121022222638.exe SFCOP_MissionsRefit_15_20121022222638.exe] installer&lt;br /&gt;
* install it&lt;br /&gt;
&lt;br /&gt;
== Set up a key to launch all the fighters ==&lt;br /&gt;
&lt;br /&gt;
* Launch the game&lt;br /&gt;
* Click on the 'Hot Keys' Button&lt;br /&gt;
** never BEEN here, huh?!&lt;br /&gt;
* click on 'Weapons'&lt;br /&gt;
* put in a ket for Launch Fighters.&lt;br /&gt;
** I tend to use 'L' for it.&lt;br /&gt;
*** 'L' is usually the Defense panel shortcut, which I never use via HotKey.&lt;br /&gt;
* exit the game to make sure your settings change are saved&lt;br /&gt;
&lt;br /&gt;
If you screwed up, no problem! Go pick up a fresh copy of [https://klingon.lostexiles.net/sources_and_utils/orig/op/25410/bindings.ini bindings.ini] from [[SFC-related missions, sources, patches and misc utilities]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note, 2015-08-08: changing bindings didn't stick for me on my Windows 7 machine. :-/ I had to edit the file manually with notepad. To do '''that''', I needed to grant myself access to the files.&lt;br /&gt;
&lt;br /&gt;
for example:&lt;br /&gt;
https://klingon.lostexiles.net/screenshots/20150808_win7_grant_yourself_full_access.png&lt;br /&gt;
&lt;br /&gt;
Then go edit the file directly with notepad. It's going to be in under your SFC game's install directory, as Assets\Specs\bindings.ini&lt;br /&gt;
&lt;br /&gt;
The changes:&lt;br /&gt;
* &amp;quot;LaunchFighters= &amp;quot;   to   &amp;quot;LaunchFighters=L&amp;quot;&lt;br /&gt;
* &amp;quot;Defense=L&amp;quot;   to   &amp;quot;Defense= &amp;quot;&lt;br /&gt;
** That's: Defense=&amp;lt;space&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dynaverse 2 Directory Server Updater ==&lt;br /&gt;
&lt;br /&gt;
The Dynaverse 2 Server list updater is optional: I don't know if there still are D2 servers for SFC:OP out there, but in case there are, you can use this:&lt;br /&gt;
&lt;br /&gt;
* [https://www.dynaverse.net/downloads.php?id=56&amp;amp;game=SFC2%20OP#download D2 Directory Server Updater]&lt;br /&gt;
* Run it.&lt;br /&gt;
&lt;br /&gt;
== Set up your FireWall(s) to play online ==&lt;br /&gt;
&lt;br /&gt;
=== Gaming host's firewall (AKA Windows Firewall) ===&lt;br /&gt;
&lt;br /&gt;
Open your Windows Firewall for SFC:OP on your gaming machine.&lt;br /&gt;
&amp;lt;br /&amp;gt;Note: on Windows Vista and Windows 7, it's under ''&amp;quot;Windows Firewall&amp;quot;'', not ''&amp;quot;Windows Firewall and Advanced Security&amp;quot;''.  You'll find an option called ''&amp;quot;Allow a program or feature through Windows Firewall&amp;quot;''. Click on that to see the list of applications and games allowed to go through your firewall. Allow ''&amp;quot;StarFleet Command Orion Pirates&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
=== SFC networking ports used ===&lt;br /&gt;
&lt;br /&gt;
Do you use a router? If so, you'll need to set up either a DMZ to your computer, or at least some portforward rules so that you can play SFC with others online. I'm sorry if I'm no help here in telling you HOW to do it because I don't know what you have.&lt;br /&gt;
&lt;br /&gt;
Here are the ports to forward to your PC from the router:&lt;br /&gt;
&lt;br /&gt;
* To join a game:&lt;br /&gt;
** port 47624, both TCP and UDP&lt;br /&gt;
&lt;br /&gt;
* to host a game:&lt;br /&gt;
** port range: 2300-2400&lt;br /&gt;
** both TCP and UDP&lt;br /&gt;
&lt;br /&gt;
* For SFC3&lt;br /&gt;
** port 6073, both TCP and UDP&lt;br /&gt;
&lt;br /&gt;
* to run an SFC server &lt;br /&gt;
** ''(obviously optional)''&lt;br /&gt;
** port 27100, both TCP and UDP&lt;br /&gt;
** port 3306, both TCP and UDP&lt;br /&gt;
*** Scary! That's usually a MySQL server's port!&lt;br /&gt;
** port 15100, both TCP and UDP&lt;br /&gt;
&lt;br /&gt;
=== Networking Ports for other related software ===&lt;br /&gt;
&lt;br /&gt;
* to play on mplayer.com&lt;br /&gt;
** port range 8000-9000&lt;br /&gt;
** both TCP and UDP&lt;br /&gt;
&lt;br /&gt;
* to play on GameSpy&lt;br /&gt;
** port 13139, both TCP and UDP&lt;br /&gt;
&lt;br /&gt;
== Tuning SFC to play on modern hardware ==&lt;br /&gt;
&lt;br /&gt;
* Please refer to this following mini-guide I wrote for myself:&lt;br /&gt;
** [[Tuning SFC to play on modern hardware ]]&lt;br /&gt;
&lt;br /&gt;
== Visit the Dynaverse.net forums ==&lt;br /&gt;
&lt;br /&gt;
* See :[https://www.dynaverse.net/forum/index.php https://www.dynaverse.net/forum/index.php]&lt;br /&gt;
** Best place to find players, new tools, whatever.&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=How_to_compile/build_SFC2_EAW_or_OP_Missions</id>
		<title>How to compile/build SFC2 EAW or OP Missions</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=How_to_compile/build_SFC2_EAW_or_OP_Missions"/>
				<updated>2025-10-08T17:12:03Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Software Pre-requirements ==&lt;br /&gt;
&lt;br /&gt;
=== Windows 95/98/Me/NT/2000/XP 32bit ===&lt;br /&gt;
&lt;br /&gt;
The StarFleet Command 2 games were compiled on a 32-bit host, which was quite normal for the days around 1999-2001. Compiling the missions scripts will require the same. Additionally, it's necessary to install certain support software onto this build environment. I do NOT recommend you use your primary computer to do this.&lt;br /&gt;
&lt;br /&gt;
FireSoul's example:&lt;br /&gt;
I have a home PC with Windows Vista Home Premium 64, and thus decided not to use this as my build OS. I decided to look into using a Virtual Machine environment, setting up Windows XP SP3.&lt;br /&gt;
&lt;br /&gt;
My Virtual Machine specs:&lt;br /&gt;
* VMWare Player&lt;br /&gt;
** Free for non-commercial use.&lt;br /&gt;
** See: [https://www.vmware.com/products/player/ https://www.vmware.com/products/player/]&lt;br /&gt;
** ALTERNATIVE: Virtual PC 2007&lt;br /&gt;
&lt;br /&gt;
* 1.5GB of memory&lt;br /&gt;
** I could do with far less, but I also use 3DSMax R5 to create/modify my SFC 3D models&lt;br /&gt;
&lt;br /&gt;
* 40 GB diskspace&lt;br /&gt;
** diskspace is cheap now-a-days. I have a 1TB drive in the main host.&lt;br /&gt;
&lt;br /&gt;
* 2 CPU cores&lt;br /&gt;
** I have a Intel I7 Quad Core system. I decided to increase the number of cores in the VM from the default of 1 to 2 so that I can do other stuff while it compiles.&lt;br /&gt;
&lt;br /&gt;
=== Microsoft Visual C++ 6.0 ===&lt;br /&gt;
&lt;br /&gt;
It has to be Microsoft Visual C++ 6.0. Nothing else will work. &lt;br /&gt;
&lt;br /&gt;
No .NET. &lt;br /&gt;
No &amp;quot;2005&amp;quot; or younger. &lt;br /&gt;
&lt;br /&gt;
MSVC++ 6.0. Really. I wish you luck in your search! :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Service Pack 5 for MSVC++ 6.0 ====&lt;br /&gt;
&lt;br /&gt;
IMPORTANT! Do not use Service Pack 6!&lt;br /&gt;
&lt;br /&gt;
I cannot legally redistribute SP5 on my site, but I definitely have kept a copy around. It is true that SP6 is far easier to find, but it will SCREW THINGS UP if you install it!&lt;br /&gt;
&lt;br /&gt;
The filename is ''vs6sp5.exe''. It's 130 MB (136,410,832 bytes) in size.&lt;br /&gt;
&lt;br /&gt;
Again, good luck!&lt;br /&gt;
&lt;br /&gt;
=== EAW Scripting API ===&lt;br /&gt;
&lt;br /&gt;
This is the part that links the sources to SFC2 EAW: the mission API. It will contain library files, c++ header files and some template mission scripts.&lt;br /&gt;
&lt;br /&gt;
Be sure to follow the installation instructions!&lt;br /&gt;
&lt;br /&gt;
* download: [https://klingon.lostexiles.net/sources_and_utils/SFC2_API_R1.3.zip SFC2_API_R1.3.zip]&lt;br /&gt;
* also see: [[SFC-related_missions,_sources,_patches_and_misc_utilities]]&lt;br /&gt;
&lt;br /&gt;
=== OP API R2.2 - Scripting API ===&lt;br /&gt;
&lt;br /&gt;
This is the part that links the sources to SFC OP: the mission API. It will contain library files, c++ header files and some template mission scripts.&lt;br /&gt;
&lt;br /&gt;
Be sure to follow the installation instructions!&lt;br /&gt;
&lt;br /&gt;
* download: [https://klingon.lostexiles.net/sources_and_utils/SFCOP_API_R2.zip SFCOP_API_R2.zip] &lt;br /&gt;
** Installation instructions: [[OP API R2.2 readme.txt]]&lt;br /&gt;
* also see: [[SFC-related_missions,_sources,_patches_and_misc_utilities]]&lt;br /&gt;
&lt;br /&gt;
=== ShipList API ===&lt;br /&gt;
&lt;br /&gt;
The game's own API is very unhelpful when it comes to making proper ship picks. I strongly recommend installing, understanding and using the ShipList API so that you can create better missions.&lt;br /&gt;
&lt;br /&gt;
* download: [https://klingon.lostexiles.net/sources_and_utils/ShipList.20050118.zip ShipList.20050118.zip]&lt;br /&gt;
* also see: [[SFC-related_missions,_sources,_patches_and_misc_utilities]]&lt;br /&gt;
&lt;br /&gt;
=== Other APIs.. maybe your own? ===&lt;br /&gt;
&lt;br /&gt;
I made my own API kit in the hopes that it might help others. It includes OP R2.2 and a ShipList API revision from 2003.&lt;br /&gt;
&lt;br /&gt;
* download: &lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/FireSoul_EAW_build_env-20031117.zip FireSoul_EAW_build_env-20031117.zip]&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/FireSoul_OP_build_env-20031117.zip FireSoul_OP_build_env-20031117.zip]&lt;br /&gt;
* again, also see: [[SFC-related_missions,_sources,_patches_and_misc_utilities]]&lt;br /&gt;
&lt;br /&gt;
== Installation Order ==&lt;br /&gt;
&lt;br /&gt;
# the OS&lt;br /&gt;
# the OS's service packs&lt;br /&gt;
# all the OS's windows updates&lt;br /&gt;
# MSVC++ 6.0&lt;br /&gt;
# VC6's Service Pack 5&lt;br /&gt;
# the API &lt;br /&gt;
# the auxiliary APIs and mission scripts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up the API ==&lt;br /&gt;
&lt;br /&gt;
See the API's own documentation. &lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT''': the API has some components that need to be manually installed on top of VC6++ SP5. Again, just follow the instructions in the included ''readme.txt''.&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=Fests%2B_for_SFC:OP</id>
		<title>Fests+ for SFC:OP</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=Fests%2B_for_SFC:OP"/>
				<updated>2025-10-08T17:11:37Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Tired of the same ol' BattleFests? Sick of watching some enemy getting a XFF when you start with some poor early era FF? .. well.. this should solve your problems! The Fests+ package includes 4 mission scripts for SFC:OP. They are more intelligent than the original Fests scripts (no offense, dear author) and more focused.&lt;br /&gt;
&lt;br /&gt;
== Fests+ 1.1 for OP ==&lt;br /&gt;
&lt;br /&gt;
=== Downloads ===&lt;br /&gt;
&lt;br /&gt;
* [https://klingon.lostexiles.net/fests+/Fests+_11.exe Fests+_11.exe]&lt;br /&gt;
** Installer, for SFC:OP&lt;br /&gt;
** size: 307KB &lt;br /&gt;
* [https://klingon.lostexiles.net/fests+/fests+_20040228.zip fests+_20040228.zip]&lt;br /&gt;
** sources&lt;br /&gt;
** size: 272KB&lt;br /&gt;
&lt;br /&gt;
=== Scripts included ===&lt;br /&gt;
&lt;br /&gt;
* BattleFest+&lt;br /&gt;
** 6 ships: from small to large&lt;br /&gt;
*** FF, DD/DW, CL, CA/NCA, BCH, DN&lt;br /&gt;
* BattleFestLite+&lt;br /&gt;
** 3 ships: FF, CA, DN&lt;br /&gt;
* TinyFest+&lt;br /&gt;
** 3 ships: FF, DD/DW, CL&lt;br /&gt;
* SlugFest+&lt;br /&gt;
** 3 ships: large ships: CA, BCH, DN.&lt;br /&gt;
** ''exception, in late era'': BCH, DN, BB! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== What's different compared to the old BattleFests? ===&lt;br /&gt;
&lt;br /&gt;
* The hullclasses have been expanded&lt;br /&gt;
** There are, like before, 6 ship classes in the battlefest:&lt;br /&gt;
*** Frigate&lt;br /&gt;
*** Destroyer&lt;br /&gt;
*** Light Cruiser&lt;br /&gt;
*** Heavy Cruiser&lt;br /&gt;
*** Heavy BattleCruiser&lt;br /&gt;
*** Dreadnought &lt;br /&gt;
** .. however, these classes have been expanded:&lt;br /&gt;
*** Frigate&lt;br /&gt;
*** Destroyer '''''AND''''' War Destroyers&lt;br /&gt;
*** Light Cruiser&lt;br /&gt;
*** Heavy Cruiser AND New Heavy Cruiser&lt;br /&gt;
*** Heavy BattleCruiser&lt;br /&gt;
*** Dreadnought &lt;br /&gt;
&lt;br /&gt;
* The ships chosen will be Era-complient. &lt;br /&gt;
** X1 ships, like those in OP+, are grouped with the Advanced Era ships: there aren't enough of those.&lt;br /&gt;
&lt;br /&gt;
* 2nd pass matching on ship selection failure&lt;br /&gt;
** If a ship class from a given era can't be selected, a close match will be selected. This will be from a smaller or larger class, or the same class from a near era.&lt;br /&gt;
&lt;br /&gt;
* Late-era Slugfests are NASTY-FUN!&lt;br /&gt;
** If you decide to play a SlugFest+ in Late Era, the 3 ships chosen will be a BCH, DN and BB. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== BattleFest+Intense ==&lt;br /&gt;
&lt;br /&gt;
Released: 2010-01-09.&lt;br /&gt;
(NO installer yet)&lt;br /&gt;
&lt;br /&gt;
=== Downloads ===&lt;br /&gt;
&lt;br /&gt;
* [https://klingon.lostexiles.net/fests+/Mul_Battlefest+Intense.scr Mul_Battlefest+Intense.scr]&lt;br /&gt;
** mission script. Goes into Assets\Scripts\&lt;br /&gt;
** size: 454KB&lt;br /&gt;
* [https://klingon.lostexiles.net/fests+/Mul_Battlefest+Intense.zip Mul_Battlefest+Intense.zip]&lt;br /&gt;
** source code&lt;br /&gt;
** size: 154KB&lt;br /&gt;
&lt;br /&gt;
=== What's different? ===&lt;br /&gt;
&lt;br /&gt;
Differences: You take a Bfest+, and..&lt;br /&gt;
&lt;br /&gt;
* added 1 more hull class: Battleship&lt;br /&gt;
*** Frigate&lt;br /&gt;
*** Destroyer '''''AND''''' War Destroyers&lt;br /&gt;
*** Light Cruiser&lt;br /&gt;
*** Heavy Cruiser AND New Heavy Cruiser&lt;br /&gt;
*** Heavy BattleCruiser&lt;br /&gt;
*** Dreadnought &lt;br /&gt;
*** Battleship &lt;br /&gt;
&lt;br /&gt;
* every selected player gets an AI partner of the same race (one they cannot control)&lt;br /&gt;
** ie:&lt;br /&gt;
*** in a 2-player game, 1 vs 1, it makes it a 2 vs 2.&lt;br /&gt;
*** in a 6-player game, FreeForAll (FFA), It will make it a 2 vs 2 vs 2 vs 2 vs 2 vs 2 game.&lt;br /&gt;
*** in a 6-player game, 3 vs 3, it makes it a 6 vs 6&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=SFC:EAW_missions_for_SFC:OP</id>
		<title>SFC:EAW missions for SFC:OP</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=SFC:EAW_missions_for_SFC:OP"/>
				<updated>2025-10-08T17:10:50Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Recommendations ===&lt;br /&gt;
&lt;br /&gt;
These are the ''stock'' recompiled EAW missions for SFC:OP. I '''strongly''' recommend using the Missions Refit versions along with OP+.&lt;br /&gt;
* [[SFC:OP Plus Refit]]&lt;br /&gt;
* [[SFC:OP Missions Refit]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Packages ===&lt;br /&gt;
* NEW: See Missions Refit: [[SFC:OP_Missions_Refit]]&lt;br /&gt;
** All of the EAW missions rebuilt to properly use OP+, but also backwards compatible.&lt;br /&gt;
* OLD: [https://klingon.lostexiles.net/EAW_missions/EAW_Campaigns_for_OP-20030330.exe EAW_Campaigns_for_OP-20030330.exe]&lt;br /&gt;
** the SFC:EAW single player campaigns compiled for SFC:OP.&lt;br /&gt;
** size: 3.0 MB&lt;br /&gt;
*** Campaign files have been modified to include SFC:OP missions not present in SFC:EAW.&lt;br /&gt;
*** Includes the Sulu Missions&lt;br /&gt;
* [https://klingon.lostexiles.net/EAW_missions/Sulu_Bonus_missions_for_OP-20021124.zip Sulu_Bonus_missions_for_OP-20021124.zip]&lt;br /&gt;
** Sulu bonus missions, without the Sulu voice recordings.&lt;br /&gt;
** size: 735KB&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/EvilDave/NW_EAWtoOP_Campaigns.zip NW_EAWtoOP_Campaigns.zip]&lt;br /&gt;
** .MCT Campaign files for OP&lt;br /&gt;
** mixes EvilDave packages and EAW for OP campaigns, for the BEST single-player experience!&lt;br /&gt;
** [https://klingon.lostexiles.net/EAW_missions/howto_install_20030617.txt howto_install_20030617.txt]&lt;br /&gt;
*** instructions on how to install the single player campaigns mixed with the EvilDave missions. Updated: 20030617.&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=Co-op_Ace_for_SFC:EAW_and_SFC:OP</id>
		<title>Co-op Ace for SFC:EAW and SFC:OP</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=Co-op_Ace_for_SFC:EAW_and_SFC:OP"/>
				<updated>2025-10-08T17:10:17Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
In this multiplayer script up to 6 people confront a massive randomly generated enemy armada.  The enemy is customizable my the game host through an external configuration program.  The enemy's difficulty level, race, and hull class can be controlled.  This script is absolutely excellent for race-specific training as well as team action training - plus it's a ton of fun!&lt;br /&gt;
&lt;br /&gt;
''Note: This page originally lived at: http://khoromag.org/taldren/scripts/coopace.html . MagnumMan's site has been dead for a while now.''&lt;br /&gt;
&lt;br /&gt;
== Downloads ==&lt;br /&gt;
&lt;br /&gt;
=== Installer ===&lt;br /&gt;
&lt;br /&gt;
Note: FireSoul has made a single installer that will install Co-op Ace for either EAW, OP, or both depending on which games you have installed on your computer.  You only need to download and run this installer once even if you have both games.&lt;br /&gt;
&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/coop-ace-4.0.exe coop-ace-4.0.exe] &lt;br /&gt;
** for both SFC:EAW and SFC:OP, size: 407KB&lt;br /&gt;
** note! source code lost!&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/Mul_CoopAce.scr Mul_CoopAce.scr]&lt;br /&gt;
*** in case the installer gives trouble.&lt;br /&gt;
*** copy it into Assets/Scripts/&lt;br /&gt;
*** it's not enough to host a game. You need a working coopcustomizer for that.&lt;br /&gt;
&lt;br /&gt;
Note: New OSes, like Windows 10, 11&lt;br /&gt;
For the installer (and customizer executable) to work on newer OSes, you need to have the following Registry keys within your system:&lt;br /&gt;
(please adjust the target directory to your system's)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
[HKEY_LOCAL_MACHINE\SOFTWARE\Taldren\Starfleet Command Orion Pirates]&lt;br /&gt;
&amp;quot;Directory&amp;quot;=&amp;quot;C:\\Users\\msliv\\Desktop\\SFC\\Starfleet Command Orion Pirates&amp;quot;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
[HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Taldren\Starfleet Command Orion Pirates]&lt;br /&gt;
&amp;quot;Directory&amp;quot;=&amp;quot;C:\\Users\\msliv\\Desktop\\SFC\\Starfleet Command Orion Pirates&amp;quot;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You also need to make sure the files in the SFCOP directory aren't set to read-only.&lt;br /&gt;
&lt;br /&gt;
=== Sources and stuff ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The sources to Coop-ace 4.0 are lost. sorry.&lt;br /&gt;
&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/Mul_CoopAce.321.20040727.zip Mul_CoopAce.321.20040727.zip] size: 496k &lt;br /&gt;
** requires [https://klingon.lostexiles.net/sources_and_utils/ShipList.20031117.zip ShipList.20031117.zip] to build. Can be compiled for both EAW and OP.&lt;br /&gt;
&lt;br /&gt;
== Reviews and comments ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;'The Co-op' script developed for Starfleet Command II: Empires at War, is a must-have training tool for those who enjoy group actions within SFC2. Not only will it be useful for Dynaverse II and other 'Campaign' systems, but it's fun as hell to play to boot! With a completely configurable setup to enable anyone from the newbie first timer to hardend veteran, it's guaranteed to satisfy! Although it can be used for solo setup, it truly shines when you get a bunch of your buddies together for some old fashioned butt [sic] kicking fun.&amp;quot; - Dennis Greene, aka SFCShadow, author of [https://www.amazon.com/gp/product/074400022X Star Trek Starfleet Command II: Empires at War Official Strategy Guide]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;MagnumMan has managed to not only master the scripting API, but deliver to us possibly the best player made script for SFC2, the Multiplayer Co-op Ace script.&amp;quot; - RedHotChiliDog Guest Review, Black Ops Station.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I would have to say that MagnumMan-iCoP has scored a huge hit with this script.&amp;quot; - Captain Stoneyface, Black Ops Station.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;MagnumMan once again delivers in this script! Perfect for those nights when FFA just isnt enough - now the whole fleet can get gutted together ! Top notch Work!&amp;quot; - Admiral Frey_XC, [[https://www.xenocorp.net XenoCorp® Inc.]]&lt;br /&gt;
&lt;br /&gt;
== Revision History ==&lt;br /&gt;
&lt;br /&gt;
* 4.0&lt;br /&gt;
** January 24, 2005 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** Much smaller installer.&lt;br /&gt;
** Lots of new options, better integration with add-on Ship Lists.&lt;br /&gt;
&lt;br /&gt;
* 3.2.1&lt;br /&gt;
** July 27, 2004 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** Improvements to game load strategy to reduce drops.&lt;br /&gt;
*** Automatic red alert after 8 seconds in.&lt;br /&gt;
&lt;br /&gt;
* 3.2&lt;br /&gt;
** November 25, 2003 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** Speed improvements! Faster load times.&lt;br /&gt;
*** Mod support directly in the OP customizer!&lt;br /&gt;
*** Maximum difficult ratio increased from 2.00 to 3.00.&lt;br /&gt;
*** Selectable AI enemy era.&lt;br /&gt;
&lt;br /&gt;
* 3.0.1&lt;br /&gt;
** November 12, 2002 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** Fixed an advanced era date range handling problem (OP only).&lt;br /&gt;
&lt;br /&gt;
* 3.0.0&lt;br /&gt;
** October 17, 2002 	&lt;br /&gt;
** Features and work by FireSoul and Strafer:&lt;br /&gt;
*** Enhanced enemy fleet selection and generation.&lt;br /&gt;
*** Increased game stability.&lt;br /&gt;
&lt;br /&gt;
* 2.6.3&lt;br /&gt;
** September 2, 2002 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** Fixed problem where game started with no enemy ships in EAW if OP was not installed.&lt;br /&gt;
*** Fixed game startup sequence to reduce the number of drops.&lt;br /&gt;
&lt;br /&gt;
* 2.6&lt;br /&gt;
** August 8, 2002 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** Fixed early game end bug.&lt;br /&gt;
*** improved SpareParts calculations.&lt;br /&gt;
*** 'zombie' AI on host drops fixed.&lt;br /&gt;
*** Terrain: Dust Clouds added.&lt;br /&gt;
*** Terrain: Asteroid Belt improved.&lt;br /&gt;
*** Era-based enemies: now uses the game setting for era [OP Only]&lt;br /&gt;
&lt;br /&gt;
* 2.5.2&lt;br /&gt;
** July 21, 2002 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** Enemy Team selection optimized further.&lt;br /&gt;
*** Faster entry into the game (less crashes due to timeout).&lt;br /&gt;
*** Enemy ships would get no loadouts if enemy ships BPV after selection was '0' (no leftovers).&lt;br /&gt;
*** CoopAce for EAW loaded OP's coopace customizer settings.&lt;br /&gt;
*** New terrain. &amp;quot;Asteroid Belt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* 2.5&lt;br /&gt;
** July 17, 2002 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** More intelligent ship selection!&lt;br /&gt;
**** Ship selection is based on the years the latest ship in the fleet is available, not by era alone.&lt;br /&gt;
**** Hull sizes probabilities have been spread in a way to reflect fleets better: many small ships, some normal-sized ships, and few large-sized ships.&lt;br /&gt;
*** Enemy fleet loadouts and fighter upgrades implemented. (OP Only)&lt;br /&gt;
*** Fixed crashing problems.&lt;br /&gt;
*** Logfile written to C:\Coop.txt has more detail.&lt;br /&gt;
*** Capturing an enemy ship will cause it to self-destruct.&lt;br /&gt;
** Features and work by MagnumMan:&lt;br /&gt;
*** Combined EAW/OP installer.&lt;br /&gt;
&lt;br /&gt;
* 1.5&lt;br /&gt;
** Mar 31 2001 	&lt;br /&gt;
*** Added era selection logic to ensure the enemy armada is picked from the correct era.&lt;br /&gt;
*** No more late era enemies in an early or middle era game, etc.&lt;br /&gt;
&lt;br /&gt;
* 1.4&lt;br /&gt;
** Mar 15 2001 	&lt;br /&gt;
*** Added AI Intelligence setting.&lt;br /&gt;
*** Changed default difficulty to 1.1.&lt;br /&gt;
&lt;br /&gt;
* 1.3 	&lt;br /&gt;
** Mar 12 2001&lt;br /&gt;
*** Fixed a bug where the game generated no enemies.&lt;br /&gt;
*** Fixed a bug where the game would not end if you captured an enemy ship.&lt;br /&gt;
&lt;br /&gt;
* 1.2 	&lt;br /&gt;
** Mar 3 2001&lt;br /&gt;
*** Fixed a bug where the game ended prematurely if someone dropped.&lt;br /&gt;
*** Fixed a bug where the game would not end if the last player disengaged.&lt;br /&gt;
*** Fixed a bug where the game hangs on launch if more than 9 enemy ships are created.&lt;br /&gt;
*** Added a new feature to limit the enemy by specific races.&lt;br /&gt;
*** Added a new feature to limit the enemy by specific hull classes.&lt;br /&gt;
*** Added a new configuration program.&lt;br /&gt;
*** Added an installer.&lt;br /&gt;
&lt;br /&gt;
* 1.1 	&lt;br /&gt;
** Feb 17 2001&lt;br /&gt;
*** Fixed a hanging problem when more than 3 or more people join.&lt;br /&gt;
&lt;br /&gt;
* 1.0 	&lt;br /&gt;
** First Release.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Known Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== EAW host changes effects on enemy carriers ===&lt;br /&gt;
* If there's a host change, carriers on the enemy team will generate new fighters to release. This is because there is no &amp;quot;mSetFighters&amp;quot; function in the SFC:EAW API.&lt;br /&gt;
&lt;br /&gt;
=== Unable to determine the BPV of player fleets with loadouts ===&lt;br /&gt;
&lt;br /&gt;
* The game itself has a bug making it impossible to determine the BPV of each player's fleet with loadouts. The BPV calculation is unfortunately based on the stock ship configurations without custom loadouts. You can compensate by raising the difficulty.&lt;br /&gt;
** OP Only: the loadouts for shuttles, spareparts and mines can be detected. However, the loadouts for drones and fighters cannot.&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=All_SFC_Patches_and_ServerKits</id>
		<title>All SFC Patches and ServerKits</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=All_SFC_Patches_and_ServerKits"/>
				<updated>2025-10-08T17:09:12Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== SFC(1) Patches ===&lt;br /&gt;
&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/patches/sfc100-103.zip sfc100-103.zip] size: 4.5Mb&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/patches/sfc1021-103.zip sfc1021-103.zip] size: 1.5Mb&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SFC:EAW Patches ===&lt;br /&gt;
&lt;br /&gt;
* CURRENT, 2.0.3.6:&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/patches/SFC2Patch2002-2036.exe SFC2Patch2002-2036.exe] size: 23MB&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/patches/SFC2Patch2033-2036.exe SFC2Patch2033-2036.exe] size: 2.9MB&lt;br /&gt;
&lt;br /&gt;
* 2.0.3.3&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/patches/SFC2Patch2002-2033.exe SFC2Patch2002-2033.exe] size: 24.5MB &lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/patches/SFC2Patch2013-2033.exe SFC2Patch2013-2033.exe] size: 16.6MB&lt;br /&gt;
* 2.0.1.3&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/patches/SFC2Patch2002-2013.exe SFC2Patch2002-2013.exe] size: 23.6MB&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/patches/SFC2Patch2007-2013.exe SFC2Patch2007-2013.exe] size: 17.9MB&lt;br /&gt;
* 2.0.0.7&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/patches/SFC2Patch2002-2007.exe SFC2Patch2002-2007.exe] size: 24.5MB&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SFC:OP Patches ===&lt;br /&gt;
&lt;br /&gt;
* CURRENT, 2.5.5.2&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/patches/SFCOP_Patch_2500-2552.exe SFCOP_Patch_2500-2552.exe] size: 19.0MB&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/patches/SFCOP_Patch_2550-2552.exe SFCOP_Patch_2550-2552.exe] size: 1.9MB&lt;br /&gt;
* 2.5.5.0&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/patches/SFCOP_Patch_2500-2550.exe SFCOP_Patch_2500-2550.exe] size: 19.0MB&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/patches/SFCOP_Patch_25412-2550.exe SFCOP_Patch_25412-2550.exe] size: 1.9MB&lt;br /&gt;
* 2.5.4.1.2&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/patches/SFCOP_Patch_2500-25412.exe SFCOP_Patch_2500-25412.exe] size: 19.0MB&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/patches/SFCOP_Patch_2538-25412.exe SFCOP_Patch_2538-25412.exe] size: 1.9MB&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/patches/SFCOP_Patch_25410-25412.exe SFCOP_Patch_25410-25412.exe] size: 1.8MB&lt;br /&gt;
* 2.5.4.1.0&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/patches/SFCOP_Patch_2500-25410.exe SFCOP_Patch_2500-25410.exe] size: 19.0MB&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/patches/SFCOP_Patch_2538-25410.exe SFCOP_Patch_2538-25410.exe] size: 2.1MB&lt;br /&gt;
* 2.5.3.8&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/patches/SFCOP_Patch_2500-2538.exe SFCOP_Patch_2500-2538.exe] size: 19.0MB&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/patches/SFCOP_Patch_2525-2538.exe SFCOP_Patch_2525-2538.exe] size: 2.4MB&lt;br /&gt;
* 2.5.2.5&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/patches/SFCOP_Patch_2500-2525.exe SFCOP_Patch_2500-2525.exe] size: 21.0MB&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/patches/SFCOP_Patch_2501-2525.exe SFCOP_Patch_2501-2525.exe] size: 10.3MB&lt;br /&gt;
&lt;br /&gt;
=== SFC2 Server kits ===&lt;br /&gt;
&lt;br /&gt;
==== Latest Server Kits ====&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/SFC2Server2036.zip SFC2Server2036.zip]&lt;br /&gt;
** SFC:EAW 2.0.3.6 server kit (size: 12MB)&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/SFCOPServer2552_B36.zip SFCOPServer2552_B36.zip]&lt;br /&gt;
** SFC:OP 2.5.5.2 Beta36 server kit&lt;br /&gt;
** size: 15.8MB&lt;br /&gt;
&lt;br /&gt;
==== Older Kits ====&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/SFCOPServer2550.zip SFCOPServer2550.zip]&lt;br /&gt;
** size: 25.3MB&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/SFCOPServer25412.zip SFCOPServer25412.zip]&lt;br /&gt;
** size: 25.3MB&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/SFCOPServer25410.zip SFCOPServer25410.zip]&lt;br /&gt;
** size: 25.3MB&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/SFCOPServer2538.zip SFCOPServer2538.zip]&lt;br /&gt;
** size: 15.8MB&lt;br /&gt;
** updated: 20030324&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=SFC-related_missions,_sources,_patches_and_misc_utilities</id>
		<title>SFC-related missions, sources, patches and misc utilities</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=SFC-related_missions,_sources,_patches_and_misc_utilities"/>
				<updated>2025-10-08T17:06:33Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== SFC-related Sources, packages, patches and utilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SFC Latest Patches and Serverkits ===&lt;br /&gt;
&lt;br /&gt;
==== Latest Patches ====&lt;br /&gt;
&lt;br /&gt;
* SFC:EAW, 2.0.3.6:&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/patches/SFC2Patch2002-2036.exe SFC2Patch2002-2036.exe]&lt;br /&gt;
*** size: 23MB&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/patches/SFC2Patch2033-2036.exe SFC2Patch2033-2036.exe]&lt;br /&gt;
*** size: 2.9MB&lt;br /&gt;
&lt;br /&gt;
* SFC:OP, 2.5.5.2:&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/patches/SFCOP_Patch_2500-2552.exe SFCOP_Patch_2500-2552.exe]&lt;br /&gt;
*** size: 19.4MB&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/patches/SFCOP_Patch_2550-2552.exe SFCOP_Patch_2550-2552.exe]&lt;br /&gt;
*** size: 1.9MB&lt;br /&gt;
&lt;br /&gt;
* SFC, 1.0.3&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/patches/sfc100-103.zip sfc100-103.zip] size: 4.5Mb&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/patches/sfc1021-103.zip sfc1021-103.zip] size: 1.5Mb&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Latest ServerKits ====&lt;br /&gt;
&lt;br /&gt;
* SFC:EAW 2.0.3.6 server kit&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/SFC2Server2036.zip SFC2Server2036.zip]&lt;br /&gt;
*** size: 12MB&lt;br /&gt;
* SFC:OP 2.5.5.2 Beta36 server kit&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/SFCOPServer2552_B36.zip SFCOPServer2552_B36.zip]&lt;br /&gt;
*** size: 15.8MB&lt;br /&gt;
&lt;br /&gt;
=== Hidden Features and Easter Eggs ===&lt;br /&gt;
&lt;br /&gt;
About patch 2.5.4.10, 2.5.4.12, 2.5.5.0, 2.5.5.2:&lt;br /&gt;
There are 2 hidden features introduced in 25410. This is how you use them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== New Arcs ====&lt;br /&gt;
&lt;br /&gt;
Edit the shiplist and put in these arcs where you want them.&lt;br /&gt;
* FALX/FARX -&amp;gt; FAL/FAR + right down rear&lt;br /&gt;
* LSRF/RSLF -&amp;gt; LS+RF / RS+LF missing arcs&lt;br /&gt;
* RRP/RLP -&amp;gt; Rear plasma arcs good for some tugs and HDWs.&lt;br /&gt;
* LR -&amp;gt; L+R arc. Can be found on mythical Tholian Snare weapons. &lt;br /&gt;
&lt;br /&gt;
In 2.5.5.2, more arcs were added:&lt;br /&gt;
* SFBL/SFBR -&amp;gt; L/R only &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Switch to disable Engine Doubling ====&lt;br /&gt;
&lt;br /&gt;
Disable Engine Doubling for all pirates. (Useful for Mods). Add ''AllowEngineDoubling=0'' to the ''[Network]'' section of the sfc.ini to disable engine doubling for all pirates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Resetting your SFC:OP Registry entry for your CD-Key ====&lt;br /&gt;
&lt;br /&gt;
Doing the following will cause SFC:OP to re-ask for the CDKey.&lt;br /&gt;
&lt;br /&gt;
* Location: HKLM\\Software\\GameSpy\\CDKeys&lt;br /&gt;
** Key: StarfleetCommand2, set to &amp;quot;43&amp;quot;, Hex. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other links on this site:&lt;br /&gt;
&lt;br /&gt;
* [[SFC:OP Plus Refit]]&lt;br /&gt;
** many many many (+5000!) added real SFB-based ships&lt;br /&gt;
* [[SFC:EAW missions for SFC:OP]]&lt;br /&gt;
** EAW missions sources and EAW campaigns compiled for SFC:OP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SFC Sources: APIs, Mission Scripts ==&lt;br /&gt;
&lt;br /&gt;
=== Development APIs ===&lt;br /&gt;
&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/SFC2_API_R1.3.zip SFC2_API_R1.3.zip]&lt;br /&gt;
** SFC2:EAW API from Taldren, rev1.3 (size: 5.4mb)&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/SFCOP_API_R2.zip SFCOP_API_R2.zip]&lt;br /&gt;
** SFC2:OP API from Taldren, rev2.2 (size: 5.5mb) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These following files are in no way official packages. These files, zipped from my build environments on my harddrive, will not recieve support in any way. I make these files available to solve problems concerning compiling with either or both EAW and OP APIs on the same machine.&lt;br /&gt;
&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/FireSoul_EAW_build_env-20031117.zip FireSoul_EAW_build_env-20031117.zip] (size: 8.7MB)&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/FireSoul_OP_build_env-20031117.zip FireSoul_OP_build_env-20031117.zip] (size: 9.1mb)&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/ShipList.20050118.zip ShipList.20050118.zip]&lt;br /&gt;
** modified ShipList API to allow access to fighters and PFs list generation. This modification from MagnumMan's SLAPI also contains Enhanced Shiplist support (OP+4.0 only, as far as I can tell). For OP, useful with mSetFighters function. (size: 570Kb) (Can be used with either API. It's smart enough to detect.)&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/firesoul_shiplist_support_perl_scripts.zip firesoul_shiplist_support_perl_scripts.zip]&lt;br /&gt;
** perl script I used to help me debug my OP+ shiplist. There are scripts in there to detect &amp;quot;???&amp;quot; for shipnames, refits and missing names for ship classes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SFC1 mission sources ===&lt;br /&gt;
&lt;br /&gt;
Entire package: [https://klingon.lostexiles.net/sources_and_utils/SFC1_scripts.zip SFC1_scripts.zip] size: 2.0MB&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/sfc1/Federation.zip Federation.zip] size: 204k&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/sfc1/Generic.zip Generic.zip] size: 236k&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/sfc1/Gorn.zip Gorn.zip] size: 164k&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/sfc1/Hydran.zip Hydran.zip] size: 116k&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/sfc1/Klingon.zip Klingon.zip] size: 220k&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/sfc1/Lyran.zip Lyran.zip] size: 168k&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/sfc1/Multiplayer.zip Multiplayer.zip] size: 100k&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/sfc1/Romulan.zip Romulan.zip] size: 216k&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/sfc1/Tutorial.zip Tutorial.zip] size: 212k&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/sfc1/Unique.zip Unique.zip] size: 156k&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SFC2 Mission Sources ===&lt;br /&gt;
&lt;br /&gt;
==== Taldren Mission Sources ====&lt;br /&gt;
&lt;br /&gt;
* SFC2 EAW:&lt;br /&gt;
** [https://klingon.lostexiles.net/EAW_missions/SFC2_EAW_Scripts.zip SFC2_EAW_Scripts.zip]&lt;br /&gt;
*** Taldren's pristine sources for the SFC:EAW scripts&lt;br /&gt;
*** size: 8.4MB&lt;br /&gt;
&lt;br /&gt;
* SFC2 OP:&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/OP_Scripts.zip OP_Scripts.zip]&lt;br /&gt;
*** Taldren's pristine sources for the SFC:OP scripts&lt;br /&gt;
*** size: 4.9MB&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Sources to missions ported to SFC:OP ====&lt;br /&gt;
&lt;br /&gt;
* [https://klingon.lostexiles.net/EAW_missions/eaw_campaigns_for_OP_Scripts-20030330.zip eaw_campaigns_for_OP_Scripts-20030330.zip]&lt;br /&gt;
** sources to the updated SFC:EAW missions, in an OP build environment. (size: 16.4mb)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== CoopAce package and sourcecode ===&lt;br /&gt;
&lt;br /&gt;
See: [[Co-op Ace for SFC:EAW and SFC:OP]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Andros! package and sourcecode ===&lt;br /&gt;
&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/Mul_Andros.scr Mul_Andros.scr]&lt;br /&gt;
** for SFC:OP with OP+ 4.1  size: 446464 Bytes&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/Mul_Andros_1_01.20110501.zip Mul_Andros_1_01.20110501.zip]&lt;br /&gt;
** for SFC:OP with OP+ 4.1  size: 103056 Bytes&lt;br /&gt;
&lt;br /&gt;
=== Fests+ installer and sourcecode ===&lt;br /&gt;
&lt;br /&gt;
See: [[Fests+ for SFC:OP]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SFC:OP Models Tester ===&lt;br /&gt;
&lt;br /&gt;
* Standard version, 1 race at a time:&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/models_testers/Ski_test_models.scr Ski_test_models.scr] size: 470kb (Version 1.23, 20040627)&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/models_testers/Ski_test_models-20040627.zip Ski_test_models-20040627.zip] size: 72kb (sources) &lt;br /&gt;
* Complete test version, all models tested in a single run:&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/models_testers/Ski_test_all_models.scr Ski_test_all_models.scr] size: 470kb (Version 1.00, 20040714)&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/models_testers/Ski_test_all_models-20040714.zip Ski_test_all_models-20040714.zip] size: 77kb (sources) &lt;br /&gt;
* Test all bases' models, all in a single run:&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/models_testers/Ski_test_bases_models.scr Ski_test_bases_models.scr] size: 470kb (Version 1.00, 20040714)&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/models_testers/Ski_test_bases_models-20040714.zip Ski_test_bases_models-20040714.zip] size: 90kb (sources)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== EvilDave Missions ===&lt;br /&gt;
''(all files/links here updated on 20040112)''&lt;br /&gt;
&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/EvilDave/EAWMissions.zip EAWMissions.zip]&lt;br /&gt;
** EvilDave missionpack for EAW (updated: 20031001 size: 11mb)&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/EvilDave/NW_OPMissions.exe NW_OPMissions.exe]&lt;br /&gt;
** Configurable EvilDave missionpack for OP (updated: 20040810 size: 4.1mb)&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/EvilDave/NW_EAWtoOP_Campaigns.zip NW_EAWtoOP_Campaigns.zip]&lt;br /&gt;
** Campaign (.MCT) files for BOTH EAW for OP single-player campaigns AND EvilDave missionpacks. (updated: 20030512 size: 25kb) (for OP only)&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/EvilDave/EDMissionSourceCode.zip EDMissionSourceCode.zip]&lt;br /&gt;
** Sources to EvilDave mission packs (updated: 20030228 size: 2.9mb)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Other Mission packages ===&lt;br /&gt;
&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/TraceyG_OP_missions_v4-1.zip TraceyG_OP_missions_v4-1.zip]&lt;br /&gt;
** TraceyG's Missions for OP, version 4.1 (size: 2.5mb)&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/EEK-OP221.exe EEK-OP221.exe]&lt;br /&gt;
** Karnak's EEK missions v2.21, for OP (size: 7.2mb, updated 20041013)&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/EAW_campaigns+NW+TraceyG+EEK.zip EAW_campaigns+NW+TraceyG+EEK.zip]&lt;br /&gt;
** Single player .MCT files for complex campaigns. (size: 25kb)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Misc Tools and Files ==&lt;br /&gt;
&lt;br /&gt;
=== SFC Modeling tools ===&lt;br /&gt;
&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/Modeling/SFC_mod_viewer.zip SFC Models viewer]&lt;br /&gt;
** Size: 228kb&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/Modeling/3DSMaxR3SFCImpExpPublicRelease.zip 3dsMax R3 SFC .MOD format plugin]&lt;br /&gt;
** Size: 52kb&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/Modeling/3DSMaxR4SFCImpExpPublicRelease.zip 3dsMax R4 (and R5) SFC .MOD format plugin]&lt;br /&gt;
** Size: 22kb&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/Modeling/SFC_tutorial-creating_break_models-DIVX.avi SFC_tutorial-creating_break_models-DIVX.avi]&lt;br /&gt;
** Size: 14mb, by Joker&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/Modeling/SFC_tutorial-texturing_and_illumination-DIVX.avi SFC_tutorial-texturing_and_illumination-DIVX.avi]&lt;br /&gt;
** Size: 32mb, by Joker&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other/Misc SFC files ==&lt;br /&gt;
&lt;br /&gt;
=== Other Useful Downloads ===&lt;br /&gt;
&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/EzINI.exe EzINI.exe] v2.0&lt;br /&gt;
** size: 284Kb&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/ShipEditv30202.zip ShipEdit v3.02.02 for SFC:EAW]&lt;br /&gt;
** size: 6.3Mb&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/SE39902bPword.zip ShipEdit v3.99.02 beta]&lt;br /&gt;
** for SFC:OP&lt;br /&gt;
** Requires ShipEdit v3.02.02&lt;br /&gt;
** size: 2.6Mb&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/EAW_Sulu_Bonus_missions.zip EAW_Sulu_Bonus_missions.zip]&lt;br /&gt;
** Recompiled for SFC:OP&lt;br /&gt;
** size: 496k&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/Bonus.exe Bonus.exe]&lt;br /&gt;
** Taldren's Bonus missions for SFC:OP&lt;br /&gt;
** size: 65Kb&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/Comparator.exe Comparator.exe]&lt;br /&gt;
** MagnumMan's Shiplist Comparator for EAW and OP&lt;br /&gt;
** size: 163kb&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/GAW_Models.zip GAW_Models.zip]&lt;br /&gt;
** Additional models, released from Taldren&lt;br /&gt;
** size: 11.1mb&lt;br /&gt;
&lt;br /&gt;
=== Original shiplist files available for download ===&lt;br /&gt;
&lt;br /&gt;
* SFC:EAW 2036 original files:&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/orig/eaw/2036/shiplist.txt shiplist.txt] size: 816K&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/orig/eaw/2036/strings.txt strings.txt] size: 108K&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/orig/eaw/2036/ftrlist.txt ftrlist.txt] size: 12K&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/orig/eaw/2036/shipnames.txt shipnames.txt] size: 228K&lt;br /&gt;
&lt;br /&gt;
* SFC:OP 25412, 2550 and/or 2552 original files:&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/orig/op/25412/shiplist.txt shiplist.txt] size: 1.1M&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/orig/op/25412/model.siz model.siz] size: 16K&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/orig/op/25412/strings.txt strings.txt] size: 128K&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/orig/op/25412/ftrlist.txt ftrlist.txt] size: 20K&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/orig/op/25412/shipnames.txt shipnames.txt] size: 332K&lt;br /&gt;
&lt;br /&gt;
* SFC:OP 25410 original files:&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/orig/op/25410/shiplist.txt shiplist.txt] size: 1.1M&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/orig/op/25410/bpvdata.ini bpvdata.ini] size: 4.0K&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/orig/op/25410/model.siz model.siz] size: 16K&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/orig/op/25410/strings.txt strings.txt] size: 128K&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/orig/op/25410/quicktips.txt quicktips.txt] size: 128K&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/orig/op/25410/bindings.ini bindings.ini] size: 4.0K&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/orig/op/25410/ftrlist.txt ftrlist.txt] size: 20K&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/orig/op/25410/aaStrings.txt aaStrings.txt] size: 384K&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/orig/op/25410/shipnames.txt shipnames.txt] size: 332K&lt;br /&gt;
&lt;br /&gt;
* SFC:OP 2538 original files:&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/orig/op/2538/shiplist.txt shiplist.txt] size: 1.1M&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/orig/op/2538/strings.txt strings.txt] size: 120K&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/orig/op/2538/ftrlist.txt ftrlist.txt] size: 20K&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/orig/op/2538/shipnames.txt shipnames.txt] size: 292K&lt;br /&gt;
&lt;br /&gt;
* SFC:OP 2525 original files:&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/orig/op/2525/shiplist.txt shiplist.txt] size: 1.1M&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/orig/op/2525/strings.txt strings.txt] size: 120K&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/orig/op/2525/ftrlist.txt ftrlist.txt] size: 20K&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/orig/op/2525/shipnames.txt shipnames.txt] size: 292K&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== FireSoul's Screenshots ===&lt;br /&gt;
&lt;br /&gt;
* [https://klingon.lostexiles.net/screenshots/woah.JPG woah.JPG]&lt;br /&gt;
** coopace development screenshot before the 32 AI ships limit was introduced. This was taken as proof that the script was now stable.&lt;br /&gt;
&lt;br /&gt;
* [https://klingon.lostexiles.net/screenshots/1peace_OP_1.JPG 1peace_OP_1.JPG]&lt;br /&gt;
** ... Yes, the OP-compiled EAW campaigns work.&lt;br /&gt;
&lt;br /&gt;
* [https://klingon.lostexiles.net/screenshots/1peace_OP_2.JPG 1peace_OP_2.JPG]&lt;br /&gt;
** .... really, they really do run on SFC:OP.&lt;br /&gt;
&lt;br /&gt;
* [https://klingon.lostexiles.net/screenshots/OhMyESGs.png OhMyESGs.png]&lt;br /&gt;
**  .. that was back in the days I was helping MagnumMan test his 'patch of day' for SFC:EAW. The point here was proof that being able to see the ESG ranges of the enemy was visible in a multiplayer game.&lt;br /&gt;
&lt;br /&gt;
* [https://klingon.lostexiles.net/screenshots/challenge.JPG challenge.JPG]&lt;br /&gt;
** Ah memories.. .. I won against a R-CON+ with a ... F-NCL+ ... ?&lt;br /&gt;
&lt;br /&gt;
* [https://klingon.lostexiles.net/screenshots/coopace-fighters1.JPG coopace-fighters1.JPG]&lt;br /&gt;
** at one point during coopace development, I was tring to get the AI to get free updated fighters. This is a screenshot of the success. (Please note I am running away really really fast.)&lt;br /&gt;
&lt;br /&gt;
* [https://klingon.lostexiles.net/screenshots/coopace-fighters2.JPG coopace-fighters2.JPG]&lt;br /&gt;
** (THIS is what I was really running away from!)&lt;br /&gt;
&lt;br /&gt;
* [https://klingon.lostexiles.net/screenshots/double-base-construction.gif double-base-construction.gif]&lt;br /&gt;
** Want to guarantee SB construction on a D2 server? It's been a long time since I've done this trick, but maybe this will still work?&lt;br /&gt;
&lt;br /&gt;
* [https://klingon.lostexiles.net/screenshots/slot_2033.JPG slot_2033.JPG]&lt;br /&gt;
** THIS is the slot bug. I am FireSoul.. I am NOT strafer. bleh.&lt;br /&gt;
&lt;br /&gt;
* [https://klingon.lostexiles.net/screenshots/tractored_plasma.jpg tractored_plasma.jpg]&lt;br /&gt;
** I caught this one during OP testing. A plasma was fired at a tractored MIRV. The mirv itself was invisible, this was proof that the object was actually absent: the plasma kept tracking an unhittable object. (Although it looks like a plasma being tractored.)&lt;br /&gt;
&lt;br /&gt;
* [https://klingon.lostexiles.net/screenshots/where_is_mirv.jpg where_is_mirv.jpg]&lt;br /&gt;
** past MIRV bugs that had been fixed. Isn't being a tester fun?&lt;br /&gt;
&lt;br /&gt;
* [https://klingon.lostexiles.net/screenshots/winex-shipedit.png winex-shipedit.png]&lt;br /&gt;
** The EagleEye ShipEdit program runs under WineX.&lt;br /&gt;
&lt;br /&gt;
* [https://klingon.lostexiles.net/screenshots/winex_sfcop.png winex_sfcop.png]&lt;br /&gt;
** So does SFC:OP. WineX is by TransGaming Technologies, my ex-employer. WineX is called Cedega, today.&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=SFC:OP_Missions_Refit</id>
		<title>SFC:OP Missions Refit</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=SFC:OP_Missions_Refit"/>
				<updated>2025-10-08T17:02:12Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
When I finally released [[SFC:OP Plus Refit]], I decided to reward myself and play a single player campaign. I loaded up the latest [http://www3.telus.net/NuclearWessels/sfc/downloads/NWPack.exe mission pack] from NuclearWessels and gave it a shot.&lt;br /&gt;
&lt;br /&gt;
Well, I quickly found myself frustrated with the game again.&lt;br /&gt;
&lt;br /&gt;
Here are some of the issues I had with the game at this point:&lt;br /&gt;
# almost everything had slow drones&lt;br /&gt;
# everything had basic fighters&lt;br /&gt;
# the new Andromedan ships weren't being loaded up right.&lt;br /&gt;
# some missions had hardcoded ships.&lt;br /&gt;
&lt;br /&gt;
.. note that I also encountered some problems with my own [[SFC:OP Plus Refit]] mod, which resulted in the release of version 4.1.1:&lt;br /&gt;
# the planets were still shooting themselves with their heavy weapons&lt;br /&gt;
# many monsters encountered had 0 crew/boarding parties and were boardable.  (1 BP and captured!)&lt;br /&gt;
&lt;br /&gt;
== Vision ==&lt;br /&gt;
&lt;br /&gt;
Imagine loading a &amp;quot;Fleet Patrol&amp;quot; mission: destroy all enemies, or disengage if the enemy is too much for you. It's year 2285.3: you've got a L-BCHT with 4 upgraded PFs. You find yourself in-mission with 2 Klingon wingmen AI-controlled ships, and there's 3 Hydran ships in the distance. &lt;br /&gt;
&lt;br /&gt;
As you close towards your enemy, both your allies and your enemy launch whatever fighters they have. Your Klingon friends launch their K-Lancer.IIIs. The Hydrans, a carrier-based race, have many many H-YellowJacket.IIIs and H-Hornet.IIs as are normally available during that year. You send out your L-PFLs in Harass, adding yet more confusion to the fray.&lt;br /&gt;
&lt;br /&gt;
Your wingmen launch their drones and they are all fast speeds at that. One of the Hydran ships weasels, and its fighter-groups obliterates your destroyer-sized wingman in a single pass.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then... from the far right... comes a M-aDMX Andromedan Dominatrix Dreadnought, friend to no one and intent on destroying everyone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.. now that's a Patrol mission!&lt;br /&gt;
&lt;br /&gt;
== Making it happen.. ==&lt;br /&gt;
&lt;br /&gt;
I spent weeks trying to find work-arounds or fixes to these problems. Here's what I've found out:&lt;br /&gt;
&lt;br /&gt;
=== Better in-mission created ship selection ===&lt;br /&gt;
* find better way to load up Bases, FRDs, cargo ships, etc. Do NOT use hard-coded ships because these things do get refits over time.&lt;br /&gt;
** use shiplist API, load shiplist from MetaAssets directory&lt;br /&gt;
&lt;br /&gt;
=== Give the AI Upgraded fighters ===&lt;br /&gt;
* Give AIs better fighters. We cannot determine what fighters a ship has, but we can parse and load the fighterlist and assign era-correct fighters to AI-controlled teams.&lt;br /&gt;
** use ShipList API to load fighterlist, specifically from the MetaAssets directory.&lt;br /&gt;
&lt;br /&gt;
=== Give the ships era-correct drone speeds ===&lt;br /&gt;
* If a ship was drafted, it'll have slow drones no matter what. However, if the ship was created in-mission and not drafted, the drone speeds will be era-correct. Solution: do not created drafted ships, create in-game only ships with same shipcodes as the drafted ships.&lt;br /&gt;
** Ships do NOT get cleaned up from the D2 map. The server's .gf files should be edited to turn on ship destruction and cycling to compensate. &lt;br /&gt;
*** see: MetaMap.gf, section [Census], MaxAIsToKillPerTurn parameter.&lt;br /&gt;
** if the drafted unit is a base, the mission creates a 'BOX' unit upon destruction WITH the base's drafted ID (aka MetaID) and immediately destroys it. This will be passed back to the D2 engine, multiplayer or not, that whatever had the Base's MetaID was destroyed which may result on base's removal from the D2 map.&lt;br /&gt;
&lt;br /&gt;
=== Don't set-up a mission with a planet that is too big ===&lt;br /&gt;
* The planet model sizes are stored in model.siz. The idea is to set up the mission's code to load and parse model.siz, prepare a list of eligible planets that aren't too big and select one randomly from that list.&lt;br /&gt;
** ie: I need a Hydran Armed World, limited size.&lt;br /&gt;
** Why? Because the FRDs and Defense Platforms may be close to the planet. A large planet will make stuff collide (and thus destroyed) on mission start.&lt;br /&gt;
&lt;br /&gt;
=== Andro tweaks ===&lt;br /&gt;
* Auto-detect Andros in the shiplist. If they are there, give them a chance to appear instead of Monsters or Orion pirates or whatever encounters NuclearWessels had originally set up. &lt;br /&gt;
** it's just a small chance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== About the difficulty ==&lt;br /&gt;
&lt;br /&gt;
Yes.. this pack is for everyone out there who play at Admiral Level Difficulty!&lt;br /&gt;
&lt;br /&gt;
* Easy/Captain: &lt;br /&gt;
** drafted ships get slow drones  (turns off workaround)&lt;br /&gt;
** All AI-controlled teams get stock/basic fighters.&lt;br /&gt;
&lt;br /&gt;
* Medium/Commodore: &lt;br /&gt;
** drafted ships get ''ERA-CORRECT'' drone speeds.&lt;br /&gt;
** All AI-controlled teams still get stock/basic fighters.&lt;br /&gt;
&lt;br /&gt;
* Hard/Admiral:&lt;br /&gt;
** drafted ships get ''ERA-CORRECT'' drone speeds.&lt;br /&gt;
** All AI-controlled teams fighters ''ARE UPGRADED''.&lt;br /&gt;
&lt;br /&gt;
== What's included? ==&lt;br /&gt;
&lt;br /&gt;
* .SCR Mission scripts, of course. All updated to the specs mentionned above.&lt;br /&gt;
** 30 generic missions, originally from NuclearWessels pack&lt;br /&gt;
** The ISC Campaign of Pacification missions (play as ISC)&lt;br /&gt;
** The Campaign against the ISC Pacification missions (play as the other empire races)&lt;br /&gt;
** The Mirak Campaigns (play as Mirak vs Lyran)&lt;br /&gt;
** The Mirak Campaigns (play as Klingon, Hydran or Lyran against the Mirak)&lt;br /&gt;
* .MCT campaign files for all normal races&lt;br /&gt;
* .MCT campaign files for pirate races&lt;br /&gt;
* .GF campaign configuration files to tweak stock campaign settings to something more enjoyable.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
&lt;br /&gt;
=== Missions Refit 1.5 ===&lt;br /&gt;
&lt;br /&gt;
NOTE: This mission-pack works best with OP+ 4.1.1 .. at least so far. (as of 20110807) See: [[SFC:OP Plus Refit]]&lt;br /&gt;
&lt;br /&gt;
* Installer: [https://klingon.lostexiles.net/Missions_Refit/SFCOP_MissionsRefit_15_20121022222638.exe SFCOP_MissionsRefit_15_20121022222638.exe] (5.3MB)&lt;br /&gt;
&lt;br /&gt;
* Mission Sources: &lt;br /&gt;
** EvilDave missions: [https://klingon.lostexiles.net/Missions_Refit/Missions07.20121022.7z Missions07.20121022.7z] (1.7MB)&lt;br /&gt;
** EAW Campaign Mission Sources: [https://klingon.lostexiles.net/Missions_Refit/eaw_Scripts.20121022.7z eaw_Scripts.20121022.7z] (8 MB)&lt;br /&gt;
*** ISC Pacification Campaigns and Missions&lt;br /&gt;
**** both for and against, all campaigns just like in EAW.&lt;br /&gt;
*** Mirak Campaigns and Missions&lt;br /&gt;
**** both for and against, all campaigns just like in EAW.&lt;br /&gt;
** Needs ShipList API to compile: [https://klingon.lostexiles.net/sources_and_utils/ShipList.20050118.zip ShipList.20050118.zip]&lt;br /&gt;
** also see: [[SFC-related_missions,_sources,_patches_and_misc_utilities]]&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=SFC:OP_Plus_Refit</id>
		<title>SFC:OP Plus Refit</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=SFC:OP_Plus_Refit"/>
				<updated>2025-10-08T17:01:29Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A mod for StarFleet Command : Orion Pirates patch version 2552&lt;br /&gt;
&lt;br /&gt;
* [[OP+ Introduction]]&lt;br /&gt;
* [[OP+ Contents and Changes]]&lt;br /&gt;
* [[OP+ Statistics]]&lt;br /&gt;
* [[OP+ Conversion Rules]]&lt;br /&gt;
** conversion rules for ships, from SFB to SFC.&lt;br /&gt;
* [[OP+ and Test-Driven Development]]&lt;br /&gt;
* [[OP+ about the ship models]]&lt;br /&gt;
* [[OP+ FAQ]]&lt;br /&gt;
* [[OP+ Fair Use]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Downloads ===&lt;br /&gt;
&lt;br /&gt;
==== OP+ 4.1.1 ====&lt;br /&gt;
Released: 2011-08-07&lt;br /&gt;
&lt;br /&gt;
Note: should be compatible with OP+ 4.1, despite in-game warnings. See [[OP+ Contents and Changes]] for differences.&lt;br /&gt;
&lt;br /&gt;
* [https://klingon.lostexiles.net/OP_plusrefit/opplus_411_models_20110724175017.exe opplus_411_models_20110724175017.exe]&lt;br /&gt;
** size: 77mb&lt;br /&gt;
&lt;br /&gt;
The installer above will require around 760mb for installation. This is the final release of OP+ 4.1.1. &lt;br /&gt;
&lt;br /&gt;
* Installation Instructions: [https://klingon.lostexiles.net/OP_plusrefit/readme.txt readme.txt]&lt;br /&gt;
* Disclaimer: [https://klingon.lostexiles.net/OP_plusrefit/readme.txt readme.txt]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== OP+ 4.1 ====&lt;br /&gt;
Released: 2011-06-10  (installer-only update, fully compatible with 2011-06-05 release)&lt;br /&gt;
&lt;br /&gt;
* [https://klingon.lostexiles.net/OP_plusrefit/opplus_41_models_20110610085609.exe opplus_41_models_20110610085609.exe]&lt;br /&gt;
** size: 77mb&lt;br /&gt;
&lt;br /&gt;
The installer above will require around 760mb for installation. This is the final release of OP+ 4.1. It's a repackaged release candidate 5 with an updated license.&lt;br /&gt;
&lt;br /&gt;
* Installation Instructions: [https://klingon.lostexiles.net/OP_plusrefit/readme.txt readme.txt]&lt;br /&gt;
* Disclaimer: [https://klingon.lostexiles.net/OP_plusrefit/readme.txt readme.txt]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== OP+ 4.0 ====&lt;br /&gt;
Released: 2005-01-01&lt;br /&gt;
&lt;br /&gt;
* [https://klingon.lostexiles.net/OP_plusrefit/opplus_40_models.exe opplus_40_models.exe]&lt;br /&gt;
** includes models&lt;br /&gt;
** size: 63MB&lt;br /&gt;
* [https://klingon.lostexiles.net/OP_plusrefit/opplus_40_no_models.exe opplus_40_no_models.exe]&lt;br /&gt;
** size: 275KB&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mirror at ftp.xenocorp.net:&lt;br /&gt;
* [ftp://ftp.xenocorp.net/game_files/Star_Trek/starfleet_command/Starfleet_Command_OP/shiplists/opplus_40_models.exe opplus_40_models.exe]&lt;br /&gt;
* [ftp://ftp.xenocorp.net/game_files/Star_Trek/starfleet_command/Starfleet_Command_OP/shiplists/opplus_40_no_models.exe opplus_40_no_models.exe]&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;with models&amp;quot; installer above will require around 700mb for installation. The no models installer should require around 500mb.&lt;br /&gt;
&lt;br /&gt;
* Installation Instructions: [https://klingon.lostexiles.net/OP_plusrefit/readme.txt readme.txt]&lt;br /&gt;
* Disclaimer: [https://klingon.lostexiles.net/OP_plusrefit/readme.txt readme.txt]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Coopace 4.0 ====&lt;br /&gt;
&lt;br /&gt;
This shiplist works '''''GREAT!''''' with the CoopAce script version 4.0.&lt;br /&gt;
&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/coop-ace-4.0.exe CoopAce 4.0 installer]&lt;br /&gt;
&lt;br /&gt;
See: [[Co-op Ace for SFC:EAW and SFC:OP]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Extra Reading Material ====&lt;br /&gt;
&lt;br /&gt;
Available official storyline of the [https://www.starfleetgames.com/sfb/sfin/general_war.htm General War], straight from ADB, at [https://www.starfleetgames.com/ StarFleetGames.com].&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=How_to_compile/build_SFC2_EAW_or_OP_Missions</id>
		<title>How to compile/build SFC2 EAW or OP Missions</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=How_to_compile/build_SFC2_EAW_or_OP_Missions"/>
				<updated>2025-10-08T16:06:16Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: /* Other APIs.. maybe your own? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Software Pre-requirements ==&lt;br /&gt;
&lt;br /&gt;
=== Windows 95/98/Me/NT/2000/XP 32bit ===&lt;br /&gt;
&lt;br /&gt;
The StarFleet Command 2 games were compiled on a 32-bit host, which was quite normal for the days around 1999-2001. Compiling the missions scripts will require the same. Additionally, it's necessary to install certain support software onto this build environment. I do NOT recommend you use your primary computer to do this.&lt;br /&gt;
&lt;br /&gt;
FireSoul's example:&lt;br /&gt;
I have a home PC with Windows Vista Home Premium 64, and thus decided not to use this as my build OS. I decided to look into using a Virtual Machine environment, setting up Windows XP SP3.&lt;br /&gt;
&lt;br /&gt;
My Virtual Machine specs:&lt;br /&gt;
* VMWare Player&lt;br /&gt;
** Free for non-commercial use.&lt;br /&gt;
** See: [http://www.vmware.com/products/player/ http://www.vmware.com/products/player/]&lt;br /&gt;
** ALTERNATIVE: Virtual PC 2007&lt;br /&gt;
&lt;br /&gt;
* 1.5GB of memory&lt;br /&gt;
** I could do with far less, but I also use 3DSMax R5 to create/modify my SFC 3D models&lt;br /&gt;
&lt;br /&gt;
* 40 GB diskspace&lt;br /&gt;
** diskspace is cheap now-a-days. I have a 1TB drive in the main host.&lt;br /&gt;
&lt;br /&gt;
* 2 CPU cores&lt;br /&gt;
** I have a Intel I7 Quad Core system. I decided to increase the number of cores in the VM from the default of 1 to 2 so that I can do other stuff while it compiles.&lt;br /&gt;
&lt;br /&gt;
=== Microsoft Visual C++ 6.0 ===&lt;br /&gt;
&lt;br /&gt;
It has to be Microsoft Visual C++ 6.0. Nothing else will work. &lt;br /&gt;
&lt;br /&gt;
No .NET. &lt;br /&gt;
No &amp;quot;2005&amp;quot; or younger. &lt;br /&gt;
&lt;br /&gt;
MSVC++ 6.0. Really. I wish you luck in your search! :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Service Pack 5 for MSVC++ 6.0 ====&lt;br /&gt;
&lt;br /&gt;
IMPORTANT! Do not use Service Pack 6!&lt;br /&gt;
&lt;br /&gt;
I cannot legally redistribute SP5 on my site, but I definitely have kept a copy around. It is true that SP6 is far easier to find, but it will SCREW THINGS UP if you install it!&lt;br /&gt;
&lt;br /&gt;
The filename is ''vs6sp5.exe''. It's 130 MB (136,410,832 bytes) in size.&lt;br /&gt;
&lt;br /&gt;
Again, good luck!&lt;br /&gt;
&lt;br /&gt;
=== EAW Scripting API ===&lt;br /&gt;
&lt;br /&gt;
This is the part that links the sources to SFC2 EAW: the mission API. It will contain library files, c++ header files and some template mission scripts.&lt;br /&gt;
&lt;br /&gt;
Be sure to follow the installation instructions!&lt;br /&gt;
&lt;br /&gt;
* download: [https://klingon.lostexiles.net/sources_and_utils/SFC2_API_R1.3.zip SFC2_API_R1.3.zip]&lt;br /&gt;
* also see: [[SFC-related_missions,_sources,_patches_and_misc_utilities]]&lt;br /&gt;
&lt;br /&gt;
=== OP API R2.2 - Scripting API ===&lt;br /&gt;
&lt;br /&gt;
This is the part that links the sources to SFC OP: the mission API. It will contain library files, c++ header files and some template mission scripts.&lt;br /&gt;
&lt;br /&gt;
Be sure to follow the installation instructions!&lt;br /&gt;
&lt;br /&gt;
* download: [https://klingon.lostexiles.net/sources_and_utils/SFCOP_API_R2.zip SFCOP_API_R2.zip] &lt;br /&gt;
** Installation instructions: [[OP API R2.2 readme.txt]]&lt;br /&gt;
* also see: [[SFC-related_missions,_sources,_patches_and_misc_utilities]]&lt;br /&gt;
&lt;br /&gt;
=== ShipList API ===&lt;br /&gt;
&lt;br /&gt;
The game's own API is very unhelpful when it comes to making proper ship picks. I strongly recommend installing, understanding and using the ShipList API so that you can create better missions.&lt;br /&gt;
&lt;br /&gt;
* download: [https://klingon.lostexiles.net/sources_and_utils/ShipList.20050118.zip ShipList.20050118.zip]&lt;br /&gt;
* also see: [[SFC-related_missions,_sources,_patches_and_misc_utilities]]&lt;br /&gt;
&lt;br /&gt;
=== Other APIs.. maybe your own? ===&lt;br /&gt;
&lt;br /&gt;
I made my own API kit in the hopes that it might help others. It includes OP R2.2 and a ShipList API revision from 2003.&lt;br /&gt;
&lt;br /&gt;
* download: &lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/FireSoul_EAW_build_env-20031117.zip FireSoul_EAW_build_env-20031117.zip]&lt;br /&gt;
** [https://klingon.lostexiles.net/sources_and_utils/FireSoul_OP_build_env-20031117.zip FireSoul_OP_build_env-20031117.zip]&lt;br /&gt;
* again, also see: [[SFC-related_missions,_sources,_patches_and_misc_utilities]]&lt;br /&gt;
&lt;br /&gt;
== Installation Order ==&lt;br /&gt;
&lt;br /&gt;
# the OS&lt;br /&gt;
# the OS's service packs&lt;br /&gt;
# all the OS's windows updates&lt;br /&gt;
# MSVC++ 6.0&lt;br /&gt;
# VC6's Service Pack 5&lt;br /&gt;
# the API &lt;br /&gt;
# the auxiliary APIs and mission scripts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up the API ==&lt;br /&gt;
&lt;br /&gt;
See the API's own documentation. &lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT''': the API has some components that need to be manually installed on top of VC6++ SP5. Again, just follow the instructions in the included ''readme.txt''.&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=How_to_compile/build_SFC2_EAW_or_OP_Missions</id>
		<title>How to compile/build SFC2 EAW or OP Missions</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=How_to_compile/build_SFC2_EAW_or_OP_Missions"/>
				<updated>2025-10-08T16:06:08Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: /* ShipList API */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Software Pre-requirements ==&lt;br /&gt;
&lt;br /&gt;
=== Windows 95/98/Me/NT/2000/XP 32bit ===&lt;br /&gt;
&lt;br /&gt;
The StarFleet Command 2 games were compiled on a 32-bit host, which was quite normal for the days around 1999-2001. Compiling the missions scripts will require the same. Additionally, it's necessary to install certain support software onto this build environment. I do NOT recommend you use your primary computer to do this.&lt;br /&gt;
&lt;br /&gt;
FireSoul's example:&lt;br /&gt;
I have a home PC with Windows Vista Home Premium 64, and thus decided not to use this as my build OS. I decided to look into using a Virtual Machine environment, setting up Windows XP SP3.&lt;br /&gt;
&lt;br /&gt;
My Virtual Machine specs:&lt;br /&gt;
* VMWare Player&lt;br /&gt;
** Free for non-commercial use.&lt;br /&gt;
** See: [http://www.vmware.com/products/player/ http://www.vmware.com/products/player/]&lt;br /&gt;
** ALTERNATIVE: Virtual PC 2007&lt;br /&gt;
&lt;br /&gt;
* 1.5GB of memory&lt;br /&gt;
** I could do with far less, but I also use 3DSMax R5 to create/modify my SFC 3D models&lt;br /&gt;
&lt;br /&gt;
* 40 GB diskspace&lt;br /&gt;
** diskspace is cheap now-a-days. I have a 1TB drive in the main host.&lt;br /&gt;
&lt;br /&gt;
* 2 CPU cores&lt;br /&gt;
** I have a Intel I7 Quad Core system. I decided to increase the number of cores in the VM from the default of 1 to 2 so that I can do other stuff while it compiles.&lt;br /&gt;
&lt;br /&gt;
=== Microsoft Visual C++ 6.0 ===&lt;br /&gt;
&lt;br /&gt;
It has to be Microsoft Visual C++ 6.0. Nothing else will work. &lt;br /&gt;
&lt;br /&gt;
No .NET. &lt;br /&gt;
No &amp;quot;2005&amp;quot; or younger. &lt;br /&gt;
&lt;br /&gt;
MSVC++ 6.0. Really. I wish you luck in your search! :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Service Pack 5 for MSVC++ 6.0 ====&lt;br /&gt;
&lt;br /&gt;
IMPORTANT! Do not use Service Pack 6!&lt;br /&gt;
&lt;br /&gt;
I cannot legally redistribute SP5 on my site, but I definitely have kept a copy around. It is true that SP6 is far easier to find, but it will SCREW THINGS UP if you install it!&lt;br /&gt;
&lt;br /&gt;
The filename is ''vs6sp5.exe''. It's 130 MB (136,410,832 bytes) in size.&lt;br /&gt;
&lt;br /&gt;
Again, good luck!&lt;br /&gt;
&lt;br /&gt;
=== EAW Scripting API ===&lt;br /&gt;
&lt;br /&gt;
This is the part that links the sources to SFC2 EAW: the mission API. It will contain library files, c++ header files and some template mission scripts.&lt;br /&gt;
&lt;br /&gt;
Be sure to follow the installation instructions!&lt;br /&gt;
&lt;br /&gt;
* download: [https://klingon.lostexiles.net/sources_and_utils/SFC2_API_R1.3.zip SFC2_API_R1.3.zip]&lt;br /&gt;
* also see: [[SFC-related_missions,_sources,_patches_and_misc_utilities]]&lt;br /&gt;
&lt;br /&gt;
=== OP API R2.2 - Scripting API ===&lt;br /&gt;
&lt;br /&gt;
This is the part that links the sources to SFC OP: the mission API. It will contain library files, c++ header files and some template mission scripts.&lt;br /&gt;
&lt;br /&gt;
Be sure to follow the installation instructions!&lt;br /&gt;
&lt;br /&gt;
* download: [https://klingon.lostexiles.net/sources_and_utils/SFCOP_API_R2.zip SFCOP_API_R2.zip] &lt;br /&gt;
** Installation instructions: [[OP API R2.2 readme.txt]]&lt;br /&gt;
* also see: [[SFC-related_missions,_sources,_patches_and_misc_utilities]]&lt;br /&gt;
&lt;br /&gt;
=== ShipList API ===&lt;br /&gt;
&lt;br /&gt;
The game's own API is very unhelpful when it comes to making proper ship picks. I strongly recommend installing, understanding and using the ShipList API so that you can create better missions.&lt;br /&gt;
&lt;br /&gt;
* download: [https://klingon.lostexiles.net/sources_and_utils/ShipList.20050118.zip ShipList.20050118.zip]&lt;br /&gt;
* also see: [[SFC-related_missions,_sources,_patches_and_misc_utilities]]&lt;br /&gt;
&lt;br /&gt;
=== Other APIs.. maybe your own? ===&lt;br /&gt;
&lt;br /&gt;
I made my own API kit in the hopes that it might help others. It includes OP R2.2 and a ShipList API revision from 2003.&lt;br /&gt;
&lt;br /&gt;
* download: &lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/FireSoul_EAW_build_env-20031117.zip FireSoul_EAW_build_env-20031117.zip]&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/FireSoul_OP_build_env-20031117.zip FireSoul_OP_build_env-20031117.zip]&lt;br /&gt;
* again, also see: [[SFC-related_missions,_sources,_patches_and_misc_utilities]]&lt;br /&gt;
&lt;br /&gt;
== Installation Order ==&lt;br /&gt;
&lt;br /&gt;
# the OS&lt;br /&gt;
# the OS's service packs&lt;br /&gt;
# all the OS's windows updates&lt;br /&gt;
# MSVC++ 6.0&lt;br /&gt;
# VC6's Service Pack 5&lt;br /&gt;
# the API &lt;br /&gt;
# the auxiliary APIs and mission scripts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up the API ==&lt;br /&gt;
&lt;br /&gt;
See the API's own documentation. &lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT''': the API has some components that need to be manually installed on top of VC6++ SP5. Again, just follow the instructions in the included ''readme.txt''.&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=How_to_compile/build_SFC2_EAW_or_OP_Missions</id>
		<title>How to compile/build SFC2 EAW or OP Missions</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=How_to_compile/build_SFC2_EAW_or_OP_Missions"/>
				<updated>2025-10-08T16:06:00Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: /* OP API R2.2 - Scripting API */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Software Pre-requirements ==&lt;br /&gt;
&lt;br /&gt;
=== Windows 95/98/Me/NT/2000/XP 32bit ===&lt;br /&gt;
&lt;br /&gt;
The StarFleet Command 2 games were compiled on a 32-bit host, which was quite normal for the days around 1999-2001. Compiling the missions scripts will require the same. Additionally, it's necessary to install certain support software onto this build environment. I do NOT recommend you use your primary computer to do this.&lt;br /&gt;
&lt;br /&gt;
FireSoul's example:&lt;br /&gt;
I have a home PC with Windows Vista Home Premium 64, and thus decided not to use this as my build OS. I decided to look into using a Virtual Machine environment, setting up Windows XP SP3.&lt;br /&gt;
&lt;br /&gt;
My Virtual Machine specs:&lt;br /&gt;
* VMWare Player&lt;br /&gt;
** Free for non-commercial use.&lt;br /&gt;
** See: [http://www.vmware.com/products/player/ http://www.vmware.com/products/player/]&lt;br /&gt;
** ALTERNATIVE: Virtual PC 2007&lt;br /&gt;
&lt;br /&gt;
* 1.5GB of memory&lt;br /&gt;
** I could do with far less, but I also use 3DSMax R5 to create/modify my SFC 3D models&lt;br /&gt;
&lt;br /&gt;
* 40 GB diskspace&lt;br /&gt;
** diskspace is cheap now-a-days. I have a 1TB drive in the main host.&lt;br /&gt;
&lt;br /&gt;
* 2 CPU cores&lt;br /&gt;
** I have a Intel I7 Quad Core system. I decided to increase the number of cores in the VM from the default of 1 to 2 so that I can do other stuff while it compiles.&lt;br /&gt;
&lt;br /&gt;
=== Microsoft Visual C++ 6.0 ===&lt;br /&gt;
&lt;br /&gt;
It has to be Microsoft Visual C++ 6.0. Nothing else will work. &lt;br /&gt;
&lt;br /&gt;
No .NET. &lt;br /&gt;
No &amp;quot;2005&amp;quot; or younger. &lt;br /&gt;
&lt;br /&gt;
MSVC++ 6.0. Really. I wish you luck in your search! :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Service Pack 5 for MSVC++ 6.0 ====&lt;br /&gt;
&lt;br /&gt;
IMPORTANT! Do not use Service Pack 6!&lt;br /&gt;
&lt;br /&gt;
I cannot legally redistribute SP5 on my site, but I definitely have kept a copy around. It is true that SP6 is far easier to find, but it will SCREW THINGS UP if you install it!&lt;br /&gt;
&lt;br /&gt;
The filename is ''vs6sp5.exe''. It's 130 MB (136,410,832 bytes) in size.&lt;br /&gt;
&lt;br /&gt;
Again, good luck!&lt;br /&gt;
&lt;br /&gt;
=== EAW Scripting API ===&lt;br /&gt;
&lt;br /&gt;
This is the part that links the sources to SFC2 EAW: the mission API. It will contain library files, c++ header files and some template mission scripts.&lt;br /&gt;
&lt;br /&gt;
Be sure to follow the installation instructions!&lt;br /&gt;
&lt;br /&gt;
* download: [https://klingon.lostexiles.net/sources_and_utils/SFC2_API_R1.3.zip SFC2_API_R1.3.zip]&lt;br /&gt;
* also see: [[SFC-related_missions,_sources,_patches_and_misc_utilities]]&lt;br /&gt;
&lt;br /&gt;
=== OP API R2.2 - Scripting API ===&lt;br /&gt;
&lt;br /&gt;
This is the part that links the sources to SFC OP: the mission API. It will contain library files, c++ header files and some template mission scripts.&lt;br /&gt;
&lt;br /&gt;
Be sure to follow the installation instructions!&lt;br /&gt;
&lt;br /&gt;
* download: [https://klingon.lostexiles.net/sources_and_utils/SFCOP_API_R2.zip SFCOP_API_R2.zip] &lt;br /&gt;
** Installation instructions: [[OP API R2.2 readme.txt]]&lt;br /&gt;
* also see: [[SFC-related_missions,_sources,_patches_and_misc_utilities]]&lt;br /&gt;
&lt;br /&gt;
=== ShipList API ===&lt;br /&gt;
&lt;br /&gt;
The game's own API is very unhelpful when it comes to making proper ship picks. I strongly recommend installing, understanding and using the ShipList API so that you can create better missions.&lt;br /&gt;
&lt;br /&gt;
* download: [http://klingon.lostexiles.net/sources_and_utils/ShipList.20050118.zip ShipList.20050118.zip]&lt;br /&gt;
* also see: [[SFC-related_missions,_sources,_patches_and_misc_utilities]]&lt;br /&gt;
&lt;br /&gt;
=== Other APIs.. maybe your own? ===&lt;br /&gt;
&lt;br /&gt;
I made my own API kit in the hopes that it might help others. It includes OP R2.2 and a ShipList API revision from 2003.&lt;br /&gt;
&lt;br /&gt;
* download: &lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/FireSoul_EAW_build_env-20031117.zip FireSoul_EAW_build_env-20031117.zip]&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/FireSoul_OP_build_env-20031117.zip FireSoul_OP_build_env-20031117.zip]&lt;br /&gt;
* again, also see: [[SFC-related_missions,_sources,_patches_and_misc_utilities]]&lt;br /&gt;
&lt;br /&gt;
== Installation Order ==&lt;br /&gt;
&lt;br /&gt;
# the OS&lt;br /&gt;
# the OS's service packs&lt;br /&gt;
# all the OS's windows updates&lt;br /&gt;
# MSVC++ 6.0&lt;br /&gt;
# VC6's Service Pack 5&lt;br /&gt;
# the API &lt;br /&gt;
# the auxiliary APIs and mission scripts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up the API ==&lt;br /&gt;
&lt;br /&gt;
See the API's own documentation. &lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT''': the API has some components that need to be manually installed on top of VC6++ SP5. Again, just follow the instructions in the included ''readme.txt''.&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=How_to_compile/build_SFC2_EAW_or_OP_Missions</id>
		<title>How to compile/build SFC2 EAW or OP Missions</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=How_to_compile/build_SFC2_EAW_or_OP_Missions"/>
				<updated>2025-10-08T16:05:53Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: /* EAW Scripting API */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Software Pre-requirements ==&lt;br /&gt;
&lt;br /&gt;
=== Windows 95/98/Me/NT/2000/XP 32bit ===&lt;br /&gt;
&lt;br /&gt;
The StarFleet Command 2 games were compiled on a 32-bit host, which was quite normal for the days around 1999-2001. Compiling the missions scripts will require the same. Additionally, it's necessary to install certain support software onto this build environment. I do NOT recommend you use your primary computer to do this.&lt;br /&gt;
&lt;br /&gt;
FireSoul's example:&lt;br /&gt;
I have a home PC with Windows Vista Home Premium 64, and thus decided not to use this as my build OS. I decided to look into using a Virtual Machine environment, setting up Windows XP SP3.&lt;br /&gt;
&lt;br /&gt;
My Virtual Machine specs:&lt;br /&gt;
* VMWare Player&lt;br /&gt;
** Free for non-commercial use.&lt;br /&gt;
** See: [http://www.vmware.com/products/player/ http://www.vmware.com/products/player/]&lt;br /&gt;
** ALTERNATIVE: Virtual PC 2007&lt;br /&gt;
&lt;br /&gt;
* 1.5GB of memory&lt;br /&gt;
** I could do with far less, but I also use 3DSMax R5 to create/modify my SFC 3D models&lt;br /&gt;
&lt;br /&gt;
* 40 GB diskspace&lt;br /&gt;
** diskspace is cheap now-a-days. I have a 1TB drive in the main host.&lt;br /&gt;
&lt;br /&gt;
* 2 CPU cores&lt;br /&gt;
** I have a Intel I7 Quad Core system. I decided to increase the number of cores in the VM from the default of 1 to 2 so that I can do other stuff while it compiles.&lt;br /&gt;
&lt;br /&gt;
=== Microsoft Visual C++ 6.0 ===&lt;br /&gt;
&lt;br /&gt;
It has to be Microsoft Visual C++ 6.0. Nothing else will work. &lt;br /&gt;
&lt;br /&gt;
No .NET. &lt;br /&gt;
No &amp;quot;2005&amp;quot; or younger. &lt;br /&gt;
&lt;br /&gt;
MSVC++ 6.0. Really. I wish you luck in your search! :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Service Pack 5 for MSVC++ 6.0 ====&lt;br /&gt;
&lt;br /&gt;
IMPORTANT! Do not use Service Pack 6!&lt;br /&gt;
&lt;br /&gt;
I cannot legally redistribute SP5 on my site, but I definitely have kept a copy around. It is true that SP6 is far easier to find, but it will SCREW THINGS UP if you install it!&lt;br /&gt;
&lt;br /&gt;
The filename is ''vs6sp5.exe''. It's 130 MB (136,410,832 bytes) in size.&lt;br /&gt;
&lt;br /&gt;
Again, good luck!&lt;br /&gt;
&lt;br /&gt;
=== EAW Scripting API ===&lt;br /&gt;
&lt;br /&gt;
This is the part that links the sources to SFC2 EAW: the mission API. It will contain library files, c++ header files and some template mission scripts.&lt;br /&gt;
&lt;br /&gt;
Be sure to follow the installation instructions!&lt;br /&gt;
&lt;br /&gt;
* download: [https://klingon.lostexiles.net/sources_and_utils/SFC2_API_R1.3.zip SFC2_API_R1.3.zip]&lt;br /&gt;
* also see: [[SFC-related_missions,_sources,_patches_and_misc_utilities]]&lt;br /&gt;
&lt;br /&gt;
=== OP API R2.2 - Scripting API ===&lt;br /&gt;
&lt;br /&gt;
This is the part that links the sources to SFC OP: the mission API. It will contain library files, c++ header files and some template mission scripts.&lt;br /&gt;
&lt;br /&gt;
Be sure to follow the installation instructions!&lt;br /&gt;
&lt;br /&gt;
* download: [http://klingon.lostexiles.net/sources_and_utils/SFCOP_API_R2.zip SFCOP_API_R2.zip] &lt;br /&gt;
** Installation instructions: [[OP API R2.2 readme.txt]]&lt;br /&gt;
* also see: [[SFC-related_missions,_sources,_patches_and_misc_utilities]]&lt;br /&gt;
&lt;br /&gt;
=== ShipList API ===&lt;br /&gt;
&lt;br /&gt;
The game's own API is very unhelpful when it comes to making proper ship picks. I strongly recommend installing, understanding and using the ShipList API so that you can create better missions.&lt;br /&gt;
&lt;br /&gt;
* download: [http://klingon.lostexiles.net/sources_and_utils/ShipList.20050118.zip ShipList.20050118.zip]&lt;br /&gt;
* also see: [[SFC-related_missions,_sources,_patches_and_misc_utilities]]&lt;br /&gt;
&lt;br /&gt;
=== Other APIs.. maybe your own? ===&lt;br /&gt;
&lt;br /&gt;
I made my own API kit in the hopes that it might help others. It includes OP R2.2 and a ShipList API revision from 2003.&lt;br /&gt;
&lt;br /&gt;
* download: &lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/FireSoul_EAW_build_env-20031117.zip FireSoul_EAW_build_env-20031117.zip]&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/FireSoul_OP_build_env-20031117.zip FireSoul_OP_build_env-20031117.zip]&lt;br /&gt;
* again, also see: [[SFC-related_missions,_sources,_patches_and_misc_utilities]]&lt;br /&gt;
&lt;br /&gt;
== Installation Order ==&lt;br /&gt;
&lt;br /&gt;
# the OS&lt;br /&gt;
# the OS's service packs&lt;br /&gt;
# all the OS's windows updates&lt;br /&gt;
# MSVC++ 6.0&lt;br /&gt;
# VC6's Service Pack 5&lt;br /&gt;
# the API &lt;br /&gt;
# the auxiliary APIs and mission scripts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up the API ==&lt;br /&gt;
&lt;br /&gt;
See the API's own documentation. &lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT''': the API has some components that need to be manually installed on top of VC6++ SP5. Again, just follow the instructions in the included ''readme.txt''.&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=How_to_compile/build_SFC2_EAW_or_OP_Missions</id>
		<title>How to compile/build SFC2 EAW or OP Missions</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=How_to_compile/build_SFC2_EAW_or_OP_Missions"/>
				<updated>2024-01-01T18:23:55Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Software Pre-requirements ==&lt;br /&gt;
&lt;br /&gt;
=== Windows 95/98/Me/NT/2000/XP 32bit ===&lt;br /&gt;
&lt;br /&gt;
The StarFleet Command 2 games were compiled on a 32-bit host, which was quite normal for the days around 1999-2001. Compiling the missions scripts will require the same. Additionally, it's necessary to install certain support software onto this build environment. I do NOT recommend you use your primary computer to do this.&lt;br /&gt;
&lt;br /&gt;
FireSoul's example:&lt;br /&gt;
I have a home PC with Windows Vista Home Premium 64, and thus decided not to use this as my build OS. I decided to look into using a Virtual Machine environment, setting up Windows XP SP3.&lt;br /&gt;
&lt;br /&gt;
My Virtual Machine specs:&lt;br /&gt;
* VMWare Player&lt;br /&gt;
** Free for non-commercial use.&lt;br /&gt;
** See: [http://www.vmware.com/products/player/ http://www.vmware.com/products/player/]&lt;br /&gt;
** ALTERNATIVE: Virtual PC 2007&lt;br /&gt;
&lt;br /&gt;
* 1.5GB of memory&lt;br /&gt;
** I could do with far less, but I also use 3DSMax R5 to create/modify my SFC 3D models&lt;br /&gt;
&lt;br /&gt;
* 40 GB diskspace&lt;br /&gt;
** diskspace is cheap now-a-days. I have a 1TB drive in the main host.&lt;br /&gt;
&lt;br /&gt;
* 2 CPU cores&lt;br /&gt;
** I have a Intel I7 Quad Core system. I decided to increase the number of cores in the VM from the default of 1 to 2 so that I can do other stuff while it compiles.&lt;br /&gt;
&lt;br /&gt;
=== Microsoft Visual C++ 6.0 ===&lt;br /&gt;
&lt;br /&gt;
It has to be Microsoft Visual C++ 6.0. Nothing else will work. &lt;br /&gt;
&lt;br /&gt;
No .NET. &lt;br /&gt;
No &amp;quot;2005&amp;quot; or younger. &lt;br /&gt;
&lt;br /&gt;
MSVC++ 6.0. Really. I wish you luck in your search! :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Service Pack 5 for MSVC++ 6.0 ====&lt;br /&gt;
&lt;br /&gt;
IMPORTANT! Do not use Service Pack 6!&lt;br /&gt;
&lt;br /&gt;
I cannot legally redistribute SP5 on my site, but I definitely have kept a copy around. It is true that SP6 is far easier to find, but it will SCREW THINGS UP if you install it!&lt;br /&gt;
&lt;br /&gt;
The filename is ''vs6sp5.exe''. It's 130 MB (136,410,832 bytes) in size.&lt;br /&gt;
&lt;br /&gt;
Again, good luck!&lt;br /&gt;
&lt;br /&gt;
=== EAW Scripting API ===&lt;br /&gt;
&lt;br /&gt;
This is the part that links the sources to SFC2 EAW: the mission API. It will contain library files, c++ header files and some template mission scripts.&lt;br /&gt;
&lt;br /&gt;
Be sure to follow the installation instructions!&lt;br /&gt;
&lt;br /&gt;
* download: [http://klingon.lostexiles.net/sources_and_utils/SFC2_API_R1.3.zip SFC2_API_R1.3.zip]&lt;br /&gt;
* also see: [[SFC-related_missions,_sources,_patches_and_misc_utilities]]&lt;br /&gt;
&lt;br /&gt;
=== OP API R2.2 - Scripting API ===&lt;br /&gt;
&lt;br /&gt;
This is the part that links the sources to SFC OP: the mission API. It will contain library files, c++ header files and some template mission scripts.&lt;br /&gt;
&lt;br /&gt;
Be sure to follow the installation instructions!&lt;br /&gt;
&lt;br /&gt;
* download: [http://klingon.lostexiles.net/sources_and_utils/SFCOP_API_R2.zip SFCOP_API_R2.zip] &lt;br /&gt;
** Installation instructions: [[OP API R2.2 readme.txt]]&lt;br /&gt;
* also see: [[SFC-related_missions,_sources,_patches_and_misc_utilities]]&lt;br /&gt;
&lt;br /&gt;
=== ShipList API ===&lt;br /&gt;
&lt;br /&gt;
The game's own API is very unhelpful when it comes to making proper ship picks. I strongly recommend installing, understanding and using the ShipList API so that you can create better missions.&lt;br /&gt;
&lt;br /&gt;
* download: [http://klingon.lostexiles.net/sources_and_utils/ShipList.20050118.zip ShipList.20050118.zip]&lt;br /&gt;
* also see: [[SFC-related_missions,_sources,_patches_and_misc_utilities]]&lt;br /&gt;
&lt;br /&gt;
=== Other APIs.. maybe your own? ===&lt;br /&gt;
&lt;br /&gt;
I made my own API kit in the hopes that it might help others. It includes OP R2.2 and a ShipList API revision from 2003.&lt;br /&gt;
&lt;br /&gt;
* download: &lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/FireSoul_EAW_build_env-20031117.zip FireSoul_EAW_build_env-20031117.zip]&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/FireSoul_OP_build_env-20031117.zip FireSoul_OP_build_env-20031117.zip]&lt;br /&gt;
* again, also see: [[SFC-related_missions,_sources,_patches_and_misc_utilities]]&lt;br /&gt;
&lt;br /&gt;
== Installation Order ==&lt;br /&gt;
&lt;br /&gt;
# the OS&lt;br /&gt;
# the OS's service packs&lt;br /&gt;
# all the OS's windows updates&lt;br /&gt;
# MSVC++ 6.0&lt;br /&gt;
# VC6's Service Pack 5&lt;br /&gt;
# the API &lt;br /&gt;
# the auxiliary APIs and mission scripts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up the API ==&lt;br /&gt;
&lt;br /&gt;
See the API's own documentation. &lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT''': the API has some components that need to be manually installed on top of VC6++ SP5. Again, just follow the instructions in the included ''readme.txt''.&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=How_to_compile/build_SFC2_EAW_or_OP_Missions</id>
		<title>How to compile/build SFC2 EAW or OP Missions</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=How_to_compile/build_SFC2_EAW_or_OP_Missions"/>
				<updated>2024-01-01T18:23:02Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: /* OP API R2.2 - Scripting API */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Software Pre-requirements ==&lt;br /&gt;
&lt;br /&gt;
=== Windows 95/98/Me/NT/2000/XP 32bit ===&lt;br /&gt;
&lt;br /&gt;
The StarFleet Command 2 games were compiled on a 32-bit host, which was quite normal for the days around 1999-2001. Compiling the missions scripts will require the same. Additionally, it's necessary to install certain support software onto this build environment. I do NOT recommend you use your primary computer to do this.&lt;br /&gt;
&lt;br /&gt;
FireSoul's example:&lt;br /&gt;
I have a home PC with Windows Vista Home Premium 64, and thus decided not to use this as my build OS. I decided to look into using a Virtual Machine environment, setting up Windows XP SP3.&lt;br /&gt;
&lt;br /&gt;
My Virtual Machine specs:&lt;br /&gt;
* VMWare Player&lt;br /&gt;
** Free for non-commercial use.&lt;br /&gt;
** See: [http://www.vmware.com/products/player/ http://www.vmware.com/products/player/]&lt;br /&gt;
** ALTERNATIVE: Virtual PC 2007&lt;br /&gt;
&lt;br /&gt;
* 1.5GB of memory&lt;br /&gt;
** I could do with far less, but I also use 3DSMax R5 to create/modify my SFC 3D models&lt;br /&gt;
&lt;br /&gt;
* 40 GB diskspace&lt;br /&gt;
** diskspace is cheap now-a-days. I have a 1TB drive in the main host.&lt;br /&gt;
&lt;br /&gt;
* 2 CPU cores&lt;br /&gt;
** I have a Intel I7 Quad Core system. I decided to increase the number of cores in the VM from the default of 1 to 2 so that I can do other stuff while it compiles.&lt;br /&gt;
&lt;br /&gt;
=== Microsoft Visual C++ 6.0 ===&lt;br /&gt;
&lt;br /&gt;
It has to be Microsoft Visual C++ 6.0. Nothing else will work. &lt;br /&gt;
&lt;br /&gt;
No .NET. &lt;br /&gt;
No &amp;quot;2005&amp;quot; or younger. &lt;br /&gt;
&lt;br /&gt;
MSVC++ 6.0. Really. I wish you luck in your search! :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Service Pack 5 for MSVC++ 6.0 ====&lt;br /&gt;
&lt;br /&gt;
IMPORTANT! Do not use Service Pack 6!&lt;br /&gt;
&lt;br /&gt;
I cannot legally redistribute SP5 on my site, but I definitely have kept a copy around. It is true that SP6 is far easier to find, but it will SCREW THINGS UP if you install it!&lt;br /&gt;
&lt;br /&gt;
The filename is ''vs6sp5.exe''. It's 130 MB (136,410,832 bytes) in size.&lt;br /&gt;
&lt;br /&gt;
Again, good luck!&lt;br /&gt;
&lt;br /&gt;
=== EAW Scripting API ===&lt;br /&gt;
&lt;br /&gt;
This is the part that links the sources to SFC2 EAW: the mission API. It will contain library files, c++ header files and some template mission scripts.&lt;br /&gt;
&lt;br /&gt;
Be sure to follow the installation instructions!&lt;br /&gt;
&lt;br /&gt;
* download: [http://klingon.lostexiles.net/sources_and_utils/SFC2_API_R1.3.zip SFC2_API_R1.3.zip]&lt;br /&gt;
* also see: [[SFC-related_missions,_sources,_patches_and_misc_utilities]]&lt;br /&gt;
&lt;br /&gt;
=== OP API R2.2 - Scripting API ===&lt;br /&gt;
&lt;br /&gt;
This is the part that links the sources to SFC OP: the mission API. It will contain library files, c++ header files and some template mission scripts.&lt;br /&gt;
&lt;br /&gt;
Be sure to follow the installation instructions!&lt;br /&gt;
&lt;br /&gt;
* download: [http://klingon.lostexiles.net/sources_and_utils/SFCOP_API_R2.zip SFCOP_API_R2.zip] &lt;br /&gt;
** Installation instructions: [[OP API R2.2 readme.txt]]&lt;br /&gt;
* also see: [[SFC-related_missions,_sources,_patches_and_misc_utilities]]&lt;br /&gt;
&lt;br /&gt;
=== ShipList API ===&lt;br /&gt;
&lt;br /&gt;
The game's own API is very unhelpful when it comes to making proper ship picks. I strongly recommend installing, understanding and using the ShipList API so that you can create better missions.&lt;br /&gt;
&lt;br /&gt;
* download: [http://klingon.pet.dhs.org/sources_and_utils/ShipList.20050118.zip ShipList.20050118.zip]&lt;br /&gt;
* also see: [[SFC-related_missions,_sources,_patches_and_misc_utilities]]&lt;br /&gt;
&lt;br /&gt;
=== Other APIs.. maybe your own? ===&lt;br /&gt;
&lt;br /&gt;
I made my own API kit in the hopes that it might help others. It includes OP R2.2 and a ShipList API revision from 2003.&lt;br /&gt;
&lt;br /&gt;
* download: &lt;br /&gt;
** [http://klingon.pet.dhs.org/sources_and_utils/FireSoul_EAW_build_env-20031117.zip FireSoul_EAW_build_env-20031117.zip]&lt;br /&gt;
** [http://klingon.pet.dhs.org/sources_and_utils/FireSoul_OP_build_env-20031117.zip FireSoul_OP_build_env-20031117.zip]&lt;br /&gt;
* again, also see: [[SFC-related_missions,_sources,_patches_and_misc_utilities]]&lt;br /&gt;
&lt;br /&gt;
== Installation Order ==&lt;br /&gt;
&lt;br /&gt;
# the OS&lt;br /&gt;
# the OS's service packs&lt;br /&gt;
# all the OS's windows updates&lt;br /&gt;
# MSVC++ 6.0&lt;br /&gt;
# VC6's Service Pack 5&lt;br /&gt;
# the API &lt;br /&gt;
# the auxiliary APIs and mission scripts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up the API ==&lt;br /&gt;
&lt;br /&gt;
See the API's own documentation. &lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT''': the API has some components that need to be manually installed on top of VC6++ SP5. Again, just follow the instructions in the included ''readme.txt''.&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=How_to_compile/build_SFC2_EAW_or_OP_Missions</id>
		<title>How to compile/build SFC2 EAW or OP Missions</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=How_to_compile/build_SFC2_EAW_or_OP_Missions"/>
				<updated>2024-01-01T18:22:41Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: /* EAW Scripting API */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Software Pre-requirements ==&lt;br /&gt;
&lt;br /&gt;
=== Windows 95/98/Me/NT/2000/XP 32bit ===&lt;br /&gt;
&lt;br /&gt;
The StarFleet Command 2 games were compiled on a 32-bit host, which was quite normal for the days around 1999-2001. Compiling the missions scripts will require the same. Additionally, it's necessary to install certain support software onto this build environment. I do NOT recommend you use your primary computer to do this.&lt;br /&gt;
&lt;br /&gt;
FireSoul's example:&lt;br /&gt;
I have a home PC with Windows Vista Home Premium 64, and thus decided not to use this as my build OS. I decided to look into using a Virtual Machine environment, setting up Windows XP SP3.&lt;br /&gt;
&lt;br /&gt;
My Virtual Machine specs:&lt;br /&gt;
* VMWare Player&lt;br /&gt;
** Free for non-commercial use.&lt;br /&gt;
** See: [http://www.vmware.com/products/player/ http://www.vmware.com/products/player/]&lt;br /&gt;
** ALTERNATIVE: Virtual PC 2007&lt;br /&gt;
&lt;br /&gt;
* 1.5GB of memory&lt;br /&gt;
** I could do with far less, but I also use 3DSMax R5 to create/modify my SFC 3D models&lt;br /&gt;
&lt;br /&gt;
* 40 GB diskspace&lt;br /&gt;
** diskspace is cheap now-a-days. I have a 1TB drive in the main host.&lt;br /&gt;
&lt;br /&gt;
* 2 CPU cores&lt;br /&gt;
** I have a Intel I7 Quad Core system. I decided to increase the number of cores in the VM from the default of 1 to 2 so that I can do other stuff while it compiles.&lt;br /&gt;
&lt;br /&gt;
=== Microsoft Visual C++ 6.0 ===&lt;br /&gt;
&lt;br /&gt;
It has to be Microsoft Visual C++ 6.0. Nothing else will work. &lt;br /&gt;
&lt;br /&gt;
No .NET. &lt;br /&gt;
No &amp;quot;2005&amp;quot; or younger. &lt;br /&gt;
&lt;br /&gt;
MSVC++ 6.0. Really. I wish you luck in your search! :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Service Pack 5 for MSVC++ 6.0 ====&lt;br /&gt;
&lt;br /&gt;
IMPORTANT! Do not use Service Pack 6!&lt;br /&gt;
&lt;br /&gt;
I cannot legally redistribute SP5 on my site, but I definitely have kept a copy around. It is true that SP6 is far easier to find, but it will SCREW THINGS UP if you install it!&lt;br /&gt;
&lt;br /&gt;
The filename is ''vs6sp5.exe''. It's 130 MB (136,410,832 bytes) in size.&lt;br /&gt;
&lt;br /&gt;
Again, good luck!&lt;br /&gt;
&lt;br /&gt;
=== EAW Scripting API ===&lt;br /&gt;
&lt;br /&gt;
This is the part that links the sources to SFC2 EAW: the mission API. It will contain library files, c++ header files and some template mission scripts.&lt;br /&gt;
&lt;br /&gt;
Be sure to follow the installation instructions!&lt;br /&gt;
&lt;br /&gt;
* download: [http://klingon.lostexiles.net/sources_and_utils/SFC2_API_R1.3.zip SFC2_API_R1.3.zip]&lt;br /&gt;
* also see: [[SFC-related_missions,_sources,_patches_and_misc_utilities]]&lt;br /&gt;
&lt;br /&gt;
=== OP API R2.2 - Scripting API ===&lt;br /&gt;
&lt;br /&gt;
This is the part that links the sources to SFC OP: the mission API. It will contain library files, c++ header files and some template mission scripts.&lt;br /&gt;
&lt;br /&gt;
Be sure to follow the installation instructions!&lt;br /&gt;
&lt;br /&gt;
* download: [http://klingon.pet.dhs.org/sources_and_utils/SFCOP_API_R2.zip SFCOP_API_R2.zip] &lt;br /&gt;
** Installation instructions: [[OP API R2.2 readme.txt]]&lt;br /&gt;
* also see: [[SFC-related_missions,_sources,_patches_and_misc_utilities]]&lt;br /&gt;
&lt;br /&gt;
=== ShipList API ===&lt;br /&gt;
&lt;br /&gt;
The game's own API is very unhelpful when it comes to making proper ship picks. I strongly recommend installing, understanding and using the ShipList API so that you can create better missions.&lt;br /&gt;
&lt;br /&gt;
* download: [http://klingon.pet.dhs.org/sources_and_utils/ShipList.20050118.zip ShipList.20050118.zip]&lt;br /&gt;
* also see: [[SFC-related_missions,_sources,_patches_and_misc_utilities]]&lt;br /&gt;
&lt;br /&gt;
=== Other APIs.. maybe your own? ===&lt;br /&gt;
&lt;br /&gt;
I made my own API kit in the hopes that it might help others. It includes OP R2.2 and a ShipList API revision from 2003.&lt;br /&gt;
&lt;br /&gt;
* download: &lt;br /&gt;
** [http://klingon.pet.dhs.org/sources_and_utils/FireSoul_EAW_build_env-20031117.zip FireSoul_EAW_build_env-20031117.zip]&lt;br /&gt;
** [http://klingon.pet.dhs.org/sources_and_utils/FireSoul_OP_build_env-20031117.zip FireSoul_OP_build_env-20031117.zip]&lt;br /&gt;
* again, also see: [[SFC-related_missions,_sources,_patches_and_misc_utilities]]&lt;br /&gt;
&lt;br /&gt;
== Installation Order ==&lt;br /&gt;
&lt;br /&gt;
# the OS&lt;br /&gt;
# the OS's service packs&lt;br /&gt;
# all the OS's windows updates&lt;br /&gt;
# MSVC++ 6.0&lt;br /&gt;
# VC6's Service Pack 5&lt;br /&gt;
# the API &lt;br /&gt;
# the auxiliary APIs and mission scripts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up the API ==&lt;br /&gt;
&lt;br /&gt;
See the API's own documentation. &lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT''': the API has some components that need to be manually installed on top of VC6++ SP5. Again, just follow the instructions in the included ''readme.txt''.&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=Fests%2B_for_SFC:OP</id>
		<title>Fests+ for SFC:OP</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=Fests%2B_for_SFC:OP"/>
				<updated>2022-09-04T18:25:44Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: /* Downloads */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Tired of the same ol' BattleFests? Sick of watching some enemy getting a XFF when you start with some poor early era FF? .. well.. this should solve your problems! The Fests+ package includes 4 mission scripts for SFC:OP. They are more intelligent than the original Fests scripts (no offense, dear author) and more focused.&lt;br /&gt;
&lt;br /&gt;
== Fests+ 1.1 for OP ==&lt;br /&gt;
&lt;br /&gt;
=== Downloads ===&lt;br /&gt;
&lt;br /&gt;
* [http://klingon.lostexiles.net/fests+/Fests+_11.exe Fests+_11.exe]&lt;br /&gt;
** Installer, for SFC:OP&lt;br /&gt;
** size: 307KB &lt;br /&gt;
* [http://klingon.lostexiles.net/fests+/fests+_20040228.zip fests+_20040228.zip]&lt;br /&gt;
** sources&lt;br /&gt;
** size: 272KB&lt;br /&gt;
&lt;br /&gt;
=== Scripts included ===&lt;br /&gt;
&lt;br /&gt;
* BattleFest+&lt;br /&gt;
** 6 ships: from small to large&lt;br /&gt;
*** FF, DD/DW, CL, CA/NCA, BCH, DN&lt;br /&gt;
* BattleFestLite+&lt;br /&gt;
** 3 ships: FF, CA, DN&lt;br /&gt;
* TinyFest+&lt;br /&gt;
** 3 ships: FF, DD/DW, CL&lt;br /&gt;
* SlugFest+&lt;br /&gt;
** 3 ships: large ships: CA, BCH, DN.&lt;br /&gt;
** ''exception, in late era'': BCH, DN, BB! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== What's different compared to the old BattleFests? ===&lt;br /&gt;
&lt;br /&gt;
* The hullclasses have been expanded&lt;br /&gt;
** There are, like before, 6 ship classes in the battlefest:&lt;br /&gt;
*** Frigate&lt;br /&gt;
*** Destroyer&lt;br /&gt;
*** Light Cruiser&lt;br /&gt;
*** Heavy Cruiser&lt;br /&gt;
*** Heavy BattleCruiser&lt;br /&gt;
*** Dreadnought &lt;br /&gt;
** .. however, these classes have been expanded:&lt;br /&gt;
*** Frigate&lt;br /&gt;
*** Destroyer '''''AND''''' War Destroyers&lt;br /&gt;
*** Light Cruiser&lt;br /&gt;
*** Heavy Cruiser AND New Heavy Cruiser&lt;br /&gt;
*** Heavy BattleCruiser&lt;br /&gt;
*** Dreadnought &lt;br /&gt;
&lt;br /&gt;
* The ships chosen will be Era-complient. &lt;br /&gt;
** X1 ships, like those in OP+, are grouped with the Advanced Era ships: there aren't enough of those.&lt;br /&gt;
&lt;br /&gt;
* 2nd pass matching on ship selection failure&lt;br /&gt;
** If a ship class from a given era can't be selected, a close match will be selected. This will be from a smaller or larger class, or the same class from a near era.&lt;br /&gt;
&lt;br /&gt;
* Late-era Slugfests are NASTY-FUN!&lt;br /&gt;
** If you decide to play a SlugFest+ in Late Era, the 3 ships chosen will be a BCH, DN and BB. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== BattleFest+Intense ==&lt;br /&gt;
&lt;br /&gt;
Released: 2010-01-09.&lt;br /&gt;
(NO installer yet)&lt;br /&gt;
&lt;br /&gt;
=== Downloads ===&lt;br /&gt;
&lt;br /&gt;
* [http://klingon.lostexiles.net/fests+/Mul_Battlefest+Intense.scr Mul_Battlefest+Intense.scr]&lt;br /&gt;
** mission script. Goes into Assets\Scripts\&lt;br /&gt;
** size: 454KB&lt;br /&gt;
* [http://klingon.lostexiles.net/fests+/Mul_Battlefest+Intense.zip Mul_Battlefest+Intense.zip]&lt;br /&gt;
** source code&lt;br /&gt;
** size: 154KB&lt;br /&gt;
&lt;br /&gt;
=== What's different? ===&lt;br /&gt;
&lt;br /&gt;
Differences: You take a Bfest+, and..&lt;br /&gt;
&lt;br /&gt;
* added 1 more hull class: Battleship&lt;br /&gt;
*** Frigate&lt;br /&gt;
*** Destroyer '''''AND''''' War Destroyers&lt;br /&gt;
*** Light Cruiser&lt;br /&gt;
*** Heavy Cruiser AND New Heavy Cruiser&lt;br /&gt;
*** Heavy BattleCruiser&lt;br /&gt;
*** Dreadnought &lt;br /&gt;
*** Battleship &lt;br /&gt;
&lt;br /&gt;
* every selected player gets an AI partner of the same race (one they cannot control)&lt;br /&gt;
** ie:&lt;br /&gt;
*** in a 2-player game, 1 vs 1, it makes it a 2 vs 2.&lt;br /&gt;
*** in a 6-player game, FreeForAll (FFA), It will make it a 2 vs 2 vs 2 vs 2 vs 2 vs 2 game.&lt;br /&gt;
*** in a 6-player game, 3 vs 3, it makes it a 6 vs 6&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=Fests%2B_for_SFC:OP</id>
		<title>Fests+ for SFC:OP</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=Fests%2B_for_SFC:OP"/>
				<updated>2022-09-04T18:25:25Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: /* Downloads */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Tired of the same ol' BattleFests? Sick of watching some enemy getting a XFF when you start with some poor early era FF? .. well.. this should solve your problems! The Fests+ package includes 4 mission scripts for SFC:OP. They are more intelligent than the original Fests scripts (no offense, dear author) and more focused.&lt;br /&gt;
&lt;br /&gt;
== Fests+ 1.1 for OP ==&lt;br /&gt;
&lt;br /&gt;
=== Downloads ===&lt;br /&gt;
&lt;br /&gt;
* [http://klingon.lostexiles.net/fests+/Fests+_11.exe Fests+_11.exe]&lt;br /&gt;
** Installer, for SFC:OP&lt;br /&gt;
** size: 307KB &lt;br /&gt;
* [http://klingon.lostexiles.net/fests+/fests+_20040228.zip fests+_20040228.zip]&lt;br /&gt;
** sources&lt;br /&gt;
** size: 272KB&lt;br /&gt;
&lt;br /&gt;
=== Scripts included ===&lt;br /&gt;
&lt;br /&gt;
* BattleFest+&lt;br /&gt;
** 6 ships: from small to large&lt;br /&gt;
*** FF, DD/DW, CL, CA/NCA, BCH, DN&lt;br /&gt;
* BattleFestLite+&lt;br /&gt;
** 3 ships: FF, CA, DN&lt;br /&gt;
* TinyFest+&lt;br /&gt;
** 3 ships: FF, DD/DW, CL&lt;br /&gt;
* SlugFest+&lt;br /&gt;
** 3 ships: large ships: CA, BCH, DN.&lt;br /&gt;
** ''exception, in late era'': BCH, DN, BB! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== What's different compared to the old BattleFests? ===&lt;br /&gt;
&lt;br /&gt;
* The hullclasses have been expanded&lt;br /&gt;
** There are, like before, 6 ship classes in the battlefest:&lt;br /&gt;
*** Frigate&lt;br /&gt;
*** Destroyer&lt;br /&gt;
*** Light Cruiser&lt;br /&gt;
*** Heavy Cruiser&lt;br /&gt;
*** Heavy BattleCruiser&lt;br /&gt;
*** Dreadnought &lt;br /&gt;
** .. however, these classes have been expanded:&lt;br /&gt;
*** Frigate&lt;br /&gt;
*** Destroyer '''''AND''''' War Destroyers&lt;br /&gt;
*** Light Cruiser&lt;br /&gt;
*** Heavy Cruiser AND New Heavy Cruiser&lt;br /&gt;
*** Heavy BattleCruiser&lt;br /&gt;
*** Dreadnought &lt;br /&gt;
&lt;br /&gt;
* The ships chosen will be Era-complient. &lt;br /&gt;
** X1 ships, like those in OP+, are grouped with the Advanced Era ships: there aren't enough of those.&lt;br /&gt;
&lt;br /&gt;
* 2nd pass matching on ship selection failure&lt;br /&gt;
** If a ship class from a given era can't be selected, a close match will be selected. This will be from a smaller or larger class, or the same class from a near era.&lt;br /&gt;
&lt;br /&gt;
* Late-era Slugfests are NASTY-FUN!&lt;br /&gt;
** If you decide to play a SlugFest+ in Late Era, the 3 ships chosen will be a BCH, DN and BB. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== BattleFest+Intense ==&lt;br /&gt;
&lt;br /&gt;
Released: 2010-01-09.&lt;br /&gt;
(NO installer yet)&lt;br /&gt;
&lt;br /&gt;
=== Downloads ===&lt;br /&gt;
&lt;br /&gt;
* [http://klingon.pet.dhs.org/fests+/Mul_Battlefest+Intense.scr Mul_Battlefest+Intense.scr]&lt;br /&gt;
** mission script. Goes into Assets\Scripts\&lt;br /&gt;
** size: 454KB&lt;br /&gt;
* [http://klingon.pet.dhs.org/fests+/Mul_Battlefest+Intense.zip Mul_Battlefest+Intense.zip]&lt;br /&gt;
** source code&lt;br /&gt;
** size: 154KB&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== What's different? ===&lt;br /&gt;
&lt;br /&gt;
Differences: You take a Bfest+, and..&lt;br /&gt;
&lt;br /&gt;
* added 1 more hull class: Battleship&lt;br /&gt;
*** Frigate&lt;br /&gt;
*** Destroyer '''''AND''''' War Destroyers&lt;br /&gt;
*** Light Cruiser&lt;br /&gt;
*** Heavy Cruiser AND New Heavy Cruiser&lt;br /&gt;
*** Heavy BattleCruiser&lt;br /&gt;
*** Dreadnought &lt;br /&gt;
*** Battleship &lt;br /&gt;
&lt;br /&gt;
* every selected player gets an AI partner of the same race (one they cannot control)&lt;br /&gt;
** ie:&lt;br /&gt;
*** in a 2-player game, 1 vs 1, it makes it a 2 vs 2.&lt;br /&gt;
*** in a 6-player game, FreeForAll (FFA), It will make it a 2 vs 2 vs 2 vs 2 vs 2 vs 2 game.&lt;br /&gt;
*** in a 6-player game, 3 vs 3, it makes it a 6 vs 6&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=Co-op_Ace_for_SFC:EAW_and_SFC:OP</id>
		<title>Co-op Ace for SFC:EAW and SFC:OP</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=Co-op_Ace_for_SFC:EAW_and_SFC:OP"/>
				<updated>2022-09-04T18:18:57Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: /* Installer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
In this multiplayer script up to 6 people confront a massive randomly generated enemy armada.  The enemy is customizable my the game host through an external configuration program.  The enemy's difficulty level, race, and hull class can be controlled.  This script is absolutely excellent for race-specific training as well as team action training - plus it's a ton of fun!&lt;br /&gt;
&lt;br /&gt;
''Note: This page originally lived at: http://khoromag.org/taldren/scripts/coopace.html . MagnumMan's site has been dead for a while now.''&lt;br /&gt;
&lt;br /&gt;
== Downloads ==&lt;br /&gt;
&lt;br /&gt;
=== Installer ===&lt;br /&gt;
&lt;br /&gt;
Note: FireSoul has made a single installer that will install Co-op Ace for either EAW, OP, or both depending on which games you have installed on your computer.  You only need to download and run this installer once even if you have both games.&lt;br /&gt;
&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/coop-ace-4.0.exe coop-ace-4.0.exe] &lt;br /&gt;
** for both SFC:EAW and SFC:OP, size: 407KB&lt;br /&gt;
** note! source code lost!&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/Mul_CoopAce.scr Mul_CoopAce.scr]&lt;br /&gt;
*** in case the installer gives trouble.&lt;br /&gt;
*** copy it into Assets/Scripts/&lt;br /&gt;
*** it's not enough to host a game. You need a working coopcustomizer for that.&lt;br /&gt;
&lt;br /&gt;
Note: New OSes, like Windows 10, 11&lt;br /&gt;
For the installer (and customizer executable) to work on newer OSes, you need to have the following Registry keys within your system:&lt;br /&gt;
(please adjust the target directory to your system's)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
[HKEY_LOCAL_MACHINE\SOFTWARE\Taldren\Starfleet Command Orion Pirates]&lt;br /&gt;
&amp;quot;Directory&amp;quot;=&amp;quot;C:\\Users\\msliv\\Desktop\\SFC\\Starfleet Command Orion Pirates&amp;quot;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
[HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Taldren\Starfleet Command Orion Pirates]&lt;br /&gt;
&amp;quot;Directory&amp;quot;=&amp;quot;C:\\Users\\msliv\\Desktop\\SFC\\Starfleet Command Orion Pirates&amp;quot;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You also need to make sure the files in the SFCOP directory aren't set to read-only.&lt;br /&gt;
&lt;br /&gt;
=== Sources and stuff ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The sources to Coop-ace 4.0 are lost. sorry.&lt;br /&gt;
&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/Mul_CoopAce.321.20040727.zip Mul_CoopAce.321.20040727.zip] size: 496k &lt;br /&gt;
** requires [http://klingon.lostexiles.net/sources_and_utils/ShipList.20031117.zip ShipList.20031117.zip] to build. Can be compiled for both EAW and OP.&lt;br /&gt;
&lt;br /&gt;
== Reviews and comments ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;'The Co-op' script developed for Starfleet Command II: Empires at War, is a must-have training tool for those who enjoy group actions within SFC2. Not only will it be useful for Dynaverse II and other 'Campaign' systems, but it's fun as hell to play to boot! With a completely configurable setup to enable anyone from the newbie first timer to hardend veteran, it's guaranteed to satisfy! Although it can be used for solo setup, it truly shines when you get a bunch of your buddies together for some old fashioned butt [sic] kicking fun.&amp;quot; - Dennis Greene, aka SFCShadow, author of [http://www.amazon.com/gp/product/074400022X Star Trek Starfleet Command II: Empires at War Official Strategy Guide]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;MagnumMan has managed to not only master the scripting API, but deliver to us possibly the best player made script for SFC2, the Multiplayer Co-op Ace script.&amp;quot; - RedHotChiliDog Guest Review, Black Ops Station.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I would have to say that MagnumMan-iCoP has scored a huge hit with this script.&amp;quot; - Captain Stoneyface, Black Ops Station.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;MagnumMan once again delivers in this script! Perfect for those nights when FFA just isnt enough - now the whole fleet can get gutted together ! Top notch Work!&amp;quot; - Admiral Frey_XC, [[http://www.xenocorp.net XenoCorp® Inc.]]&lt;br /&gt;
&lt;br /&gt;
== Revision History ==&lt;br /&gt;
&lt;br /&gt;
* 4.0&lt;br /&gt;
** January 24, 2005 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** Much smaller installer.&lt;br /&gt;
** Lots of new options, better integration with add-on Ship Lists.&lt;br /&gt;
&lt;br /&gt;
* 3.2.1&lt;br /&gt;
** July 27, 2004 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** Improvements to game load strategy to reduce drops.&lt;br /&gt;
*** Automatic red alert after 8 seconds in.&lt;br /&gt;
&lt;br /&gt;
* 3.2&lt;br /&gt;
** November 25, 2003 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** Speed improvements! Faster load times.&lt;br /&gt;
*** Mod support directly in the OP customizer!&lt;br /&gt;
*** Maximum difficult ratio increased from 2.00 to 3.00.&lt;br /&gt;
*** Selectable AI enemy era.&lt;br /&gt;
&lt;br /&gt;
* 3.0.1&lt;br /&gt;
** November 12, 2002 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** Fixed an advanced era date range handling problem (OP only).&lt;br /&gt;
&lt;br /&gt;
* 3.0.0&lt;br /&gt;
** October 17, 2002 	&lt;br /&gt;
** Features and work by FireSoul and Strafer:&lt;br /&gt;
*** Enhanced enemy fleet selection and generation.&lt;br /&gt;
*** Increased game stability.&lt;br /&gt;
&lt;br /&gt;
* 2.6.3&lt;br /&gt;
** September 2, 2002 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** Fixed problem where game started with no enemy ships in EAW if OP was not installed.&lt;br /&gt;
*** Fixed game startup sequence to reduce the number of drops.&lt;br /&gt;
&lt;br /&gt;
* 2.6&lt;br /&gt;
** August 8, 2002 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** Fixed early game end bug.&lt;br /&gt;
*** improved SpareParts calculations.&lt;br /&gt;
*** 'zombie' AI on host drops fixed.&lt;br /&gt;
*** Terrain: Dust Clouds added.&lt;br /&gt;
*** Terrain: Asteroid Belt improved.&lt;br /&gt;
*** Era-based enemies: now uses the game setting for era [OP Only]&lt;br /&gt;
&lt;br /&gt;
* 2.5.2&lt;br /&gt;
** July 21, 2002 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** Enemy Team selection optimized further.&lt;br /&gt;
*** Faster entry into the game (less crashes due to timeout).&lt;br /&gt;
*** Enemy ships would get no loadouts if enemy ships BPV after selection was '0' (no leftovers).&lt;br /&gt;
*** CoopAce for EAW loaded OP's coopace customizer settings.&lt;br /&gt;
*** New terrain. &amp;quot;Asteroid Belt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* 2.5&lt;br /&gt;
** July 17, 2002 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** More intelligent ship selection!&lt;br /&gt;
**** Ship selection is based on the years the latest ship in the fleet is available, not by era alone.&lt;br /&gt;
**** Hull sizes probabilities have been spread in a way to reflect fleets better: many small ships, some normal-sized ships, and few large-sized ships.&lt;br /&gt;
*** Enemy fleet loadouts and fighter upgrades implemented. (OP Only)&lt;br /&gt;
*** Fixed crashing problems.&lt;br /&gt;
*** Logfile written to C:\Coop.txt has more detail.&lt;br /&gt;
*** Capturing an enemy ship will cause it to self-destruct.&lt;br /&gt;
** Features and work by MagnumMan:&lt;br /&gt;
*** Combined EAW/OP installer.&lt;br /&gt;
&lt;br /&gt;
* 1.5&lt;br /&gt;
** Mar 31 2001 	&lt;br /&gt;
*** Added era selection logic to ensure the enemy armada is picked from the correct era.&lt;br /&gt;
*** No more late era enemies in an early or middle era game, etc.&lt;br /&gt;
&lt;br /&gt;
* 1.4&lt;br /&gt;
** Mar 15 2001 	&lt;br /&gt;
*** Added AI Intelligence setting.&lt;br /&gt;
*** Changed default difficulty to 1.1.&lt;br /&gt;
&lt;br /&gt;
* 1.3 	&lt;br /&gt;
** Mar 12 2001&lt;br /&gt;
*** Fixed a bug where the game generated no enemies.&lt;br /&gt;
*** Fixed a bug where the game would not end if you captured an enemy ship.&lt;br /&gt;
&lt;br /&gt;
* 1.2 	&lt;br /&gt;
** Mar 3 2001&lt;br /&gt;
*** Fixed a bug where the game ended prematurely if someone dropped.&lt;br /&gt;
*** Fixed a bug where the game would not end if the last player disengaged.&lt;br /&gt;
*** Fixed a bug where the game hangs on launch if more than 9 enemy ships are created.&lt;br /&gt;
*** Added a new feature to limit the enemy by specific races.&lt;br /&gt;
*** Added a new feature to limit the enemy by specific hull classes.&lt;br /&gt;
*** Added a new configuration program.&lt;br /&gt;
*** Added an installer.&lt;br /&gt;
&lt;br /&gt;
* 1.1 	&lt;br /&gt;
** Feb 17 2001&lt;br /&gt;
*** Fixed a hanging problem when more than 3 or more people join.&lt;br /&gt;
&lt;br /&gt;
* 1.0 	&lt;br /&gt;
** First Release.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Known Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== EAW host changes effects on enemy carriers ===&lt;br /&gt;
* If there's a host change, carriers on the enemy team will generate new fighters to release. This is because there is no &amp;quot;mSetFighters&amp;quot; function in the SFC:EAW API.&lt;br /&gt;
&lt;br /&gt;
=== Unable to determine the BPV of player fleets with loadouts ===&lt;br /&gt;
&lt;br /&gt;
* The game itself has a bug making it impossible to determine the BPV of each player's fleet with loadouts. The BPV calculation is unfortunately based on the stock ship configurations without custom loadouts. You can compensate by raising the difficulty.&lt;br /&gt;
** OP Only: the loadouts for shuttles, spareparts and mines can be detected. However, the loadouts for drones and fighters cannot.&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=Co-op_Ace_for_SFC:EAW_and_SFC:OP</id>
		<title>Co-op Ace for SFC:EAW and SFC:OP</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=Co-op_Ace_for_SFC:EAW_and_SFC:OP"/>
				<updated>2022-09-04T18:18:21Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: /* Installer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
In this multiplayer script up to 6 people confront a massive randomly generated enemy armada.  The enemy is customizable my the game host through an external configuration program.  The enemy's difficulty level, race, and hull class can be controlled.  This script is absolutely excellent for race-specific training as well as team action training - plus it's a ton of fun!&lt;br /&gt;
&lt;br /&gt;
''Note: This page originally lived at: http://khoromag.org/taldren/scripts/coopace.html . MagnumMan's site has been dead for a while now.''&lt;br /&gt;
&lt;br /&gt;
== Downloads ==&lt;br /&gt;
&lt;br /&gt;
=== Installer ===&lt;br /&gt;
&lt;br /&gt;
Note: FireSoul has made a single installer that will install Co-op Ace for either EAW, OP, or both depending on which games you have installed on your computer.  You only need to download and run this installer once even if you have both games.&lt;br /&gt;
&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/coop-ace-4.0.exe coop-ace-4.0.exe] &lt;br /&gt;
** for both SFC:EAW and SFC:OP, size: 407KB&lt;br /&gt;
** note! source code lost!&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/Mul_CoopAce.scr Mul_CoopAce.scr]&lt;br /&gt;
*** in case the installer gives trouble.&lt;br /&gt;
*** copy it into Assets/Scripts/&lt;br /&gt;
*** it's not enough to host a game. You need a working coopcustomizer for that.&lt;br /&gt;
&lt;br /&gt;
Note: New OSes, like Windows 10, 11&lt;br /&gt;
For the installer (and customizer executable) to work on newer OSes, you need to have the following Registry keys within your system:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
[HKEY_LOCAL_MACHINE\SOFTWARE\Taldren\Starfleet Command Orion Pirates]&lt;br /&gt;
&amp;quot;Directory&amp;quot;=&amp;quot;C:\\Users\\msliv\\Desktop\\SFC\\Starfleet Command Orion Pirates&amp;quot;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
[HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Taldren\Starfleet Command Orion Pirates]&lt;br /&gt;
&amp;quot;Directory&amp;quot;=&amp;quot;C:\\Users\\msliv\\Desktop\\SFC\\Starfleet Command Orion Pirates&amp;quot;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You also need to make sure the files in the SFCOP directory aren't set to read-only.&lt;br /&gt;
&lt;br /&gt;
=== Sources and stuff ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The sources to Coop-ace 4.0 are lost. sorry.&lt;br /&gt;
&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/Mul_CoopAce.321.20040727.zip Mul_CoopAce.321.20040727.zip] size: 496k &lt;br /&gt;
** requires [http://klingon.lostexiles.net/sources_and_utils/ShipList.20031117.zip ShipList.20031117.zip] to build. Can be compiled for both EAW and OP.&lt;br /&gt;
&lt;br /&gt;
== Reviews and comments ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;'The Co-op' script developed for Starfleet Command II: Empires at War, is a must-have training tool for those who enjoy group actions within SFC2. Not only will it be useful for Dynaverse II and other 'Campaign' systems, but it's fun as hell to play to boot! With a completely configurable setup to enable anyone from the newbie first timer to hardend veteran, it's guaranteed to satisfy! Although it can be used for solo setup, it truly shines when you get a bunch of your buddies together for some old fashioned butt [sic] kicking fun.&amp;quot; - Dennis Greene, aka SFCShadow, author of [http://www.amazon.com/gp/product/074400022X Star Trek Starfleet Command II: Empires at War Official Strategy Guide]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;MagnumMan has managed to not only master the scripting API, but deliver to us possibly the best player made script for SFC2, the Multiplayer Co-op Ace script.&amp;quot; - RedHotChiliDog Guest Review, Black Ops Station.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I would have to say that MagnumMan-iCoP has scored a huge hit with this script.&amp;quot; - Captain Stoneyface, Black Ops Station.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;MagnumMan once again delivers in this script! Perfect for those nights when FFA just isnt enough - now the whole fleet can get gutted together ! Top notch Work!&amp;quot; - Admiral Frey_XC, [[http://www.xenocorp.net XenoCorp® Inc.]]&lt;br /&gt;
&lt;br /&gt;
== Revision History ==&lt;br /&gt;
&lt;br /&gt;
* 4.0&lt;br /&gt;
** January 24, 2005 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** Much smaller installer.&lt;br /&gt;
** Lots of new options, better integration with add-on Ship Lists.&lt;br /&gt;
&lt;br /&gt;
* 3.2.1&lt;br /&gt;
** July 27, 2004 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** Improvements to game load strategy to reduce drops.&lt;br /&gt;
*** Automatic red alert after 8 seconds in.&lt;br /&gt;
&lt;br /&gt;
* 3.2&lt;br /&gt;
** November 25, 2003 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** Speed improvements! Faster load times.&lt;br /&gt;
*** Mod support directly in the OP customizer!&lt;br /&gt;
*** Maximum difficult ratio increased from 2.00 to 3.00.&lt;br /&gt;
*** Selectable AI enemy era.&lt;br /&gt;
&lt;br /&gt;
* 3.0.1&lt;br /&gt;
** November 12, 2002 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** Fixed an advanced era date range handling problem (OP only).&lt;br /&gt;
&lt;br /&gt;
* 3.0.0&lt;br /&gt;
** October 17, 2002 	&lt;br /&gt;
** Features and work by FireSoul and Strafer:&lt;br /&gt;
*** Enhanced enemy fleet selection and generation.&lt;br /&gt;
*** Increased game stability.&lt;br /&gt;
&lt;br /&gt;
* 2.6.3&lt;br /&gt;
** September 2, 2002 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** Fixed problem where game started with no enemy ships in EAW if OP was not installed.&lt;br /&gt;
*** Fixed game startup sequence to reduce the number of drops.&lt;br /&gt;
&lt;br /&gt;
* 2.6&lt;br /&gt;
** August 8, 2002 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** Fixed early game end bug.&lt;br /&gt;
*** improved SpareParts calculations.&lt;br /&gt;
*** 'zombie' AI on host drops fixed.&lt;br /&gt;
*** Terrain: Dust Clouds added.&lt;br /&gt;
*** Terrain: Asteroid Belt improved.&lt;br /&gt;
*** Era-based enemies: now uses the game setting for era [OP Only]&lt;br /&gt;
&lt;br /&gt;
* 2.5.2&lt;br /&gt;
** July 21, 2002 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** Enemy Team selection optimized further.&lt;br /&gt;
*** Faster entry into the game (less crashes due to timeout).&lt;br /&gt;
*** Enemy ships would get no loadouts if enemy ships BPV after selection was '0' (no leftovers).&lt;br /&gt;
*** CoopAce for EAW loaded OP's coopace customizer settings.&lt;br /&gt;
*** New terrain. &amp;quot;Asteroid Belt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* 2.5&lt;br /&gt;
** July 17, 2002 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** More intelligent ship selection!&lt;br /&gt;
**** Ship selection is based on the years the latest ship in the fleet is available, not by era alone.&lt;br /&gt;
**** Hull sizes probabilities have been spread in a way to reflect fleets better: many small ships, some normal-sized ships, and few large-sized ships.&lt;br /&gt;
*** Enemy fleet loadouts and fighter upgrades implemented. (OP Only)&lt;br /&gt;
*** Fixed crashing problems.&lt;br /&gt;
*** Logfile written to C:\Coop.txt has more detail.&lt;br /&gt;
*** Capturing an enemy ship will cause it to self-destruct.&lt;br /&gt;
** Features and work by MagnumMan:&lt;br /&gt;
*** Combined EAW/OP installer.&lt;br /&gt;
&lt;br /&gt;
* 1.5&lt;br /&gt;
** Mar 31 2001 	&lt;br /&gt;
*** Added era selection logic to ensure the enemy armada is picked from the correct era.&lt;br /&gt;
*** No more late era enemies in an early or middle era game, etc.&lt;br /&gt;
&lt;br /&gt;
* 1.4&lt;br /&gt;
** Mar 15 2001 	&lt;br /&gt;
*** Added AI Intelligence setting.&lt;br /&gt;
*** Changed default difficulty to 1.1.&lt;br /&gt;
&lt;br /&gt;
* 1.3 	&lt;br /&gt;
** Mar 12 2001&lt;br /&gt;
*** Fixed a bug where the game generated no enemies.&lt;br /&gt;
*** Fixed a bug where the game would not end if you captured an enemy ship.&lt;br /&gt;
&lt;br /&gt;
* 1.2 	&lt;br /&gt;
** Mar 3 2001&lt;br /&gt;
*** Fixed a bug where the game ended prematurely if someone dropped.&lt;br /&gt;
*** Fixed a bug where the game would not end if the last player disengaged.&lt;br /&gt;
*** Fixed a bug where the game hangs on launch if more than 9 enemy ships are created.&lt;br /&gt;
*** Added a new feature to limit the enemy by specific races.&lt;br /&gt;
*** Added a new feature to limit the enemy by specific hull classes.&lt;br /&gt;
*** Added a new configuration program.&lt;br /&gt;
*** Added an installer.&lt;br /&gt;
&lt;br /&gt;
* 1.1 	&lt;br /&gt;
** Feb 17 2001&lt;br /&gt;
*** Fixed a hanging problem when more than 3 or more people join.&lt;br /&gt;
&lt;br /&gt;
* 1.0 	&lt;br /&gt;
** First Release.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Known Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== EAW host changes effects on enemy carriers ===&lt;br /&gt;
* If there's a host change, carriers on the enemy team will generate new fighters to release. This is because there is no &amp;quot;mSetFighters&amp;quot; function in the SFC:EAW API.&lt;br /&gt;
&lt;br /&gt;
=== Unable to determine the BPV of player fleets with loadouts ===&lt;br /&gt;
&lt;br /&gt;
* The game itself has a bug making it impossible to determine the BPV of each player's fleet with loadouts. The BPV calculation is unfortunately based on the stock ship configurations without custom loadouts. You can compensate by raising the difficulty.&lt;br /&gt;
** OP Only: the loadouts for shuttles, spareparts and mines can be detected. However, the loadouts for drones and fighters cannot.&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=Co-op_Ace_for_SFC:EAW_and_SFC:OP</id>
		<title>Co-op Ace for SFC:EAW and SFC:OP</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=Co-op_Ace_for_SFC:EAW_and_SFC:OP"/>
				<updated>2022-09-04T18:15:54Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: /* Downloads */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
In this multiplayer script up to 6 people confront a massive randomly generated enemy armada.  The enemy is customizable my the game host through an external configuration program.  The enemy's difficulty level, race, and hull class can be controlled.  This script is absolutely excellent for race-specific training as well as team action training - plus it's a ton of fun!&lt;br /&gt;
&lt;br /&gt;
''Note: This page originally lived at: http://khoromag.org/taldren/scripts/coopace.html . MagnumMan's site has been dead for a while now.''&lt;br /&gt;
&lt;br /&gt;
== Downloads ==&lt;br /&gt;
&lt;br /&gt;
=== Installer ===&lt;br /&gt;
&lt;br /&gt;
Note: FireSoul has made a single installer that will install Co-op Ace for either EAW, OP, or both depending on which games you have installed on your computer.  You only need to download and run this installer once even if you have both games.&lt;br /&gt;
&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/coop-ace-4.0.exe coop-ace-4.0.exe] &lt;br /&gt;
** for both SFC:EAW and SFC:OP, size: 407KB&lt;br /&gt;
** note! source code lost!&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/Mul_CoopAce.scr Mul_CoopAce.scr]&lt;br /&gt;
*** in case the installer gives trouble.&lt;br /&gt;
*** copy it into Assets/Scripts/&lt;br /&gt;
*** it's not enough to host a game. You need a working coopcustomizer for that.&lt;br /&gt;
&lt;br /&gt;
Note: New OSes, like Windows 10, 11&lt;br /&gt;
For the installer (and customizer executable) to work on newer OSes, you need to have the following Registry keys within your system:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
[HKEY_LOCAL_MACHINE\SOFTWARE\Taldren\Starfleet Command Orion Pirates]&lt;br /&gt;
&amp;quot;Directory&amp;quot;=&amp;quot;C:\\Users\\msliv\\Desktop\\SFC\\Starfleet Command Orion Pirates&amp;quot;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
[HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Taldren\Starfleet Command Orion Pirates]&lt;br /&gt;
&amp;quot;Directory&amp;quot;=&amp;quot;C:\\Users\\msliv\\Desktop\\SFC\\Starfleet Command Orion Pirates&amp;quot;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You also need to make sure the files in the SFCOP directory aren't set to read-only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sources and stuff ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The sources to Coop-ace 4.0 are lost. sorry.&lt;br /&gt;
&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/Mul_CoopAce.321.20040727.zip Mul_CoopAce.321.20040727.zip] size: 496k &lt;br /&gt;
** requires [http://klingon.lostexiles.net/sources_and_utils/ShipList.20031117.zip ShipList.20031117.zip] to build. Can be compiled for both EAW and OP.&lt;br /&gt;
&lt;br /&gt;
== Reviews and comments ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;'The Co-op' script developed for Starfleet Command II: Empires at War, is a must-have training tool for those who enjoy group actions within SFC2. Not only will it be useful for Dynaverse II and other 'Campaign' systems, but it's fun as hell to play to boot! With a completely configurable setup to enable anyone from the newbie first timer to hardend veteran, it's guaranteed to satisfy! Although it can be used for solo setup, it truly shines when you get a bunch of your buddies together for some old fashioned butt [sic] kicking fun.&amp;quot; - Dennis Greene, aka SFCShadow, author of [http://www.amazon.com/gp/product/074400022X Star Trek Starfleet Command II: Empires at War Official Strategy Guide]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;MagnumMan has managed to not only master the scripting API, but deliver to us possibly the best player made script for SFC2, the Multiplayer Co-op Ace script.&amp;quot; - RedHotChiliDog Guest Review, Black Ops Station.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I would have to say that MagnumMan-iCoP has scored a huge hit with this script.&amp;quot; - Captain Stoneyface, Black Ops Station.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;MagnumMan once again delivers in this script! Perfect for those nights when FFA just isnt enough - now the whole fleet can get gutted together ! Top notch Work!&amp;quot; - Admiral Frey_XC, [[http://www.xenocorp.net XenoCorp® Inc.]]&lt;br /&gt;
&lt;br /&gt;
== Revision History ==&lt;br /&gt;
&lt;br /&gt;
* 4.0&lt;br /&gt;
** January 24, 2005 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** Much smaller installer.&lt;br /&gt;
** Lots of new options, better integration with add-on Ship Lists.&lt;br /&gt;
&lt;br /&gt;
* 3.2.1&lt;br /&gt;
** July 27, 2004 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** Improvements to game load strategy to reduce drops.&lt;br /&gt;
*** Automatic red alert after 8 seconds in.&lt;br /&gt;
&lt;br /&gt;
* 3.2&lt;br /&gt;
** November 25, 2003 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** Speed improvements! Faster load times.&lt;br /&gt;
*** Mod support directly in the OP customizer!&lt;br /&gt;
*** Maximum difficult ratio increased from 2.00 to 3.00.&lt;br /&gt;
*** Selectable AI enemy era.&lt;br /&gt;
&lt;br /&gt;
* 3.0.1&lt;br /&gt;
** November 12, 2002 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** Fixed an advanced era date range handling problem (OP only).&lt;br /&gt;
&lt;br /&gt;
* 3.0.0&lt;br /&gt;
** October 17, 2002 	&lt;br /&gt;
** Features and work by FireSoul and Strafer:&lt;br /&gt;
*** Enhanced enemy fleet selection and generation.&lt;br /&gt;
*** Increased game stability.&lt;br /&gt;
&lt;br /&gt;
* 2.6.3&lt;br /&gt;
** September 2, 2002 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** Fixed problem where game started with no enemy ships in EAW if OP was not installed.&lt;br /&gt;
*** Fixed game startup sequence to reduce the number of drops.&lt;br /&gt;
&lt;br /&gt;
* 2.6&lt;br /&gt;
** August 8, 2002 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** Fixed early game end bug.&lt;br /&gt;
*** improved SpareParts calculations.&lt;br /&gt;
*** 'zombie' AI on host drops fixed.&lt;br /&gt;
*** Terrain: Dust Clouds added.&lt;br /&gt;
*** Terrain: Asteroid Belt improved.&lt;br /&gt;
*** Era-based enemies: now uses the game setting for era [OP Only]&lt;br /&gt;
&lt;br /&gt;
* 2.5.2&lt;br /&gt;
** July 21, 2002 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** Enemy Team selection optimized further.&lt;br /&gt;
*** Faster entry into the game (less crashes due to timeout).&lt;br /&gt;
*** Enemy ships would get no loadouts if enemy ships BPV after selection was '0' (no leftovers).&lt;br /&gt;
*** CoopAce for EAW loaded OP's coopace customizer settings.&lt;br /&gt;
*** New terrain. &amp;quot;Asteroid Belt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* 2.5&lt;br /&gt;
** July 17, 2002 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** More intelligent ship selection!&lt;br /&gt;
**** Ship selection is based on the years the latest ship in the fleet is available, not by era alone.&lt;br /&gt;
**** Hull sizes probabilities have been spread in a way to reflect fleets better: many small ships, some normal-sized ships, and few large-sized ships.&lt;br /&gt;
*** Enemy fleet loadouts and fighter upgrades implemented. (OP Only)&lt;br /&gt;
*** Fixed crashing problems.&lt;br /&gt;
*** Logfile written to C:\Coop.txt has more detail.&lt;br /&gt;
*** Capturing an enemy ship will cause it to self-destruct.&lt;br /&gt;
** Features and work by MagnumMan:&lt;br /&gt;
*** Combined EAW/OP installer.&lt;br /&gt;
&lt;br /&gt;
* 1.5&lt;br /&gt;
** Mar 31 2001 	&lt;br /&gt;
*** Added era selection logic to ensure the enemy armada is picked from the correct era.&lt;br /&gt;
*** No more late era enemies in an early or middle era game, etc.&lt;br /&gt;
&lt;br /&gt;
* 1.4&lt;br /&gt;
** Mar 15 2001 	&lt;br /&gt;
*** Added AI Intelligence setting.&lt;br /&gt;
*** Changed default difficulty to 1.1.&lt;br /&gt;
&lt;br /&gt;
* 1.3 	&lt;br /&gt;
** Mar 12 2001&lt;br /&gt;
*** Fixed a bug where the game generated no enemies.&lt;br /&gt;
*** Fixed a bug where the game would not end if you captured an enemy ship.&lt;br /&gt;
&lt;br /&gt;
* 1.2 	&lt;br /&gt;
** Mar 3 2001&lt;br /&gt;
*** Fixed a bug where the game ended prematurely if someone dropped.&lt;br /&gt;
*** Fixed a bug where the game would not end if the last player disengaged.&lt;br /&gt;
*** Fixed a bug where the game hangs on launch if more than 9 enemy ships are created.&lt;br /&gt;
*** Added a new feature to limit the enemy by specific races.&lt;br /&gt;
*** Added a new feature to limit the enemy by specific hull classes.&lt;br /&gt;
*** Added a new configuration program.&lt;br /&gt;
*** Added an installer.&lt;br /&gt;
&lt;br /&gt;
* 1.1 	&lt;br /&gt;
** Feb 17 2001&lt;br /&gt;
*** Fixed a hanging problem when more than 3 or more people join.&lt;br /&gt;
&lt;br /&gt;
* 1.0 	&lt;br /&gt;
** First Release.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Known Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== EAW host changes effects on enemy carriers ===&lt;br /&gt;
* If there's a host change, carriers on the enemy team will generate new fighters to release. This is because there is no &amp;quot;mSetFighters&amp;quot; function in the SFC:EAW API.&lt;br /&gt;
&lt;br /&gt;
=== Unable to determine the BPV of player fleets with loadouts ===&lt;br /&gt;
&lt;br /&gt;
* The game itself has a bug making it impossible to determine the BPV of each player's fleet with loadouts. The BPV calculation is unfortunately based on the stock ship configurations without custom loadouts. You can compensate by raising the difficulty.&lt;br /&gt;
** OP Only: the loadouts for shuttles, spareparts and mines can be detected. However, the loadouts for drones and fighters cannot.&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=Co-op_Ace_for_SFC:EAW_and_SFC:OP</id>
		<title>Co-op Ace for SFC:EAW and SFC:OP</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=Co-op_Ace_for_SFC:EAW_and_SFC:OP"/>
				<updated>2022-09-04T01:40:46Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: /* Downloads */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
In this multiplayer script up to 6 people confront a massive randomly generated enemy armada.  The enemy is customizable my the game host through an external configuration program.  The enemy's difficulty level, race, and hull class can be controlled.  This script is absolutely excellent for race-specific training as well as team action training - plus it's a ton of fun!&lt;br /&gt;
&lt;br /&gt;
''Note: This page originally lived at: http://khoromag.org/taldren/scripts/coopace.html . MagnumMan's site has been dead for a while now.''&lt;br /&gt;
&lt;br /&gt;
== Downloads ==&lt;br /&gt;
&lt;br /&gt;
Note: FireSoul has made a single installer that will install Co-op Ace for either EAW, OP, or both depending on which games you have installed on your computer.  You only need to download and run this installer once even if you have both games.&lt;br /&gt;
&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/coop-ace-4.0.exe coop-ace-4.0.exe] &lt;br /&gt;
** for both SFC:EAW and SFC:OP, size: 407KB&lt;br /&gt;
** note! source code lost!&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/Mul_CoopAce.scr Mul_CoopAce.scr]&lt;br /&gt;
*** in case the installer gives trouble.&lt;br /&gt;
*** copy it into Assets/Scripts/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/Mul_CoopAce.321.20040727.zip Mul_CoopAce.321.20040727.zip] size: 496k &lt;br /&gt;
** requires [http://klingon.lostexiles.net/sources_and_utils/ShipList.20031117.zip ShipList.20031117.zip] to build. Can be compiled for both EAW and OP.&lt;br /&gt;
&lt;br /&gt;
== Reviews and comments ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;'The Co-op' script developed for Starfleet Command II: Empires at War, is a must-have training tool for those who enjoy group actions within SFC2. Not only will it be useful for Dynaverse II and other 'Campaign' systems, but it's fun as hell to play to boot! With a completely configurable setup to enable anyone from the newbie first timer to hardend veteran, it's guaranteed to satisfy! Although it can be used for solo setup, it truly shines when you get a bunch of your buddies together for some old fashioned butt [sic] kicking fun.&amp;quot; - Dennis Greene, aka SFCShadow, author of [http://www.amazon.com/gp/product/074400022X Star Trek Starfleet Command II: Empires at War Official Strategy Guide]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;MagnumMan has managed to not only master the scripting API, but deliver to us possibly the best player made script for SFC2, the Multiplayer Co-op Ace script.&amp;quot; - RedHotChiliDog Guest Review, Black Ops Station.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I would have to say that MagnumMan-iCoP has scored a huge hit with this script.&amp;quot; - Captain Stoneyface, Black Ops Station.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;MagnumMan once again delivers in this script! Perfect for those nights when FFA just isnt enough - now the whole fleet can get gutted together ! Top notch Work!&amp;quot; - Admiral Frey_XC, [[http://www.xenocorp.net XenoCorp® Inc.]]&lt;br /&gt;
&lt;br /&gt;
== Revision History ==&lt;br /&gt;
&lt;br /&gt;
* 4.0&lt;br /&gt;
** January 24, 2005 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** Much smaller installer.&lt;br /&gt;
** Lots of new options, better integration with add-on Ship Lists.&lt;br /&gt;
&lt;br /&gt;
* 3.2.1&lt;br /&gt;
** July 27, 2004 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** Improvements to game load strategy to reduce drops.&lt;br /&gt;
*** Automatic red alert after 8 seconds in.&lt;br /&gt;
&lt;br /&gt;
* 3.2&lt;br /&gt;
** November 25, 2003 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** Speed improvements! Faster load times.&lt;br /&gt;
*** Mod support directly in the OP customizer!&lt;br /&gt;
*** Maximum difficult ratio increased from 2.00 to 3.00.&lt;br /&gt;
*** Selectable AI enemy era.&lt;br /&gt;
&lt;br /&gt;
* 3.0.1&lt;br /&gt;
** November 12, 2002 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** Fixed an advanced era date range handling problem (OP only).&lt;br /&gt;
&lt;br /&gt;
* 3.0.0&lt;br /&gt;
** October 17, 2002 	&lt;br /&gt;
** Features and work by FireSoul and Strafer:&lt;br /&gt;
*** Enhanced enemy fleet selection and generation.&lt;br /&gt;
*** Increased game stability.&lt;br /&gt;
&lt;br /&gt;
* 2.6.3&lt;br /&gt;
** September 2, 2002 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** Fixed problem where game started with no enemy ships in EAW if OP was not installed.&lt;br /&gt;
*** Fixed game startup sequence to reduce the number of drops.&lt;br /&gt;
&lt;br /&gt;
* 2.6&lt;br /&gt;
** August 8, 2002 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** Fixed early game end bug.&lt;br /&gt;
*** improved SpareParts calculations.&lt;br /&gt;
*** 'zombie' AI on host drops fixed.&lt;br /&gt;
*** Terrain: Dust Clouds added.&lt;br /&gt;
*** Terrain: Asteroid Belt improved.&lt;br /&gt;
*** Era-based enemies: now uses the game setting for era [OP Only]&lt;br /&gt;
&lt;br /&gt;
* 2.5.2&lt;br /&gt;
** July 21, 2002 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** Enemy Team selection optimized further.&lt;br /&gt;
*** Faster entry into the game (less crashes due to timeout).&lt;br /&gt;
*** Enemy ships would get no loadouts if enemy ships BPV after selection was '0' (no leftovers).&lt;br /&gt;
*** CoopAce for EAW loaded OP's coopace customizer settings.&lt;br /&gt;
*** New terrain. &amp;quot;Asteroid Belt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* 2.5&lt;br /&gt;
** July 17, 2002 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** More intelligent ship selection!&lt;br /&gt;
**** Ship selection is based on the years the latest ship in the fleet is available, not by era alone.&lt;br /&gt;
**** Hull sizes probabilities have been spread in a way to reflect fleets better: many small ships, some normal-sized ships, and few large-sized ships.&lt;br /&gt;
*** Enemy fleet loadouts and fighter upgrades implemented. (OP Only)&lt;br /&gt;
*** Fixed crashing problems.&lt;br /&gt;
*** Logfile written to C:\Coop.txt has more detail.&lt;br /&gt;
*** Capturing an enemy ship will cause it to self-destruct.&lt;br /&gt;
** Features and work by MagnumMan:&lt;br /&gt;
*** Combined EAW/OP installer.&lt;br /&gt;
&lt;br /&gt;
* 1.5&lt;br /&gt;
** Mar 31 2001 	&lt;br /&gt;
*** Added era selection logic to ensure the enemy armada is picked from the correct era.&lt;br /&gt;
*** No more late era enemies in an early or middle era game, etc.&lt;br /&gt;
&lt;br /&gt;
* 1.4&lt;br /&gt;
** Mar 15 2001 	&lt;br /&gt;
*** Added AI Intelligence setting.&lt;br /&gt;
*** Changed default difficulty to 1.1.&lt;br /&gt;
&lt;br /&gt;
* 1.3 	&lt;br /&gt;
** Mar 12 2001&lt;br /&gt;
*** Fixed a bug where the game generated no enemies.&lt;br /&gt;
*** Fixed a bug where the game would not end if you captured an enemy ship.&lt;br /&gt;
&lt;br /&gt;
* 1.2 	&lt;br /&gt;
** Mar 3 2001&lt;br /&gt;
*** Fixed a bug where the game ended prematurely if someone dropped.&lt;br /&gt;
*** Fixed a bug where the game would not end if the last player disengaged.&lt;br /&gt;
*** Fixed a bug where the game hangs on launch if more than 9 enemy ships are created.&lt;br /&gt;
*** Added a new feature to limit the enemy by specific races.&lt;br /&gt;
*** Added a new feature to limit the enemy by specific hull classes.&lt;br /&gt;
*** Added a new configuration program.&lt;br /&gt;
*** Added an installer.&lt;br /&gt;
&lt;br /&gt;
* 1.1 	&lt;br /&gt;
** Feb 17 2001&lt;br /&gt;
*** Fixed a hanging problem when more than 3 or more people join.&lt;br /&gt;
&lt;br /&gt;
* 1.0 	&lt;br /&gt;
** First Release.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Known Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== EAW host changes effects on enemy carriers ===&lt;br /&gt;
* If there's a host change, carriers on the enemy team will generate new fighters to release. This is because there is no &amp;quot;mSetFighters&amp;quot; function in the SFC:EAW API.&lt;br /&gt;
&lt;br /&gt;
=== Unable to determine the BPV of player fleets with loadouts ===&lt;br /&gt;
&lt;br /&gt;
* The game itself has a bug making it impossible to determine the BPV of each player's fleet with loadouts. The BPV calculation is unfortunately based on the stock ship configurations without custom loadouts. You can compensate by raising the difficulty.&lt;br /&gt;
** OP Only: the loadouts for shuttles, spareparts and mines can be detected. However, the loadouts for drones and fighters cannot.&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=FireSoul%27s_SFC_Materials</id>
		<title>FireSoul's SFC Materials</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=FireSoul%27s_SFC_Materials"/>
				<updated>2020-12-10T21:29:33Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://klingon.lostexiles.net/FSBanner.png&lt;br /&gt;
&lt;br /&gt;
This site is composed of the following sub-components:&lt;br /&gt;
&lt;br /&gt;
* [[SFC:OP Plus Refit]]&lt;br /&gt;
* [[SFC:OP Missions Refit]]&lt;br /&gt;
* [[SFC-related missions, sources, patches and misc utilities]]&lt;br /&gt;
** [[All SFC Patches and ServerKits]]&lt;br /&gt;
** [[Co-op Ace for SFC:EAW and SFC:OP]]&lt;br /&gt;
** [[SFC:EAW missions for SFC:OP]]&lt;br /&gt;
** [[Fests+ for SFC:OP]]&lt;br /&gt;
** [[How to compile/build SFC2 EAW or OP Missions]]&lt;br /&gt;
* [http://klingon.lostexiles.net/models/ Models for SFC:OP (and EAW) made or hosted by FireSoul]&lt;br /&gt;
* [[FireSoul's SFC:OP BootStrap list]]&lt;br /&gt;
** [[Tuning SFC to play on modern hardware]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also, here's a list of SFC-related links I keep around:&lt;br /&gt;
&lt;br /&gt;
* [http://www3.telus.net/NuclearWessels/sfc/ NuclearWessels' Scripting Site]&lt;br /&gt;
* [http://www.xenocorp.net/ XC Site]&lt;br /&gt;
* [http://www.dynaverse.net/ Dynaverse.net]&lt;br /&gt;
** [http://www.dynaverse.net/forum/index.php Dynaverse.net Forums]&lt;br /&gt;
* [https://hotandspicyforums.com/ Hot&amp;amp;Spicy Forums - more SFC forums, patches]&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=Co-op_Ace_for_SFC:EAW_and_SFC:OP</id>
		<title>Co-op Ace for SFC:EAW and SFC:OP</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=Co-op_Ace_for_SFC:EAW_and_SFC:OP"/>
				<updated>2020-09-26T00:47:40Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: /* Downloads */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
In this multiplayer script up to 6 people confront a massive randomly generated enemy armada.  The enemy is customizable my the game host through an external configuration program.  The enemy's difficulty level, race, and hull class can be controlled.  This script is absolutely excellent for race-specific training as well as team action training - plus it's a ton of fun!&lt;br /&gt;
&lt;br /&gt;
''Note: This page originally lived at: http://khoromag.org/taldren/scripts/coopace.html . MagnumMan's site has been dead for a while now.''&lt;br /&gt;
&lt;br /&gt;
== Downloads ==&lt;br /&gt;
&lt;br /&gt;
Note: FireSoul has made a single installer that will install Co-op Ace for either EAW, OP, or both depending on which games you have installed on your computer.  You only need to download and run this installer once even if you have both games.&lt;br /&gt;
&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/coop-ace-4.0.exe coop-ace-4.0.exe] &lt;br /&gt;
** for both SFC:EAW and SFC:OP, size: 407KB&lt;br /&gt;
** note! source code lost!&lt;br /&gt;
&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/Mul_CoopAce.321.20040727.zip Mul_CoopAce.321.20040727.zip] size: 496k &lt;br /&gt;
** requires [http://klingon.lostexiles.net/sources_and_utils/ShipList.20031117.zip ShipList.20031117.zip] to build. Can be compiled for both EAW and OP.&lt;br /&gt;
&lt;br /&gt;
== Reviews and comments ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;'The Co-op' script developed for Starfleet Command II: Empires at War, is a must-have training tool for those who enjoy group actions within SFC2. Not only will it be useful for Dynaverse II and other 'Campaign' systems, but it's fun as hell to play to boot! With a completely configurable setup to enable anyone from the newbie first timer to hardend veteran, it's guaranteed to satisfy! Although it can be used for solo setup, it truly shines when you get a bunch of your buddies together for some old fashioned butt [sic] kicking fun.&amp;quot; - Dennis Greene, aka SFCShadow, author of [http://www.amazon.com/gp/product/074400022X Star Trek Starfleet Command II: Empires at War Official Strategy Guide]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;MagnumMan has managed to not only master the scripting API, but deliver to us possibly the best player made script for SFC2, the Multiplayer Co-op Ace script.&amp;quot; - RedHotChiliDog Guest Review, Black Ops Station.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I would have to say that MagnumMan-iCoP has scored a huge hit with this script.&amp;quot; - Captain Stoneyface, Black Ops Station.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;MagnumMan once again delivers in this script! Perfect for those nights when FFA just isnt enough - now the whole fleet can get gutted together ! Top notch Work!&amp;quot; - Admiral Frey_XC, [[http://www.xenocorp.net XenoCorp® Inc.]]&lt;br /&gt;
&lt;br /&gt;
== Revision History ==&lt;br /&gt;
&lt;br /&gt;
* 4.0&lt;br /&gt;
** January 24, 2005 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** Much smaller installer.&lt;br /&gt;
** Lots of new options, better integration with add-on Ship Lists.&lt;br /&gt;
&lt;br /&gt;
* 3.2.1&lt;br /&gt;
** July 27, 2004 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** Improvements to game load strategy to reduce drops.&lt;br /&gt;
*** Automatic red alert after 8 seconds in.&lt;br /&gt;
&lt;br /&gt;
* 3.2&lt;br /&gt;
** November 25, 2003 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** Speed improvements! Faster load times.&lt;br /&gt;
*** Mod support directly in the OP customizer!&lt;br /&gt;
*** Maximum difficult ratio increased from 2.00 to 3.00.&lt;br /&gt;
*** Selectable AI enemy era.&lt;br /&gt;
&lt;br /&gt;
* 3.0.1&lt;br /&gt;
** November 12, 2002 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** Fixed an advanced era date range handling problem (OP only).&lt;br /&gt;
&lt;br /&gt;
* 3.0.0&lt;br /&gt;
** October 17, 2002 	&lt;br /&gt;
** Features and work by FireSoul and Strafer:&lt;br /&gt;
*** Enhanced enemy fleet selection and generation.&lt;br /&gt;
*** Increased game stability.&lt;br /&gt;
&lt;br /&gt;
* 2.6.3&lt;br /&gt;
** September 2, 2002 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** Fixed problem where game started with no enemy ships in EAW if OP was not installed.&lt;br /&gt;
*** Fixed game startup sequence to reduce the number of drops.&lt;br /&gt;
&lt;br /&gt;
* 2.6&lt;br /&gt;
** August 8, 2002 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** Fixed early game end bug.&lt;br /&gt;
*** improved SpareParts calculations.&lt;br /&gt;
*** 'zombie' AI on host drops fixed.&lt;br /&gt;
*** Terrain: Dust Clouds added.&lt;br /&gt;
*** Terrain: Asteroid Belt improved.&lt;br /&gt;
*** Era-based enemies: now uses the game setting for era [OP Only]&lt;br /&gt;
&lt;br /&gt;
* 2.5.2&lt;br /&gt;
** July 21, 2002 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** Enemy Team selection optimized further.&lt;br /&gt;
*** Faster entry into the game (less crashes due to timeout).&lt;br /&gt;
*** Enemy ships would get no loadouts if enemy ships BPV after selection was '0' (no leftovers).&lt;br /&gt;
*** CoopAce for EAW loaded OP's coopace customizer settings.&lt;br /&gt;
*** New terrain. &amp;quot;Asteroid Belt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* 2.5&lt;br /&gt;
** July 17, 2002 	&lt;br /&gt;
** Features and work by FireSoul:&lt;br /&gt;
*** More intelligent ship selection!&lt;br /&gt;
**** Ship selection is based on the years the latest ship in the fleet is available, not by era alone.&lt;br /&gt;
**** Hull sizes probabilities have been spread in a way to reflect fleets better: many small ships, some normal-sized ships, and few large-sized ships.&lt;br /&gt;
*** Enemy fleet loadouts and fighter upgrades implemented. (OP Only)&lt;br /&gt;
*** Fixed crashing problems.&lt;br /&gt;
*** Logfile written to C:\Coop.txt has more detail.&lt;br /&gt;
*** Capturing an enemy ship will cause it to self-destruct.&lt;br /&gt;
** Features and work by MagnumMan:&lt;br /&gt;
*** Combined EAW/OP installer.&lt;br /&gt;
&lt;br /&gt;
* 1.5&lt;br /&gt;
** Mar 31 2001 	&lt;br /&gt;
*** Added era selection logic to ensure the enemy armada is picked from the correct era.&lt;br /&gt;
*** No more late era enemies in an early or middle era game, etc.&lt;br /&gt;
&lt;br /&gt;
* 1.4&lt;br /&gt;
** Mar 15 2001 	&lt;br /&gt;
*** Added AI Intelligence setting.&lt;br /&gt;
*** Changed default difficulty to 1.1.&lt;br /&gt;
&lt;br /&gt;
* 1.3 	&lt;br /&gt;
** Mar 12 2001&lt;br /&gt;
*** Fixed a bug where the game generated no enemies.&lt;br /&gt;
*** Fixed a bug where the game would not end if you captured an enemy ship.&lt;br /&gt;
&lt;br /&gt;
* 1.2 	&lt;br /&gt;
** Mar 3 2001&lt;br /&gt;
*** Fixed a bug where the game ended prematurely if someone dropped.&lt;br /&gt;
*** Fixed a bug where the game would not end if the last player disengaged.&lt;br /&gt;
*** Fixed a bug where the game hangs on launch if more than 9 enemy ships are created.&lt;br /&gt;
*** Added a new feature to limit the enemy by specific races.&lt;br /&gt;
*** Added a new feature to limit the enemy by specific hull classes.&lt;br /&gt;
*** Added a new configuration program.&lt;br /&gt;
*** Added an installer.&lt;br /&gt;
&lt;br /&gt;
* 1.1 	&lt;br /&gt;
** Feb 17 2001&lt;br /&gt;
*** Fixed a hanging problem when more than 3 or more people join.&lt;br /&gt;
&lt;br /&gt;
* 1.0 	&lt;br /&gt;
** First Release.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Known Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== EAW host changes effects on enemy carriers ===&lt;br /&gt;
* If there's a host change, carriers on the enemy team will generate new fighters to release. This is because there is no &amp;quot;mSetFighters&amp;quot; function in the SFC:EAW API.&lt;br /&gt;
&lt;br /&gt;
=== Unable to determine the BPV of player fleets with loadouts ===&lt;br /&gt;
&lt;br /&gt;
* The game itself has a bug making it impossible to determine the BPV of each player's fleet with loadouts. The BPV calculation is unfortunately based on the stock ship configurations without custom loadouts. You can compensate by raising the difficulty.&lt;br /&gt;
** OP Only: the loadouts for shuttles, spareparts and mines can be detected. However, the loadouts for drones and fighters cannot.&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=OP%2B_Statistics</id>
		<title>OP+ Statistics</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=OP%2B_Statistics"/>
				<updated>2019-09-13T23:11:45Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==== Compare of shiplists ====&lt;br /&gt;
&lt;br /&gt;
* [https://klingon.lostexiles.net/OP_plusrefit/compare_40.txt compare_40.txt]: Compare between original OP 2552 shiplist, OP Plus Refit 4.0 shiplist&lt;br /&gt;
* [https://klingon.lostexiles.net/OP_plusrefit/compare_41.txt compare_41.txt]: Compare between original OP 2552 shiplist, OP Plus Refit 4.1 shiplist&lt;br /&gt;
* [https://klingon.lostexiles.net/OP_plusrefit/compare_40_to_41.txt compare_40_to_41.txt]: Compare between OP+ 4.0 and OP+ 4.1&lt;br /&gt;
&lt;br /&gt;
==== Number of ships ====&lt;br /&gt;
&lt;br /&gt;
* The original SFC:OP shiplist has 2370 ship entries.&lt;br /&gt;
* The OP Plus Refit 4.0 shiplist has 5958 ship entries.&lt;br /&gt;
* The OP Plus Refit 4.1 shiplist has 8299 ship entries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!&amp;lt;big&amp;gt;RACE&amp;lt;/big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;SFC:OP&lt;br /&gt;
v.2552&amp;lt;/big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;# ships in &lt;br /&gt;
OP+ 4.0&amp;lt;/big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;# ships in &lt;br /&gt;
OP+ 4.1&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Federation||185||433||587&lt;br /&gt;
|-&lt;br /&gt;
|Gorn||153||320||454&lt;br /&gt;
|-&lt;br /&gt;
|Hydran||159||459||515&lt;br /&gt;
|-&lt;br /&gt;
|ISC||153||348||462&lt;br /&gt;
|-&lt;br /&gt;
|Klingon||193||466||636&lt;br /&gt;
|-&lt;br /&gt;
|Lyran||221||520||634&lt;br /&gt;
|-&lt;br /&gt;
|Mirak||153||463||604&lt;br /&gt;
|-&lt;br /&gt;
|Romulan||180||394||573&lt;br /&gt;
|-&lt;br /&gt;
|Monster||20||20||38&lt;br /&gt;
|-&lt;br /&gt;
|Neutral||88||189||196&lt;br /&gt;
|-&lt;br /&gt;
|Orion||134||257||439&lt;br /&gt;
|-&lt;br /&gt;
|OrionBeastRaiders||105||269||391&lt;br /&gt;
|-&lt;br /&gt;
|OrionCamboro||90||258||410&lt;br /&gt;
|-&lt;br /&gt;
|OrionKorgath||98||264||431&lt;br /&gt;
|-&lt;br /&gt;
|OrionOrion||96||268||409&lt;br /&gt;
|-&lt;br /&gt;
|OrionPrime||90||252||365&lt;br /&gt;
|-&lt;br /&gt;
|OrionSyndicate||90||257||370&lt;br /&gt;
|-&lt;br /&gt;
|OrionTigerHeart||79||285||421&lt;br /&gt;
|-&lt;br /&gt;
|OrionWyldeFire||83||230||364&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=OP%2B_Contents_and_Changes</id>
		<title>OP+ Contents and Changes</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=OP%2B_Contents_and_Changes"/>
				<updated>2019-09-13T23:11:15Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== OP+ 4.1.1 Changes ==&lt;br /&gt;
&lt;br /&gt;
=== Fixes: planet hardpoints, again ===&lt;br /&gt;
&lt;br /&gt;
* the planet hardpoints weren't quite right, and the planets were still shooting themselves. I've increased the diameter a bit and it works better now.&lt;br /&gt;
&lt;br /&gt;
=== Fixes: monsters with 'NT' flag: can't transport to them ===&lt;br /&gt;
&lt;br /&gt;
* It was possible to instantly kill/win against a monster by transporting a single Boarding Party to it. I made the monsters non-transportable. This is kinda important for the BeastRaiders!&lt;br /&gt;
&lt;br /&gt;
=== New: separate version of ftrlist.txt and shiplist.txt for single-player D2 ===&lt;br /&gt;
&lt;br /&gt;
* All fighters are available until year '999' for normal multiplayer.. however, that's just silly and sad for a D2 experience. I've created a different version for the D2 experience where older fighters/PFs are phased out.&lt;br /&gt;
** to have different phase-out for the PFs, there has to be a different shiplist.txt file as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== OP+ 4.1 Changes ==&lt;br /&gt;
&lt;br /&gt;
=== Orion Pirates: TOTAL REBOOT ===&lt;br /&gt;
&lt;br /&gt;
The pirate ships have all been recreated from an templating system of my design.&lt;br /&gt;
&lt;br /&gt;
* Pirate ship Templates&lt;br /&gt;
** I entered, from SFB SSDs, all the base pirate ships I want to use. These ships are mostly weaponless, in their pre-configured form.&lt;br /&gt;
* Weapons and Systems reference&lt;br /&gt;
** I coded the various allowed weapon costs and arcs based on SFB Annexes for option mounts:&lt;br /&gt;
*** Annexes #8B and #8H&lt;br /&gt;
*** ie: plasma with Swivel cost more than plasma without! Different arcs&lt;br /&gt;
*** ie#2: systems in mounts possible!&lt;br /&gt;
* I then spent weeks creating tons and tons of replacement pirate ships, all with ACCURATE BPV, arcs and weapons for their region of space!&lt;br /&gt;
** under test coverage!&lt;br /&gt;
** far more accurate!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The pirates are now accurate, complete and are far closer to accurate SFB rules. The majority of them are better than they used to be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Power Boost, ''à la Taldren'' ====&lt;br /&gt;
&lt;br /&gt;
Did you know the housekeeping costs in SFC are inflated? Yes! For example, if you have any tractors exist on your ship, 0.5 power is automatically put aside. And there are other costs beside that which I could not identify.&lt;br /&gt;
&lt;br /&gt;
Normal costs:&lt;br /&gt;
* probe: 1.0&lt;br /&gt;
* transporters: 1.0 per 5 &lt;br /&gt;
&lt;br /&gt;
So. I have decided to take a AR from SFC-OP 2.5.5.2 and one from OP+ 4.1.. and compare them. Basically:&lt;br /&gt;
&lt;br /&gt;
* the OP stock pirate has a probe. (as expected)&lt;br /&gt;
* the OP stock pirate has 2 APRs! &lt;br /&gt;
&lt;br /&gt;
Further investigation has revealed that Taldren has indeed added power to its pirates. Thus, I have decided to do the same, since it looks like this extra power counteracts the expensive housekeeping and makes the pirate ships useful. &lt;br /&gt;
&lt;br /&gt;
The power boosts are allocated by sizeclass:&lt;br /&gt;
* sizeclass 4: +1 APR, +2 BPV&lt;br /&gt;
** frigates, destroyers&lt;br /&gt;
* sizeclass 3: +2 APR, +4 BPV&lt;br /&gt;
** light cruisers, war cruisers, heavy cruisers, BCHs&lt;br /&gt;
* sizeclass 2: +4 APR, +8 BPV&lt;br /&gt;
** Dreadnoughts, battleships&lt;br /&gt;
&lt;br /&gt;
==== No Probes ?! ====&lt;br /&gt;
&lt;br /&gt;
Yes. No probes. As per the SFB SSD. Deal with it!&lt;br /&gt;
&lt;br /&gt;
''(In fact, removing the ship's probe launcher improves the powercurve of the ship.)''&lt;br /&gt;
&lt;br /&gt;
=== Ships from Module X1R (X-Ship Reinforcements) ===&lt;br /&gt;
&lt;br /&gt;
More Official Full X-Ships!&lt;br /&gt;
&lt;br /&gt;
* Advanced Technology War Cruisers (and variants)&lt;br /&gt;
* Advanced Technology War Destroyers (and variants)&lt;br /&gt;
* Advanced Technology PF Tenders and Carriers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Partial X Refits ===&lt;br /&gt;
&lt;br /&gt;
Module X1R also provides very useful rules to do Partial Advanced Technology upgrades to any ship still in service. This counts as an extra refit for ALL ships in the game. These refits were put into place programmatically based on rules provided by ADB. I also re-used some of the previous X-Ship conversion rules for upgraded weapons and systems, as well as BPV costs.&lt;br /&gt;
&lt;br /&gt;
The following systems get partial upgrades:&lt;br /&gt;
* Phasers&lt;br /&gt;
* APR power&lt;br /&gt;
* Drone Racks&lt;br /&gt;
* Plasma Torpedos&lt;br /&gt;
* Batteries&lt;br /&gt;
* limited distruptor upgrades  (ranges only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ships from Module R11 (Support Ships) ===&lt;br /&gt;
&lt;br /&gt;
Module R11 provides a few interesting classes of ships: support ships.&lt;br /&gt;
ie:&lt;br /&gt;
&lt;br /&gt;
* Fast War Cruisers&lt;br /&gt;
* Transport Frigates&lt;br /&gt;
* Heavy New Heavy Cruiser Scouts&lt;br /&gt;
* Light PFTs&lt;br /&gt;
* Pods for Tugs: Scout, PF transport, fighter resupply&lt;br /&gt;
* Advanced Technology Fleet Repair Docks (FRX)&lt;br /&gt;
&lt;br /&gt;
=== Ships from Module R12 (Unusual Ships) ===&lt;br /&gt;
&lt;br /&gt;
More ships!&lt;br /&gt;
&lt;br /&gt;
ie:&lt;br /&gt;
* Heavy War Cruisers experiments and prototypes&lt;br /&gt;
* Battle Frigate variants&lt;br /&gt;
* Various and many odd ships&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== No-fighter refit eliminated ===&lt;br /&gt;
&lt;br /&gt;
No one liked it. It served no purpose. ... so I got rid of them. I also merged in the 'F'ighter refits: if the ship gets them, then the ship gets them without any other options.&lt;br /&gt;
&lt;br /&gt;
ie:&lt;br /&gt;
* most/all Y180+ Lyrans will all be carrying PFs.&lt;br /&gt;
* Heavy War Destroyers&lt;br /&gt;
&lt;br /&gt;
=== Shiplist swapper ===&lt;br /&gt;
&lt;br /&gt;
I've included a shiplist swapper for those who are reluctant to switch away from OPPlus 4.0. In some cases, the concern is completely valid: uninstalling OP+ 4.0 will blow away customizations, such as custom models, etc.&lt;br /&gt;
&lt;br /&gt;
To be able to do this, I've changed things so that all files install to ''opplus41/'' instead of just ''opplus/''. That means the OP+ 4.1 installer isn't overwriting OP+ 4.0. &lt;br /&gt;
&lt;br /&gt;
==== Why a program? Why not a batch file? ====&lt;br /&gt;
&lt;br /&gt;
The program fetches the install location of SFC:OP from the Registry. That means that if you installed it in D:\my_games\SFCOP\ , '''''it will still work'''''. Additionally, it asks for administrator privileges, just in case. &lt;br /&gt;
&lt;br /&gt;
==== Where is it? How do I use it? ====&lt;br /&gt;
&lt;br /&gt;
It's in the start menu, with links for OP+ 4.1.&lt;br /&gt;
&lt;br /&gt;
https://klingon.lostexiles.net/OP_plusrefit/opplus_41_shiplist_swapper.png&lt;br /&gt;
&lt;br /&gt;
See: [[OP+ 4.1 ShipList Swapper NSIS source code]]&lt;br /&gt;
&lt;br /&gt;
=== Tugs as Freighters ===&lt;br /&gt;
&lt;br /&gt;
Cargo-bearing tugs are now in the 'F'reighter class of ships: frees up room for more ships and allows for some interesting Convoy Raids.&lt;br /&gt;
&lt;br /&gt;
=== Planets hardpoint fixes ===&lt;br /&gt;
&lt;br /&gt;
* Work done by: Tus-XC, FireSoul&lt;br /&gt;
* Suggestion by: Dizzy&lt;br /&gt;
&lt;br /&gt;
It's a sweeping fix. What is involved is that the shiplist for all the planets with weapons are redone and then the models themselves will have to be rehardpointed. The hardpoints are currently located anywhere from 5 to 7 range above and below the equator on the physical planet model itself, which obviously causes point defense weapons not to fire because if a ship approaches the equator, the point defense weapons are too far away to fire.&lt;br /&gt;
&lt;br /&gt;
Make note that any weapon that ignores a fire arc should not be used on a planet as firing through the planet mesh occurs and the resulting sound collision from that fire is quite annoying. Below you will see the planet fire arc where HW1 is the front of the ship. HW1 stands for heavy weapon hardpoint 1 and is the 1st heavy weapon column in the shiplist. PH11 stands for the 11th phaser hardpoint and corresponds to the 11th weapon column in the shiplist.&lt;br /&gt;
&lt;br /&gt;
* The Yellow arcs should be Ph3 hardpoints which should be present on '''''ALL''''' planets. &lt;br /&gt;
* The Blue are the Ph4's which should be standard on all armed planets. &lt;br /&gt;
* The Red should be heavy weapon hardpoints that should be on all armed planets. &lt;br /&gt;
* The Orange should be optional heavy weapon hardpoints. &lt;br /&gt;
* The rest shaded grey should be only used for homeworlds. &lt;br /&gt;
* Ph1/2's should not be used on planets as it would give the planet too many defensive phasers.&lt;br /&gt;
&lt;br /&gt;
I do not remember testing to see if a planet can make use of defensive tractors vs drones. I think they do, and I would give&lt;br /&gt;
&lt;br /&gt;
* all planets 6 &lt;br /&gt;
* homeworlds 12&lt;br /&gt;
&lt;br /&gt;
I am fuzzy on the artifex program and do not remember specifically which planets are referred to as colony world, core world and homeworld. If there are other designations artifex uses that the scripts and the map match up, it would be easy to simply use the existing planets as a reference and arm them from the stock taldren template using the fixes I have made.&lt;br /&gt;
&lt;br /&gt;
https://klingon.lostexiles.net/OP_plusrefit/planet_arcs_v2.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Dizzy, &lt;br /&gt;
[http://www.dynaverse.net/forum/index.php/topic,163390750.msg1123020912.html#msg1123020912 http://www.dynaverse.net/forum/index.php/topic,163390750.msg1123020912.html#msg1123020912]&lt;br /&gt;
&lt;br /&gt;
=== Andros as Monsters ===&lt;br /&gt;
&lt;br /&gt;
The idea is to implement random encounters with some early basic Andro ships. Nothing fancy: just use the more basic ships of each hull class and add them to the Monsters race.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== PA Panels ====&lt;br /&gt;
&lt;br /&gt;
PA Panels don't exist in SFC-OP. We're going to give the ships equivalent equipment based on their effects: shields, toughness and power to the ship.&lt;br /&gt;
&lt;br /&gt;
* Shields&lt;br /&gt;
** PA panels are split into 2 hemispheres: front half and rear half.&lt;br /&gt;
** count the facing's PA panel.&lt;br /&gt;
** multiply by 3.5&lt;br /&gt;
** apply the result to each shield part of that hemisphere's facing.&lt;br /&gt;
*** ie: 10 forward PA's = 35 shields for numbers 6, 1 and 2&lt;br /&gt;
&lt;br /&gt;
* Labs&lt;br /&gt;
** Labs enhance and determine shield regeneration in SFC-OP&lt;br /&gt;
** count total of PA panels&lt;br /&gt;
** multiply by 5/4 (or 1.25), round up.&lt;br /&gt;
** Add as labs in addition to any existing labs&lt;br /&gt;
*** ie: the Intruder starts with 6 labs and 14 PA Panels.&lt;br /&gt;
**** 6 + (round_up(14 * 1.25)) = 6 + 18 = 24 labs&lt;br /&gt;
&lt;br /&gt;
* APRs&lt;br /&gt;
** count total of PA panels&lt;br /&gt;
** divide by 4, drop all fractions&lt;br /&gt;
** add as APRs in addition to any existing APRs&lt;br /&gt;
*** ie: the Intruder starts with 4 APR and 14 PA panels&lt;br /&gt;
**** 4 + floor(14 * 0.25) = 4 + 3 = 7 APRs&lt;br /&gt;
&lt;br /&gt;
* No Hit&amp;amp;Runs possible&lt;br /&gt;
** Set the SpecialRole in the shiplist to 'NT'. This prevents any transporter activity against the Andro&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Batteries ====&lt;br /&gt;
&lt;br /&gt;
* Add batteries multiplied by 5. Increase the BPV by 2 per Andro battery (or per 5 added batteries).&lt;br /&gt;
** that's 0.5 BPV per extra hit the ship can take.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Displacement Device ====&lt;br /&gt;
&lt;br /&gt;
The DisDev in SFB basically moves ships around like a big ass offensive transporter. It can also move friendly units around. We're simulating the DisDev by making the Andro ship more maneuverable.&lt;br /&gt;
&lt;br /&gt;
* +1 HET bonus per DisDev&lt;br /&gt;
* +2 acceleration (12 instead of 10) if any DisDev are on the Andro ship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Tractor Repulsors ====&lt;br /&gt;
&lt;br /&gt;
The TRBL and TRBH *do* exist in SFC-OP. Use it.&lt;br /&gt;
&lt;br /&gt;
Additionally..&lt;br /&gt;
* +1 tractor per TRBL or TRBH. &lt;br /&gt;
* Add +1.5 BPV per tractor added.&lt;br /&gt;
&lt;br /&gt;
==== Repair ====&lt;br /&gt;
&lt;br /&gt;
* +2 DamCon Base (and +4 DamCon Max) per repair box on the ship.&lt;br /&gt;
&lt;br /&gt;
==== Hangars ====&lt;br /&gt;
&lt;br /&gt;
Hangars will be empty till the MWPs (fighter-like!) are available.&lt;br /&gt;
&lt;br /&gt;
* MWPs appear in Y175&lt;br /&gt;
* They will be housed in the MotherShip hangars instead of SatShips&lt;br /&gt;
* The number of hangars and their size will determine their count.&lt;br /&gt;
** as per SFB: each MWP group has up to 18 units&lt;br /&gt;
** MWPs take 1/4 hangar space&lt;br /&gt;
** we're applying the SFB-&amp;gt;SFC 2/3 rule&lt;br /&gt;
** the Devestator will have 2 groups&lt;br /&gt;
* the ship will have deck crews to the same count of MWPs before the 2/3 rule was applied.&lt;br /&gt;
** this is for fighter regen&lt;br /&gt;
* MTPs (2 TRBLs) will take up to 1/3 of the MWPs in a group, drop the fractions.&lt;br /&gt;
** MTP TRBL arc increased from FA to FH due to AI limitations&lt;br /&gt;
** TRBL have 2 shots&lt;br /&gt;
* ECM/ECCM bumped by 1. (they are supposed to be PFs, initially)&lt;br /&gt;
&lt;br /&gt;
ie: an Intruder has 3 Hangars. That gives it 12 MWPs in SFB. After 2/3 is applied, we've got 8 MWPs for SFC. 6 of those (2 groups of 3) are MWPs, the other 2 are MTPs. The ship will have 12 deck crews.&lt;br /&gt;
&lt;br /&gt;
==== Decoy SSU ====&lt;br /&gt;
&lt;br /&gt;
Acts like a Wild Weasel. Appears in Y186.&lt;br /&gt;
&lt;br /&gt;
* Added a shuttle to Andro ship. Just 1.&lt;br /&gt;
* This shuttle will very very very likely be used as a WW by the AI. ;)&lt;br /&gt;
&lt;br /&gt;
==== Enhanced shiplist: Role ====&lt;br /&gt;
&lt;br /&gt;
* role set to CustomRace1. This will be handy for scripts, if someone wants to code an Andro-only mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mutiplayer Mission included: Andros! ===&lt;br /&gt;
&lt;br /&gt;
This is a coopace-like mission where Andromedan ships are generated as opponents! The team picked will decide the difficulty.&lt;br /&gt;
&lt;br /&gt;
* Team A: 1.0x player BPV for the Andro ships&lt;br /&gt;
* B: 1.5&lt;br /&gt;
* C: 2.0&lt;br /&gt;
* D: 2.5&lt;br /&gt;
* E: 3.0x player BPV for the Andro ships&lt;br /&gt;
&lt;br /&gt;
NOTE! Drones and Fighters information cannot be properly retrieved by the game. It can only be SET. Stupid, I know!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== OP+ 4.0 Changes ==&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Shiplist ===&lt;br /&gt;
5 columns were added to the end of the shiplist (it's a text tab-delimited database). Since they're outside the range of the columns used by the game, they are ignored. However, mission scripts can use them by using a modified version of MagnumMan's ShipList API.&lt;br /&gt;
&lt;br /&gt;
You can get this Enhanced ShipList API  [[https://klingon.lostexiles.net/mediawiki/index.php?title=SFC-related_missions,_sources,_patches_and_misc_utilities#SFC_Sources:_APIs.2C_Mission_Scripts here]].&lt;br /&gt;
&lt;br /&gt;
The added columns are:&lt;br /&gt;
&lt;br /&gt;
* Enhanced Class Type -- Much like the already established ClassTypes, these have been expanded to cover many other hull types.&lt;br /&gt;
* Role -- Defines the ship's role. ie: Escort, Carrier, LineShip, ...&lt;br /&gt;
* Secondary Role -- Same data as Role. Used because some ships have multiple roles.&lt;br /&gt;
* Xtech -- A column dedicated to describing what level of technology. Currently has very little.&lt;br /&gt;
* ProductionAvailability -- Describes how much a ship of a class was built. NONE, UNIQUE, .. to MANY.&lt;br /&gt;
&lt;br /&gt;
=== Module R9 -- The Ships That Never Were ===&lt;br /&gt;
&lt;br /&gt;
ADB released an interesting module contain prototypes, conjectural or impossible ships. Many ships are good for use in SFC, but some didn't make the cut because they were either impossible in SFB in the first place (X-DNLs) or just plain wrong (Alliance Maulers). However.. there are many interesting other ships:&lt;br /&gt;
&lt;br /&gt;
* DNWs -- War Dreadnoughts -- DNs created from CLs&lt;br /&gt;
* DNMs -- Medium Dreadnoughts -- DNHs built from DNLs&lt;br /&gt;
* Coalition Dreadnought Maulers -- conjectural designs&lt;br /&gt;
* Prototypes, some unique ships that were actually built &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 4.0 Refit Spans and Revision ===&lt;br /&gt;
&lt;br /&gt;
What I thought was a 2-year span before an unrefitted version of a ship is retired was actually 3: from the beginning of the beginning year, 0, to the end of year 2 spans 3 years. Solution: reduce the span by a year. Most refit overlaps have been thus shortened.&lt;br /&gt;
&lt;br /&gt;
Additionally, I have eliminated this overlap for Y175 refits: too much junk was appearing in D2 ShipYards. The SFB data itself describes immediate refits at Y175, therefore the decision to do this was made easy.&lt;br /&gt;
&lt;br /&gt;
Also, I have taken the time to review data from the SFB books and have reapplied some refits for all the races I could find. In many cases, many changes were warranted and have been applied. For example, the C9K is now far earlier than before.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Module R8 -- National Guard units ===&lt;br /&gt;
&lt;br /&gt;
ADB has released Module R8 - National Guard Units. These units are police and homeworld protection units, usually upgraded from mothball status and refitted to current technology.&lt;br /&gt;
&lt;br /&gt;
In this case, all races acquire rear-guard units to their lists, but are restricted in availability (on D2). Yes, they're kinda crappy but they could be used by scripters to make really interesting homeworld defense scenarios.&lt;br /&gt;
&lt;br /&gt;
== OP+ 3.4 Changes ==&lt;br /&gt;
&lt;br /&gt;
=== Massive automatically detected cleanups ===&lt;br /&gt;
&lt;br /&gt;
I've spent much time programming and detecting problems through some common-sense. This resulted in a lot of hard work, but the rewards are many.&lt;br /&gt;
&lt;br /&gt;
* Weapons are valid&lt;br /&gt;
* Weapon arcs are valid&lt;br /&gt;
* Weapons with arcs don't use a reload value&lt;br /&gt;
* weapons with reloads don't use arcs&lt;br /&gt;
* number of weapons are between 1 and 4.&lt;br /&gt;
* UIs used are valid&lt;br /&gt;
* all weapons in use match UIs: no weapons placed in a spot not used by UI.&lt;br /&gt;
* all HULLTYPE valid. ie: &amp;quot;DESTROYER&amp;quot;&lt;br /&gt;
* all CLASSTYPE valid. ie: &amp;quot;CA&amp;quot;&lt;br /&gt;
* PLaDs are not available before Y165 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This should insure high quality gameplay and any errors previously undetected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Implementation of G4.31: trading a bridge hit for a lab ===&lt;br /&gt;
&lt;br /&gt;
I remembered a basic SFB rule during the data entry of module R8:&lt;br /&gt;
&lt;br /&gt;
* (G4.3) Lab Substitutions&lt;br /&gt;
* (G4.31) Control Space: A ship without labs (...) can use one of its control spaces (G2.11) as a lab.&lt;br /&gt;
&lt;br /&gt;
I have decided to implement this by changing all ships with no labs but more than 1 bridge boxes: add 1 lab, and remove 1 bridge. This will *directly* affect shield repairs since that's what SFC uses. I restricted myself to units where this made sense. (ie: not on PFs.)&lt;br /&gt;
Around 2000 ships were affected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== OP+ 3.3 Changes ==&lt;br /&gt;
&lt;br /&gt;
=== Major Ship Models Review ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This isn't exactly a feature, however this work took 4 months to complete. All ship models introduced by the OP+ installer have been examined, and optimized at need. This would have affected much around 97% of the ships. Also, many ship models have been created with the intent to add them to OP+.&lt;br /&gt;
Optimizations:&lt;br /&gt;
&lt;br /&gt;
* Levels of Details (LODs): All ships must have LODs where the original model's details remain intact on LOD1: closest.&lt;br /&gt;
* Improved break-mods: All ships will have break-mods with all the pieces looking complete. This took most of the 4 months to do. However, when a ship blows up, a player won't be looking through a piece and see the other side. A damage texture will be shown. &lt;br /&gt;
** Also, the break-mods usually won't be based on the main LOD. That would be a waste of resources and may lag the game.&lt;br /&gt;
* Many More Models: Where appropriate, models have been created to represent a class of ship which was misrepresented previously. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Strings.txt Tweaks ===&lt;br /&gt;
&lt;br /&gt;
Strafer has taken it upon himself to review the names of ship classes and correct them. This took him about a week to do.&lt;br /&gt;
&lt;br /&gt;
For example, a Lyran HDW would be listed as a &amp;quot;Heavy War Destroyer&amp;quot;. Now it's listed as a &amp;quot;Top-Alleycat Heavy War Destroyer&amp;quot;. There are many such changes, especially within the Gorns. Go take a look.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== OP+ 3.2 Changes ==&lt;br /&gt;
&lt;br /&gt;
=== Fighterless Casual Carriers ===&lt;br /&gt;
&lt;br /&gt;
In SFB, all carriers are shown with just its base BPV. Unless noted otherwise, fighters are *extra*. Of course, it doesn't make sense to have a dedicated carrier without fighters, but it *does* make sense to allow not having to pay for them if it's optional. This affects many Hydran ships, as well as some others through the shiplist. These ships will be recognizable by the 'n' appended at the end of the ship designation. These ships will be marked as &amp;quot;R&amp;quot;estricted. These ships shouldn't appear on the D2 since that's not how it works for there.&lt;br /&gt;
&lt;br /&gt;
ie:&lt;br /&gt;
* The stock shiplist's H-SUI (a Taldren invention) costs 161 BPV.&lt;br /&gt;
* The OP+ H-SUI costs 167 BPV (stock fighter price leveled with other races).&lt;br /&gt;
* The OP+ 3.2 H-SUIn will cost 155 BPV and will have no fighters. Nothing is put in place to replace the fighters. The fighters are just not there: the player simply didn't pay for them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== More ISC fighter corrections ===&lt;br /&gt;
&lt;br /&gt;
Some ISC .III fighters come out before the .II fighters. Dates have been fixed.&lt;br /&gt;
From:&lt;br /&gt;
&lt;br /&gt;
    I-Restitution.II   11&lt;br /&gt;
    I-Writ.II          15&lt;br /&gt;
    I-Tort.II          17&lt;br /&gt;
    I-Caveat.II        17&lt;br /&gt;
    I-Restitution.III  15&lt;br /&gt;
    I-Writ.III         11&lt;br /&gt;
    I-Tort.III         11&lt;br /&gt;
    I-Caveat.III       15&lt;br /&gt;
&lt;br /&gt;
To:&lt;br /&gt;
&lt;br /&gt;
    I-Restitution.II   11&lt;br /&gt;
    I-Writ.II          11&lt;br /&gt;
    I-Tort.II          15&lt;br /&gt;
    I-Caveat.II        15&lt;br /&gt;
    I-Restitution.III  15&lt;br /&gt;
    I-Writ.III         15&lt;br /&gt;
    I-Tort.III         17&lt;br /&gt;
    I-Caveat.III       17&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== YLA adjustments to older ships within Advanced Era ===&lt;br /&gt;
&lt;br /&gt;
As a D2 campaign progresses into the advanced era, whether it's online or single-player D2, there seemed to be a LOT of left-over ships that haven't been phased out when they really really should be out of the picture.&lt;br /&gt;
&lt;br /&gt;
Adjusting the YLAs for these ships to be around year 45 (2308), just after all races have recieved introductions for the last of their X2 units, seems like a good time to make all the excess ships disapeer and make the campaign concentrate only to what should be leftover.&lt;br /&gt;
&lt;br /&gt;
This one are for you folks who like to turn a D2 map to a single colour, whatever that colour is for your race. ;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hullclass and Hulltype reclassifications ===&lt;br /&gt;
&lt;br /&gt;
Ships have been reclassified into their appropriate lists based on their weight (without pods) and # of engines. No, not BPV. Affected are many ships throughout the shiplist.&lt;br /&gt;
&lt;br /&gt;
ie: Simple relocation example: F-NCM&lt;br /&gt;
The F-NCM was listed as &amp;quot;NEW_HEAVY_CRUISER&amp;quot; within the CL list. It has a movement cost of 1 and ~30 warps. I've moved it to the CA list with the other NCAs.&lt;br /&gt;
&lt;br /&gt;
ie: Major adjustment example: HDWs.&lt;br /&gt;
The HDWs were listed as &amp;quot;WAR_DESTROYER&amp;quot; mostly within the FF list. They have a movement cost of 2/3 and ~24 warps. They've been moved to the CL list, reclassifying them as &amp;quot;LIGHT_CRUISER&amp;quot;. They are, after all, heavier than a WAR_DESTROYER.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== More freighters for all races ===&lt;br /&gt;
&lt;br /&gt;
I've added many many freighters, for all races.&lt;br /&gt;
&lt;br /&gt;
* repair freighters (large and small)&lt;br /&gt;
* exploration freighters (large and small)&lt;br /&gt;
* troop transport freighters (large and small)&lt;br /&gt;
* all freighters for pirates too.&lt;br /&gt;
** I've never heard of illegal operations that didn't have some legal front with legitimate operations. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Civilian Freighters for all races. (with new model) ===&lt;br /&gt;
&lt;br /&gt;
.. and yet more freighters...&lt;br /&gt;
&lt;br /&gt;
* Free Traders (for everyone)&lt;br /&gt;
* Free Traitors (for pirates)&lt;br /&gt;
* Free Trooper and Tanker (Marines-related units)&lt;br /&gt;
* Federation Express&lt;br /&gt;
** The Federation Express is a __CIVILIAN__ service. They have their own fleet of courier ships. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Armed Priority Transports ===&lt;br /&gt;
&lt;br /&gt;
Another freighter variant. The APTs are fast, small, and neat little military couriers. All races used these. (with new model)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== System Activity Maintenance Stations (SAMS) ===&lt;br /&gt;
&lt;br /&gt;
Think as these as small platform stations. These are also used as a kind of listening post in far away systems where other tasks are needed, such as a research station above a planet. For these, I've created a model based on the xdp (Defense Platform) which should do nicely.&lt;br /&gt;
&lt;br /&gt;
Note: They can have various base augmentation modules installed (Hospital, VIP quarters, cargo, sciences, etc..)&lt;br /&gt;
&lt;br /&gt;
Note: Also, similar to the SAMS, I've added a N-CPL Civilian Commercial Platform which also uses the new model.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Civilian Base Stations ===&lt;br /&gt;
&lt;br /&gt;
Much like the other Base Stations for all races, most/all races had civilian base stations. These did not have ph4s, and other mount points have some i lesser weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== X1 and X2 Bases ===&lt;br /&gt;
&lt;br /&gt;
In some cases, I had to more or less feel my way around in the dark to create proper bases for all races in X1 and X2 era. I just didn't seem right that all races had bases of all kinds from beginning to late era, then when Advanced arrives, all's there is a X2-style SBX. Well. I renamed all the SBX to XSBs and added the following:&lt;br /&gt;
&lt;br /&gt;
* BSX - X1 base stations&lt;br /&gt;
* BSXF(or P) - with Fighters/PFs.&lt;br /&gt;
* XBS&lt;br /&gt;
* XBSF/P&lt;br /&gt;
* BTX&lt;br /&gt;
* BTXF/P&lt;br /&gt;
* XBT&lt;br /&gt;
* XBTF/P&lt;br /&gt;
* SBX&lt;br /&gt;
* SBXF/P&lt;br /&gt;
* XSBF/P &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mobile Bases ===&lt;br /&gt;
&lt;br /&gt;
All races used these as temporary repair and resupply stations during an offensive, or when a base was lost.&lt;br /&gt;
&lt;br /&gt;
Its construction involves 2 specially-made habitable pods that tugs can carry for the center portion of the hull. These pods are accompanied by 4 normal-sized pods installed around. These 4 pods could be just about anything that fits, but normally would be some cargo pods, a repair pod and maybe something else (light battle pod? CVL pod?). Finally, 2 base augmentation modules are installed to fill in the blanks.&lt;br /&gt;
&lt;br /&gt;
A convoy of tugs would normally be sufficient to build this base and set it up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== OP+ 3.1 Changes ==&lt;br /&gt;
&lt;br /&gt;
=== ISC Carriers now have same ratio of fighters ===&lt;br /&gt;
&lt;br /&gt;
To smooth out the fighter payloads on ISC carriers, the 2/3rds rule for SFB-&amp;gt;SFC fighter payloads has been applied to all ISC carriers. I've been told the 1:1 ratio for the carriers have been preserved to compensate for fighters that had no heavy weapons. Well.. Check out the next entry on this page..&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ISC fighters now have increased hull/armor ===&lt;br /&gt;
&lt;br /&gt;
To compensate with the reduction in fighter numbers noted above, the hull hit capacity on ISC fighters has been improved by 20%. In a group of 4 fighters, that is a tremendous improvement in survival.&lt;br /&gt;
&lt;br /&gt;
=== Non-X2 MIRV loadout variants added ===&lt;br /&gt;
&lt;br /&gt;
In a push to make SFC more SFB-like, conversion rules have been thought up to allow non-X2 ships to be equipped with MIRV racks. Such a conversion would increase the BPV of the ship by 20 BPV.&lt;br /&gt;
&lt;br /&gt;
Conversion requirements:&lt;br /&gt;
SFB rules are percentage based on the # of drone spaces on racks. Since that cannot be applied to SFC, the # of racks, themselves is instead used for the count. MIRVs, or MW in SFB, are of a &amp;quot;Limited&amp;quot; type of drone, and has corresponding percentage rules. The percentages are the following:&lt;br /&gt;
&lt;br /&gt;
* 10% of drones on non-Mirak/non-Kzinti, non-X ships can be of the &amp;quot;Limited&amp;quot; type.&lt;br /&gt;
* 20% of drones on Mirak/Kzinti can be of the &amp;quot;Limited&amp;quot; type.&lt;br /&gt;
* 20% of drones on X ships can be of the &amp;quot;Limited&amp;quot; type. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That means that on a non-X, non-Mirak ship, you need at least 10 droneracks to apply the conversion. (There is actually 1 ship that qualifies: Z-WAxDN1.)&lt;br /&gt;
On Mirak or X1 ships, each 5th rack can be converted to a MIRV rack, if the number of drone spaces on the ship is preserved. Usually, that means 2 B-racks become 1 MIRV-rack and 1 A-rack. (Each MIRV drone is similar to the double-space MW drone from SFB. Since a MIRV rack has 4 drones per reload, that means the rack is HUGE, sporting 8 drone spaces per reload. The B rack only has 6, so something has to be done to compensate)&lt;br /&gt;
&lt;br /&gt;
=== ISC PPD ships have PPD mountpoint splits ===&lt;br /&gt;
&lt;br /&gt;
ISC PPD mountpoints have been splits, much like many other weapons have been with this change.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Romulan Modular Dreadnought variants ===&lt;br /&gt;
&lt;br /&gt;
The Romulan Modular Dreadnoughts have been populated in with their many compatible and SFB-complient variants. That's a LOT of available dreadnoughts for the Rommies, now.&lt;br /&gt;
&lt;br /&gt;
The modules used are per SFB rules, and originate from the various SparrowHawk and SkyHawk configs. Some modules have been specifically mentionned as illegal,such as the mauler or J PLaS modules. Others are incompatible to the current game.&lt;br /&gt;
&lt;br /&gt;
Dreadnoughts, with modular configs:&lt;br /&gt;
&lt;br /&gt;
* R-DMH, DemonHawk: 2 SparrowHawk modules, 1 SkyHawk module&lt;br /&gt;
* R-OMH, OmniHawk Light Dreadnought: 2 SparrowHawk modules.&lt;br /&gt;
* R-MGH, MegaHawk Dreadnought: 2 SparrowHawk modules. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== OP+ 3.0 Changes ==&lt;br /&gt;
&lt;br /&gt;
=== Ship Models ===&lt;br /&gt;
&lt;br /&gt;
Models have been gathered and selected for use with OP+. In fact, they're included in the main package of the project. There is also a no_models version for those with no bandwidth or those who want to install their own sets of models.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Previous Changes ==&lt;br /&gt;
&lt;br /&gt;
=== Executable Installer ===&lt;br /&gt;
&lt;br /&gt;
Thanks to NullSoft's NSIS, I now have an easy-to-use installer for this project. People usually have problems installing the shiplist properly, if they're to have any problems at all. Here's a nice screenshot:&lt;br /&gt;
&lt;br /&gt;
https://klingon.lostexiles.net/OP_plusrefit/opplus_installer_22.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This will have much greater implications in future versions of the shiplist, since I've always wanted to have 2 versions of the shiplist downloadable: 1 with models and 1 without. Aww well, you'll see when I mean when/if I do it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Installer FAQ:&lt;br /&gt;
&lt;br /&gt;
* Does the installer back-up the current shiplist files?&lt;br /&gt;
** Yes.&lt;br /&gt;
* Where are these files backed up to?&lt;br /&gt;
** In &amp;quot;opplus\backup&amp;quot; under your SFC:OP directory. The files in &amp;quot;opplus\&amp;quot; are the OP+ shiplist files themselves. Future OP+ versions will have more within this directory structure.&lt;br /&gt;
&lt;br /&gt;
=== NCA-class Variants (from SFB module R10) ===&lt;br /&gt;
&lt;br /&gt;
The coming of the New Heavy Cruisers meant cheaper effective replacements to the dwindling numbers of the venerable heavy cruisers. It's only common sense to also replace variants of said heavy cruisers with new heavy cruiser variants.&lt;br /&gt;
&lt;br /&gt;
NCAs, NCFs, NCMs, NCCs, etc.. a whole array of NCA variants have been added to the OP+ shiplist in version 2.2, from SFB module R10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== CVP Patrol Carriers (from SFB module J2) ===&lt;br /&gt;
&lt;br /&gt;
With no heavy weapons, these CWL-variants come with 12 fighters, based on 18 in SFB. These carriers are to be respected, despite their size. All fighter-based races recieve them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== CVD Interdiction Carriers (from SFB module J2) ===&lt;br /&gt;
&lt;br /&gt;
Also with no heavy weapons, the Interdiction are modified CA-sized ships. their SFB version have 24 fighters, which gives them 16 in SFC. Basically, all races can have &amp;quot;H-CAV&amp;quot;-like ships now.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Implementation of the new arcs in patch 25410 ===&lt;br /&gt;
&lt;br /&gt;
7 new arcs have been implemented in OP Patch version 2.5.4.10. These are:&lt;br /&gt;
&lt;br /&gt;
* FALX/FARX -&amp;gt; FAL/FAR + right down rear&lt;br /&gt;
* LSRF/RSLF -&amp;gt; LS+RF / RS+LF missing arcs&lt;br /&gt;
* RRP/RLP -&amp;gt; Rear plasma arcs good for some tugs and HDWs.&lt;br /&gt;
* LR -&amp;gt; L+R arc used on the Hydran Fire Support Pallet &lt;br /&gt;
&lt;br /&gt;
Also note the fixed LWX arc in SFC:OP 25410. It's been restored onto ships that use it as of OP+ version 2.2 .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Real&amp;quot; Armed FRDs from SFB ===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Real&amp;quot; SFB-like FRDs have been added instead of the stock FRDs. These have weapons, usually 2 heavy weapons, 2 ph1/2s and 4 ph3s. They're not overly armed, but they should dismiss the &amp;quot;fodder&amp;quot; reputation the FRDs have in SFC.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PF Acceleration changed to 15 ===&lt;br /&gt;
&lt;br /&gt;
Briefly said, the PFs were accelerating as quickly as a normal ship, which I found wrong. I changed it to the SFB standard of 15 per turn for all PFs and Interceptors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Heavy Weapon mount splits ===&lt;br /&gt;
&lt;br /&gt;
Many ships have been improved by splitting some number of weapons into many separate weapons. This will allow for different settings among the groupings, and more pseudos for the plasmas. Effectively, the affected ships seem more complete this way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== LWX arc workaround (arc fixed in 25410) ===&lt;br /&gt;
&lt;br /&gt;
The LWX mount is simply broken. It is an arc which encompasses LS+RR. The closest replacement is the LS arc itself, since it overshoots by 10 degrees both in front and at rear. That means the LWX is only 20 degrees wider than the LS arc.&lt;br /&gt;
&lt;br /&gt;
All ships with weapons which have the LWX arc, or HAD the LWX arc but have been replaced by RX or RAL/RAR arcs have been changed to LS/RS arcs.&lt;br /&gt;
&lt;br /&gt;
NOTE: In OP 25410, the arc has been fixed, so restoration in the OP+ shiplist 2.2 has been applied.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Basic Hydran fighter KillerBee.I change to 2 BPV ===&lt;br /&gt;
&lt;br /&gt;
BPV stands for &amp;quot;Battle Point Value&amp;quot; but what it really means is &amp;quot;how good a ship is in a fight.&amp;quot; .. with that in mind, all the stock Hydran 1 BPV fighters have been increased to 2 BPV and the carriers have recieved appropriate BPV increase.&lt;br /&gt;
&lt;br /&gt;
Hydrans, don't fret. While the carriers are more expensive, upgrading to a better fighter will be cheaper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ships with drones and special sensors will have 12 Drone Control ===&lt;br /&gt;
&lt;br /&gt;
This was a good idea. I increased the DroneControl by 6 on any ship with both drones and special sensors. This will help out some drone cruisers which include these special sensors in their design for exactly that task.&lt;br /&gt;
&lt;br /&gt;
NOTE: This works to a max of 12 DC only. Ships that have 12 DC already will remain at 12 DC. Sorry, buggy game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Year Last Available date changes ===&lt;br /&gt;
A massive revision of the shiplist resulted in an across-the-board change of YLA dates. Expect ships to become unavailable when playing single-player or online D2 as refitted versions of ships replace the unrefitted ones.&lt;br /&gt;
&lt;br /&gt;
ie:&lt;br /&gt;
The F-DN is introduced in 2248. It will disapeer in 2274, making way to the F-DN+ which is a major overhaul/refit of the ship. The F-DN+ appears in 2272, and will disapeer in 2277, making way to the F-DNG. The F-DNG appears in 2275 and remains for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
This is a major shiplist change introduced in version 2.0 of the shiplist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Y175 drone refit and reloads changes ===&lt;br /&gt;
&lt;br /&gt;
Around 2275, all empires have come through with new technologies allowing already-existing ships to improve their ordinance through a minor refit. The Y175 refit increases the number of available dronerack reloads, improves some AMDs and even allows better droneracks to be installed altogether on the various warships.&lt;br /&gt;
&lt;br /&gt;
Many additional ships were added as a result of the 'fleshing out' caused by Y175 refits. These will be marked with a &amp;quot;R&amp;quot; code appended to the ship's codename. These refits involve upgrades from Drone-A racks to B or C-racks. All racks that had just 1 reload prior to 2275 will now have 2, and some that had 2 now have 3. ADD6s become ADD12s in most cases.&lt;br /&gt;
&lt;br /&gt;
In some cases, it meant splitting the ship into 2 separate entries: before and after Y175. Appropriate BPV adjustments have been made. Specifically:&lt;br /&gt;
&lt;br /&gt;
* 1 BPV for A-rack -&amp;gt; B-rack (1 reload to 2, change to B racks)&lt;br /&gt;
* Usually ADD6 before Y175, ADD12 after Y175.&lt;br /&gt;
* 1.5 BPV (round up total) per ADD6 -&amp;gt; ADD12&lt;br /&gt;
** ie: 3 BPV for 2 ADD6s -&amp;gt; ADD12s upgrade&lt;br /&gt;
* 0 BPV for A,B,C,G-racks already in place. (reload upgrade only)&lt;br /&gt;
* CX racks should have 3 reloads.&lt;br /&gt;
** C racks on X ships&lt;br /&gt;
* GX racks should have 3 reloads.&lt;br /&gt;
** G racks on X ships are really like B racks with 2 reloads. In OP+ 2.2, the GX racks have been replaced by B racks with 2 reloads on player demand. In versions 2.0 and 2.1c, the GX racks are G racks with 3 reloads&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are exceptions. For example, all the D5s came with ADD12s even before Y175. I did not bother making sure post Y175 had the best technologies available to them.&lt;br /&gt;
&lt;br /&gt;
This is a major shiplist change introduced in version 2.0 of the shiplist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;refit&amp;quot; and &amp;quot;refit base&amp;quot; changes ===&lt;br /&gt;
&lt;br /&gt;
To improve the user-interface useability of the game, most incognito refits have been given a name.&lt;br /&gt;
&lt;br /&gt;
ie, ISC ships:&lt;br /&gt;
* W refit: rear wing phaser3s.&lt;br /&gt;
* P refit: some Plasma-Gs were upgraded to PPDs.&lt;br /&gt;
* Y refit: some Plasma-Gs were upgraded to Plasma-Ss.&lt;br /&gt;
* Z refit: rear Plasma-Is were installed.&lt;br /&gt;
&lt;br /&gt;
Also, to also an almost FAQ-necessary question, I added what the Monitor support pallet contains in the Refit field. I hope that helps.&lt;br /&gt;
ie, F-MONS, Refit: Labs Hull Cargo&lt;br /&gt;
&lt;br /&gt;
This is a major shiplist change introduced in version 2.0 of the shiplist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Re-classification of some ships ===&lt;br /&gt;
&lt;br /&gt;
SFB calls the D5 ships &amp;quot;War Cruisers&amp;quot;. These are bigger than the War Destroyers the shiplist was making them pass for. All D5s have been changed to the LIGHT_CRUISER hulltype. I also changed the Romulan version of the D5: R-KDR. The R-KDP is marked as CARRIER.&lt;br /&gt;
&lt;br /&gt;
Similarly, the following ships have also been reclassified:&lt;br /&gt;
&lt;br /&gt;
* R-KCR/R-KCRF: from HEAVY_CRUISER to HEAVY_BATTLECRUISER&lt;br /&gt;
* K-F6/R-KFR: from DESTROYER to WAR_DESTROYER&lt;br /&gt;
* H-CHC/H-CHA: from HEAVY_BATTLECRUISER to HEAVY_CRUISER &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Commando ships set to &amp;quot;SPECIAL&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
All commando ships have been set to &amp;quot;SPECIAL&amp;quot;. I investigated their seemingly overwhelming presence in missions to only find that most Taldren-originated ships and all of mine had Commando ships as normal cruisers. This should solve the problem by removing them from standard gameplay. Too bad that also removes it from the D2 shipyards, but there were too many there too anyways.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Survey cruisers removed from &amp;quot;SPECIAL&amp;quot; class ===&lt;br /&gt;
&lt;br /&gt;
Unlike commando ships, most survey ships can actually defend themselves nicely. They've been changed back to their respective hulltypes. Expect them in battle more often.&lt;br /&gt;
&lt;br /&gt;
ie: F-GSC is a HEAVY_CRUISER type ship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lyran ships with INTs appearing way too early ===&lt;br /&gt;
&lt;br /&gt;
Some Lyran ships were being introduced with PFs well too early. Some, like the L-CFF, could be purchased and used at around 2265. That's 12 years before the other races can even THINK of having interceptors.&lt;br /&gt;
I made sure no Lyran &amp;quot;F&amp;quot; or &amp;quot;T&amp;quot; variants would appear before 2276, thus balancing out their casual PFTs with the other PF-using races.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== X1 Ships ===&lt;br /&gt;
&lt;br /&gt;
During the Andromedan Invasion, new technology was developed and became available to all of the galactic forces. This was called &amp;quot;X-Technology&amp;quot; and was introduced in the form of refitted cruisers.&lt;br /&gt;
&lt;br /&gt;
The X1 ships were added to the game for all the races involved. X1 ships start appearing around year 2292 and up from there. This is 10 years after SFB prototypes due to limitations of the game itself: Advanced Era does start until the 2290s.&lt;br /&gt;
&lt;br /&gt;
All the X1 ships I could get my hands on were added, including those from Captains Logs I have access to. If I encountered incorrect X1 ships in the Shiplist entered by Taldren, I removed them. The real X1 ships seemed more.. .. ..appropriate: X1 ships were really more refits than anything. These replacements are quite visible in the compare.txt file as X1 ships with massive modifications. They're really replacements with the same name.&lt;br /&gt;
&lt;br /&gt;
The Orion races get 3 variants for weaponry per X-ship class. I had to use my judgement for their loadouts. Perl scripting made this task possible.&lt;br /&gt;
&lt;br /&gt;
Some of the plasma x-ships which would normally have Plasma-Ms have been fitted with Plasma-R in this shiplist. The charging costs are the same, and so are their ranges. Some ships have had their plasma-Ss downgraded to Plasma-Gs to compensate. When I could not compensate, I increased the BPV by 10 per Plasma-M to Plasma-R upgrade. I know it's a lot, but it feels about right.&lt;br /&gt;
&lt;br /&gt;
ie: ISC I-CCX.&lt;br /&gt;
NOTE: In version 2.2, the PLaGs have been restored to PLaSes, and the BPV increased for the PLaRs as compensation instead.&lt;br /&gt;
&lt;br /&gt;
In SFC, X1 ships do not benefit from enchanced loading methods for the heavy weapons, like in SFB. There is no easy way to calculate the difference in BPV this would have, therefore no changes have been done to X-ship BPVs regarding this matter. (Blame it on the higher contruction costs?)&lt;br /&gt;
&lt;br /&gt;
I've decided to ignore the errata for the X1 ships BPV. This game was designed using the pre-errata rules for x-technology and therefore should use pre-errata BPV.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== X2 Dates adjustments ===&lt;br /&gt;
&lt;br /&gt;
Once the Andromedans were repulsed, more resources were devoted to design and manufacture of new classes of ships and weapons. These are known as the X2 ships, and are nothing like the ships previously seen.&lt;br /&gt;
&lt;br /&gt;
It just didn't seem to make sense to have *ALL* X2 ships appear in 2300. There should be prototype introductions, as well as creation of various other hull types. Also, not all races create ships at the same time. There is a certain pattern to this: Federation is almost always first. The Klingons and Lyrans are usually not far behind. The Hydrans, Kzinti and Romulans tend to develop technology as a later response. The ISC and Gorns seem to be tardy in their development.&lt;br /&gt;
&lt;br /&gt;
The new dates for the X2 ships should reflect this. None of the X2 ships were otherwise changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Light Dreadnoughts ===&lt;br /&gt;
&lt;br /&gt;
Built early in the General War, the light dreadnoughts acted as heavy fast raiders. Production ceased as heavier &amp;quot;true&amp;quot; dreadnoughts proved to be a better allocation of available ressources.&lt;br /&gt;
&lt;br /&gt;
The only races I saw having Light Dreadnoughts were the Gorn and the Klingon. That didn't seem right to me as all races have them. With 45 Warps, but a movement cost of only 1.25, these &amp;quot;Light Dreadnoughts&amp;quot; needed balance, and balance was found in the SFB material: everybody's got one.&lt;br /&gt;
The K-C5 and the G-DNL aren't alone anymore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Early Dreadnoughts ===&lt;br /&gt;
&lt;br /&gt;
Appearing at around 2250, early dreadnoughts were built as command ships with the weaponry of heavy cruisers, but with more staying power and energy. The technology of the day was insufficient to allow more appropriate weaponry on these massive new hulls. Most early dreadnoughts survived the General War and were converted to standard dreadnoughts.&lt;br /&gt;
&lt;br /&gt;
Again, only a few races have DNEs in SFC:OP. All races are supposed to have them and they were all added accordingly.&lt;br /&gt;
&lt;br /&gt;
NOTE:&lt;br /&gt;
SFB module R7 lists the F-DN as appearing in Y148, not Y167 as listed in previous SFB modules or SFC:OP. The date for the F-DN has been adjusted and this shipclass will act as the Fed's early dreadnought.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Additional Corrected Heavy Dreadnoughts ===&lt;br /&gt;
&lt;br /&gt;
Heavy Dreadnoughts appeared as upgrade refits to the standard dreadnoughts. Heavy dreadnoughts are to dreadnoughts what command cruisers are to heavy cruisers.&lt;br /&gt;
&lt;br /&gt;
Some of the Heavy Dreadnoughts already in the game didn't match the Heavy Dreadnoughts in the standard OP shiplist. Instead of removing the old ones, I've renamed the old dreadnoughts if necessary and kept them as well as adding the real ones from SFB into the game.&lt;br /&gt;
&lt;br /&gt;
Renamed Taldren dreadnoughts:&lt;br /&gt;
&lt;br /&gt;
* G-DNH -&amp;gt; G-DNHph (Heavy Phaser Dreadnought)&lt;br /&gt;
* L-DNH -&amp;gt; L-DNHE (Heavy ESG Dreadnought) &lt;br /&gt;
&lt;br /&gt;
Renamed SFB dreadnoughts, added but conflicting with already existing Taldren dreadnoughts:&lt;br /&gt;
&lt;br /&gt;
* F-DNH -&amp;gt; F-DNHadd &lt;br /&gt;
&lt;br /&gt;
Imported DNH from EAW, because a problem was fixed there first:&lt;br /&gt;
&lt;br /&gt;
* Z-DNH &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fast Cruisers ===&lt;br /&gt;
&lt;br /&gt;
Mostly used as special units for reconnaissance and raid missions, these ships were seen as failed experiments from the dawn of the General War. Their increased warp power design proved unstable with the standard weaponry load of a normal heavy cruiser. Heavy weapons had to be removed, replaced instead by additional phaser array emitters.&lt;br /&gt;
&lt;br /&gt;
As per SFB module R6, all races now have Fast Cruisers. Find Them. Use Them. They're fun. Note that these were usually prototypes and are normally marked as &amp;quot;R&amp;quot; for restricted ships.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Heavy War Destroyers ===&lt;br /&gt;
&lt;br /&gt;
Smaller than previous war destroyers, the heavy war destroyers are an efficient late-war design intended as replacements for the many lost support and variant smaller ships. They tend to carry a few fighters on board for extra firepower, if their race's doctrine permits it. These ships were quite modular, allowing a shipyard to overhaul the ship to any needed variant.&lt;br /&gt;
&lt;br /&gt;
The Heavy War Destroyers in SFC:OP aren't giving them justice. These ships are far superior than what the standard shiplist contains. In fact, the Fed HWD is missing 6 center warp!&lt;br /&gt;
&lt;br /&gt;
SFB's R6 contains rules on how these ships are truly picked and designed. They're shown in their basic skeletal variant in the SSDs. There are still 'optional systems' mounts left unfilled, as well as Weapons Options mounts. These are known as &amp;quot;NWO&amp;quot; (Non-Weapon Option) and &amp;quot;WO&amp;quot; (Weapon Option) and it's up to the player to choose what these systems are based on available charts. The chosen system also increase the BPV of the ships.&lt;br /&gt;
&lt;br /&gt;
I have created as many useful variants these ships can be 'morphed' into as possible. Most races have 3 battle configurations (the Gorn have 4). All have Commando, Escort, Exploration and Carrier/PF Tender variants. That's 7 ships added per race, much more if you count the many Orion weapon configs they may have.&lt;br /&gt;
&lt;br /&gt;
NOTE: In OP+ 2.2, another variant has been added: Marine Assault. Basically, it's the maximum deployment of transporters on the HDWs, for maximum offensive effectiveness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tugs ===&lt;br /&gt;
&lt;br /&gt;
Mostly used as priority military or government cargo transports, tugs are full-fledged starships with limited armament suitable for its mission. However,they are capable of carrying massive 'pods', which are not necessarily all cargo holds. Available pods vary widely. However, combat-related pods such as commando pods, carrier pods and battle pods allow the tug to actively participate in important battles.&lt;br /&gt;
&lt;br /&gt;
I've added all cargo-carrying tugs variants for scenario generation purposes. The tugs with no pods are set as &amp;quot;Heavy Cruisers&amp;quot; or &amp;quot;Light Cruisers&amp;quot;, depending on their size. The tugs with cargo pods attached are set as &amp;quot;Special&amp;quot;, type &amp;quot;R&amp;quot;, hulltype &amp;quot;Freighter&amp;quot;. These will remain present in the game in case someone feels it's useful enough to create scenarios with them. They're also going to appear under the D2 if this shiplist is used.&lt;br /&gt;
&lt;br /&gt;
Be careful to check the Movement Cost of the tug you wish to play. Some tugs are slow and heavy, and will not move quickly nor maneuver well at all. These restrictions are per SFB rules, and seem accurate. The slowest battle-worthy tugs in the game are the Federation F-BTV and F-CVTC. Try the F-CVTC with a full complement of 24 fighters. You'll just love it despite the slow speed (16 max?).&lt;br /&gt;
&lt;br /&gt;
Tugs with self-defense pallets have not been added to the game, to avoid clutter and make room in the shiplist.&lt;br /&gt;
NOTE: The exceptions, Hydran H-TUGsdp and H-TUG+sdp, have 8 gatling phasers (ph-G). That made them interesting ships to play. The SD Pallet added 4 ph-G 360, so I couldn't resist adding them once it was pointed out to me.&lt;br /&gt;
&lt;br /&gt;
Some of the BattleTugs are vicious ships and have been rated as &amp;quot;Heavy Battlecruisers&amp;quot;. In the many games I have played with this shiplist, this decision was well justified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Casual PF Tenders ===&lt;br /&gt;
&lt;br /&gt;
By adding a clamp mechanism to a tractor beam system, practically any ship could be adapted to carry PFs into battle.&lt;br /&gt;
&lt;br /&gt;
I've added many casual carriers to the shiplist, mostly with the intent of maintaning the balance. More precisely, the Gorn and Romulans were seriously lacking in the Carrier department, so I've made some logical additions.&lt;br /&gt;
&lt;br /&gt;
Note: I started off by adding any Casual PFTs with the mechlinks already drawn onto the SSDs.&lt;br /&gt;
&lt;br /&gt;
* G-CCHF&lt;br /&gt;
* G-BCHF&lt;br /&gt;
* G-BBF&lt;br /&gt;
* R-SPJF&lt;br /&gt;
* R-KEF&lt;br /&gt;
* R-KCRF&lt;br /&gt;
* R-KVLF&lt;br /&gt;
* R-K10RF&lt;br /&gt;
* R-KCNF &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also, almost all large Lyran ships are considered to be capable of Full PFT duty. These ships, starting from the L-BCH to largest, will now have a &amp;quot;T&amp;quot; varient (for tender) capable of carrying a full load of 4 PFs. The original &amp;quot;F&amp;quot; designs with 2 PFs will remain available.&lt;br /&gt;
&lt;br /&gt;
* L-BCHT&lt;br /&gt;
* L-DNT&lt;br /&gt;
* L-DNLT&lt;br /&gt;
* L-DNHT&lt;br /&gt;
* L-BBT &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Oh.. and BTW..&lt;br /&gt;
I took the liberty of adding &amp;quot;F&amp;quot; PFT variants of the Lyran X1 and X2 ships.&lt;br /&gt;
Be warned. *EVIL LAUGH!!*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Battle Carriers ===&lt;br /&gt;
&lt;br /&gt;
Already capable warships, the BattleCruisers and Heavy BattleCruisers are actually refittable as carriers.&lt;br /&gt;
&lt;br /&gt;
To balance the BCV category, Romulans and Gorns also needed BCVs. A couple of SFB ships had to be modified from their original SSDs to fit the role.&lt;br /&gt;
Specifically:&lt;br /&gt;
&lt;br /&gt;
* R-TH (ThunderHawk)&lt;br /&gt;
** Normally carries 8 fighters, 2 shuttles and 6 PFs. Fighters have been completely removed to match Romulan no-PF philosophy in SFC:OP. 4 shuttle boxes have been added, increasing the number to 6. The BPV of the ship has been adjusted to compensate for the other 4 missing shuttleboxes.&lt;br /&gt;
* G-BCS&lt;br /&gt;
** Normally carries 6 fighters, 2 shuttles and 6 PFs. All fighterbays have been converted to shuttlebays. (Gorns with 8 shuttlebays are not unseen in this game.) &lt;br /&gt;
&lt;br /&gt;
Both of the above-mentioned ships have been reduced to 4 PFs like all the other PFTs in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== BattleShip Carriers ===&lt;br /&gt;
&lt;br /&gt;
BattleShip Carriers are true monsters. These flagships were heavily modified to carry large number of fighters to supplement their already vast firepower.&lt;br /&gt;
&lt;br /&gt;
More BBVs have been added to the game. Specifically, the &amp;quot;I-BBV&amp;quot;, &amp;quot;F-BBV&amp;quot;, and &amp;quot;Z-BBV&amp;quot; now join the &amp;quot;H-MNV&amp;quot;, &amp;quot;K-B10V&amp;quot; and &amp;quot;K-B11V&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
PF-based races, such as the Gorn, Romulans and Lyrans, now have CasualPFTs for their BB classes.&lt;br /&gt;
&lt;br /&gt;
The TigerHeart don't have any Dreadnoughts or Battleships. Read go check the SFC:OP manual about this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fast Resupply Frigates ===&lt;br /&gt;
&lt;br /&gt;
These frigates were designed mostly as prioritive cargo transports between industrial and production centers and front-line carrier groups. Their cargo holds were specially designed for carrying replacement fighters and pseudo-fighters, as well as lodging replacement crews. In a pinch, they were also capable of acting as carrier escorts.&lt;br /&gt;
&lt;br /&gt;
These are lightly armed cargo frigates used as fast freighters for carriers. The supply fighters and parts necessary for these carriers and are strategically important. Tactically, they suck, but I added them to the game anyways.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Monitors ===&lt;br /&gt;
&lt;br /&gt;
Monitors are usually sent to defend planets, or to establish a military presence in a remote sector until a properly defended outpost can be established. They are very slow yet very powerful ships with enough firepower to induce caution within any would-be invader.&lt;br /&gt;
&lt;br /&gt;
Like the above brief description states, they're slow but strong. Attacking them feels like you're charging to meet a slow yet nasty brute which has long enough arms to punch you and keep you back. Playing one is as difficult: you're slow with a max speed of 14 within SFC. Your fantastic phaser arcs will defend you nicely, but if you're overwhelmed and outmaneuvered, you're dead.&lt;br /&gt;
&lt;br /&gt;
Almost all Monitors are identical, for all the races that have them. Here's a rundown of their base systems:&lt;br /&gt;
&lt;br /&gt;
* Power: 27 total&lt;br /&gt;
** 6 Warps total, 3 on each side.&lt;br /&gt;
** 3 Impulse Power&lt;br /&gt;
** 18 APRs&lt;br /&gt;
** 8 Batteries &lt;br /&gt;
* 36 shields, all around&lt;br /&gt;
* 2 Transporters&lt;br /&gt;
* 4 Tractors&lt;br /&gt;
* 0 Labs&lt;br /&gt;
* 6 Hull&lt;br /&gt;
* Up to 6 shuttles &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Monitors may carry a pallet. There are 3 pallets available. All pallets cost 15 BPV, fighters/PFs not included:&lt;br /&gt;
&lt;br /&gt;
* Support Pallet&lt;br /&gt;
** 6 cargo, 6 hull, 6 lab (very useful for shield regen) &lt;br /&gt;
* Carrier Pallet (if applicable)&lt;br /&gt;
** 2 cargo, 9 fighters (12 fighters * 2/3 ratio) &lt;br /&gt;
* PFT Pallet (if applicable)&lt;br /&gt;
** 2 cargo, 6 mechlink tractors, 4 PFs (6 PFs * 2/3 ratio) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I did not enter any SCS Pallets nor the equivalent Federation Heavy Carrier Pallet. Why? The SCS pallets mix fighters and PFs. The Fed CVA pallet is the quivalent pallet but I didn't want to give them an advantage.&lt;br /&gt;
&lt;br /&gt;
Please notice that I've used the Fed merchant ship skin/model for these ships. The merchant ships roughly but accurately look right for the part: big hull, with little itty-bitty warps sticking out the sides. (Compared to SFB SSDs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Additional PFs ===&lt;br /&gt;
&lt;br /&gt;
==== Escort PFs ====&lt;br /&gt;
&lt;br /&gt;
Other PF variants were also designed. Some were to carry hypothetical fighters into battle. Others were to lay minefields. There were to be even commando and cargo-carrying PFs. But as a design proving to be much more successful than expected, the escort PFs were useful additions to any fleet.&lt;br /&gt;
&lt;br /&gt;
The escort or phaser PFs had less heavy weapons, but more phasers or Plasma-D racks specially placed for defensive purposes. These ended up being cheaper to manufacture than the other PFs.&lt;br /&gt;
&lt;br /&gt;
PF Variants can be found in the module K rulebook. There are cargo, commando, minelaying and escort PFs and all are official. For the purpose of this shiplist, the escort PFs sound like they've got the right scope in mind.&lt;br /&gt;
Evidence shows that Taldren's way of calculating a PF's BPV seems to have been to put it into the game, but always letting the insertion program calculate the BPV for them, with a balance of -5 BPV, for all PFs. I've done the same for the added Lyran, Gorn and Romulan escort PFs.&lt;br /&gt;
&lt;br /&gt;
Most of these PFs will never become &amp;quot;drone bait&amp;quot;. When I showed strafer these ships as potential additions (from module K) and how I would do it, all he told me was &amp;quot;I approve&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Lyran PFL ====&lt;br /&gt;
&lt;br /&gt;
The standard L-PFL has been added. It's just like a L-PF+, but with the transporter, t-bomb and couple of marines. I used PFLs from the other races as templates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== StarHawk PFs ====&lt;br /&gt;
&lt;br /&gt;
Following the modular design, the Romulans also have a series of PFs called the StarHawk PFs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Brigand Interceptors and Bucaneer PFs (TigerHeart) ====&lt;br /&gt;
&lt;br /&gt;
Since the TigerHeart only have small ships, it's fair to increase the roster with other existing PFs the pirates would normally use. I gave these PFs weapons as per the Orion Pirate weapon option mount rules, and weapon availability due to cartel location.&lt;br /&gt;
&lt;br /&gt;
The drone-carring variants are particularly effective. But since the PFs don't have their own drone control (and its passed on to the mother ships), I installed OAKDISK (and paid the BPV for it) on all PF-carrying TigerHeart ship.&lt;br /&gt;
&lt;br /&gt;
Find out more about the additional PFs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Additional Orion hulltypes and classes ===&lt;br /&gt;
&lt;br /&gt;
Many orion ships are missing from the game. To make things interesting, I took special interest to the Salvage cruisers and their variants. You see, the SAL variants include PFTs and CVLs which the Orion dearly need in light cruiser classes.&lt;br /&gt;
&lt;br /&gt;
Also, I took the liberty to review all of the current pirate entries and design additional variants based on proper SFB rules: 70% of option mounts must take weapons/systems from local empire, 20% are from the &amp;quot;Operation Zone&amp;quot;, and 10% may come from anywhere. I would like to think I just made things a little bit more interesting. Look for pirate ships with variants &amp;quot;0&amp;quot;.&lt;br /&gt;
In all, hundreds of the additions may be attributed to the pirates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Pirate fighters ===&lt;br /&gt;
&lt;br /&gt;
In SFB, the pirates don't have their own fighters. They buy from their local empire's &amp;quot;black market&amp;quot; and equip themselves with such.&lt;br /&gt;
&lt;br /&gt;
... however...&lt;br /&gt;
&lt;br /&gt;
In SFC, they all have their own fighters, except for TigerHeart of course.&lt;br /&gt;
&lt;br /&gt;
I took the liberty to copy fighters from the normal races to the pirate races of that region. That means that additionally to Taldren's design, they'll be able to use other fighters from their local region too. ie:&lt;br /&gt;
&lt;br /&gt;
* Orion Pirates --&amp;gt; Federation fighters&lt;br /&gt;
* Korgath --&amp;gt; Klingon fighters&lt;br /&gt;
* Camboro --&amp;gt; Mirak fighters&lt;br /&gt;
* BeastRaiders --&amp;gt; Hydran&lt;br /&gt;
* Wyldefire --&amp;gt; ISC &lt;br /&gt;
&lt;br /&gt;
Also, .. a new set of entries of fighters have been added to help some compatibility issues: &amp;quot;Neutral&amp;quot; race fighters. Normally, &amp;quot;Neutral&amp;quot; units are used in Taldren-written mission scripts for some specific tasks.&lt;br /&gt;
&lt;br /&gt;
Namely:&lt;br /&gt;
&lt;br /&gt;
* N-SH (Shuttles)&lt;br /&gt;
* N-PE&lt;br /&gt;
* N-IE&lt;br /&gt;
* N-HE&lt;br /&gt;
* N-AE&lt;br /&gt;
* N-PM&lt;br /&gt;
* N-IM&lt;br /&gt;
* N-HM&lt;br /&gt;
* N-AM&lt;br /&gt;
* N-PL&lt;br /&gt;
* N-IL&lt;br /&gt;
* N-HL&lt;br /&gt;
* N-AL &lt;br /&gt;
&lt;br /&gt;
Note: the Syndicate (Gorn) and Prime (Romulan) cartels don't get local fighters. There are no local fighters to use as these empires have PFs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Additional WYN hulltypes and classes ====&lt;br /&gt;
&lt;br /&gt;
I went through the SFB material here and stuffed the shiplist with as many WYN ships I deemed appropriate. I put in the Auxiliary conversions, as well as the other donated or captured ships found.&lt;br /&gt;
&lt;br /&gt;
Please note:&lt;br /&gt;
&lt;br /&gt;
I didn't put in any Orions because they would inherit engine-doubling if I put the ship under any Pirate race. The WYN do not have engine doubling. I didn't bother with the WYN fish ships. At that point, you may as well give them their own race.&lt;br /&gt;
&lt;br /&gt;
Here's a list of the WYN Ships in the OP+ shiplist, thanks to yet another perl handy-dandy script I wrote for myself:&lt;br /&gt;
&lt;br /&gt;
    K-WG2 - FF&lt;br /&gt;
    K-WG2+ - FF&lt;br /&gt;
    K-WE4 - FF&lt;br /&gt;
    K-WE4+ - FF&lt;br /&gt;
    L-WPBC - FF&lt;br /&gt;
    L-WPBCF - FF&lt;br /&gt;
    L-WAXPFS - FF&lt;br /&gt;
    L-WLDD - CL&lt;br /&gt;
    L-WLDD+ - CL&lt;br /&gt;
    L-WLDDP - CL&lt;br /&gt;
    L-WLDDR - CL&lt;br /&gt;
    L-WLDDF - CL&lt;br /&gt;
    L-WPBB - CL&lt;br /&gt;
    L-WPBBF - CL&lt;br /&gt;
    L-WAXBS1 - CA&lt;br /&gt;
    L-WAXBS2 - CA&lt;br /&gt;
    L-WAXBS3 - CA&lt;br /&gt;
    Z-WAXC1 - FF&lt;br /&gt;
    Z-WAXC2 - FF&lt;br /&gt;
    Z-WAXC3 - FF&lt;br /&gt;
    Z-WAXCC - FF&lt;br /&gt;
    Z-WAXCC+ - FF&lt;br /&gt;
    Z-WAXCV1 - FF&lt;br /&gt;
    Z-WAXCV2 - FF&lt;br /&gt;
    Z-WAXCV3 - FF&lt;br /&gt;
    Z-WZFF - FF        (See note: *)&lt;br /&gt;
    Z-WZFF+ - FF       (See note: *)&lt;br /&gt;
    Z-WZDF - FF        (See note: *)&lt;br /&gt;
    Z-WAXCX1 - FF&lt;br /&gt;
    Z-WAXCX2 - FF&lt;br /&gt;
    Z-WAXCX3 - FF&lt;br /&gt;
    Z-WFZX - FF&lt;br /&gt;
    Z-WDW - CL         (See note: *)&lt;br /&gt;
    Z-WAXBC1 - CA&lt;br /&gt;
    Z-WAXBC2 - CA&lt;br /&gt;
    Z-WAXBC3 - CA&lt;br /&gt;
    Z-WAXB1+ - CA&lt;br /&gt;
    Z-WAXB2+ - CA&lt;br /&gt;
    Z-WAXB3+ - CA&lt;br /&gt;
    Z-WAXBV1 - CA&lt;br /&gt;
    Z-WAXBV2 - CA&lt;br /&gt;
    Z-WAXBV3 - CA&lt;br /&gt;
    Z-WAXCVA - CA&lt;br /&gt;
    Z-WACVA+ - CA&lt;br /&gt;
    Z-WAXDN1 - DN&lt;br /&gt;
    Z-WAXDN2 - DN&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: * Not all above ships are new. Some were already in the OP 25410 shiplist. No WYN ships previously in shiplist have been removed. All are entered with the first letter &amp;quot;W&amp;quot;, with HullClass &amp;quot;SPECIAL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Adjustments to existing ships ===&lt;br /&gt;
&lt;br /&gt;
==== The H-IC (and H-IC+) has 40 fighters in SFB. ====&lt;br /&gt;
&lt;br /&gt;
Taldren's 2/3 fighters rule was broken for this ship, equipping it with only 16 fighters. Strafer wanted this to reflect the real power this ship is under SFB, so was modified to carry 24 fighters in SFC:OP, the 2/3 limit. The BPV was adjusted, don't worry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The earlier versions of the R-KVL were added ====&lt;br /&gt;
&lt;br /&gt;
They're listed as the R-WVL and the VUL+. These are equivalent to the eras the R-WE and the R-WB+ appeared. Try them. They're fun. Their BPV was increased to compensate for &amp;quot;cheese&amp;quot; factor and abuse, much like the R-KVL in the 2525 patch. We based our calculations from the latest SFB material containing the Vulture class: Y1, Early Years.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== weapons moved to visible mountpoints ====&lt;br /&gt;
&lt;br /&gt;
Some mountpoint manipulations have been done to allow use of previously 'hidden' weapons. With EagleEye Software's ShipEdit editor, it was a simple matter of browsing through the entire list, and move things around a bit.&lt;br /&gt;
ie: merge weapons of same type and arc here.. shuffle mountpoints there..&lt;br /&gt;
&lt;br /&gt;
Also, some ships will appear with X-Ship UIs to allow all weapons to be useable/targettable.&lt;br /&gt;
ie: F-BTV&lt;br /&gt;
&lt;br /&gt;
Note that for PFs, the editor was useless for viewing mountpoint locations. I had to figure out where the mountpoints were on my own. Please note that any phaser mounted on a HeavyWeapon point (mounts 1-10) will NOT charge the phaser capacitor. Let me share that information now:&lt;br /&gt;
&lt;br /&gt;
https://klingon.lostexiles.net/OP_plusrefit/editor_lyran_pf.jpg&lt;br /&gt;
https://klingon.lostexiles.net/OP_plusrefit/editor_romulan_pf.jpg&lt;br /&gt;
https://klingon.lostexiles.net/OP_plusrefit/editor_gorn_pf.jpg&lt;br /&gt;
&lt;br /&gt;
==== The Federation F-DN is now considered an Early Dreadnought ====&lt;br /&gt;
&lt;br /&gt;
Its year of availability and retirement have been adjusted to 2248-2275. The F-DN+ comes out in 2272.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== X1 and X2 dates have been changed ====&lt;br /&gt;
&lt;br /&gt;
* Existing X1 ships' intruduction dates joined the other added X1 ships at around 2292-2297.&lt;br /&gt;
* X2 ships have been 'staggered' to emulate prototyping and introduction of the various ship classes. It didn't make sense to have all X2 ships appear at once at 2300. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== shipnames, refits and base refitclass fixes ====&lt;br /&gt;
&lt;br /&gt;
Some shipnames, refits and base refitclass were entered incorrectly in the shiplist.txt file. These changes are easy to spot with the compare.txt file. This is just a cosmetic change to allow proper strings.txt and shipnames.txt coverage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Basic pirate fighters have been changed from PM to PE fighters ====&lt;br /&gt;
&lt;br /&gt;
This will allow &amp;quot;early&amp;quot; carriers to carry &amp;quot;early&amp;quot; fighters.&lt;br /&gt;
ie: the SAL carrier variants &amp;quot;CVL&amp;quot; and &amp;quot;LVS&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Many ships from module R7 have been entered incorrectly. ====&lt;br /&gt;
&lt;br /&gt;
They've all been revised (or added at all for that matter). R7 is called &amp;quot;Dreadnoughts at War&amp;quot; and covers the various yet unmentionned DNs and variants for the various races.&lt;br /&gt;
For more information, please visit the sections about Light Dreadnoughts, Heavy Dreadnoughts and Early Dreadnoughts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TigerHeart's &amp;quot;CV&amp;quot; is a DN ====&lt;br /&gt;
&lt;br /&gt;
TigerHeart's &amp;quot;CV&amp;quot; class has been moved to the DN class despite the fact that it's not a DN. Why? They don't *HAVE* a DN and that caused some problems for some multiplayer games on Gamespy and Local LAN.&lt;br /&gt;
&lt;br /&gt;
==== Some carriers had insufficient or no deckcrews. ==== &lt;br /&gt;
Fixed. &lt;br /&gt;
&lt;br /&gt;
==== Some drone-equipped ships had insufficient drone control ====&lt;br /&gt;
Fixed.&lt;br /&gt;
&lt;br /&gt;
==== B10 fixes ====&lt;br /&gt;
&lt;br /&gt;
The B10 series weren't entered properly. The KBB UI did not have sufficient weapons slots to cover the entire ship. However, the KDN class does work fine for these ships and was adopted as the B10 variant UI. The Romulan K10R variants seem to be fine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shiplist Limits ===&lt;br /&gt;
Taldren has been kind enough to raise the limit of ships to 128. That's 128 ships PER hull class PER race. Believe it or not, I had well filled the previous limit of 64.&lt;br /&gt;
&lt;br /&gt;
ie: There can be 128 Lyran frigates, 128 Lyran Light Cruisers, 128 Lyran Heavy Cruisers, etc.&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=OP%2B_Contents_and_Changes</id>
		<title>OP+ Contents and Changes</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=OP%2B_Contents_and_Changes"/>
				<updated>2019-09-13T23:09:43Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: /* Executable Installer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== OP+ 4.1.1 Changes ==&lt;br /&gt;
&lt;br /&gt;
=== Fixes: planet hardpoints, again ===&lt;br /&gt;
&lt;br /&gt;
* the planet hardpoints weren't quite right, and the planets were still shooting themselves. I've increased the diameter a bit and it works better now.&lt;br /&gt;
&lt;br /&gt;
=== Fixes: monsters with 'NT' flag: can't transport to them ===&lt;br /&gt;
&lt;br /&gt;
* It was possible to instantly kill/win against a monster by transporting a single Boarding Party to it. I made the monsters non-transportable. This is kinda important for the BeastRaiders!&lt;br /&gt;
&lt;br /&gt;
=== New: separate version of ftrlist.txt and shiplist.txt for single-player D2 ===&lt;br /&gt;
&lt;br /&gt;
* All fighters are available until year '999' for normal multiplayer.. however, that's just silly and sad for a D2 experience. I've created a different version for the D2 experience where older fighters/PFs are phased out.&lt;br /&gt;
** to have different phase-out for the PFs, there has to be a different shiplist.txt file as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== OP+ 4.1 Changes ==&lt;br /&gt;
&lt;br /&gt;
=== Orion Pirates: TOTAL REBOOT ===&lt;br /&gt;
&lt;br /&gt;
The pirate ships have all been recreated from an templating system of my design.&lt;br /&gt;
&lt;br /&gt;
* Pirate ship Templates&lt;br /&gt;
** I entered, from SFB SSDs, all the base pirate ships I want to use. These ships are mostly weaponless, in their pre-configured form.&lt;br /&gt;
* Weapons and Systems reference&lt;br /&gt;
** I coded the various allowed weapon costs and arcs based on SFB Annexes for option mounts:&lt;br /&gt;
*** Annexes #8B and #8H&lt;br /&gt;
*** ie: plasma with Swivel cost more than plasma without! Different arcs&lt;br /&gt;
*** ie#2: systems in mounts possible!&lt;br /&gt;
* I then spent weeks creating tons and tons of replacement pirate ships, all with ACCURATE BPV, arcs and weapons for their region of space!&lt;br /&gt;
** under test coverage!&lt;br /&gt;
** far more accurate!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The pirates are now accurate, complete and are far closer to accurate SFB rules. The majority of them are better than they used to be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Power Boost, ''à la Taldren'' ====&lt;br /&gt;
&lt;br /&gt;
Did you know the housekeeping costs in SFC are inflated? Yes! For example, if you have any tractors exist on your ship, 0.5 power is automatically put aside. And there are other costs beside that which I could not identify.&lt;br /&gt;
&lt;br /&gt;
Normal costs:&lt;br /&gt;
* probe: 1.0&lt;br /&gt;
* transporters: 1.0 per 5 &lt;br /&gt;
&lt;br /&gt;
So. I have decided to take a AR from SFC-OP 2.5.5.2 and one from OP+ 4.1.. and compare them. Basically:&lt;br /&gt;
&lt;br /&gt;
* the OP stock pirate has a probe. (as expected)&lt;br /&gt;
* the OP stock pirate has 2 APRs! &lt;br /&gt;
&lt;br /&gt;
Further investigation has revealed that Taldren has indeed added power to its pirates. Thus, I have decided to do the same, since it looks like this extra power counteracts the expensive housekeeping and makes the pirate ships useful. &lt;br /&gt;
&lt;br /&gt;
The power boosts are allocated by sizeclass:&lt;br /&gt;
* sizeclass 4: +1 APR, +2 BPV&lt;br /&gt;
** frigates, destroyers&lt;br /&gt;
* sizeclass 3: +2 APR, +4 BPV&lt;br /&gt;
** light cruisers, war cruisers, heavy cruisers, BCHs&lt;br /&gt;
* sizeclass 2: +4 APR, +8 BPV&lt;br /&gt;
** Dreadnoughts, battleships&lt;br /&gt;
&lt;br /&gt;
==== No Probes ?! ====&lt;br /&gt;
&lt;br /&gt;
Yes. No probes. As per the SFB SSD. Deal with it!&lt;br /&gt;
&lt;br /&gt;
''(In fact, removing the ship's probe launcher improves the powercurve of the ship.)''&lt;br /&gt;
&lt;br /&gt;
=== Ships from Module X1R (X-Ship Reinforcements) ===&lt;br /&gt;
&lt;br /&gt;
More Official Full X-Ships!&lt;br /&gt;
&lt;br /&gt;
* Advanced Technology War Cruisers (and variants)&lt;br /&gt;
* Advanced Technology War Destroyers (and variants)&lt;br /&gt;
* Advanced Technology PF Tenders and Carriers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Partial X Refits ===&lt;br /&gt;
&lt;br /&gt;
Module X1R also provides very useful rules to do Partial Advanced Technology upgrades to any ship still in service. This counts as an extra refit for ALL ships in the game. These refits were put into place programmatically based on rules provided by ADB. I also re-used some of the previous X-Ship conversion rules for upgraded weapons and systems, as well as BPV costs.&lt;br /&gt;
&lt;br /&gt;
The following systems get partial upgrades:&lt;br /&gt;
* Phasers&lt;br /&gt;
* APR power&lt;br /&gt;
* Drone Racks&lt;br /&gt;
* Plasma Torpedos&lt;br /&gt;
* Batteries&lt;br /&gt;
* limited distruptor upgrades  (ranges only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ships from Module R11 (Support Ships) ===&lt;br /&gt;
&lt;br /&gt;
Module R11 provides a few interesting classes of ships: support ships.&lt;br /&gt;
ie:&lt;br /&gt;
&lt;br /&gt;
* Fast War Cruisers&lt;br /&gt;
* Transport Frigates&lt;br /&gt;
* Heavy New Heavy Cruiser Scouts&lt;br /&gt;
* Light PFTs&lt;br /&gt;
* Pods for Tugs: Scout, PF transport, fighter resupply&lt;br /&gt;
* Advanced Technology Fleet Repair Docks (FRX)&lt;br /&gt;
&lt;br /&gt;
=== Ships from Module R12 (Unusual Ships) ===&lt;br /&gt;
&lt;br /&gt;
More ships!&lt;br /&gt;
&lt;br /&gt;
ie:&lt;br /&gt;
* Heavy War Cruisers experiments and prototypes&lt;br /&gt;
* Battle Frigate variants&lt;br /&gt;
* Various and many odd ships&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== No-fighter refit eliminated ===&lt;br /&gt;
&lt;br /&gt;
No one liked it. It served no purpose. ... so I got rid of them. I also merged in the 'F'ighter refits: if the ship gets them, then the ship gets them without any other options.&lt;br /&gt;
&lt;br /&gt;
ie:&lt;br /&gt;
* most/all Y180+ Lyrans will all be carrying PFs.&lt;br /&gt;
* Heavy War Destroyers&lt;br /&gt;
&lt;br /&gt;
=== Shiplist swapper ===&lt;br /&gt;
&lt;br /&gt;
I've included a shiplist swapper for those who are reluctant to switch away from OPPlus 4.0. In some cases, the concern is completely valid: uninstalling OP+ 4.0 will blow away customizations, such as custom models, etc.&lt;br /&gt;
&lt;br /&gt;
To be able to do this, I've changed things so that all files install to ''opplus41/'' instead of just ''opplus/''. That means the OP+ 4.1 installer isn't overwriting OP+ 4.0. &lt;br /&gt;
&lt;br /&gt;
==== Why a program? Why not a batch file? ====&lt;br /&gt;
&lt;br /&gt;
The program fetches the install location of SFC:OP from the Registry. That means that if you installed it in D:\my_games\SFCOP\ , '''''it will still work'''''. Additionally, it asks for administrator privileges, just in case. &lt;br /&gt;
&lt;br /&gt;
==== Where is it? How do I use it? ====&lt;br /&gt;
&lt;br /&gt;
It's in the start menu, with links for OP+ 4.1.&lt;br /&gt;
&lt;br /&gt;
http://klingon.pet.dhs.org/OP_plusrefit/opplus_41_shiplist_swapper.png&lt;br /&gt;
&lt;br /&gt;
See: [[OP+ 4.1 ShipList Swapper NSIS source code]]&lt;br /&gt;
&lt;br /&gt;
=== Tugs as Freighters ===&lt;br /&gt;
&lt;br /&gt;
Cargo-bearing tugs are now in the 'F'reighter class of ships: frees up room for more ships and allows for some interesting Convoy Raids.&lt;br /&gt;
&lt;br /&gt;
=== Planets hardpoint fixes ===&lt;br /&gt;
&lt;br /&gt;
* Work done by: Tus-XC, FireSoul&lt;br /&gt;
* Suggestion by: Dizzy&lt;br /&gt;
&lt;br /&gt;
It's a sweeping fix. What is involved is that the shiplist for all the planets with weapons are redone and then the models themselves will have to be rehardpointed. The hardpoints are currently located anywhere from 5 to 7 range above and below the equator on the physical planet model itself, which obviously causes point defense weapons not to fire because if a ship approaches the equator, the point defense weapons are too far away to fire.&lt;br /&gt;
&lt;br /&gt;
Make note that any weapon that ignores a fire arc should not be used on a planet as firing through the planet mesh occurs and the resulting sound collision from that fire is quite annoying. Below you will see the planet fire arc where HW1 is the front of the ship. HW1 stands for heavy weapon hardpoint 1 and is the 1st heavy weapon column in the shiplist. PH11 stands for the 11th phaser hardpoint and corresponds to the 11th weapon column in the shiplist.&lt;br /&gt;
&lt;br /&gt;
* The Yellow arcs should be Ph3 hardpoints which should be present on '''''ALL''''' planets. &lt;br /&gt;
* The Blue are the Ph4's which should be standard on all armed planets. &lt;br /&gt;
* The Red should be heavy weapon hardpoints that should be on all armed planets. &lt;br /&gt;
* The Orange should be optional heavy weapon hardpoints. &lt;br /&gt;
* The rest shaded grey should be only used for homeworlds. &lt;br /&gt;
* Ph1/2's should not be used on planets as it would give the planet too many defensive phasers.&lt;br /&gt;
&lt;br /&gt;
I do not remember testing to see if a planet can make use of defensive tractors vs drones. I think they do, and I would give&lt;br /&gt;
&lt;br /&gt;
* all planets 6 &lt;br /&gt;
* homeworlds 12&lt;br /&gt;
&lt;br /&gt;
I am fuzzy on the artifex program and do not remember specifically which planets are referred to as colony world, core world and homeworld. If there are other designations artifex uses that the scripts and the map match up, it would be easy to simply use the existing planets as a reference and arm them from the stock taldren template using the fixes I have made.&lt;br /&gt;
&lt;br /&gt;
http://klingon.pet.dhs.org/OP_plusrefit/planet_arcs_v2.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Dizzy, &lt;br /&gt;
[http://www.dynaverse.net/forum/index.php/topic,163390750.msg1123020912.html#msg1123020912 http://www.dynaverse.net/forum/index.php/topic,163390750.msg1123020912.html#msg1123020912]&lt;br /&gt;
&lt;br /&gt;
=== Andros as Monsters ===&lt;br /&gt;
&lt;br /&gt;
The idea is to implement random encounters with some early basic Andro ships. Nothing fancy: just use the more basic ships of each hull class and add them to the Monsters race.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== PA Panels ====&lt;br /&gt;
&lt;br /&gt;
PA Panels don't exist in SFC-OP. We're going to give the ships equivalent equipment based on their effects: shields, toughness and power to the ship.&lt;br /&gt;
&lt;br /&gt;
* Shields&lt;br /&gt;
** PA panels are split into 2 hemispheres: front half and rear half.&lt;br /&gt;
** count the facing's PA panel.&lt;br /&gt;
** multiply by 3.5&lt;br /&gt;
** apply the result to each shield part of that hemisphere's facing.&lt;br /&gt;
*** ie: 10 forward PA's = 35 shields for numbers 6, 1 and 2&lt;br /&gt;
&lt;br /&gt;
* Labs&lt;br /&gt;
** Labs enhance and determine shield regeneration in SFC-OP&lt;br /&gt;
** count total of PA panels&lt;br /&gt;
** multiply by 5/4 (or 1.25), round up.&lt;br /&gt;
** Add as labs in addition to any existing labs&lt;br /&gt;
*** ie: the Intruder starts with 6 labs and 14 PA Panels.&lt;br /&gt;
**** 6 + (round_up(14 * 1.25)) = 6 + 18 = 24 labs&lt;br /&gt;
&lt;br /&gt;
* APRs&lt;br /&gt;
** count total of PA panels&lt;br /&gt;
** divide by 4, drop all fractions&lt;br /&gt;
** add as APRs in addition to any existing APRs&lt;br /&gt;
*** ie: the Intruder starts with 4 APR and 14 PA panels&lt;br /&gt;
**** 4 + floor(14 * 0.25) = 4 + 3 = 7 APRs&lt;br /&gt;
&lt;br /&gt;
* No Hit&amp;amp;Runs possible&lt;br /&gt;
** Set the SpecialRole in the shiplist to 'NT'. This prevents any transporter activity against the Andro&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Batteries ====&lt;br /&gt;
&lt;br /&gt;
* Add batteries multiplied by 5. Increase the BPV by 2 per Andro battery (or per 5 added batteries).&lt;br /&gt;
** that's 0.5 BPV per extra hit the ship can take.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Displacement Device ====&lt;br /&gt;
&lt;br /&gt;
The DisDev in SFB basically moves ships around like a big ass offensive transporter. It can also move friendly units around. We're simulating the DisDev by making the Andro ship more maneuverable.&lt;br /&gt;
&lt;br /&gt;
* +1 HET bonus per DisDev&lt;br /&gt;
* +2 acceleration (12 instead of 10) if any DisDev are on the Andro ship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Tractor Repulsors ====&lt;br /&gt;
&lt;br /&gt;
The TRBL and TRBH *do* exist in SFC-OP. Use it.&lt;br /&gt;
&lt;br /&gt;
Additionally..&lt;br /&gt;
* +1 tractor per TRBL or TRBH. &lt;br /&gt;
* Add +1.5 BPV per tractor added.&lt;br /&gt;
&lt;br /&gt;
==== Repair ====&lt;br /&gt;
&lt;br /&gt;
* +2 DamCon Base (and +4 DamCon Max) per repair box on the ship.&lt;br /&gt;
&lt;br /&gt;
==== Hangars ====&lt;br /&gt;
&lt;br /&gt;
Hangars will be empty till the MWPs (fighter-like!) are available.&lt;br /&gt;
&lt;br /&gt;
* MWPs appear in Y175&lt;br /&gt;
* They will be housed in the MotherShip hangars instead of SatShips&lt;br /&gt;
* The number of hangars and their size will determine their count.&lt;br /&gt;
** as per SFB: each MWP group has up to 18 units&lt;br /&gt;
** MWPs take 1/4 hangar space&lt;br /&gt;
** we're applying the SFB-&amp;gt;SFC 2/3 rule&lt;br /&gt;
** the Devestator will have 2 groups&lt;br /&gt;
* the ship will have deck crews to the same count of MWPs before the 2/3 rule was applied.&lt;br /&gt;
** this is for fighter regen&lt;br /&gt;
* MTPs (2 TRBLs) will take up to 1/3 of the MWPs in a group, drop the fractions.&lt;br /&gt;
** MTP TRBL arc increased from FA to FH due to AI limitations&lt;br /&gt;
** TRBL have 2 shots&lt;br /&gt;
* ECM/ECCM bumped by 1. (they are supposed to be PFs, initially)&lt;br /&gt;
&lt;br /&gt;
ie: an Intruder has 3 Hangars. That gives it 12 MWPs in SFB. After 2/3 is applied, we've got 8 MWPs for SFC. 6 of those (2 groups of 3) are MWPs, the other 2 are MTPs. The ship will have 12 deck crews.&lt;br /&gt;
&lt;br /&gt;
==== Decoy SSU ====&lt;br /&gt;
&lt;br /&gt;
Acts like a Wild Weasel. Appears in Y186.&lt;br /&gt;
&lt;br /&gt;
* Added a shuttle to Andro ship. Just 1.&lt;br /&gt;
* This shuttle will very very very likely be used as a WW by the AI. ;)&lt;br /&gt;
&lt;br /&gt;
==== Enhanced shiplist: Role ====&lt;br /&gt;
&lt;br /&gt;
* role set to CustomRace1. This will be handy for scripts, if someone wants to code an Andro-only mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mutiplayer Mission included: Andros! ===&lt;br /&gt;
&lt;br /&gt;
This is a coopace-like mission where Andromedan ships are generated as opponents! The team picked will decide the difficulty.&lt;br /&gt;
&lt;br /&gt;
* Team A: 1.0x player BPV for the Andro ships&lt;br /&gt;
* B: 1.5&lt;br /&gt;
* C: 2.0&lt;br /&gt;
* D: 2.5&lt;br /&gt;
* E: 3.0x player BPV for the Andro ships&lt;br /&gt;
&lt;br /&gt;
NOTE! Drones and Fighters information cannot be properly retrieved by the game. It can only be SET. Stupid, I know!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== OP+ 4.0 Changes ==&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Shiplist ===&lt;br /&gt;
5 columns were added to the end of the shiplist (it's a text tab-delimited database). Since they're outside the range of the columns used by the game, they are ignored. However, mission scripts can use them by using a modified version of MagnumMan's ShipList API.&lt;br /&gt;
&lt;br /&gt;
You can get this Enhanced ShipList API  [[http://klingon.pet.dhs.org/mediawiki/index.php?title=SFC-related_missions,_sources,_patches_and_misc_utilities#SFC_Sources:_APIs.2C_Mission_Scripts here]].&lt;br /&gt;
&lt;br /&gt;
The added columns are:&lt;br /&gt;
&lt;br /&gt;
* Enhanced Class Type -- Much like the already established ClassTypes, these have been expanded to cover many other hull types.&lt;br /&gt;
* Role -- Defines the ship's role. ie: Escort, Carrier, LineShip, ...&lt;br /&gt;
* Secondary Role -- Same data as Role. Used because some ships have multiple roles.&lt;br /&gt;
* Xtech -- A column dedicated to describing what level of technology. Currently has very little.&lt;br /&gt;
* ProductionAvailability -- Describes how much a ship of a class was built. NONE, UNIQUE, .. to MANY.&lt;br /&gt;
&lt;br /&gt;
=== Module R9 -- The Ships That Never Were ===&lt;br /&gt;
&lt;br /&gt;
ADB released an interesting module contain prototypes, conjectural or impossible ships. Many ships are good for use in SFC, but some didn't make the cut because they were either impossible in SFB in the first place (X-DNLs) or just plain wrong (Alliance Maulers). However.. there are many interesting other ships:&lt;br /&gt;
&lt;br /&gt;
* DNWs -- War Dreadnoughts -- DNs created from CLs&lt;br /&gt;
* DNMs -- Medium Dreadnoughts -- DNHs built from DNLs&lt;br /&gt;
* Coalition Dreadnought Maulers -- conjectural designs&lt;br /&gt;
* Prototypes, some unique ships that were actually built &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 4.0 Refit Spans and Revision ===&lt;br /&gt;
&lt;br /&gt;
What I thought was a 2-year span before an unrefitted version of a ship is retired was actually 3: from the beginning of the beginning year, 0, to the end of year 2 spans 3 years. Solution: reduce the span by a year. Most refit overlaps have been thus shortened.&lt;br /&gt;
&lt;br /&gt;
Additionally, I have eliminated this overlap for Y175 refits: too much junk was appearing in D2 ShipYards. The SFB data itself describes immediate refits at Y175, therefore the decision to do this was made easy.&lt;br /&gt;
&lt;br /&gt;
Also, I have taken the time to review data from the SFB books and have reapplied some refits for all the races I could find. In many cases, many changes were warranted and have been applied. For example, the C9K is now far earlier than before.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Module R8 -- National Guard units ===&lt;br /&gt;
&lt;br /&gt;
ADB has released Module R8 - National Guard Units. These units are police and homeworld protection units, usually upgraded from mothball status and refitted to current technology.&lt;br /&gt;
&lt;br /&gt;
In this case, all races acquire rear-guard units to their lists, but are restricted in availability (on D2). Yes, they're kinda crappy but they could be used by scripters to make really interesting homeworld defense scenarios.&lt;br /&gt;
&lt;br /&gt;
== OP+ 3.4 Changes ==&lt;br /&gt;
&lt;br /&gt;
=== Massive automatically detected cleanups ===&lt;br /&gt;
&lt;br /&gt;
I've spent much time programming and detecting problems through some common-sense. This resulted in a lot of hard work, but the rewards are many.&lt;br /&gt;
&lt;br /&gt;
* Weapons are valid&lt;br /&gt;
* Weapon arcs are valid&lt;br /&gt;
* Weapons with arcs don't use a reload value&lt;br /&gt;
* weapons with reloads don't use arcs&lt;br /&gt;
* number of weapons are between 1 and 4.&lt;br /&gt;
* UIs used are valid&lt;br /&gt;
* all weapons in use match UIs: no weapons placed in a spot not used by UI.&lt;br /&gt;
* all HULLTYPE valid. ie: &amp;quot;DESTROYER&amp;quot;&lt;br /&gt;
* all CLASSTYPE valid. ie: &amp;quot;CA&amp;quot;&lt;br /&gt;
* PLaDs are not available before Y165 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This should insure high quality gameplay and any errors previously undetected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Implementation of G4.31: trading a bridge hit for a lab ===&lt;br /&gt;
&lt;br /&gt;
I remembered a basic SFB rule during the data entry of module R8:&lt;br /&gt;
&lt;br /&gt;
* (G4.3) Lab Substitutions&lt;br /&gt;
* (G4.31) Control Space: A ship without labs (...) can use one of its control spaces (G2.11) as a lab.&lt;br /&gt;
&lt;br /&gt;
I have decided to implement this by changing all ships with no labs but more than 1 bridge boxes: add 1 lab, and remove 1 bridge. This will *directly* affect shield repairs since that's what SFC uses. I restricted myself to units where this made sense. (ie: not on PFs.)&lt;br /&gt;
Around 2000 ships were affected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== OP+ 3.3 Changes ==&lt;br /&gt;
&lt;br /&gt;
=== Major Ship Models Review ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This isn't exactly a feature, however this work took 4 months to complete. All ship models introduced by the OP+ installer have been examined, and optimized at need. This would have affected much around 97% of the ships. Also, many ship models have been created with the intent to add them to OP+.&lt;br /&gt;
Optimizations:&lt;br /&gt;
&lt;br /&gt;
* Levels of Details (LODs): All ships must have LODs where the original model's details remain intact on LOD1: closest.&lt;br /&gt;
* Improved break-mods: All ships will have break-mods with all the pieces looking complete. This took most of the 4 months to do. However, when a ship blows up, a player won't be looking through a piece and see the other side. A damage texture will be shown. &lt;br /&gt;
** Also, the break-mods usually won't be based on the main LOD. That would be a waste of resources and may lag the game.&lt;br /&gt;
* Many More Models: Where appropriate, models have been created to represent a class of ship which was misrepresented previously. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Strings.txt Tweaks ===&lt;br /&gt;
&lt;br /&gt;
Strafer has taken it upon himself to review the names of ship classes and correct them. This took him about a week to do.&lt;br /&gt;
&lt;br /&gt;
For example, a Lyran HDW would be listed as a &amp;quot;Heavy War Destroyer&amp;quot;. Now it's listed as a &amp;quot;Top-Alleycat Heavy War Destroyer&amp;quot;. There are many such changes, especially within the Gorns. Go take a look.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== OP+ 3.2 Changes ==&lt;br /&gt;
&lt;br /&gt;
=== Fighterless Casual Carriers ===&lt;br /&gt;
&lt;br /&gt;
In SFB, all carriers are shown with just its base BPV. Unless noted otherwise, fighters are *extra*. Of course, it doesn't make sense to have a dedicated carrier without fighters, but it *does* make sense to allow not having to pay for them if it's optional. This affects many Hydran ships, as well as some others through the shiplist. These ships will be recognizable by the 'n' appended at the end of the ship designation. These ships will be marked as &amp;quot;R&amp;quot;estricted. These ships shouldn't appear on the D2 since that's not how it works for there.&lt;br /&gt;
&lt;br /&gt;
ie:&lt;br /&gt;
* The stock shiplist's H-SUI (a Taldren invention) costs 161 BPV.&lt;br /&gt;
* The OP+ H-SUI costs 167 BPV (stock fighter price leveled with other races).&lt;br /&gt;
* The OP+ 3.2 H-SUIn will cost 155 BPV and will have no fighters. Nothing is put in place to replace the fighters. The fighters are just not there: the player simply didn't pay for them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== More ISC fighter corrections ===&lt;br /&gt;
&lt;br /&gt;
Some ISC .III fighters come out before the .II fighters. Dates have been fixed.&lt;br /&gt;
From:&lt;br /&gt;
&lt;br /&gt;
    I-Restitution.II   11&lt;br /&gt;
    I-Writ.II          15&lt;br /&gt;
    I-Tort.II          17&lt;br /&gt;
    I-Caveat.II        17&lt;br /&gt;
    I-Restitution.III  15&lt;br /&gt;
    I-Writ.III         11&lt;br /&gt;
    I-Tort.III         11&lt;br /&gt;
    I-Caveat.III       15&lt;br /&gt;
&lt;br /&gt;
To:&lt;br /&gt;
&lt;br /&gt;
    I-Restitution.II   11&lt;br /&gt;
    I-Writ.II          11&lt;br /&gt;
    I-Tort.II          15&lt;br /&gt;
    I-Caveat.II        15&lt;br /&gt;
    I-Restitution.III  15&lt;br /&gt;
    I-Writ.III         15&lt;br /&gt;
    I-Tort.III         17&lt;br /&gt;
    I-Caveat.III       17&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== YLA adjustments to older ships within Advanced Era ===&lt;br /&gt;
&lt;br /&gt;
As a D2 campaign progresses into the advanced era, whether it's online or single-player D2, there seemed to be a LOT of left-over ships that haven't been phased out when they really really should be out of the picture.&lt;br /&gt;
&lt;br /&gt;
Adjusting the YLAs for these ships to be around year 45 (2308), just after all races have recieved introductions for the last of their X2 units, seems like a good time to make all the excess ships disapeer and make the campaign concentrate only to what should be leftover.&lt;br /&gt;
&lt;br /&gt;
This one are for you folks who like to turn a D2 map to a single colour, whatever that colour is for your race. ;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hullclass and Hulltype reclassifications ===&lt;br /&gt;
&lt;br /&gt;
Ships have been reclassified into their appropriate lists based on their weight (without pods) and # of engines. No, not BPV. Affected are many ships throughout the shiplist.&lt;br /&gt;
&lt;br /&gt;
ie: Simple relocation example: F-NCM&lt;br /&gt;
The F-NCM was listed as &amp;quot;NEW_HEAVY_CRUISER&amp;quot; within the CL list. It has a movement cost of 1 and ~30 warps. I've moved it to the CA list with the other NCAs.&lt;br /&gt;
&lt;br /&gt;
ie: Major adjustment example: HDWs.&lt;br /&gt;
The HDWs were listed as &amp;quot;WAR_DESTROYER&amp;quot; mostly within the FF list. They have a movement cost of 2/3 and ~24 warps. They've been moved to the CL list, reclassifying them as &amp;quot;LIGHT_CRUISER&amp;quot;. They are, after all, heavier than a WAR_DESTROYER.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== More freighters for all races ===&lt;br /&gt;
&lt;br /&gt;
I've added many many freighters, for all races.&lt;br /&gt;
&lt;br /&gt;
* repair freighters (large and small)&lt;br /&gt;
* exploration freighters (large and small)&lt;br /&gt;
* troop transport freighters (large and small)&lt;br /&gt;
* all freighters for pirates too.&lt;br /&gt;
** I've never heard of illegal operations that didn't have some legal front with legitimate operations. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Civilian Freighters for all races. (with new model) ===&lt;br /&gt;
&lt;br /&gt;
.. and yet more freighters...&lt;br /&gt;
&lt;br /&gt;
* Free Traders (for everyone)&lt;br /&gt;
* Free Traitors (for pirates)&lt;br /&gt;
* Free Trooper and Tanker (Marines-related units)&lt;br /&gt;
* Federation Express&lt;br /&gt;
** The Federation Express is a __CIVILIAN__ service. They have their own fleet of courier ships. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Armed Priority Transports ===&lt;br /&gt;
&lt;br /&gt;
Another freighter variant. The APTs are fast, small, and neat little military couriers. All races used these. (with new model)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== System Activity Maintenance Stations (SAMS) ===&lt;br /&gt;
&lt;br /&gt;
Think as these as small platform stations. These are also used as a kind of listening post in far away systems where other tasks are needed, such as a research station above a planet. For these, I've created a model based on the xdp (Defense Platform) which should do nicely.&lt;br /&gt;
&lt;br /&gt;
Note: They can have various base augmentation modules installed (Hospital, VIP quarters, cargo, sciences, etc..)&lt;br /&gt;
&lt;br /&gt;
Note: Also, similar to the SAMS, I've added a N-CPL Civilian Commercial Platform which also uses the new model.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Civilian Base Stations ===&lt;br /&gt;
&lt;br /&gt;
Much like the other Base Stations for all races, most/all races had civilian base stations. These did not have ph4s, and other mount points have some i lesser weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== X1 and X2 Bases ===&lt;br /&gt;
&lt;br /&gt;
In some cases, I had to more or less feel my way around in the dark to create proper bases for all races in X1 and X2 era. I just didn't seem right that all races had bases of all kinds from beginning to late era, then when Advanced arrives, all's there is a X2-style SBX. Well. I renamed all the SBX to XSBs and added the following:&lt;br /&gt;
&lt;br /&gt;
* BSX - X1 base stations&lt;br /&gt;
* BSXF(or P) - with Fighters/PFs.&lt;br /&gt;
* XBS&lt;br /&gt;
* XBSF/P&lt;br /&gt;
* BTX&lt;br /&gt;
* BTXF/P&lt;br /&gt;
* XBT&lt;br /&gt;
* XBTF/P&lt;br /&gt;
* SBX&lt;br /&gt;
* SBXF/P&lt;br /&gt;
* XSBF/P &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mobile Bases ===&lt;br /&gt;
&lt;br /&gt;
All races used these as temporary repair and resupply stations during an offensive, or when a base was lost.&lt;br /&gt;
&lt;br /&gt;
Its construction involves 2 specially-made habitable pods that tugs can carry for the center portion of the hull. These pods are accompanied by 4 normal-sized pods installed around. These 4 pods could be just about anything that fits, but normally would be some cargo pods, a repair pod and maybe something else (light battle pod? CVL pod?). Finally, 2 base augmentation modules are installed to fill in the blanks.&lt;br /&gt;
&lt;br /&gt;
A convoy of tugs would normally be sufficient to build this base and set it up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== OP+ 3.1 Changes ==&lt;br /&gt;
&lt;br /&gt;
=== ISC Carriers now have same ratio of fighters ===&lt;br /&gt;
&lt;br /&gt;
To smooth out the fighter payloads on ISC carriers, the 2/3rds rule for SFB-&amp;gt;SFC fighter payloads has been applied to all ISC carriers. I've been told the 1:1 ratio for the carriers have been preserved to compensate for fighters that had no heavy weapons. Well.. Check out the next entry on this page..&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ISC fighters now have increased hull/armor ===&lt;br /&gt;
&lt;br /&gt;
To compensate with the reduction in fighter numbers noted above, the hull hit capacity on ISC fighters has been improved by 20%. In a group of 4 fighters, that is a tremendous improvement in survival.&lt;br /&gt;
&lt;br /&gt;
=== Non-X2 MIRV loadout variants added ===&lt;br /&gt;
&lt;br /&gt;
In a push to make SFC more SFB-like, conversion rules have been thought up to allow non-X2 ships to be equipped with MIRV racks. Such a conversion would increase the BPV of the ship by 20 BPV.&lt;br /&gt;
&lt;br /&gt;
Conversion requirements:&lt;br /&gt;
SFB rules are percentage based on the # of drone spaces on racks. Since that cannot be applied to SFC, the # of racks, themselves is instead used for the count. MIRVs, or MW in SFB, are of a &amp;quot;Limited&amp;quot; type of drone, and has corresponding percentage rules. The percentages are the following:&lt;br /&gt;
&lt;br /&gt;
* 10% of drones on non-Mirak/non-Kzinti, non-X ships can be of the &amp;quot;Limited&amp;quot; type.&lt;br /&gt;
* 20% of drones on Mirak/Kzinti can be of the &amp;quot;Limited&amp;quot; type.&lt;br /&gt;
* 20% of drones on X ships can be of the &amp;quot;Limited&amp;quot; type. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That means that on a non-X, non-Mirak ship, you need at least 10 droneracks to apply the conversion. (There is actually 1 ship that qualifies: Z-WAxDN1.)&lt;br /&gt;
On Mirak or X1 ships, each 5th rack can be converted to a MIRV rack, if the number of drone spaces on the ship is preserved. Usually, that means 2 B-racks become 1 MIRV-rack and 1 A-rack. (Each MIRV drone is similar to the double-space MW drone from SFB. Since a MIRV rack has 4 drones per reload, that means the rack is HUGE, sporting 8 drone spaces per reload. The B rack only has 6, so something has to be done to compensate)&lt;br /&gt;
&lt;br /&gt;
=== ISC PPD ships have PPD mountpoint splits ===&lt;br /&gt;
&lt;br /&gt;
ISC PPD mountpoints have been splits, much like many other weapons have been with this change.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Romulan Modular Dreadnought variants ===&lt;br /&gt;
&lt;br /&gt;
The Romulan Modular Dreadnoughts have been populated in with their many compatible and SFB-complient variants. That's a LOT of available dreadnoughts for the Rommies, now.&lt;br /&gt;
&lt;br /&gt;
The modules used are per SFB rules, and originate from the various SparrowHawk and SkyHawk configs. Some modules have been specifically mentionned as illegal,such as the mauler or J PLaS modules. Others are incompatible to the current game.&lt;br /&gt;
&lt;br /&gt;
Dreadnoughts, with modular configs:&lt;br /&gt;
&lt;br /&gt;
* R-DMH, DemonHawk: 2 SparrowHawk modules, 1 SkyHawk module&lt;br /&gt;
* R-OMH, OmniHawk Light Dreadnought: 2 SparrowHawk modules.&lt;br /&gt;
* R-MGH, MegaHawk Dreadnought: 2 SparrowHawk modules. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== OP+ 3.0 Changes ==&lt;br /&gt;
&lt;br /&gt;
=== Ship Models ===&lt;br /&gt;
&lt;br /&gt;
Models have been gathered and selected for use with OP+. In fact, they're included in the main package of the project. There is also a no_models version for those with no bandwidth or those who want to install their own sets of models.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Previous Changes ==&lt;br /&gt;
&lt;br /&gt;
=== Executable Installer ===&lt;br /&gt;
&lt;br /&gt;
Thanks to NullSoft's NSIS, I now have an easy-to-use installer for this project. People usually have problems installing the shiplist properly, if they're to have any problems at all. Here's a nice screenshot:&lt;br /&gt;
&lt;br /&gt;
https://klingon.lostexiles.net/OP_plusrefit/opplus_installer_22.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This will have much greater implications in future versions of the shiplist, since I've always wanted to have 2 versions of the shiplist downloadable: 1 with models and 1 without. Aww well, you'll see when I mean when/if I do it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Installer FAQ:&lt;br /&gt;
&lt;br /&gt;
* Does the installer back-up the current shiplist files?&lt;br /&gt;
** Yes.&lt;br /&gt;
* Where are these files backed up to?&lt;br /&gt;
** In &amp;quot;opplus\backup&amp;quot; under your SFC:OP directory. The files in &amp;quot;opplus\&amp;quot; are the OP+ shiplist files themselves. Future OP+ versions will have more within this directory structure.&lt;br /&gt;
&lt;br /&gt;
=== NCA-class Variants (from SFB module R10) ===&lt;br /&gt;
&lt;br /&gt;
The coming of the New Heavy Cruisers meant cheaper effective replacements to the dwindling numbers of the venerable heavy cruisers. It's only common sense to also replace variants of said heavy cruisers with new heavy cruiser variants.&lt;br /&gt;
&lt;br /&gt;
NCAs, NCFs, NCMs, NCCs, etc.. a whole array of NCA variants have been added to the OP+ shiplist in version 2.2, from SFB module R10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== CVP Patrol Carriers (from SFB module J2) ===&lt;br /&gt;
&lt;br /&gt;
With no heavy weapons, these CWL-variants come with 12 fighters, based on 18 in SFB. These carriers are to be respected, despite their size. All fighter-based races recieve them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== CVD Interdiction Carriers (from SFB module J2) ===&lt;br /&gt;
&lt;br /&gt;
Also with no heavy weapons, the Interdiction are modified CA-sized ships. their SFB version have 24 fighters, which gives them 16 in SFC. Basically, all races can have &amp;quot;H-CAV&amp;quot;-like ships now.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Implementation of the new arcs in patch 25410 ===&lt;br /&gt;
&lt;br /&gt;
7 new arcs have been implemented in OP Patch version 2.5.4.10. These are:&lt;br /&gt;
&lt;br /&gt;
* FALX/FARX -&amp;gt; FAL/FAR + right down rear&lt;br /&gt;
* LSRF/RSLF -&amp;gt; LS+RF / RS+LF missing arcs&lt;br /&gt;
* RRP/RLP -&amp;gt; Rear plasma arcs good for some tugs and HDWs.&lt;br /&gt;
* LR -&amp;gt; L+R arc used on the Hydran Fire Support Pallet &lt;br /&gt;
&lt;br /&gt;
Also note the fixed LWX arc in SFC:OP 25410. It's been restored onto ships that use it as of OP+ version 2.2 .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Real&amp;quot; Armed FRDs from SFB ===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Real&amp;quot; SFB-like FRDs have been added instead of the stock FRDs. These have weapons, usually 2 heavy weapons, 2 ph1/2s and 4 ph3s. They're not overly armed, but they should dismiss the &amp;quot;fodder&amp;quot; reputation the FRDs have in SFC.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PF Acceleration changed to 15 ===&lt;br /&gt;
&lt;br /&gt;
Briefly said, the PFs were accelerating as quickly as a normal ship, which I found wrong. I changed it to the SFB standard of 15 per turn for all PFs and Interceptors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Heavy Weapon mount splits ===&lt;br /&gt;
&lt;br /&gt;
Many ships have been improved by splitting some number of weapons into many separate weapons. This will allow for different settings among the groupings, and more pseudos for the plasmas. Effectively, the affected ships seem more complete this way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== LWX arc workaround (arc fixed in 25410) ===&lt;br /&gt;
&lt;br /&gt;
The LWX mount is simply broken. It is an arc which encompasses LS+RR. The closest replacement is the LS arc itself, since it overshoots by 10 degrees both in front and at rear. That means the LWX is only 20 degrees wider than the LS arc.&lt;br /&gt;
&lt;br /&gt;
All ships with weapons which have the LWX arc, or HAD the LWX arc but have been replaced by RX or RAL/RAR arcs have been changed to LS/RS arcs.&lt;br /&gt;
&lt;br /&gt;
NOTE: In OP 25410, the arc has been fixed, so restoration in the OP+ shiplist 2.2 has been applied.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Basic Hydran fighter KillerBee.I change to 2 BPV ===&lt;br /&gt;
&lt;br /&gt;
BPV stands for &amp;quot;Battle Point Value&amp;quot; but what it really means is &amp;quot;how good a ship is in a fight.&amp;quot; .. with that in mind, all the stock Hydran 1 BPV fighters have been increased to 2 BPV and the carriers have recieved appropriate BPV increase.&lt;br /&gt;
&lt;br /&gt;
Hydrans, don't fret. While the carriers are more expensive, upgrading to a better fighter will be cheaper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ships with drones and special sensors will have 12 Drone Control ===&lt;br /&gt;
&lt;br /&gt;
This was a good idea. I increased the DroneControl by 6 on any ship with both drones and special sensors. This will help out some drone cruisers which include these special sensors in their design for exactly that task.&lt;br /&gt;
&lt;br /&gt;
NOTE: This works to a max of 12 DC only. Ships that have 12 DC already will remain at 12 DC. Sorry, buggy game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Year Last Available date changes ===&lt;br /&gt;
A massive revision of the shiplist resulted in an across-the-board change of YLA dates. Expect ships to become unavailable when playing single-player or online D2 as refitted versions of ships replace the unrefitted ones.&lt;br /&gt;
&lt;br /&gt;
ie:&lt;br /&gt;
The F-DN is introduced in 2248. It will disapeer in 2274, making way to the F-DN+ which is a major overhaul/refit of the ship. The F-DN+ appears in 2272, and will disapeer in 2277, making way to the F-DNG. The F-DNG appears in 2275 and remains for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
This is a major shiplist change introduced in version 2.0 of the shiplist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Y175 drone refit and reloads changes ===&lt;br /&gt;
&lt;br /&gt;
Around 2275, all empires have come through with new technologies allowing already-existing ships to improve their ordinance through a minor refit. The Y175 refit increases the number of available dronerack reloads, improves some AMDs and even allows better droneracks to be installed altogether on the various warships.&lt;br /&gt;
&lt;br /&gt;
Many additional ships were added as a result of the 'fleshing out' caused by Y175 refits. These will be marked with a &amp;quot;R&amp;quot; code appended to the ship's codename. These refits involve upgrades from Drone-A racks to B or C-racks. All racks that had just 1 reload prior to 2275 will now have 2, and some that had 2 now have 3. ADD6s become ADD12s in most cases.&lt;br /&gt;
&lt;br /&gt;
In some cases, it meant splitting the ship into 2 separate entries: before and after Y175. Appropriate BPV adjustments have been made. Specifically:&lt;br /&gt;
&lt;br /&gt;
* 1 BPV for A-rack -&amp;gt; B-rack (1 reload to 2, change to B racks)&lt;br /&gt;
* Usually ADD6 before Y175, ADD12 after Y175.&lt;br /&gt;
* 1.5 BPV (round up total) per ADD6 -&amp;gt; ADD12&lt;br /&gt;
** ie: 3 BPV for 2 ADD6s -&amp;gt; ADD12s upgrade&lt;br /&gt;
* 0 BPV for A,B,C,G-racks already in place. (reload upgrade only)&lt;br /&gt;
* CX racks should have 3 reloads.&lt;br /&gt;
** C racks on X ships&lt;br /&gt;
* GX racks should have 3 reloads.&lt;br /&gt;
** G racks on X ships are really like B racks with 2 reloads. In OP+ 2.2, the GX racks have been replaced by B racks with 2 reloads on player demand. In versions 2.0 and 2.1c, the GX racks are G racks with 3 reloads&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are exceptions. For example, all the D5s came with ADD12s even before Y175. I did not bother making sure post Y175 had the best technologies available to them.&lt;br /&gt;
&lt;br /&gt;
This is a major shiplist change introduced in version 2.0 of the shiplist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;refit&amp;quot; and &amp;quot;refit base&amp;quot; changes ===&lt;br /&gt;
&lt;br /&gt;
To improve the user-interface useability of the game, most incognito refits have been given a name.&lt;br /&gt;
&lt;br /&gt;
ie, ISC ships:&lt;br /&gt;
* W refit: rear wing phaser3s.&lt;br /&gt;
* P refit: some Plasma-Gs were upgraded to PPDs.&lt;br /&gt;
* Y refit: some Plasma-Gs were upgraded to Plasma-Ss.&lt;br /&gt;
* Z refit: rear Plasma-Is were installed.&lt;br /&gt;
&lt;br /&gt;
Also, to also an almost FAQ-necessary question, I added what the Monitor support pallet contains in the Refit field. I hope that helps.&lt;br /&gt;
ie, F-MONS, Refit: Labs Hull Cargo&lt;br /&gt;
&lt;br /&gt;
This is a major shiplist change introduced in version 2.0 of the shiplist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Re-classification of some ships ===&lt;br /&gt;
&lt;br /&gt;
SFB calls the D5 ships &amp;quot;War Cruisers&amp;quot;. These are bigger than the War Destroyers the shiplist was making them pass for. All D5s have been changed to the LIGHT_CRUISER hulltype. I also changed the Romulan version of the D5: R-KDR. The R-KDP is marked as CARRIER.&lt;br /&gt;
&lt;br /&gt;
Similarly, the following ships have also been reclassified:&lt;br /&gt;
&lt;br /&gt;
* R-KCR/R-KCRF: from HEAVY_CRUISER to HEAVY_BATTLECRUISER&lt;br /&gt;
* K-F6/R-KFR: from DESTROYER to WAR_DESTROYER&lt;br /&gt;
* H-CHC/H-CHA: from HEAVY_BATTLECRUISER to HEAVY_CRUISER &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Commando ships set to &amp;quot;SPECIAL&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
All commando ships have been set to &amp;quot;SPECIAL&amp;quot;. I investigated their seemingly overwhelming presence in missions to only find that most Taldren-originated ships and all of mine had Commando ships as normal cruisers. This should solve the problem by removing them from standard gameplay. Too bad that also removes it from the D2 shipyards, but there were too many there too anyways.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Survey cruisers removed from &amp;quot;SPECIAL&amp;quot; class ===&lt;br /&gt;
&lt;br /&gt;
Unlike commando ships, most survey ships can actually defend themselves nicely. They've been changed back to their respective hulltypes. Expect them in battle more often.&lt;br /&gt;
&lt;br /&gt;
ie: F-GSC is a HEAVY_CRUISER type ship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lyran ships with INTs appearing way too early ===&lt;br /&gt;
&lt;br /&gt;
Some Lyran ships were being introduced with PFs well too early. Some, like the L-CFF, could be purchased and used at around 2265. That's 12 years before the other races can even THINK of having interceptors.&lt;br /&gt;
I made sure no Lyran &amp;quot;F&amp;quot; or &amp;quot;T&amp;quot; variants would appear before 2276, thus balancing out their casual PFTs with the other PF-using races.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== X1 Ships ===&lt;br /&gt;
&lt;br /&gt;
During the Andromedan Invasion, new technology was developed and became available to all of the galactic forces. This was called &amp;quot;X-Technology&amp;quot; and was introduced in the form of refitted cruisers.&lt;br /&gt;
&lt;br /&gt;
The X1 ships were added to the game for all the races involved. X1 ships start appearing around year 2292 and up from there. This is 10 years after SFB prototypes due to limitations of the game itself: Advanced Era does start until the 2290s.&lt;br /&gt;
&lt;br /&gt;
All the X1 ships I could get my hands on were added, including those from Captains Logs I have access to. If I encountered incorrect X1 ships in the Shiplist entered by Taldren, I removed them. The real X1 ships seemed more.. .. ..appropriate: X1 ships were really more refits than anything. These replacements are quite visible in the compare.txt file as X1 ships with massive modifications. They're really replacements with the same name.&lt;br /&gt;
&lt;br /&gt;
The Orion races get 3 variants for weaponry per X-ship class. I had to use my judgement for their loadouts. Perl scripting made this task possible.&lt;br /&gt;
&lt;br /&gt;
Some of the plasma x-ships which would normally have Plasma-Ms have been fitted with Plasma-R in this shiplist. The charging costs are the same, and so are their ranges. Some ships have had their plasma-Ss downgraded to Plasma-Gs to compensate. When I could not compensate, I increased the BPV by 10 per Plasma-M to Plasma-R upgrade. I know it's a lot, but it feels about right.&lt;br /&gt;
&lt;br /&gt;
ie: ISC I-CCX.&lt;br /&gt;
NOTE: In version 2.2, the PLaGs have been restored to PLaSes, and the BPV increased for the PLaRs as compensation instead.&lt;br /&gt;
&lt;br /&gt;
In SFC, X1 ships do not benefit from enchanced loading methods for the heavy weapons, like in SFB. There is no easy way to calculate the difference in BPV this would have, therefore no changes have been done to X-ship BPVs regarding this matter. (Blame it on the higher contruction costs?)&lt;br /&gt;
&lt;br /&gt;
I've decided to ignore the errata for the X1 ships BPV. This game was designed using the pre-errata rules for x-technology and therefore should use pre-errata BPV.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== X2 Dates adjustments ===&lt;br /&gt;
&lt;br /&gt;
Once the Andromedans were repulsed, more resources were devoted to design and manufacture of new classes of ships and weapons. These are known as the X2 ships, and are nothing like the ships previously seen.&lt;br /&gt;
&lt;br /&gt;
It just didn't seem to make sense to have *ALL* X2 ships appear in 2300. There should be prototype introductions, as well as creation of various other hull types. Also, not all races create ships at the same time. There is a certain pattern to this: Federation is almost always first. The Klingons and Lyrans are usually not far behind. The Hydrans, Kzinti and Romulans tend to develop technology as a later response. The ISC and Gorns seem to be tardy in their development.&lt;br /&gt;
&lt;br /&gt;
The new dates for the X2 ships should reflect this. None of the X2 ships were otherwise changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Light Dreadnoughts ===&lt;br /&gt;
&lt;br /&gt;
Built early in the General War, the light dreadnoughts acted as heavy fast raiders. Production ceased as heavier &amp;quot;true&amp;quot; dreadnoughts proved to be a better allocation of available ressources.&lt;br /&gt;
&lt;br /&gt;
The only races I saw having Light Dreadnoughts were the Gorn and the Klingon. That didn't seem right to me as all races have them. With 45 Warps, but a movement cost of only 1.25, these &amp;quot;Light Dreadnoughts&amp;quot; needed balance, and balance was found in the SFB material: everybody's got one.&lt;br /&gt;
The K-C5 and the G-DNL aren't alone anymore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Early Dreadnoughts ===&lt;br /&gt;
&lt;br /&gt;
Appearing at around 2250, early dreadnoughts were built as command ships with the weaponry of heavy cruisers, but with more staying power and energy. The technology of the day was insufficient to allow more appropriate weaponry on these massive new hulls. Most early dreadnoughts survived the General War and were converted to standard dreadnoughts.&lt;br /&gt;
&lt;br /&gt;
Again, only a few races have DNEs in SFC:OP. All races are supposed to have them and they were all added accordingly.&lt;br /&gt;
&lt;br /&gt;
NOTE:&lt;br /&gt;
SFB module R7 lists the F-DN as appearing in Y148, not Y167 as listed in previous SFB modules or SFC:OP. The date for the F-DN has been adjusted and this shipclass will act as the Fed's early dreadnought.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Additional Corrected Heavy Dreadnoughts ===&lt;br /&gt;
&lt;br /&gt;
Heavy Dreadnoughts appeared as upgrade refits to the standard dreadnoughts. Heavy dreadnoughts are to dreadnoughts what command cruisers are to heavy cruisers.&lt;br /&gt;
&lt;br /&gt;
Some of the Heavy Dreadnoughts already in the game didn't match the Heavy Dreadnoughts in the standard OP shiplist. Instead of removing the old ones, I've renamed the old dreadnoughts if necessary and kept them as well as adding the real ones from SFB into the game.&lt;br /&gt;
&lt;br /&gt;
Renamed Taldren dreadnoughts:&lt;br /&gt;
&lt;br /&gt;
* G-DNH -&amp;gt; G-DNHph (Heavy Phaser Dreadnought)&lt;br /&gt;
* L-DNH -&amp;gt; L-DNHE (Heavy ESG Dreadnought) &lt;br /&gt;
&lt;br /&gt;
Renamed SFB dreadnoughts, added but conflicting with already existing Taldren dreadnoughts:&lt;br /&gt;
&lt;br /&gt;
* F-DNH -&amp;gt; F-DNHadd &lt;br /&gt;
&lt;br /&gt;
Imported DNH from EAW, because a problem was fixed there first:&lt;br /&gt;
&lt;br /&gt;
* Z-DNH &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fast Cruisers ===&lt;br /&gt;
&lt;br /&gt;
Mostly used as special units for reconnaissance and raid missions, these ships were seen as failed experiments from the dawn of the General War. Their increased warp power design proved unstable with the standard weaponry load of a normal heavy cruiser. Heavy weapons had to be removed, replaced instead by additional phaser array emitters.&lt;br /&gt;
&lt;br /&gt;
As per SFB module R6, all races now have Fast Cruisers. Find Them. Use Them. They're fun. Note that these were usually prototypes and are normally marked as &amp;quot;R&amp;quot; for restricted ships.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Heavy War Destroyers ===&lt;br /&gt;
&lt;br /&gt;
Smaller than previous war destroyers, the heavy war destroyers are an efficient late-war design intended as replacements for the many lost support and variant smaller ships. They tend to carry a few fighters on board for extra firepower, if their race's doctrine permits it. These ships were quite modular, allowing a shipyard to overhaul the ship to any needed variant.&lt;br /&gt;
&lt;br /&gt;
The Heavy War Destroyers in SFC:OP aren't giving them justice. These ships are far superior than what the standard shiplist contains. In fact, the Fed HWD is missing 6 center warp!&lt;br /&gt;
&lt;br /&gt;
SFB's R6 contains rules on how these ships are truly picked and designed. They're shown in their basic skeletal variant in the SSDs. There are still 'optional systems' mounts left unfilled, as well as Weapons Options mounts. These are known as &amp;quot;NWO&amp;quot; (Non-Weapon Option) and &amp;quot;WO&amp;quot; (Weapon Option) and it's up to the player to choose what these systems are based on available charts. The chosen system also increase the BPV of the ships.&lt;br /&gt;
&lt;br /&gt;
I have created as many useful variants these ships can be 'morphed' into as possible. Most races have 3 battle configurations (the Gorn have 4). All have Commando, Escort, Exploration and Carrier/PF Tender variants. That's 7 ships added per race, much more if you count the many Orion weapon configs they may have.&lt;br /&gt;
&lt;br /&gt;
NOTE: In OP+ 2.2, another variant has been added: Marine Assault. Basically, it's the maximum deployment of transporters on the HDWs, for maximum offensive effectiveness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tugs ===&lt;br /&gt;
&lt;br /&gt;
Mostly used as priority military or government cargo transports, tugs are full-fledged starships with limited armament suitable for its mission. However,they are capable of carrying massive 'pods', which are not necessarily all cargo holds. Available pods vary widely. However, combat-related pods such as commando pods, carrier pods and battle pods allow the tug to actively participate in important battles.&lt;br /&gt;
&lt;br /&gt;
I've added all cargo-carrying tugs variants for scenario generation purposes. The tugs with no pods are set as &amp;quot;Heavy Cruisers&amp;quot; or &amp;quot;Light Cruisers&amp;quot;, depending on their size. The tugs with cargo pods attached are set as &amp;quot;Special&amp;quot;, type &amp;quot;R&amp;quot;, hulltype &amp;quot;Freighter&amp;quot;. These will remain present in the game in case someone feels it's useful enough to create scenarios with them. They're also going to appear under the D2 if this shiplist is used.&lt;br /&gt;
&lt;br /&gt;
Be careful to check the Movement Cost of the tug you wish to play. Some tugs are slow and heavy, and will not move quickly nor maneuver well at all. These restrictions are per SFB rules, and seem accurate. The slowest battle-worthy tugs in the game are the Federation F-BTV and F-CVTC. Try the F-CVTC with a full complement of 24 fighters. You'll just love it despite the slow speed (16 max?).&lt;br /&gt;
&lt;br /&gt;
Tugs with self-defense pallets have not been added to the game, to avoid clutter and make room in the shiplist.&lt;br /&gt;
NOTE: The exceptions, Hydran H-TUGsdp and H-TUG+sdp, have 8 gatling phasers (ph-G). That made them interesting ships to play. The SD Pallet added 4 ph-G 360, so I couldn't resist adding them once it was pointed out to me.&lt;br /&gt;
&lt;br /&gt;
Some of the BattleTugs are vicious ships and have been rated as &amp;quot;Heavy Battlecruisers&amp;quot;. In the many games I have played with this shiplist, this decision was well justified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Casual PF Tenders ===&lt;br /&gt;
&lt;br /&gt;
By adding a clamp mechanism to a tractor beam system, practically any ship could be adapted to carry PFs into battle.&lt;br /&gt;
&lt;br /&gt;
I've added many casual carriers to the shiplist, mostly with the intent of maintaning the balance. More precisely, the Gorn and Romulans were seriously lacking in the Carrier department, so I've made some logical additions.&lt;br /&gt;
&lt;br /&gt;
Note: I started off by adding any Casual PFTs with the mechlinks already drawn onto the SSDs.&lt;br /&gt;
&lt;br /&gt;
* G-CCHF&lt;br /&gt;
* G-BCHF&lt;br /&gt;
* G-BBF&lt;br /&gt;
* R-SPJF&lt;br /&gt;
* R-KEF&lt;br /&gt;
* R-KCRF&lt;br /&gt;
* R-KVLF&lt;br /&gt;
* R-K10RF&lt;br /&gt;
* R-KCNF &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also, almost all large Lyran ships are considered to be capable of Full PFT duty. These ships, starting from the L-BCH to largest, will now have a &amp;quot;T&amp;quot; varient (for tender) capable of carrying a full load of 4 PFs. The original &amp;quot;F&amp;quot; designs with 2 PFs will remain available.&lt;br /&gt;
&lt;br /&gt;
* L-BCHT&lt;br /&gt;
* L-DNT&lt;br /&gt;
* L-DNLT&lt;br /&gt;
* L-DNHT&lt;br /&gt;
* L-BBT &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Oh.. and BTW..&lt;br /&gt;
I took the liberty of adding &amp;quot;F&amp;quot; PFT variants of the Lyran X1 and X2 ships.&lt;br /&gt;
Be warned. *EVIL LAUGH!!*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Battle Carriers ===&lt;br /&gt;
&lt;br /&gt;
Already capable warships, the BattleCruisers and Heavy BattleCruisers are actually refittable as carriers.&lt;br /&gt;
&lt;br /&gt;
To balance the BCV category, Romulans and Gorns also needed BCVs. A couple of SFB ships had to be modified from their original SSDs to fit the role.&lt;br /&gt;
Specifically:&lt;br /&gt;
&lt;br /&gt;
* R-TH (ThunderHawk)&lt;br /&gt;
** Normally carries 8 fighters, 2 shuttles and 6 PFs. Fighters have been completely removed to match Romulan no-PF philosophy in SFC:OP. 4 shuttle boxes have been added, increasing the number to 6. The BPV of the ship has been adjusted to compensate for the other 4 missing shuttleboxes.&lt;br /&gt;
* G-BCS&lt;br /&gt;
** Normally carries 6 fighters, 2 shuttles and 6 PFs. All fighterbays have been converted to shuttlebays. (Gorns with 8 shuttlebays are not unseen in this game.) &lt;br /&gt;
&lt;br /&gt;
Both of the above-mentioned ships have been reduced to 4 PFs like all the other PFTs in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== BattleShip Carriers ===&lt;br /&gt;
&lt;br /&gt;
BattleShip Carriers are true monsters. These flagships were heavily modified to carry large number of fighters to supplement their already vast firepower.&lt;br /&gt;
&lt;br /&gt;
More BBVs have been added to the game. Specifically, the &amp;quot;I-BBV&amp;quot;, &amp;quot;F-BBV&amp;quot;, and &amp;quot;Z-BBV&amp;quot; now join the &amp;quot;H-MNV&amp;quot;, &amp;quot;K-B10V&amp;quot; and &amp;quot;K-B11V&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
PF-based races, such as the Gorn, Romulans and Lyrans, now have CasualPFTs for their BB classes.&lt;br /&gt;
&lt;br /&gt;
The TigerHeart don't have any Dreadnoughts or Battleships. Read go check the SFC:OP manual about this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fast Resupply Frigates ===&lt;br /&gt;
&lt;br /&gt;
These frigates were designed mostly as prioritive cargo transports between industrial and production centers and front-line carrier groups. Their cargo holds were specially designed for carrying replacement fighters and pseudo-fighters, as well as lodging replacement crews. In a pinch, they were also capable of acting as carrier escorts.&lt;br /&gt;
&lt;br /&gt;
These are lightly armed cargo frigates used as fast freighters for carriers. The supply fighters and parts necessary for these carriers and are strategically important. Tactically, they suck, but I added them to the game anyways.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Monitors ===&lt;br /&gt;
&lt;br /&gt;
Monitors are usually sent to defend planets, or to establish a military presence in a remote sector until a properly defended outpost can be established. They are very slow yet very powerful ships with enough firepower to induce caution within any would-be invader.&lt;br /&gt;
&lt;br /&gt;
Like the above brief description states, they're slow but strong. Attacking them feels like you're charging to meet a slow yet nasty brute which has long enough arms to punch you and keep you back. Playing one is as difficult: you're slow with a max speed of 14 within SFC. Your fantastic phaser arcs will defend you nicely, but if you're overwhelmed and outmaneuvered, you're dead.&lt;br /&gt;
&lt;br /&gt;
Almost all Monitors are identical, for all the races that have them. Here's a rundown of their base systems:&lt;br /&gt;
&lt;br /&gt;
* Power: 27 total&lt;br /&gt;
** 6 Warps total, 3 on each side.&lt;br /&gt;
** 3 Impulse Power&lt;br /&gt;
** 18 APRs&lt;br /&gt;
** 8 Batteries &lt;br /&gt;
* 36 shields, all around&lt;br /&gt;
* 2 Transporters&lt;br /&gt;
* 4 Tractors&lt;br /&gt;
* 0 Labs&lt;br /&gt;
* 6 Hull&lt;br /&gt;
* Up to 6 shuttles &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Monitors may carry a pallet. There are 3 pallets available. All pallets cost 15 BPV, fighters/PFs not included:&lt;br /&gt;
&lt;br /&gt;
* Support Pallet&lt;br /&gt;
** 6 cargo, 6 hull, 6 lab (very useful for shield regen) &lt;br /&gt;
* Carrier Pallet (if applicable)&lt;br /&gt;
** 2 cargo, 9 fighters (12 fighters * 2/3 ratio) &lt;br /&gt;
* PFT Pallet (if applicable)&lt;br /&gt;
** 2 cargo, 6 mechlink tractors, 4 PFs (6 PFs * 2/3 ratio) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I did not enter any SCS Pallets nor the equivalent Federation Heavy Carrier Pallet. Why? The SCS pallets mix fighters and PFs. The Fed CVA pallet is the quivalent pallet but I didn't want to give them an advantage.&lt;br /&gt;
&lt;br /&gt;
Please notice that I've used the Fed merchant ship skin/model for these ships. The merchant ships roughly but accurately look right for the part: big hull, with little itty-bitty warps sticking out the sides. (Compared to SFB SSDs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Additional PFs ===&lt;br /&gt;
&lt;br /&gt;
==== Escort PFs ====&lt;br /&gt;
&lt;br /&gt;
Other PF variants were also designed. Some were to carry hypothetical fighters into battle. Others were to lay minefields. There were to be even commando and cargo-carrying PFs. But as a design proving to be much more successful than expected, the escort PFs were useful additions to any fleet.&lt;br /&gt;
&lt;br /&gt;
The escort or phaser PFs had less heavy weapons, but more phasers or Plasma-D racks specially placed for defensive purposes. These ended up being cheaper to manufacture than the other PFs.&lt;br /&gt;
&lt;br /&gt;
PF Variants can be found in the module K rulebook. There are cargo, commando, minelaying and escort PFs and all are official. For the purpose of this shiplist, the escort PFs sound like they've got the right scope in mind.&lt;br /&gt;
Evidence shows that Taldren's way of calculating a PF's BPV seems to have been to put it into the game, but always letting the insertion program calculate the BPV for them, with a balance of -5 BPV, for all PFs. I've done the same for the added Lyran, Gorn and Romulan escort PFs.&lt;br /&gt;
&lt;br /&gt;
Most of these PFs will never become &amp;quot;drone bait&amp;quot;. When I showed strafer these ships as potential additions (from module K) and how I would do it, all he told me was &amp;quot;I approve&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Lyran PFL ====&lt;br /&gt;
&lt;br /&gt;
The standard L-PFL has been added. It's just like a L-PF+, but with the transporter, t-bomb and couple of marines. I used PFLs from the other races as templates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== StarHawk PFs ====&lt;br /&gt;
&lt;br /&gt;
Following the modular design, the Romulans also have a series of PFs called the StarHawk PFs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Brigand Interceptors and Bucaneer PFs (TigerHeart) ====&lt;br /&gt;
&lt;br /&gt;
Since the TigerHeart only have small ships, it's fair to increase the roster with other existing PFs the pirates would normally use. I gave these PFs weapons as per the Orion Pirate weapon option mount rules, and weapon availability due to cartel location.&lt;br /&gt;
&lt;br /&gt;
The drone-carring variants are particularly effective. But since the PFs don't have their own drone control (and its passed on to the mother ships), I installed OAKDISK (and paid the BPV for it) on all PF-carrying TigerHeart ship.&lt;br /&gt;
&lt;br /&gt;
Find out more about the additional PFs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Additional Orion hulltypes and classes ===&lt;br /&gt;
&lt;br /&gt;
Many orion ships are missing from the game. To make things interesting, I took special interest to the Salvage cruisers and their variants. You see, the SAL variants include PFTs and CVLs which the Orion dearly need in light cruiser classes.&lt;br /&gt;
&lt;br /&gt;
Also, I took the liberty to review all of the current pirate entries and design additional variants based on proper SFB rules: 70% of option mounts must take weapons/systems from local empire, 20% are from the &amp;quot;Operation Zone&amp;quot;, and 10% may come from anywhere. I would like to think I just made things a little bit more interesting. Look for pirate ships with variants &amp;quot;0&amp;quot;.&lt;br /&gt;
In all, hundreds of the additions may be attributed to the pirates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Pirate fighters ===&lt;br /&gt;
&lt;br /&gt;
In SFB, the pirates don't have their own fighters. They buy from their local empire's &amp;quot;black market&amp;quot; and equip themselves with such.&lt;br /&gt;
&lt;br /&gt;
... however...&lt;br /&gt;
&lt;br /&gt;
In SFC, they all have their own fighters, except for TigerHeart of course.&lt;br /&gt;
&lt;br /&gt;
I took the liberty to copy fighters from the normal races to the pirate races of that region. That means that additionally to Taldren's design, they'll be able to use other fighters from their local region too. ie:&lt;br /&gt;
&lt;br /&gt;
* Orion Pirates --&amp;gt; Federation fighters&lt;br /&gt;
* Korgath --&amp;gt; Klingon fighters&lt;br /&gt;
* Camboro --&amp;gt; Mirak fighters&lt;br /&gt;
* BeastRaiders --&amp;gt; Hydran&lt;br /&gt;
* Wyldefire --&amp;gt; ISC &lt;br /&gt;
&lt;br /&gt;
Also, .. a new set of entries of fighters have been added to help some compatibility issues: &amp;quot;Neutral&amp;quot; race fighters. Normally, &amp;quot;Neutral&amp;quot; units are used in Taldren-written mission scripts for some specific tasks.&lt;br /&gt;
&lt;br /&gt;
Namely:&lt;br /&gt;
&lt;br /&gt;
* N-SH (Shuttles)&lt;br /&gt;
* N-PE&lt;br /&gt;
* N-IE&lt;br /&gt;
* N-HE&lt;br /&gt;
* N-AE&lt;br /&gt;
* N-PM&lt;br /&gt;
* N-IM&lt;br /&gt;
* N-HM&lt;br /&gt;
* N-AM&lt;br /&gt;
* N-PL&lt;br /&gt;
* N-IL&lt;br /&gt;
* N-HL&lt;br /&gt;
* N-AL &lt;br /&gt;
&lt;br /&gt;
Note: the Syndicate (Gorn) and Prime (Romulan) cartels don't get local fighters. There are no local fighters to use as these empires have PFs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Additional WYN hulltypes and classes ====&lt;br /&gt;
&lt;br /&gt;
I went through the SFB material here and stuffed the shiplist with as many WYN ships I deemed appropriate. I put in the Auxiliary conversions, as well as the other donated or captured ships found.&lt;br /&gt;
&lt;br /&gt;
Please note:&lt;br /&gt;
&lt;br /&gt;
I didn't put in any Orions because they would inherit engine-doubling if I put the ship under any Pirate race. The WYN do not have engine doubling. I didn't bother with the WYN fish ships. At that point, you may as well give them their own race.&lt;br /&gt;
&lt;br /&gt;
Here's a list of the WYN Ships in the OP+ shiplist, thanks to yet another perl handy-dandy script I wrote for myself:&lt;br /&gt;
&lt;br /&gt;
    K-WG2 - FF&lt;br /&gt;
    K-WG2+ - FF&lt;br /&gt;
    K-WE4 - FF&lt;br /&gt;
    K-WE4+ - FF&lt;br /&gt;
    L-WPBC - FF&lt;br /&gt;
    L-WPBCF - FF&lt;br /&gt;
    L-WAXPFS - FF&lt;br /&gt;
    L-WLDD - CL&lt;br /&gt;
    L-WLDD+ - CL&lt;br /&gt;
    L-WLDDP - CL&lt;br /&gt;
    L-WLDDR - CL&lt;br /&gt;
    L-WLDDF - CL&lt;br /&gt;
    L-WPBB - CL&lt;br /&gt;
    L-WPBBF - CL&lt;br /&gt;
    L-WAXBS1 - CA&lt;br /&gt;
    L-WAXBS2 - CA&lt;br /&gt;
    L-WAXBS3 - CA&lt;br /&gt;
    Z-WAXC1 - FF&lt;br /&gt;
    Z-WAXC2 - FF&lt;br /&gt;
    Z-WAXC3 - FF&lt;br /&gt;
    Z-WAXCC - FF&lt;br /&gt;
    Z-WAXCC+ - FF&lt;br /&gt;
    Z-WAXCV1 - FF&lt;br /&gt;
    Z-WAXCV2 - FF&lt;br /&gt;
    Z-WAXCV3 - FF&lt;br /&gt;
    Z-WZFF - FF        (See note: *)&lt;br /&gt;
    Z-WZFF+ - FF       (See note: *)&lt;br /&gt;
    Z-WZDF - FF        (See note: *)&lt;br /&gt;
    Z-WAXCX1 - FF&lt;br /&gt;
    Z-WAXCX2 - FF&lt;br /&gt;
    Z-WAXCX3 - FF&lt;br /&gt;
    Z-WFZX - FF&lt;br /&gt;
    Z-WDW - CL         (See note: *)&lt;br /&gt;
    Z-WAXBC1 - CA&lt;br /&gt;
    Z-WAXBC2 - CA&lt;br /&gt;
    Z-WAXBC3 - CA&lt;br /&gt;
    Z-WAXB1+ - CA&lt;br /&gt;
    Z-WAXB2+ - CA&lt;br /&gt;
    Z-WAXB3+ - CA&lt;br /&gt;
    Z-WAXBV1 - CA&lt;br /&gt;
    Z-WAXBV2 - CA&lt;br /&gt;
    Z-WAXBV3 - CA&lt;br /&gt;
    Z-WAXCVA - CA&lt;br /&gt;
    Z-WACVA+ - CA&lt;br /&gt;
    Z-WAXDN1 - DN&lt;br /&gt;
    Z-WAXDN2 - DN&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: * Not all above ships are new. Some were already in the OP 25410 shiplist. No WYN ships previously in shiplist have been removed. All are entered with the first letter &amp;quot;W&amp;quot;, with HullClass &amp;quot;SPECIAL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Adjustments to existing ships ===&lt;br /&gt;
&lt;br /&gt;
==== The H-IC (and H-IC+) has 40 fighters in SFB. ====&lt;br /&gt;
&lt;br /&gt;
Taldren's 2/3 fighters rule was broken for this ship, equipping it with only 16 fighters. Strafer wanted this to reflect the real power this ship is under SFB, so was modified to carry 24 fighters in SFC:OP, the 2/3 limit. The BPV was adjusted, don't worry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The earlier versions of the R-KVL were added ====&lt;br /&gt;
&lt;br /&gt;
They're listed as the R-WVL and the VUL+. These are equivalent to the eras the R-WE and the R-WB+ appeared. Try them. They're fun. Their BPV was increased to compensate for &amp;quot;cheese&amp;quot; factor and abuse, much like the R-KVL in the 2525 patch. We based our calculations from the latest SFB material containing the Vulture class: Y1, Early Years.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== weapons moved to visible mountpoints ====&lt;br /&gt;
&lt;br /&gt;
Some mountpoint manipulations have been done to allow use of previously 'hidden' weapons. With EagleEye Software's ShipEdit editor, it was a simple matter of browsing through the entire list, and move things around a bit.&lt;br /&gt;
ie: merge weapons of same type and arc here.. shuffle mountpoints there..&lt;br /&gt;
&lt;br /&gt;
Also, some ships will appear with X-Ship UIs to allow all weapons to be useable/targettable.&lt;br /&gt;
ie: F-BTV&lt;br /&gt;
&lt;br /&gt;
Note that for PFs, the editor was useless for viewing mountpoint locations. I had to figure out where the mountpoints were on my own. Please note that any phaser mounted on a HeavyWeapon point (mounts 1-10) will NOT charge the phaser capacitor. Let me share that information now:&lt;br /&gt;
&lt;br /&gt;
http://klingon.pet.dhs.org/OP_plusrefit/editor_lyran_pf.jpg&lt;br /&gt;
http://klingon.pet.dhs.org/OP_plusrefit/editor_romulan_pf.jpg&lt;br /&gt;
http://klingon.pet.dhs.org/OP_plusrefit/editor_gorn_pf.jpg&lt;br /&gt;
&lt;br /&gt;
==== The Federation F-DN is now considered an Early Dreadnought ====&lt;br /&gt;
&lt;br /&gt;
Its year of availability and retirement have been adjusted to 2248-2275. The F-DN+ comes out in 2272.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== X1 and X2 dates have been changed ====&lt;br /&gt;
&lt;br /&gt;
* Existing X1 ships' intruduction dates joined the other added X1 ships at around 2292-2297.&lt;br /&gt;
* X2 ships have been 'staggered' to emulate prototyping and introduction of the various ship classes. It didn't make sense to have all X2 ships appear at once at 2300. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== shipnames, refits and base refitclass fixes ====&lt;br /&gt;
&lt;br /&gt;
Some shipnames, refits and base refitclass were entered incorrectly in the shiplist.txt file. These changes are easy to spot with the compare.txt file. This is just a cosmetic change to allow proper strings.txt and shipnames.txt coverage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Basic pirate fighters have been changed from PM to PE fighters ====&lt;br /&gt;
&lt;br /&gt;
This will allow &amp;quot;early&amp;quot; carriers to carry &amp;quot;early&amp;quot; fighters.&lt;br /&gt;
ie: the SAL carrier variants &amp;quot;CVL&amp;quot; and &amp;quot;LVS&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Many ships from module R7 have been entered incorrectly. ====&lt;br /&gt;
&lt;br /&gt;
They've all been revised (or added at all for that matter). R7 is called &amp;quot;Dreadnoughts at War&amp;quot; and covers the various yet unmentionned DNs and variants for the various races.&lt;br /&gt;
For more information, please visit the sections about Light Dreadnoughts, Heavy Dreadnoughts and Early Dreadnoughts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TigerHeart's &amp;quot;CV&amp;quot; is a DN ====&lt;br /&gt;
&lt;br /&gt;
TigerHeart's &amp;quot;CV&amp;quot; class has been moved to the DN class despite the fact that it's not a DN. Why? They don't *HAVE* a DN and that caused some problems for some multiplayer games on Gamespy and Local LAN.&lt;br /&gt;
&lt;br /&gt;
==== Some carriers had insufficient or no deckcrews. ==== &lt;br /&gt;
Fixed. &lt;br /&gt;
&lt;br /&gt;
==== Some drone-equipped ships had insufficient drone control ====&lt;br /&gt;
Fixed.&lt;br /&gt;
&lt;br /&gt;
==== B10 fixes ====&lt;br /&gt;
&lt;br /&gt;
The B10 series weren't entered properly. The KBB UI did not have sufficient weapons slots to cover the entire ship. However, the KDN class does work fine for these ships and was adopted as the B10 variant UI. The Romulan K10R variants seem to be fine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shiplist Limits ===&lt;br /&gt;
Taldren has been kind enough to raise the limit of ships to 128. That's 128 ships PER hull class PER race. Believe it or not, I had well filled the previous limit of 64.&lt;br /&gt;
&lt;br /&gt;
ie: There can be 128 Lyran frigates, 128 Lyran Light Cruisers, 128 Lyran Heavy Cruisers, etc.&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=SFC:OP_Plus_Refit</id>
		<title>SFC:OP Plus Refit</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=SFC:OP_Plus_Refit"/>
				<updated>2019-09-13T23:08:57Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A mod for StarFleet Command : Orion Pirates patch version 2552&lt;br /&gt;
&lt;br /&gt;
* [[OP+ Introduction]]&lt;br /&gt;
* [[OP+ Contents and Changes]]&lt;br /&gt;
* [[OP+ Statistics]]&lt;br /&gt;
* [[OP+ Conversion Rules]]&lt;br /&gt;
** conversion rules for ships, from SFB to SFC.&lt;br /&gt;
* [[OP+ and Test-Driven Development]]&lt;br /&gt;
* [[OP+ about the ship models]]&lt;br /&gt;
* [[OP+ FAQ]]&lt;br /&gt;
* [[OP+ Fair Use]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Downloads ===&lt;br /&gt;
&lt;br /&gt;
==== OP+ 4.1.1 ====&lt;br /&gt;
Released: 2011-08-07&lt;br /&gt;
&lt;br /&gt;
Note: should be compatible with OP+ 4.1, despite in-game warnings. See [[OP+ Contents and Changes]] for differences.&lt;br /&gt;
&lt;br /&gt;
* [https://klingon.lostexiles.net/OP_plusrefit/opplus_411_models_20110724175017.exe opplus_411_models_20110724175017.exe]&lt;br /&gt;
** size: 77mb&lt;br /&gt;
&lt;br /&gt;
The installer above will require around 760mb for installation. This is the final release of OP+ 4.1.1. &lt;br /&gt;
&lt;br /&gt;
* Installation Instructions: [https://klingon.lostexiles.net/OP_plusrefit/readme.txt readme.txt]&lt;br /&gt;
* Disclaimer: [http://klingon.lostexiles.net/OP_plusrefit/readme.txt readme.txt]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== OP+ 4.1 ====&lt;br /&gt;
Released: 2011-06-10  (installer-only update, fully compatible with 2011-06-05 release)&lt;br /&gt;
&lt;br /&gt;
* [https://klingon.lostexiles.net/OP_plusrefit/opplus_41_models_20110610085609.exe opplus_41_models_20110610085609.exe]&lt;br /&gt;
** size: 77mb&lt;br /&gt;
&lt;br /&gt;
The installer above will require around 760mb for installation. This is the final release of OP+ 4.1. It's a repackaged release candidate 5 with an updated license.&lt;br /&gt;
&lt;br /&gt;
* Installation Instructions: [https://klingon.lostexiles.net/OP_plusrefit/readme.txt readme.txt]&lt;br /&gt;
* Disclaimer: [http://klingon.lostexiles.net/OP_plusrefit/readme.txt readme.txt]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== OP+ 4.0 ====&lt;br /&gt;
Released: 2005-01-01&lt;br /&gt;
&lt;br /&gt;
* [https://klingon.lostexiles.net/OP_plusrefit/opplus_40_models.exe opplus_40_models.exe]&lt;br /&gt;
** includes models&lt;br /&gt;
** size: 63MB&lt;br /&gt;
* [https://klingon.lostexiles.net/OP_plusrefit/opplus_40_no_models.exe opplus_40_no_models.exe]&lt;br /&gt;
** size: 275KB&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mirror at ftp.xenocorp.net:&lt;br /&gt;
* [ftp://ftp.xenocorp.net/game_files/Star_Trek/starfleet_command/Starfleet_Command_OP/shiplists/opplus_40_models.exe opplus_40_models.exe]&lt;br /&gt;
* [ftp://ftp.xenocorp.net/game_files/Star_Trek/starfleet_command/Starfleet_Command_OP/shiplists/opplus_40_no_models.exe opplus_40_no_models.exe]&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;with models&amp;quot; installer above will require around 700mb for installation. The no models installer should require around 500mb.&lt;br /&gt;
&lt;br /&gt;
* Installation Instructions: [https://klingon.lostexiles.net/OP_plusrefit/readme.txt readme.txt]&lt;br /&gt;
* Disclaimer: [http://klingon.lostexiles.net/OP_plusrefit/readme.txt readme.txt]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Coopace 4.0 ====&lt;br /&gt;
&lt;br /&gt;
This shiplist works '''''GREAT!''''' with the CoopAce script version 4.0.&lt;br /&gt;
&lt;br /&gt;
* [https://klingon.lostexiles.net/sources_and_utils/coop-ace-4.0.exe CoopAce 4.0 installer]&lt;br /&gt;
&lt;br /&gt;
See: [[Co-op Ace for SFC:EAW and SFC:OP]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Extra Reading Material ====&lt;br /&gt;
&lt;br /&gt;
Available official storyline of the [http://www.starfleetgames.com/sfb/sfin/general_war.htm General War], straight from ADB, at [http://www.starfleetgames.com/ StarFleetGames.com].&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=OP%2B_about_the_ship_models</id>
		<title>OP+ about the ship models</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=OP%2B_about_the_ship_models"/>
				<updated>2019-09-13T23:06:52Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: /* View FireSoul's Model Collection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Methods of model addition ===&lt;br /&gt;
&lt;br /&gt;
I wanted to include a set of ship models to the project. I couldn't reliably do that until I started using the NSIS installer kit which allows me to script some actions, such as file install, directory copying, and file attribute manipulations. Thanks NullSoft. :)&lt;br /&gt;
&lt;br /&gt;
OP+ 4.1 includes some 343 Models installed from the 3 different methods listed below. I invite you to download OP 4.1 and try it out for yourself. Feel free to replace any models you want. As long you don't change the other files, you'll be completely compatible to other OP+ 4.1 players.&lt;br /&gt;
&lt;br /&gt;
Note: The installer will require over 750mb of space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Model Replacement ====&lt;br /&gt;
&lt;br /&gt;
This project's view is not to replace all the models that are already in the SFC:OP game. Instead, it is designed to enhance it and improve the gameplay experience. Many of the standard models are still being referenced by the shiplist.&lt;br /&gt;
Example: The standard FCA model is still used to represent the + refit u applied to Federation cruisers. Pre + refit ships are considered to be of TOS style, and have models to properly reflect that technology.&lt;br /&gt;
&lt;br /&gt;
Below: a F-CAR+ (left) and a TOS-style F-CA (right)&lt;br /&gt;
https://klingon.lostexiles.net/OP_plusrefit/screenshots/op+30_FECA_and_FCA.JPG&lt;br /&gt;
&lt;br /&gt;
==== Model Separation====&lt;br /&gt;
&lt;br /&gt;
Sometimes, different models altogether were used. The current models with the stock game can be unflexible when trying to represent the variants that exist for certain ship classes.&lt;br /&gt;
Example: The Taldren KCL model is perfect if there was only D5 variants to worry about. Unfortunately, there's also the D5W variants and the LTT Tug variant (D5H).&lt;br /&gt;
&lt;br /&gt;
Below: a K-D5W (left), a K-D5 (center) and a K-D5H (right) .. &lt;br /&gt;
https://klingon.lostexiles.net/OP_plusrefit/screenshots/op+30_D5_D5W_D5Hc1_smaller.jpg&lt;br /&gt;
&lt;br /&gt;
Example: The Federation Dreadnought Line-Up&lt;br /&gt;
Below: a F-DN+ (left), a F-DN (center) and a F-DNG (right)&lt;br /&gt;
https://klingon.lostexiles.net/OP_plusrefit/screenshots/op+31_DN+_DN_DNG.JPG&lt;br /&gt;
&lt;br /&gt;
==== Model Resizing ====&lt;br /&gt;
&lt;br /&gt;
The 3rd method I've used to include new models.. is not by including models at all. By specifying a different size in Assets/Models/model.siz, and by copying the desired model from the Taldren stock, new ship models are generated.&lt;br /&gt;
Example: I didn't find Romulan purchased Klingon ships' models I liked better than Taldren's own. By copying the RCA stock model into RKR and RKCR models, I can control the sizes of the 2 new ones appropriately.&lt;br /&gt;
&lt;br /&gt;
Below: a R-KR (left), a R-K7R (center) and a R-KCR (right) .. &lt;br /&gt;
https://klingon.lostexiles.net/OP_plusrefit/screenshots/op+30_KR_K7R_and_KRC.JPG&lt;br /&gt;
&lt;br /&gt;
=== Other model tweaks ===&lt;br /&gt;
&lt;br /&gt;
==== LODs (Levels of Detail) ====&lt;br /&gt;
&lt;br /&gt;
In OP+, all models have been updated to guarantee having levels of details to reduce CPU load while playing the game. The idea is that if the ship is too far in gameplay, it can't be looked at properly anyhow.. .. so why waste CPU cycles? Some ships have well over 3000 polys on their primary LOD.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
* LOD 1: 2316 polys&lt;br /&gt;
https://klingon.lostexiles.net/OP_plusrefit/kd5_lod1.JPG&lt;br /&gt;
&lt;br /&gt;
* LOD 2: 1215 polys&lt;br /&gt;
https://klingon.lostexiles.net/OP_plusrefit/kd5_lod2.JPG&lt;br /&gt;
&lt;br /&gt;
* LOD 3: 730 polys&lt;br /&gt;
https://klingon.lostexiles.net/OP_plusrefit/kd5_lod3.JPG&lt;br /&gt;
&lt;br /&gt;
==== Break MODs ====&lt;br /&gt;
&lt;br /&gt;
All ships should now have appropriate break models. They should all be detailed enough so that each piece doesn't have a missing portion where you can see through the entire piece (because there is no poly facing you).&lt;br /&gt;
&lt;br /&gt;
Example, a piece from a F-FF:&lt;br /&gt;
https://klingon.lostexiles.net/OP_plusrefit/burke-break.jpg&lt;br /&gt;
&lt;br /&gt;
=== View FireSoul's Model Collection ===&lt;br /&gt;
&lt;br /&gt;
See: [https://klingon.lostexiles.net/models/ https://klingon.lostexiles.net/models/]&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=OP%2B_about_the_ship_models</id>
		<title>OP+ about the ship models</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=OP%2B_about_the_ship_models"/>
				<updated>2019-09-13T23:06:37Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: /* Break MODs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Methods of model addition ===&lt;br /&gt;
&lt;br /&gt;
I wanted to include a set of ship models to the project. I couldn't reliably do that until I started using the NSIS installer kit which allows me to script some actions, such as file install, directory copying, and file attribute manipulations. Thanks NullSoft. :)&lt;br /&gt;
&lt;br /&gt;
OP+ 4.1 includes some 343 Models installed from the 3 different methods listed below. I invite you to download OP 4.1 and try it out for yourself. Feel free to replace any models you want. As long you don't change the other files, you'll be completely compatible to other OP+ 4.1 players.&lt;br /&gt;
&lt;br /&gt;
Note: The installer will require over 750mb of space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Model Replacement ====&lt;br /&gt;
&lt;br /&gt;
This project's view is not to replace all the models that are already in the SFC:OP game. Instead, it is designed to enhance it and improve the gameplay experience. Many of the standard models are still being referenced by the shiplist.&lt;br /&gt;
Example: The standard FCA model is still used to represent the + refit u applied to Federation cruisers. Pre + refit ships are considered to be of TOS style, and have models to properly reflect that technology.&lt;br /&gt;
&lt;br /&gt;
Below: a F-CAR+ (left) and a TOS-style F-CA (right)&lt;br /&gt;
https://klingon.lostexiles.net/OP_plusrefit/screenshots/op+30_FECA_and_FCA.JPG&lt;br /&gt;
&lt;br /&gt;
==== Model Separation====&lt;br /&gt;
&lt;br /&gt;
Sometimes, different models altogether were used. The current models with the stock game can be unflexible when trying to represent the variants that exist for certain ship classes.&lt;br /&gt;
Example: The Taldren KCL model is perfect if there was only D5 variants to worry about. Unfortunately, there's also the D5W variants and the LTT Tug variant (D5H).&lt;br /&gt;
&lt;br /&gt;
Below: a K-D5W (left), a K-D5 (center) and a K-D5H (right) .. &lt;br /&gt;
https://klingon.lostexiles.net/OP_plusrefit/screenshots/op+30_D5_D5W_D5Hc1_smaller.jpg&lt;br /&gt;
&lt;br /&gt;
Example: The Federation Dreadnought Line-Up&lt;br /&gt;
Below: a F-DN+ (left), a F-DN (center) and a F-DNG (right)&lt;br /&gt;
https://klingon.lostexiles.net/OP_plusrefit/screenshots/op+31_DN+_DN_DNG.JPG&lt;br /&gt;
&lt;br /&gt;
==== Model Resizing ====&lt;br /&gt;
&lt;br /&gt;
The 3rd method I've used to include new models.. is not by including models at all. By specifying a different size in Assets/Models/model.siz, and by copying the desired model from the Taldren stock, new ship models are generated.&lt;br /&gt;
Example: I didn't find Romulan purchased Klingon ships' models I liked better than Taldren's own. By copying the RCA stock model into RKR and RKCR models, I can control the sizes of the 2 new ones appropriately.&lt;br /&gt;
&lt;br /&gt;
Below: a R-KR (left), a R-K7R (center) and a R-KCR (right) .. &lt;br /&gt;
https://klingon.lostexiles.net/OP_plusrefit/screenshots/op+30_KR_K7R_and_KRC.JPG&lt;br /&gt;
&lt;br /&gt;
=== Other model tweaks ===&lt;br /&gt;
&lt;br /&gt;
==== LODs (Levels of Detail) ====&lt;br /&gt;
&lt;br /&gt;
In OP+, all models have been updated to guarantee having levels of details to reduce CPU load while playing the game. The idea is that if the ship is too far in gameplay, it can't be looked at properly anyhow.. .. so why waste CPU cycles? Some ships have well over 3000 polys on their primary LOD.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
* LOD 1: 2316 polys&lt;br /&gt;
https://klingon.lostexiles.net/OP_plusrefit/kd5_lod1.JPG&lt;br /&gt;
&lt;br /&gt;
* LOD 2: 1215 polys&lt;br /&gt;
https://klingon.lostexiles.net/OP_plusrefit/kd5_lod2.JPG&lt;br /&gt;
&lt;br /&gt;
* LOD 3: 730 polys&lt;br /&gt;
https://klingon.lostexiles.net/OP_plusrefit/kd5_lod3.JPG&lt;br /&gt;
&lt;br /&gt;
==== Break MODs ====&lt;br /&gt;
&lt;br /&gt;
All ships should now have appropriate break models. They should all be detailed enough so that each piece doesn't have a missing portion where you can see through the entire piece (because there is no poly facing you).&lt;br /&gt;
&lt;br /&gt;
Example, a piece from a F-FF:&lt;br /&gt;
https://klingon.lostexiles.net/OP_plusrefit/burke-break.jpg&lt;br /&gt;
&lt;br /&gt;
=== View FireSoul's Model Collection ===&lt;br /&gt;
&lt;br /&gt;
See: [http://klingon.pet.dhs.org/models/ http://klingon.pet.dhs.org/models/]&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=OP%2B_about_the_ship_models</id>
		<title>OP+ about the ship models</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=OP%2B_about_the_ship_models"/>
				<updated>2019-09-13T23:06:27Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: /* Model Resizing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Methods of model addition ===&lt;br /&gt;
&lt;br /&gt;
I wanted to include a set of ship models to the project. I couldn't reliably do that until I started using the NSIS installer kit which allows me to script some actions, such as file install, directory copying, and file attribute manipulations. Thanks NullSoft. :)&lt;br /&gt;
&lt;br /&gt;
OP+ 4.1 includes some 343 Models installed from the 3 different methods listed below. I invite you to download OP 4.1 and try it out for yourself. Feel free to replace any models you want. As long you don't change the other files, you'll be completely compatible to other OP+ 4.1 players.&lt;br /&gt;
&lt;br /&gt;
Note: The installer will require over 750mb of space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Model Replacement ====&lt;br /&gt;
&lt;br /&gt;
This project's view is not to replace all the models that are already in the SFC:OP game. Instead, it is designed to enhance it and improve the gameplay experience. Many of the standard models are still being referenced by the shiplist.&lt;br /&gt;
Example: The standard FCA model is still used to represent the + refit u applied to Federation cruisers. Pre + refit ships are considered to be of TOS style, and have models to properly reflect that technology.&lt;br /&gt;
&lt;br /&gt;
Below: a F-CAR+ (left) and a TOS-style F-CA (right)&lt;br /&gt;
https://klingon.lostexiles.net/OP_plusrefit/screenshots/op+30_FECA_and_FCA.JPG&lt;br /&gt;
&lt;br /&gt;
==== Model Separation====&lt;br /&gt;
&lt;br /&gt;
Sometimes, different models altogether were used. The current models with the stock game can be unflexible when trying to represent the variants that exist for certain ship classes.&lt;br /&gt;
Example: The Taldren KCL model is perfect if there was only D5 variants to worry about. Unfortunately, there's also the D5W variants and the LTT Tug variant (D5H).&lt;br /&gt;
&lt;br /&gt;
Below: a K-D5W (left), a K-D5 (center) and a K-D5H (right) .. &lt;br /&gt;
https://klingon.lostexiles.net/OP_plusrefit/screenshots/op+30_D5_D5W_D5Hc1_smaller.jpg&lt;br /&gt;
&lt;br /&gt;
Example: The Federation Dreadnought Line-Up&lt;br /&gt;
Below: a F-DN+ (left), a F-DN (center) and a F-DNG (right)&lt;br /&gt;
https://klingon.lostexiles.net/OP_plusrefit/screenshots/op+31_DN+_DN_DNG.JPG&lt;br /&gt;
&lt;br /&gt;
==== Model Resizing ====&lt;br /&gt;
&lt;br /&gt;
The 3rd method I've used to include new models.. is not by including models at all. By specifying a different size in Assets/Models/model.siz, and by copying the desired model from the Taldren stock, new ship models are generated.&lt;br /&gt;
Example: I didn't find Romulan purchased Klingon ships' models I liked better than Taldren's own. By copying the RCA stock model into RKR and RKCR models, I can control the sizes of the 2 new ones appropriately.&lt;br /&gt;
&lt;br /&gt;
Below: a R-KR (left), a R-K7R (center) and a R-KCR (right) .. &lt;br /&gt;
https://klingon.lostexiles.net/OP_plusrefit/screenshots/op+30_KR_K7R_and_KRC.JPG&lt;br /&gt;
&lt;br /&gt;
=== Other model tweaks ===&lt;br /&gt;
&lt;br /&gt;
==== LODs (Levels of Detail) ====&lt;br /&gt;
&lt;br /&gt;
In OP+, all models have been updated to guarantee having levels of details to reduce CPU load while playing the game. The idea is that if the ship is too far in gameplay, it can't be looked at properly anyhow.. .. so why waste CPU cycles? Some ships have well over 3000 polys on their primary LOD.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
* LOD 1: 2316 polys&lt;br /&gt;
https://klingon.lostexiles.net/OP_plusrefit/kd5_lod1.JPG&lt;br /&gt;
&lt;br /&gt;
* LOD 2: 1215 polys&lt;br /&gt;
https://klingon.lostexiles.net/OP_plusrefit/kd5_lod2.JPG&lt;br /&gt;
&lt;br /&gt;
* LOD 3: 730 polys&lt;br /&gt;
https://klingon.lostexiles.net/OP_plusrefit/kd5_lod3.JPG&lt;br /&gt;
&lt;br /&gt;
==== Break MODs ====&lt;br /&gt;
&lt;br /&gt;
All ships should now have appropriate break models. They should all be detailed enough so that each piece doesn't have a missing portion where you can see through the entire piece (because there is no poly facing you).&lt;br /&gt;
&lt;br /&gt;
Example, a piece from a F-FF:&lt;br /&gt;
http://klingon.pet.dhs.org/OP_plusrefit/burke-break.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== View FireSoul's Model Collection ===&lt;br /&gt;
&lt;br /&gt;
See: [http://klingon.pet.dhs.org/models/ http://klingon.pet.dhs.org/models/]&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=OP%2B_about_the_ship_models</id>
		<title>OP+ about the ship models</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=OP%2B_about_the_ship_models"/>
				<updated>2019-09-13T23:06:18Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: /* Model Separation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Methods of model addition ===&lt;br /&gt;
&lt;br /&gt;
I wanted to include a set of ship models to the project. I couldn't reliably do that until I started using the NSIS installer kit which allows me to script some actions, such as file install, directory copying, and file attribute manipulations. Thanks NullSoft. :)&lt;br /&gt;
&lt;br /&gt;
OP+ 4.1 includes some 343 Models installed from the 3 different methods listed below. I invite you to download OP 4.1 and try it out for yourself. Feel free to replace any models you want. As long you don't change the other files, you'll be completely compatible to other OP+ 4.1 players.&lt;br /&gt;
&lt;br /&gt;
Note: The installer will require over 750mb of space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Model Replacement ====&lt;br /&gt;
&lt;br /&gt;
This project's view is not to replace all the models that are already in the SFC:OP game. Instead, it is designed to enhance it and improve the gameplay experience. Many of the standard models are still being referenced by the shiplist.&lt;br /&gt;
Example: The standard FCA model is still used to represent the + refit u applied to Federation cruisers. Pre + refit ships are considered to be of TOS style, and have models to properly reflect that technology.&lt;br /&gt;
&lt;br /&gt;
Below: a F-CAR+ (left) and a TOS-style F-CA (right)&lt;br /&gt;
https://klingon.lostexiles.net/OP_plusrefit/screenshots/op+30_FECA_and_FCA.JPG&lt;br /&gt;
&lt;br /&gt;
==== Model Separation====&lt;br /&gt;
&lt;br /&gt;
Sometimes, different models altogether were used. The current models with the stock game can be unflexible when trying to represent the variants that exist for certain ship classes.&lt;br /&gt;
Example: The Taldren KCL model is perfect if there was only D5 variants to worry about. Unfortunately, there's also the D5W variants and the LTT Tug variant (D5H).&lt;br /&gt;
&lt;br /&gt;
Below: a K-D5W (left), a K-D5 (center) and a K-D5H (right) .. &lt;br /&gt;
https://klingon.lostexiles.net/OP_plusrefit/screenshots/op+30_D5_D5W_D5Hc1_smaller.jpg&lt;br /&gt;
&lt;br /&gt;
Example: The Federation Dreadnought Line-Up&lt;br /&gt;
Below: a F-DN+ (left), a F-DN (center) and a F-DNG (right)&lt;br /&gt;
https://klingon.lostexiles.net/OP_plusrefit/screenshots/op+31_DN+_DN_DNG.JPG&lt;br /&gt;
&lt;br /&gt;
==== Model Resizing ====&lt;br /&gt;
&lt;br /&gt;
The 3rd method I've used to include new models.. is not by including models at all. By specifying a different size in Assets/Models/model.siz, and by copying the desired model from the Taldren stock, new ship models are generated.&lt;br /&gt;
Example: I didn't find Romulan purchased Klingon ships' models I liked better than Taldren's own. By copying the RCA stock model into RKR and RKCR models, I can control the sizes of the 2 new ones appropriately.&lt;br /&gt;
&lt;br /&gt;
Below: a R-KR (left), a R-K7R (center) and a R-KCR (right) .. &lt;br /&gt;
http://klingon.pet.dhs.org/OP_plusrefit/screenshots/op+30_KR_K7R_and_KRC.JPG&lt;br /&gt;
&lt;br /&gt;
=== Other model tweaks ===&lt;br /&gt;
&lt;br /&gt;
==== LODs (Levels of Detail) ====&lt;br /&gt;
&lt;br /&gt;
In OP+, all models have been updated to guarantee having levels of details to reduce CPU load while playing the game. The idea is that if the ship is too far in gameplay, it can't be looked at properly anyhow.. .. so why waste CPU cycles? Some ships have well over 3000 polys on their primary LOD.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
* LOD 1: 2316 polys&lt;br /&gt;
https://klingon.lostexiles.net/OP_plusrefit/kd5_lod1.JPG&lt;br /&gt;
&lt;br /&gt;
* LOD 2: 1215 polys&lt;br /&gt;
https://klingon.lostexiles.net/OP_plusrefit/kd5_lod2.JPG&lt;br /&gt;
&lt;br /&gt;
* LOD 3: 730 polys&lt;br /&gt;
https://klingon.lostexiles.net/OP_plusrefit/kd5_lod3.JPG&lt;br /&gt;
&lt;br /&gt;
==== Break MODs ====&lt;br /&gt;
&lt;br /&gt;
All ships should now have appropriate break models. They should all be detailed enough so that each piece doesn't have a missing portion where you can see through the entire piece (because there is no poly facing you).&lt;br /&gt;
&lt;br /&gt;
Example, a piece from a F-FF:&lt;br /&gt;
http://klingon.pet.dhs.org/OP_plusrefit/burke-break.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== View FireSoul's Model Collection ===&lt;br /&gt;
&lt;br /&gt;
See: [http://klingon.pet.dhs.org/models/ http://klingon.pet.dhs.org/models/]&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=OP%2B_about_the_ship_models</id>
		<title>OP+ about the ship models</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=OP%2B_about_the_ship_models"/>
				<updated>2019-09-13T23:06:06Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: /* Model Replacement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Methods of model addition ===&lt;br /&gt;
&lt;br /&gt;
I wanted to include a set of ship models to the project. I couldn't reliably do that until I started using the NSIS installer kit which allows me to script some actions, such as file install, directory copying, and file attribute manipulations. Thanks NullSoft. :)&lt;br /&gt;
&lt;br /&gt;
OP+ 4.1 includes some 343 Models installed from the 3 different methods listed below. I invite you to download OP 4.1 and try it out for yourself. Feel free to replace any models you want. As long you don't change the other files, you'll be completely compatible to other OP+ 4.1 players.&lt;br /&gt;
&lt;br /&gt;
Note: The installer will require over 750mb of space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Model Replacement ====&lt;br /&gt;
&lt;br /&gt;
This project's view is not to replace all the models that are already in the SFC:OP game. Instead, it is designed to enhance it and improve the gameplay experience. Many of the standard models are still being referenced by the shiplist.&lt;br /&gt;
Example: The standard FCA model is still used to represent the + refit u applied to Federation cruisers. Pre + refit ships are considered to be of TOS style, and have models to properly reflect that technology.&lt;br /&gt;
&lt;br /&gt;
Below: a F-CAR+ (left) and a TOS-style F-CA (right)&lt;br /&gt;
https://klingon.lostexiles.net/OP_plusrefit/screenshots/op+30_FECA_and_FCA.JPG&lt;br /&gt;
&lt;br /&gt;
==== Model Separation====&lt;br /&gt;
&lt;br /&gt;
Sometimes, different models altogether were used. The current models with the stock game can be unflexible when trying to represent the variants that exist for certain ship classes.&lt;br /&gt;
Example: The Taldren KCL model is perfect if there was only D5 variants to worry about. Unfortunately, there's also the D5W variants and the LTT Tug variant (D5H).&lt;br /&gt;
&lt;br /&gt;
Below: a K-D5W (left), a K-D5 (center) and a K-D5H (right) .. &lt;br /&gt;
http://klingon.pet.dhs.org/OP_plusrefit/screenshots/op+30_D5_D5W_D5Hc1_smaller.jpg&lt;br /&gt;
&lt;br /&gt;
Example: The Federation Dreadnought Line-Up&lt;br /&gt;
Below: a F-DN+ (left), a F-DN (center) and a F-DNG (right)&lt;br /&gt;
http://klingon.pet.dhs.org/OP_plusrefit/screenshots/op+31_DN+_DN_DNG.JPG&lt;br /&gt;
&lt;br /&gt;
==== Model Resizing ====&lt;br /&gt;
&lt;br /&gt;
The 3rd method I've used to include new models.. is not by including models at all. By specifying a different size in Assets/Models/model.siz, and by copying the desired model from the Taldren stock, new ship models are generated.&lt;br /&gt;
Example: I didn't find Romulan purchased Klingon ships' models I liked better than Taldren's own. By copying the RCA stock model into RKR and RKCR models, I can control the sizes of the 2 new ones appropriately.&lt;br /&gt;
&lt;br /&gt;
Below: a R-KR (left), a R-K7R (center) and a R-KCR (right) .. &lt;br /&gt;
http://klingon.pet.dhs.org/OP_plusrefit/screenshots/op+30_KR_K7R_and_KRC.JPG&lt;br /&gt;
&lt;br /&gt;
=== Other model tweaks ===&lt;br /&gt;
&lt;br /&gt;
==== LODs (Levels of Detail) ====&lt;br /&gt;
&lt;br /&gt;
In OP+, all models have been updated to guarantee having levels of details to reduce CPU load while playing the game. The idea is that if the ship is too far in gameplay, it can't be looked at properly anyhow.. .. so why waste CPU cycles? Some ships have well over 3000 polys on their primary LOD.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
* LOD 1: 2316 polys&lt;br /&gt;
https://klingon.lostexiles.net/OP_plusrefit/kd5_lod1.JPG&lt;br /&gt;
&lt;br /&gt;
* LOD 2: 1215 polys&lt;br /&gt;
https://klingon.lostexiles.net/OP_plusrefit/kd5_lod2.JPG&lt;br /&gt;
&lt;br /&gt;
* LOD 3: 730 polys&lt;br /&gt;
https://klingon.lostexiles.net/OP_plusrefit/kd5_lod3.JPG&lt;br /&gt;
&lt;br /&gt;
==== Break MODs ====&lt;br /&gt;
&lt;br /&gt;
All ships should now have appropriate break models. They should all be detailed enough so that each piece doesn't have a missing portion where you can see through the entire piece (because there is no poly facing you).&lt;br /&gt;
&lt;br /&gt;
Example, a piece from a F-FF:&lt;br /&gt;
http://klingon.pet.dhs.org/OP_plusrefit/burke-break.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== View FireSoul's Model Collection ===&lt;br /&gt;
&lt;br /&gt;
See: [http://klingon.pet.dhs.org/models/ http://klingon.pet.dhs.org/models/]&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=OP%2B_about_the_ship_models</id>
		<title>OP+ about the ship models</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=OP%2B_about_the_ship_models"/>
				<updated>2019-09-13T23:05:52Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: /* LODs (Levels of Detail) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Methods of model addition ===&lt;br /&gt;
&lt;br /&gt;
I wanted to include a set of ship models to the project. I couldn't reliably do that until I started using the NSIS installer kit which allows me to script some actions, such as file install, directory copying, and file attribute manipulations. Thanks NullSoft. :)&lt;br /&gt;
&lt;br /&gt;
OP+ 4.1 includes some 343 Models installed from the 3 different methods listed below. I invite you to download OP 4.1 and try it out for yourself. Feel free to replace any models you want. As long you don't change the other files, you'll be completely compatible to other OP+ 4.1 players.&lt;br /&gt;
&lt;br /&gt;
Note: The installer will require over 750mb of space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Model Replacement ====&lt;br /&gt;
&lt;br /&gt;
This project's view is not to replace all the models that are already in the SFC:OP game. Instead, it is designed to enhance it and improve the gameplay experience. Many of the standard models are still being referenced by the shiplist.&lt;br /&gt;
Example: The standard FCA model is still used to represent the + refit u applied to Federation cruisers. Pre + refit ships are considered to be of TOS style, and have models to properly reflect that technology.&lt;br /&gt;
&lt;br /&gt;
Below: a F-CAR+ (left) and a TOS-style F-CA (right)&lt;br /&gt;
http://klingon.pet.dhs.org/OP_plusrefit/screenshots/op+30_FECA_and_FCA.JPG&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Model Separation====&lt;br /&gt;
&lt;br /&gt;
Sometimes, different models altogether were used. The current models with the stock game can be unflexible when trying to represent the variants that exist for certain ship classes.&lt;br /&gt;
Example: The Taldren KCL model is perfect if there was only D5 variants to worry about. Unfortunately, there's also the D5W variants and the LTT Tug variant (D5H).&lt;br /&gt;
&lt;br /&gt;
Below: a K-D5W (left), a K-D5 (center) and a K-D5H (right) .. &lt;br /&gt;
http://klingon.pet.dhs.org/OP_plusrefit/screenshots/op+30_D5_D5W_D5Hc1_smaller.jpg&lt;br /&gt;
&lt;br /&gt;
Example: The Federation Dreadnought Line-Up&lt;br /&gt;
Below: a F-DN+ (left), a F-DN (center) and a F-DNG (right)&lt;br /&gt;
http://klingon.pet.dhs.org/OP_plusrefit/screenshots/op+31_DN+_DN_DNG.JPG&lt;br /&gt;
&lt;br /&gt;
==== Model Resizing ====&lt;br /&gt;
&lt;br /&gt;
The 3rd method I've used to include new models.. is not by including models at all. By specifying a different size in Assets/Models/model.siz, and by copying the desired model from the Taldren stock, new ship models are generated.&lt;br /&gt;
Example: I didn't find Romulan purchased Klingon ships' models I liked better than Taldren's own. By copying the RCA stock model into RKR and RKCR models, I can control the sizes of the 2 new ones appropriately.&lt;br /&gt;
&lt;br /&gt;
Below: a R-KR (left), a R-K7R (center) and a R-KCR (right) .. &lt;br /&gt;
http://klingon.pet.dhs.org/OP_plusrefit/screenshots/op+30_KR_K7R_and_KRC.JPG&lt;br /&gt;
&lt;br /&gt;
=== Other model tweaks ===&lt;br /&gt;
&lt;br /&gt;
==== LODs (Levels of Detail) ====&lt;br /&gt;
&lt;br /&gt;
In OP+, all models have been updated to guarantee having levels of details to reduce CPU load while playing the game. The idea is that if the ship is too far in gameplay, it can't be looked at properly anyhow.. .. so why waste CPU cycles? Some ships have well over 3000 polys on their primary LOD.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
* LOD 1: 2316 polys&lt;br /&gt;
https://klingon.lostexiles.net/OP_plusrefit/kd5_lod1.JPG&lt;br /&gt;
&lt;br /&gt;
* LOD 2: 1215 polys&lt;br /&gt;
https://klingon.lostexiles.net/OP_plusrefit/kd5_lod2.JPG&lt;br /&gt;
&lt;br /&gt;
* LOD 3: 730 polys&lt;br /&gt;
https://klingon.lostexiles.net/OP_plusrefit/kd5_lod3.JPG&lt;br /&gt;
&lt;br /&gt;
==== Break MODs ====&lt;br /&gt;
&lt;br /&gt;
All ships should now have appropriate break models. They should all be detailed enough so that each piece doesn't have a missing portion where you can see through the entire piece (because there is no poly facing you).&lt;br /&gt;
&lt;br /&gt;
Example, a piece from a F-FF:&lt;br /&gt;
http://klingon.pet.dhs.org/OP_plusrefit/burke-break.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== View FireSoul's Model Collection ===&lt;br /&gt;
&lt;br /&gt;
See: [http://klingon.pet.dhs.org/models/ http://klingon.pet.dhs.org/models/]&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=FireSoul%27s_SFC:OP_BootStrap_list</id>
		<title>FireSoul's SFC:OP BootStrap list</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=FireSoul%27s_SFC:OP_BootStrap_list"/>
				<updated>2017-07-05T19:23:33Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So you want to know how I set up SFC:OP? Ok!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Update your DirectX ==&lt;br /&gt;
&lt;br /&gt;
Make sure you have the right DirectX support on your machine. The game itself was shipped with DirectX 8 installables. DO NOT USE THOSE, THEY ARE ANCIENT. If you're on Windows XP or older, use DirectX 9.0c.&lt;br /&gt;
&lt;br /&gt;
That said, newer Windows was NOT shipped with DirectX support for ''older'' games. You'll need to run an updater from MicroSoft to do so. This installer/updater will examine your system's DirectX libraries, both old and new, and make sure you have all of them.&lt;br /&gt;
&amp;lt;br /&amp;gt;See: http://www.microsoft.com/en-us/download/details.aspx?id=35&lt;br /&gt;
&lt;br /&gt;
== Install SFC:OP ==&lt;br /&gt;
&lt;br /&gt;
* Find your CD. &lt;br /&gt;
* Find your CD-Key.&lt;br /&gt;
* Install.&lt;br /&gt;
&lt;br /&gt;
== Patch to SFC:OP 2.5.5.2 ==&lt;br /&gt;
&lt;br /&gt;
* Download the patch.&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/patches/SFCOP_Patch_2500-2552.exe SFCOP_Patch_2500-2552.exe]&lt;br /&gt;
* Install the patch.&lt;br /&gt;
&lt;br /&gt;
What, you don't have 2.5.0.0 but something else? See here: [[All SFC Patches and ServerKits]]&lt;br /&gt;
&lt;br /&gt;
== Run the game to type the CD-Key ==&lt;br /&gt;
&lt;br /&gt;
* Make sure you have your CD-Key on paper or something you can read from&lt;br /&gt;
** copy-paste won't work here&lt;br /&gt;
* just start it up, and type in your Key.&lt;br /&gt;
* exit the game when you're done.&lt;br /&gt;
&lt;br /&gt;
== Install Latest OP+ ==&lt;br /&gt;
&lt;br /&gt;
See: [[SFC:OP Plus Refit]]&lt;br /&gt;
&lt;br /&gt;
* Get the latest OP+&lt;br /&gt;
** .. or whatever people are playing. I suggest the latest.&lt;br /&gt;
* Install it.&lt;br /&gt;
&lt;br /&gt;
== Set up your preferences with EzINI ==&lt;br /&gt;
&lt;br /&gt;
* get [http://klingon.lostexiles.net/sources_and_utils/EzINI.exe EzINI]&lt;br /&gt;
* run EzINI&lt;br /&gt;
* Select Orion Pirates (if necessary)&lt;br /&gt;
* set up your:&lt;br /&gt;
** graphics resolution&lt;br /&gt;
** show damage&lt;br /&gt;
** sound settings&lt;br /&gt;
** multiplayer game player name&lt;br /&gt;
** default multiplayer game name&lt;br /&gt;
** default difficulty level&lt;br /&gt;
** etc etc etc&lt;br /&gt;
&lt;br /&gt;
=== My suggestions for EzINI settings===&lt;br /&gt;
&lt;br /&gt;
* Video&lt;br /&gt;
** Resolution: 1024 x 768&lt;br /&gt;
* Audio&lt;br /&gt;
** Music Volume --- OFF&lt;br /&gt;
*** That's completely optional. You can leave it on if you want.&lt;br /&gt;
** Max Channels: 64 (max)&lt;br /&gt;
** Crew Sounds: Maximum&lt;br /&gt;
* Multiplayer&lt;br /&gt;
** Set up your Default Multiplayer Player Name&lt;br /&gt;
** Set up your Game Name&lt;br /&gt;
** OPTIONAL: click on Multiplayer Hidden Race&lt;br /&gt;
** OPTIONAL: click on Multiplayer Hidden BPV&lt;br /&gt;
* Misc&lt;br /&gt;
** Difficulty: Admiral&lt;br /&gt;
** turn ON Volley Information&lt;br /&gt;
&lt;br /&gt;
== Install Co-Op Ace ==&lt;br /&gt;
&lt;br /&gt;
See: [[Co-op Ace for SFC:EAW and SFC:OP]]&lt;br /&gt;
&lt;br /&gt;
* Get the latest coopace&lt;br /&gt;
** Currently [http://klingon.lostexiles.net/sources_and_utils/coop-ace-4.0.exe Coopace 4.0]&lt;br /&gt;
* install it.&lt;br /&gt;
&lt;br /&gt;
== Customize Co-Op Ace==&lt;br /&gt;
&lt;br /&gt;
* run the Coop-Ace Customizer from your start menu&lt;br /&gt;
** Set the Difficulty to around 1.5&lt;br /&gt;
*** or whatever you prefer. I got 1.7 right now&lt;br /&gt;
** Set the AI Intelligence to Admiral&lt;br /&gt;
** Races: single&lt;br /&gt;
** uncheck all the pirates&lt;br /&gt;
*** up to you, but remember, pirates are weaker&lt;br /&gt;
** Turn ON 'Force selection of ships created in current era'&lt;br /&gt;
*** This will improve the gaming experience, especially since you've installer OP+&lt;br /&gt;
** Turn ON 'Use Enhanced Shiplist API Settings'&lt;br /&gt;
&lt;br /&gt;
== Fests+ ==&lt;br /&gt;
&lt;br /&gt;
See: [[Fests+ for SFC:OP]]&lt;br /&gt;
&lt;br /&gt;
* download the [http://klingon.lostexiles.net/fests+/Fests+_11.exe Fests+] installer&lt;br /&gt;
* install it&lt;br /&gt;
* download the extra mission: [http://klingon.lostexiles.net/fests+/Mul_Battlefest+Intense.scr Battlefest+ Intense]&lt;br /&gt;
* install it&lt;br /&gt;
** Find your SFC install directory&lt;br /&gt;
** Hint! May be: ''C:\Program Files (x86)\Taldren Software Inc\Starfleet Command Orion Pirates''&lt;br /&gt;
** Go into Assets\Scripts\&lt;br /&gt;
** copy Mul_Battlefest+Intense.scr there&lt;br /&gt;
&lt;br /&gt;
== Missions Refit pack ==&lt;br /&gt;
&lt;br /&gt;
See: [[http://klingon.lostexiles.net/mediawiki/index.php?title=SFC:OP_Missions_Refit SFC:OP Missions Refit]]&lt;br /&gt;
&lt;br /&gt;
* download the [http://klingon.lostexiles.net/Missions_Refit/SFCOP_MissionsRefit_15_20121022222638.exe SFCOP_MissionsRefit_15_20121022222638.exe] installer&lt;br /&gt;
* install it&lt;br /&gt;
&lt;br /&gt;
== Set up a key to launch all the fighters ==&lt;br /&gt;
&lt;br /&gt;
* Launch the game&lt;br /&gt;
* Click on the 'Hot Keys' Button&lt;br /&gt;
** never BEEN here, huh?!&lt;br /&gt;
* click on 'Weapons'&lt;br /&gt;
* put in a ket for Launch Fighters.&lt;br /&gt;
** I tend to use 'L' for it.&lt;br /&gt;
*** 'L' is usually the Defense panel shortcut, which I never use via HotKey.&lt;br /&gt;
* exit the game to make sure your settings change are saved&lt;br /&gt;
&lt;br /&gt;
If you screwed up, no problem! Go pick up a fresh copy of [http://klingon.lostexiles.net/sources_and_utils/orig/op/25410/bindings.ini bindings.ini] from [[SFC-related missions, sources, patches and misc utilities]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note, 2015-08-08: changing bindings didn't stick for me on my Windows 7 machine. :-/ I had to edit the file manually with notepad. To do '''that''', I needed to grant myself access to the files.&lt;br /&gt;
&lt;br /&gt;
for example:&lt;br /&gt;
http://klingon.lostexiles.net/screenshots/20150808_win7_grant_yourself_full_access.png&lt;br /&gt;
&lt;br /&gt;
Then go edit the file directly with notepad. It's going to be in under your SFC game's install directory, as Assets\Specs\bindings.ini&lt;br /&gt;
&lt;br /&gt;
The changes:&lt;br /&gt;
* &amp;quot;LaunchFighters= &amp;quot;   to   &amp;quot;LaunchFighters=L&amp;quot;&lt;br /&gt;
* &amp;quot;Defense=L&amp;quot;   to   &amp;quot;Defense= &amp;quot;&lt;br /&gt;
** That's: Defense=&amp;lt;space&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dynaverse 2 Directory Server Updater ==&lt;br /&gt;
&lt;br /&gt;
The Dynaverse 2 Server list updater is optional: I don't know if there still are D2 servers for SFC:OP out there, but in case there are, you can use this:&lt;br /&gt;
&lt;br /&gt;
* [http://www.dynaverse.net/downloads.php?id=56&amp;amp;game=SFC2%20OP#download D2 Directory Server Updater]&lt;br /&gt;
* Run it.&lt;br /&gt;
&lt;br /&gt;
== Set up your FireWall(s) to play online ==&lt;br /&gt;
&lt;br /&gt;
=== Gaming host's firewall (AKA Windows Firewall) ===&lt;br /&gt;
&lt;br /&gt;
Open your Windows Firewall for SFC:OP on your gaming machine.&lt;br /&gt;
&amp;lt;br /&amp;gt;Note: on Windows Vista and Windows 7, it's under ''&amp;quot;Windows Firewall&amp;quot;'', not ''&amp;quot;Windows Firewall and Advanced Security&amp;quot;''.  You'll find an option called ''&amp;quot;Allow a program or feature through Windows Firewall&amp;quot;''. Click on that to see the list of applications and games allowed to go through your firewall. Allow ''&amp;quot;StarFleet Command Orion Pirates&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
=== SFC networking ports used ===&lt;br /&gt;
&lt;br /&gt;
Do you use a router? If so, you'll need to set up either a DMZ to your computer, or at least some portforward rules so that you can play SFC with others online. I'm sorry if I'm no help here in telling you HOW to do it because I don't know what you have.&lt;br /&gt;
&lt;br /&gt;
Here are the ports to forward to your PC from the router:&lt;br /&gt;
&lt;br /&gt;
* To join a game:&lt;br /&gt;
** port 47624, both TCP and UDP&lt;br /&gt;
&lt;br /&gt;
* to host a game:&lt;br /&gt;
** port range: 2300-2400&lt;br /&gt;
** both TCP and UDP&lt;br /&gt;
&lt;br /&gt;
* For SFC3&lt;br /&gt;
** port 6073, both TCP and UDP&lt;br /&gt;
&lt;br /&gt;
* to run an SFC server &lt;br /&gt;
** ''(obviously optional)''&lt;br /&gt;
** port 27100, both TCP and UDP&lt;br /&gt;
** port 3306, both TCP and UDP&lt;br /&gt;
*** Scary! That's usually a MySQL server's port!&lt;br /&gt;
** port 15100, both TCP and UDP&lt;br /&gt;
&lt;br /&gt;
=== Networking Ports for other related software ===&lt;br /&gt;
&lt;br /&gt;
* to play on mplayer.com&lt;br /&gt;
** port range 8000-9000&lt;br /&gt;
** both TCP and UDP&lt;br /&gt;
&lt;br /&gt;
* to play on GameSpy&lt;br /&gt;
** port 13139, both TCP and UDP&lt;br /&gt;
&lt;br /&gt;
== Tuning SFC to play on modern hardware ==&lt;br /&gt;
&lt;br /&gt;
* Please refer to this following mini-guide I wrote for myself:&lt;br /&gt;
** [[Tuning SFC to play on modern hardware ]]&lt;br /&gt;
&lt;br /&gt;
== Visit the Dynaverse.net forums ==&lt;br /&gt;
&lt;br /&gt;
* See :[http://www.dynaverse.net/forum/index.php http://www.dynaverse.net/forum/index.php]&lt;br /&gt;
** Best place to find players, new tools, whatever.&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=SFC-related_missions,_sources,_patches_and_misc_utilities</id>
		<title>SFC-related missions, sources, patches and misc utilities</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=SFC-related_missions,_sources,_patches_and_misc_utilities"/>
				<updated>2017-07-05T19:22:33Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== SFC-related Sources, packages, patches and utilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SFC Latest Patches and Serverkits ===&lt;br /&gt;
&lt;br /&gt;
==== Latest Patches ====&lt;br /&gt;
&lt;br /&gt;
* SFC:EAW, 2.0.3.6:&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/patches/SFC2Patch2002-2036.exe SFC2Patch2002-2036.exe]&lt;br /&gt;
*** size: 23MB&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/patches/SFC2Patch2033-2036.exe SFC2Patch2033-2036.exe]&lt;br /&gt;
*** size: 2.9MB&lt;br /&gt;
&lt;br /&gt;
* SFC:OP, 2.5.5.2:&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/patches/SFCOP_Patch_2500-2552.exe SFCOP_Patch_2500-2552.exe]&lt;br /&gt;
*** size: 19.4MB&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/patches/SFCOP_Patch_2550-2552.exe SFCOP_Patch_2550-2552.exe]&lt;br /&gt;
*** size: 1.9MB&lt;br /&gt;
&lt;br /&gt;
* SFC, 1.0.3&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/patches/sfc100-103.zip sfc100-103.zip] size: 4.5Mb&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/patches/sfc1021-103.zip sfc1021-103.zip] size: 1.5Mb&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Latest ServerKits ====&lt;br /&gt;
&lt;br /&gt;
* SFC:EAW 2.0.3.6 server kit&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/SFC2Server2036.zip SFC2Server2036.zip]&lt;br /&gt;
*** size: 12MB&lt;br /&gt;
* SFC:OP 2.5.5.2 Beta36 server kit&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/SFCOPServer2552_B36.zip SFCOPServer2552_B36.zip]&lt;br /&gt;
*** size: 15.8MB&lt;br /&gt;
&lt;br /&gt;
=== Hidden Features and Easter Eggs ===&lt;br /&gt;
&lt;br /&gt;
About patch 2.5.4.10, 2.5.4.12, 2.5.5.0, 2.5.5.2:&lt;br /&gt;
There are 2 hidden features introduced in 25410. This is how you use them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== New Arcs ====&lt;br /&gt;
&lt;br /&gt;
Edit the shiplist and put in these arcs where you want them.&lt;br /&gt;
* FALX/FARX -&amp;gt; FAL/FAR + right down rear&lt;br /&gt;
* LSRF/RSLF -&amp;gt; LS+RF / RS+LF missing arcs&lt;br /&gt;
* RRP/RLP -&amp;gt; Rear plasma arcs good for some tugs and HDWs.&lt;br /&gt;
* LR -&amp;gt; L+R arc. Can be found on mythical Tholian Snare weapons. &lt;br /&gt;
&lt;br /&gt;
In 2.5.5.2, more arcs were added:&lt;br /&gt;
* SFBL/SFBR -&amp;gt; L/R only &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Switch to disable Engine Doubling ====&lt;br /&gt;
&lt;br /&gt;
Disable Engine Doubling for all pirates. (Useful for Mods). Add ''AllowEngineDoubling=0'' to the ''[Network]'' section of the sfc.ini to disable engine doubling for all pirates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Resetting your SFC:OP Registry entry for your CD-Key ====&lt;br /&gt;
&lt;br /&gt;
Doing the following will cause SFC:OP to re-ask for the CDKey.&lt;br /&gt;
&lt;br /&gt;
* Location: HKLM\\Software\\GameSpy\\CDKeys&lt;br /&gt;
** Key: StarfleetCommand2, set to &amp;quot;43&amp;quot;, Hex. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other links on this site:&lt;br /&gt;
&lt;br /&gt;
* [[SFC:OP Plus Refit]]&lt;br /&gt;
** many many many (+5000!) added real SFB-based ships&lt;br /&gt;
* [[SFC:EAW missions for SFC:OP]]&lt;br /&gt;
** EAW missions sources and EAW campaigns compiled for SFC:OP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SFC Sources: APIs, Mission Scripts ==&lt;br /&gt;
&lt;br /&gt;
=== Development APIs ===&lt;br /&gt;
&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/SFC2_API_R1.3.zip SFC2_API_R1.3.zip]&lt;br /&gt;
** SFC2:EAW API from Taldren, rev1.3 (size: 5.4mb)&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/SFCOP_API_R2.zip SFCOP_API_R2.zip]&lt;br /&gt;
** SFC2:OP API from Taldren, rev2.2 (size: 5.5mb) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These following files are in no way official packages. These files, zipped from my build environments on my harddrive, will not recieve support in any way. I make these files available to solve problems concerning compiling with either or both EAW and OP APIs on the same machine.&lt;br /&gt;
&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/FireSoul_EAW_build_env-20031117.zip FireSoul_EAW_build_env-20031117.zip] (size: 8.7MB)&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/FireSoul_OP_build_env-20031117.zip FireSoul_OP_build_env-20031117.zip] (size: 9.1mb)&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/ShipList.20050118.zip ShipList.20050118.zip]&lt;br /&gt;
** modified ShipList API to allow access to fighters and PFs list generation. This modification from MagnumMan's SLAPI also contains Enhanced Shiplist support (OP+4.0 only, as far as I can tell). For OP, useful with mSetFighters function. (size: 570Kb) (Can be used with either API. It's smart enough to detect.)&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/firesoul_shiplist_support_perl_scripts.zip firesoul_shiplist_support_perl_scripts.zip]&lt;br /&gt;
** perl script I used to help me debug my OP+ shiplist. There are scripts in there to detect &amp;quot;???&amp;quot; for shipnames, refits and missing names for ship classes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SFC1 mission sources ===&lt;br /&gt;
&lt;br /&gt;
Entire package: [http://klingon.lostexiles.net/sources_and_utils/SFC1_scripts.zip SFC1_scripts.zip] size: 2.0MB&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/sfc1/Federation.zip Federation.zip] size: 204k&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/sfc1/Generic.zip Generic.zip] size: 236k&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/sfc1/Gorn.zip Gorn.zip] size: 164k&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/sfc1/Hydran.zip Hydran.zip] size: 116k&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/sfc1/Klingon.zip Klingon.zip] size: 220k&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/sfc1/Lyran.zip Lyran.zip] size: 168k&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/sfc1/Multiplayer.zip Multiplayer.zip] size: 100k&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/sfc1/Romulan.zip Romulan.zip] size: 216k&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/sfc1/Tutorial.zip Tutorial.zip] size: 212k&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/sfc1/Unique.zip Unique.zip] size: 156k&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SFC2 Mission Sources ===&lt;br /&gt;
&lt;br /&gt;
==== Taldren Mission Sources ====&lt;br /&gt;
&lt;br /&gt;
* SFC2 EAW:&lt;br /&gt;
** [http://klingon.lostexiles.net/EAW_missions/SFC2_EAW_Scripts.zip SFC2_EAW_Scripts.zip]&lt;br /&gt;
*** Taldren's pristine sources for the SFC:EAW scripts&lt;br /&gt;
*** size: 8.4MB&lt;br /&gt;
&lt;br /&gt;
* SFC2 OP:&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/OP_Scripts.zip OP_Scripts.zip]&lt;br /&gt;
*** Taldren's pristine sources for the SFC:OP scripts&lt;br /&gt;
*** size: 4.9MB&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Sources to missions ported to SFC:OP ====&lt;br /&gt;
&lt;br /&gt;
* [http://klingon.lostexiles.net/EAW_missions/eaw_campaigns_for_OP_Scripts-20030330.zip eaw_campaigns_for_OP_Scripts-20030330.zip]&lt;br /&gt;
** sources to the updated SFC:EAW missions, in an OP build environment. (size: 16.4mb)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== CoopAce package and sourcecode ===&lt;br /&gt;
&lt;br /&gt;
See: [[Co-op Ace for SFC:EAW and SFC:OP]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Andros! package and sourcecode ===&lt;br /&gt;
&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/Mul_Andros.scr Mul_Andros.scr]&lt;br /&gt;
** for SFC:OP with OP+ 4.1  size: 446464 Bytes&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/Mul_Andros_1_01.20110501.zip Mul_Andros_1_01.20110501.zip]&lt;br /&gt;
** for SFC:OP with OP+ 4.1  size: 103056 Bytes&lt;br /&gt;
&lt;br /&gt;
=== Fests+ installer and sourcecode ===&lt;br /&gt;
&lt;br /&gt;
See: [[Fests+ for SFC:OP]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SFC:OP Models Tester ===&lt;br /&gt;
&lt;br /&gt;
* Standard version, 1 race at a time:&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/models_testers/Ski_test_models.scr Ski_test_models.scr] size: 470kb (Version 1.23, 20040627)&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/models_testers/Ski_test_models-20040627.zip Ski_test_models-20040627.zip] size: 72kb (sources) &lt;br /&gt;
* Complete test version, all models tested in a single run:&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/models_testers/Ski_test_all_models.scr Ski_test_all_models.scr] size: 470kb (Version 1.00, 20040714)&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/models_testers/Ski_test_all_models-20040714.zip Ski_test_all_models-20040714.zip] size: 77kb (sources) &lt;br /&gt;
* Test all bases' models, all in a single run:&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/models_testers/Ski_test_bases_models.scr Ski_test_bases_models.scr] size: 470kb (Version 1.00, 20040714)&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/models_testers/Ski_test_bases_models-20040714.zip Ski_test_bases_models-20040714.zip] size: 90kb (sources)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== EvilDave Missions ===&lt;br /&gt;
''(all files/links here updated on 20040112)''&lt;br /&gt;
&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/EvilDave/EAWMissions.zip EAWMissions.zip]&lt;br /&gt;
** EvilDave missionpack for EAW (updated: 20031001 size: 11mb)&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/EvilDave/NW_OPMissions.exe NW_OPMissions.exe]&lt;br /&gt;
** Configurable EvilDave missionpack for OP (updated: 20040810 size: 4.1mb)&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/EvilDave/NW_EAWtoOP_Campaigns.zip NW_EAWtoOP_Campaigns.zip]&lt;br /&gt;
** Campaign (.MCT) files for BOTH EAW for OP single-player campaigns AND EvilDave missionpacks. (updated: 20030512 size: 25kb) (for OP only)&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/EvilDave/EDMissionSourceCode.zip EDMissionSourceCode.zip]&lt;br /&gt;
** Sources to EvilDave mission packs (updated: 20030228 size: 2.9mb)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Other Mission packages ===&lt;br /&gt;
&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/TraceyG_OP_missions_v4-1.zip TraceyG_OP_missions_v4-1.zip]&lt;br /&gt;
** TraceyG's Missions for OP, version 4.1 (size: 2.5mb)&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/EEK-OP221.exe EEK-OP221.exe]&lt;br /&gt;
** Karnak's EEK missions v2.21, for OP (size: 7.2mb, updated 20041013)&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/EAW_campaigns+NW+TraceyG+EEK.zip EAW_campaigns+NW+TraceyG+EEK.zip]&lt;br /&gt;
** Single player .MCT files for complex campaigns. (size: 25kb)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Misc Tools and Files ==&lt;br /&gt;
&lt;br /&gt;
=== SFC Modeling tools ===&lt;br /&gt;
&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/Modeling/SFC_mod_viewer.zip SFC Models viewer]&lt;br /&gt;
** Size: 228kb&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/Modeling/3DSMaxR3SFCImpExpPublicRelease.zip 3dsMax R3 SFC .MOD format plugin]&lt;br /&gt;
** Size: 52kb&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/Modeling/3DSMaxR4SFCImpExpPublicRelease.zip 3dsMax R4 (and R5) SFC .MOD format plugin]&lt;br /&gt;
** Size: 22kb&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/Modeling/SFC_tutorial-creating_break_models-DIVX.avi SFC_tutorial-creating_break_models-DIVX.avi]&lt;br /&gt;
** Size: 14mb, by Joker&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/Modeling/SFC_tutorial-texturing_and_illumination-DIVX.avi SFC_tutorial-texturing_and_illumination-DIVX.avi]&lt;br /&gt;
** Size: 32mb, by Joker&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other/Misc SFC files ==&lt;br /&gt;
&lt;br /&gt;
=== Other Useful Downloads ===&lt;br /&gt;
&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/EzINI.exe EzINI.exe] v2.0&lt;br /&gt;
** size: 284Kb&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/ShipEditv30202.zip ShipEdit v3.02.02 for SFC:EAW]&lt;br /&gt;
** size: 6.3Mb&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/SE39902bPword.zip ShipEdit v3.99.02 beta]&lt;br /&gt;
** for SFC:OP&lt;br /&gt;
** Requires ShipEdit v3.02.02&lt;br /&gt;
** size: 2.6Mb&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/EAW_Sulu_Bonus_missions.zip EAW_Sulu_Bonus_missions.zip]&lt;br /&gt;
** Recompiled for SFC:OP&lt;br /&gt;
** size: 496k&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/Bonus.exe Bonus.exe]&lt;br /&gt;
** Taldren's Bonus missions for SFC:OP&lt;br /&gt;
** size: 65Kb&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/Comparator.exe Comparator.exe]&lt;br /&gt;
** MagnumMan's Shiplist Comparator for EAW and OP&lt;br /&gt;
** size: 163kb&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/GAW_Models.zip GAW_Models.zip]&lt;br /&gt;
** Additional models, released from Taldren&lt;br /&gt;
** size: 11.1mb&lt;br /&gt;
&lt;br /&gt;
=== Original shiplist files available for download ===&lt;br /&gt;
&lt;br /&gt;
* SFC:EAW 2036 original files:&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/orig/eaw/2036/shiplist.txt shiplist.txt] size: 816K&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/orig/eaw/2036/strings.txt strings.txt] size: 108K&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/orig/eaw/2036/ftrlist.txt ftrlist.txt] size: 12K&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/orig/eaw/2036/shipnames.txt shipnames.txt] size: 228K&lt;br /&gt;
&lt;br /&gt;
* SFC:OP 25412, 2550 and/or 2552 original files:&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/orig/op/25412/shiplist.txt shiplist.txt] size: 1.1M&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/orig/op/25412/model.siz model.siz] size: 16K&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/orig/op/25412/strings.txt strings.txt] size: 128K&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/orig/op/25412/ftrlist.txt ftrlist.txt] size: 20K&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/orig/op/25412/shipnames.txt shipnames.txt] size: 332K&lt;br /&gt;
&lt;br /&gt;
* SFC:OP 25410 original files:&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/orig/op/25410/shiplist.txt shiplist.txt] size: 1.1M&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/orig/op/25410/bpvdata.ini bpvdata.ini] size: 4.0K&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/orig/op/25410/model.siz model.siz] size: 16K&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/orig/op/25410/strings.txt strings.txt] size: 128K&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/orig/op/25410/quicktips.txt quicktips.txt] size: 128K&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/orig/op/25410/bindings.ini bindings.ini] size: 4.0K&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/orig/op/25410/ftrlist.txt ftrlist.txt] size: 20K&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/orig/op/25410/aaStrings.txt aaStrings.txt] size: 384K&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/orig/op/25410/shipnames.txt shipnames.txt] size: 332K&lt;br /&gt;
&lt;br /&gt;
* SFC:OP 2538 original files:&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/orig/op/2538/shiplist.txt shiplist.txt] size: 1.1M&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/orig/op/2538/strings.txt strings.txt] size: 120K&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/orig/op/2538/ftrlist.txt ftrlist.txt] size: 20K&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/orig/op/2538/shipnames.txt shipnames.txt] size: 292K&lt;br /&gt;
&lt;br /&gt;
* SFC:OP 2525 original files:&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/orig/op/2525/shiplist.txt shiplist.txt] size: 1.1M&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/orig/op/2525/strings.txt strings.txt] size: 120K&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/orig/op/2525/ftrlist.txt ftrlist.txt] size: 20K&lt;br /&gt;
** [http://klingon.lostexiles.net/sources_and_utils/orig/op/2525/shipnames.txt shipnames.txt] size: 292K&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== FireSoul's Screenshots ===&lt;br /&gt;
&lt;br /&gt;
* [http://klingon.lostexiles.net/screenshots/woah.JPG woah.JPG]&lt;br /&gt;
** coopace development screenshot before the 32 AI ships limit was introduced. This was taken as proof that the script was now stable.&lt;br /&gt;
&lt;br /&gt;
* [http://klingon.lostexiles.net/screenshots/1peace_OP_1.JPG 1peace_OP_1.JPG]&lt;br /&gt;
** ... Yes, the OP-compiled EAW campaigns work.&lt;br /&gt;
&lt;br /&gt;
* [http://klingon.lostexiles.net/screenshots/1peace_OP_2.JPG 1peace_OP_2.JPG]&lt;br /&gt;
** .... really, they really do run on SFC:OP.&lt;br /&gt;
&lt;br /&gt;
* [http://klingon.lostexiles.net/screenshots/OhMyESGs.png OhMyESGs.png]&lt;br /&gt;
**  .. that was back in the days I was helping MagnumMan test his 'patch of day' for SFC:EAW. The point here was proof that being able to see the ESG ranges of the enemy was visible in a multiplayer game.&lt;br /&gt;
&lt;br /&gt;
* [http://klingon.lostexiles.net/screenshots/challenge.JPG challenge.JPG]&lt;br /&gt;
** Ah memories.. .. I won against a R-CON+ with a ... F-NCL+ ... ?&lt;br /&gt;
&lt;br /&gt;
* [http://klingon.lostexiles.net/screenshots/coopace-fighters1.JPG coopace-fighters1.JPG]&lt;br /&gt;
** at one point during coopace development, I was tring to get the AI to get free updated fighters. This is a screenshot of the success. (Please note I am running away really really fast.)&lt;br /&gt;
&lt;br /&gt;
* [http://klingon.lostexiles.net/screenshots/coopace-fighters2.JPG coopace-fighters2.JPG]&lt;br /&gt;
** (THIS is what I was really running away from!)&lt;br /&gt;
&lt;br /&gt;
* [http://klingon.lostexiles.net/screenshots/double-base-construction.gif double-base-construction.gif]&lt;br /&gt;
** Want to guarantee SB construction on a D2 server? It's been a long time since I've done this trick, but maybe this will still work?&lt;br /&gt;
&lt;br /&gt;
* [http://klingon.lostexiles.net/screenshots/slot_2033.JPG slot_2033.JPG]&lt;br /&gt;
** THIS is the slot bug. I am FireSoul.. I am NOT strafer. bleh.&lt;br /&gt;
&lt;br /&gt;
* [http://klingon.lostexiles.net/screenshots/tractored_plasma.jpg tractored_plasma.jpg]&lt;br /&gt;
** I caught this one during OP testing. A plasma was fired at a tractored MIRV. The mirv itself was invisible, this was proof that the object was actually absent: the plasma kept tracking an unhittable object. (Although it looks like a plasma being tractored.)&lt;br /&gt;
&lt;br /&gt;
* [http://klingon.lostexiles.net/screenshots/where_is_mirv.jpg where_is_mirv.jpg]&lt;br /&gt;
** past MIRV bugs that had been fixed. Isn't being a tester fun?&lt;br /&gt;
&lt;br /&gt;
* [http://klingon.lostexiles.net/screenshots/winex-shipedit.png winex-shipedit.png]&lt;br /&gt;
** The EagleEye ShipEdit program runs under WineX.&lt;br /&gt;
&lt;br /&gt;
* [http://klingon.lostexiles.net/screenshots/winex_sfcop.png winex_sfcop.png]&lt;br /&gt;
** So does SFC:OP. WineX is by TransGaming Technologies, my ex-employer. WineX is called Cedega, today.&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=SFC:OP_Missions_Refit</id>
		<title>SFC:OP Missions Refit</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=SFC:OP_Missions_Refit"/>
				<updated>2017-07-05T19:21:36Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
When I finally released [[SFC:OP Plus Refit]], I decided to reward myself and play a single player campaign. I loaded up the latest [http://www3.telus.net/NuclearWessels/sfc/downloads/NWPack.exe mission pack] from NuclearWessels and gave it a shot.&lt;br /&gt;
&lt;br /&gt;
Well, I quickly found myself frustrated with the game again.&lt;br /&gt;
&lt;br /&gt;
Here are some of the issues I had with the game at this point:&lt;br /&gt;
# almost everything had slow drones&lt;br /&gt;
# everything had basic fighters&lt;br /&gt;
# the new Andromedan ships weren't being loaded up right.&lt;br /&gt;
# some missions had hardcoded ships.&lt;br /&gt;
&lt;br /&gt;
.. note that I also encountered some problems with my own [[SFC:OP Plus Refit]] mod, which resulted in the release of version 4.1.1:&lt;br /&gt;
# the planets were still shooting themselves with their heavy weapons&lt;br /&gt;
# many monsters encountered had 0 crew/boarding parties and were boardable.  (1 BP and captured!)&lt;br /&gt;
&lt;br /&gt;
== Vision ==&lt;br /&gt;
&lt;br /&gt;
Imagine loading a &amp;quot;Fleet Patrol&amp;quot; mission: destroy all enemies, or disengage if the enemy is too much for you. It's year 2285.3: you've got a L-BCHT with 4 upgraded PFs. You find yourself in-mission with 2 Klingon wingmen AI-controlled ships, and there's 3 Hydran ships in the distance. &lt;br /&gt;
&lt;br /&gt;
As you close towards your enemy, both your allies and your enemy launch whatever fighters they have. Your Klingon friends launch their K-Lancer.IIIs. The Hydrans, a carrier-based race, have many many H-YellowJacket.IIIs and H-Hornet.IIs as are normally available during that year. You send out your L-PFLs in Harass, adding yet more confusion to the fray.&lt;br /&gt;
&lt;br /&gt;
Your wingmen launch their drones and they are all fast speeds at that. One of the Hydran ships weasels, and its fighter-groups obliterates your destroyer-sized wingman in a single pass.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then... from the far right... comes a M-aDMX Andromedan Dominatrix Dreadnought, friend to no one and intent on destroying everyone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.. now that's a Patrol mission!&lt;br /&gt;
&lt;br /&gt;
== Making it happen.. ==&lt;br /&gt;
&lt;br /&gt;
I spent weeks trying to find work-arounds or fixes to these problems. Here's what I've found out:&lt;br /&gt;
&lt;br /&gt;
=== Better in-mission created ship selection ===&lt;br /&gt;
* find better way to load up Bases, FRDs, cargo ships, etc. Do NOT use hard-coded ships because these things do get refits over time.&lt;br /&gt;
** use shiplist API, load shiplist from MetaAssets directory&lt;br /&gt;
&lt;br /&gt;
=== Give the AI Upgraded fighters ===&lt;br /&gt;
* Give AIs better fighters. We cannot determine what fighters a ship has, but we can parse and load the fighterlist and assign era-correct fighters to AI-controlled teams.&lt;br /&gt;
** use ShipList API to load fighterlist, specifically from the MetaAssets directory.&lt;br /&gt;
&lt;br /&gt;
=== Give the ships era-correct drone speeds ===&lt;br /&gt;
* If a ship was drafted, it'll have slow drones no matter what. However, if the ship was created in-mission and not drafted, the drone speeds will be era-correct. Solution: do not created drafted ships, create in-game only ships with same shipcodes as the drafted ships.&lt;br /&gt;
** Ships do NOT get cleaned up from the D2 map. The server's .gf files should be edited to turn on ship destruction and cycling to compensate. &lt;br /&gt;
*** see: MetaMap.gf, section [Census], MaxAIsToKillPerTurn parameter.&lt;br /&gt;
** if the drafted unit is a base, the mission creates a 'BOX' unit upon destruction WITH the base's drafted ID (aka MetaID) and immediately destroys it. This will be passed back to the D2 engine, multiplayer or not, that whatever had the Base's MetaID was destroyed which may result on base's removal from the D2 map.&lt;br /&gt;
&lt;br /&gt;
=== Don't set-up a mission with a planet that is too big ===&lt;br /&gt;
* The planet model sizes are stored in model.siz. The idea is to set up the mission's code to load and parse model.siz, prepare a list of eligible planets that aren't too big and select one randomly from that list.&lt;br /&gt;
** ie: I need a Hydran Armed World, limited size.&lt;br /&gt;
** Why? Because the FRDs and Defense Platforms may be close to the planet. A large planet will make stuff collide (and thus destroyed) on mission start.&lt;br /&gt;
&lt;br /&gt;
=== Andro tweaks ===&lt;br /&gt;
* Auto-detect Andros in the shiplist. If they are there, give them a chance to appear instead of Monsters or Orion pirates or whatever encounters NuclearWessels had originally set up. &lt;br /&gt;
** it's just a small chance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== About the difficulty ==&lt;br /&gt;
&lt;br /&gt;
Yes.. this pack is for everyone out there who play at Admiral Level Difficulty!&lt;br /&gt;
&lt;br /&gt;
* Easy/Captain: &lt;br /&gt;
** drafted ships get slow drones  (turns off workaround)&lt;br /&gt;
** All AI-controlled teams get stock/basic fighters.&lt;br /&gt;
&lt;br /&gt;
* Medium/Commodore: &lt;br /&gt;
** drafted ships get ''ERA-CORRECT'' drone speeds.&lt;br /&gt;
** All AI-controlled teams still get stock/basic fighters.&lt;br /&gt;
&lt;br /&gt;
* Hard/Admiral:&lt;br /&gt;
** drafted ships get ''ERA-CORRECT'' drone speeds.&lt;br /&gt;
** All AI-controlled teams fighters ''ARE UPGRADED''.&lt;br /&gt;
&lt;br /&gt;
== What's included? ==&lt;br /&gt;
&lt;br /&gt;
* .SCR Mission scripts, of course. All updated to the specs mentionned above.&lt;br /&gt;
** 30 generic missions, originally from NuclearWessels pack&lt;br /&gt;
** The ISC Campaign of Pacification missions (play as ISC)&lt;br /&gt;
** The Campaign against the ISC Pacification missions (play as the other empire races)&lt;br /&gt;
** The Mirak Campaigns (play as Mirak vs Lyran)&lt;br /&gt;
** The Mirak Campaigns (play as Klingon, Hydran or Lyran against the Mirak)&lt;br /&gt;
* .MCT campaign files for all normal races&lt;br /&gt;
* .MCT campaign files for pirate races&lt;br /&gt;
* .GF campaign configuration files to tweak stock campaign settings to something more enjoyable.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
&lt;br /&gt;
=== Missions Refit 1.5 ===&lt;br /&gt;
&lt;br /&gt;
NOTE: This mission-pack works best with OP+ 4.1.1 .. at least so far. (as of 20110807) See: [[SFC:OP Plus Refit]]&lt;br /&gt;
&lt;br /&gt;
* Installer: [http://klingon.lostexiles.net/Missions_Refit/SFCOP_MissionsRefit_15_20121022222638.exe SFCOP_MissionsRefit_15_20121022222638.exe] (5.3MB)&lt;br /&gt;
&lt;br /&gt;
* Mission Sources: &lt;br /&gt;
** EvilDave missions: [http://klingon.lostexiles.net/Missions_Refit/Missions07.20121022.7z Missions07.20121022.7z] (1.7MB)&lt;br /&gt;
** EAW Campaign Mission Sources: [http://klingon.lostexiles.net/Missions_Refit/eaw_Scripts.20121022.7z eaw_Scripts.20121022.7z] (8 MB)&lt;br /&gt;
*** ISC Pacification Campaigns and Missions&lt;br /&gt;
**** both for and against, all campaigns just like in EAW.&lt;br /&gt;
*** Mirak Campaigns and Missions&lt;br /&gt;
**** both for and against, all campaigns just like in EAW.&lt;br /&gt;
** Needs ShipList API to compile: [http://klingon.lostexiles.net/sources_and_utils/ShipList.20050118.zip ShipList.20050118.zip]&lt;br /&gt;
** also see: [[SFC-related_missions,_sources,_patches_and_misc_utilities]]&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=SFC:OP_Plus_Refit</id>
		<title>SFC:OP Plus Refit</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=SFC:OP_Plus_Refit"/>
				<updated>2017-07-05T19:20:30Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A mod for StarFleet Command : Orion Pirates patch version 2552&lt;br /&gt;
&lt;br /&gt;
* [[OP+ Introduction]]&lt;br /&gt;
* [[OP+ Contents and Changes]]&lt;br /&gt;
* [[OP+ Statistics]]&lt;br /&gt;
* [[OP+ Conversion Rules]]&lt;br /&gt;
** conversion rules for ships, from SFB to SFC.&lt;br /&gt;
* [[OP+ and Test-Driven Development]]&lt;br /&gt;
* [[OP+ about the ship models]]&lt;br /&gt;
* [[OP+ FAQ]]&lt;br /&gt;
* [[OP+ Fair Use]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Downloads ===&lt;br /&gt;
&lt;br /&gt;
==== OP+ 4.1.1 ====&lt;br /&gt;
Released: 2011-08-07&lt;br /&gt;
&lt;br /&gt;
Note: should be compatible with OP+ 4.1, despite in-game warnings. See [[OP+ Contents and Changes]] for differences.&lt;br /&gt;
&lt;br /&gt;
* [http://klingon.lostexiles.net/OP_plusrefit/opplus_411_models_20110724175017.exe opplus_411_models_20110724175017.exe]&lt;br /&gt;
** size: 77mb&lt;br /&gt;
&lt;br /&gt;
The installer above will require around 760mb for installation. This is the final release of OP+ 4.1.1. &lt;br /&gt;
&lt;br /&gt;
* Installation Instructions: [http://klingon.lostexiles.net/OP_plusrefit/readme.txt readme.txt]&lt;br /&gt;
* Disclaimer: [http://klingon.lostexiles.net/OP_plusrefit/readme.txt readme.txt]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== OP+ 4.1 ====&lt;br /&gt;
Released: 2011-06-10  (installer-only update, fully compatible with 2011-06-05 release)&lt;br /&gt;
&lt;br /&gt;
* [http://klingon.lostexiles.net/OP_plusrefit/opplus_41_models_20110610085609.exe opplus_41_models_20110610085609.exe]&lt;br /&gt;
** size: 77mb&lt;br /&gt;
&lt;br /&gt;
The installer above will require around 760mb for installation. This is the final release of OP+ 4.1. It's a repackaged release candidate 5 with an updated license.&lt;br /&gt;
&lt;br /&gt;
* Installation Instructions: [http://klingon.lostexiles.net/OP_plusrefit/readme.txt readme.txt]&lt;br /&gt;
* Disclaimer: [http://klingon.lostexiles.net/OP_plusrefit/readme.txt readme.txt]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== OP+ 4.0 ====&lt;br /&gt;
Released: 2005-01-01&lt;br /&gt;
&lt;br /&gt;
* [http://klingon.lostexiles.net/OP_plusrefit/opplus_40_models.exe opplus_40_models.exe]&lt;br /&gt;
** includes models&lt;br /&gt;
** size: 63MB&lt;br /&gt;
* [http://klingon.lostexiles.net/OP_plusrefit/opplus_40_no_models.exe opplus_40_no_models.exe]&lt;br /&gt;
** size: 275KB&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mirror at ftp.xenocorp.net:&lt;br /&gt;
* [ftp://ftp.xenocorp.net/game_files/Star_Trek/starfleet_command/Starfleet_Command_OP/shiplists/opplus_40_models.exe opplus_40_models.exe]&lt;br /&gt;
* [ftp://ftp.xenocorp.net/game_files/Star_Trek/starfleet_command/Starfleet_Command_OP/shiplists/opplus_40_no_models.exe opplus_40_no_models.exe]&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;with models&amp;quot; installer above will require around 700mb for installation. The no models installer should require around 500mb.&lt;br /&gt;
&lt;br /&gt;
* Installation Instructions: [http://klingon.lostexiles.net/OP_plusrefit/readme.txt readme.txt]&lt;br /&gt;
* Disclaimer: [http://klingon.lostexiles.net/OP_plusrefit/readme.txt readme.txt]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Coopace 4.0 ====&lt;br /&gt;
&lt;br /&gt;
This shiplist works '''''GREAT!''''' with the CoopAce script version 4.0.&lt;br /&gt;
&lt;br /&gt;
* [http://klingon.lostexiles.net/sources_and_utils/coop-ace-4.0.exe CoopAce 4.0 installer]&lt;br /&gt;
&lt;br /&gt;
See: [[Co-op Ace for SFC:EAW and SFC:OP]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Extra Reading Material ====&lt;br /&gt;
&lt;br /&gt;
Available official storyline of the [http://www.starfleetgames.com/sfb/sfin/general_war.htm General War], straight from ADB, at [http://www.starfleetgames.com/ StarFleetGames.com].&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=FireSoul%27s_SFC_Materials</id>
		<title>FireSoul's SFC Materials</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=FireSoul%27s_SFC_Materials"/>
				<updated>2017-07-05T19:18:50Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://klingon.lostexiles.net/FSBanner.png&lt;br /&gt;
&lt;br /&gt;
This site is composed of the following sub-components:&lt;br /&gt;
&lt;br /&gt;
* [[SFC:OP Plus Refit]]&lt;br /&gt;
* [[SFC:OP Missions Refit]]&lt;br /&gt;
* [[SFC-related missions, sources, patches and misc utilities]]&lt;br /&gt;
** [[All SFC Patches and ServerKits]]&lt;br /&gt;
** [[Co-op Ace for SFC:EAW and SFC:OP]]&lt;br /&gt;
** [[SFC:EAW missions for SFC:OP]]&lt;br /&gt;
** [[Fests+ for SFC:OP]]&lt;br /&gt;
** [[How to compile/build SFC2 EAW or OP Missions]]&lt;br /&gt;
* [http://klingon.lostexiles.net/models/ Models for SFC:OP (and EAW) made or hosted by FireSoul]&lt;br /&gt;
* [[FireSoul's SFC:OP BootStrap list]]&lt;br /&gt;
** [[Tuning SFC to play on modern hardware]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also, here's a list of SFC-related links I keep around:&lt;br /&gt;
&lt;br /&gt;
* [http://www3.telus.net/NuclearWessels/sfc/ NuclearWessels' Scripting Site]&lt;br /&gt;
* [http://members.fortunecity.com/sfcspacedock/index.htm SFC2 War Refit Spacedock]&lt;br /&gt;
* [http://www.xenocorp.net/ XC Site]&lt;br /&gt;
* [http://www.dynaverse.net/ Dynaverse.net]&lt;br /&gt;
** [http://www.dynaverse.net/forum/index.php Dynaverse.net Forums]&lt;br /&gt;
* [http://www.strategyplanet.com/sfc/omega/fleetdock13/ FleetDock 13]&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=SFC:EAW_missions_for_SFC:OP</id>
		<title>SFC:EAW missions for SFC:OP</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=SFC:EAW_missions_for_SFC:OP"/>
				<updated>2016-06-28T18:34:59Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: /* Packages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Recommendations ===&lt;br /&gt;
&lt;br /&gt;
These are the ''stock'' recompiled EAW missions for SFC:OP. I '''strongly''' recommend using the Missions Refit versions along with OP+.&lt;br /&gt;
* [[SFC:OP Plus Refit]]&lt;br /&gt;
* [[SFC:OP Missions Refit]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Packages ===&lt;br /&gt;
* NEW: See Missions Refit: [[SFC:OP_Missions_Refit]]&lt;br /&gt;
** All of the EAW missions rebuilt to properly use OP+, but also backwards compatible.&lt;br /&gt;
* OLD: [http://klingon.pet.dhs.org/EAW_missions/EAW_Campaigns_for_OP-20030330.exe EAW_Campaigns_for_OP-20030330.exe]&lt;br /&gt;
** the SFC:EAW single player campaigns compiled for SFC:OP.&lt;br /&gt;
** size: 3.0 MB&lt;br /&gt;
*** Campaign files have been modified to include SFC:OP missions not present in SFC:EAW.&lt;br /&gt;
*** Includes the Sulu Missions&lt;br /&gt;
* [http://klingon.pet.dhs.org/EAW_missions/Sulu_Bonus_missions_for_OP-20021124.zip Sulu_Bonus_missions_for_OP-20021124.zip]&lt;br /&gt;
** Sulu bonus missions, without the Sulu voice recordings.&lt;br /&gt;
** size: 735KB&lt;br /&gt;
* [http://klingon.pet.dhs.org/sources_and_utils/EvilDave/NW_EAWtoOP_Campaigns.zip NW_EAWtoOP_Campaigns.zip]&lt;br /&gt;
** .MCT Campaign files for OP&lt;br /&gt;
** mixes EvilDave packages and EAW for OP campaigns, for the BEST single-player experience!&lt;br /&gt;
** [http://klingon.pet.dhs.org/EAW_missions/howto_install_20030617.txt howto_install_20030617.txt]&lt;br /&gt;
*** instructions on how to install the single player campaigns mixed with the EvilDave missions. Updated: 20030617.&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=SFC:EAW_missions_for_SFC:OP</id>
		<title>SFC:EAW missions for SFC:OP</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=SFC:EAW_missions_for_SFC:OP"/>
				<updated>2016-06-28T18:30:10Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Recommendations ===&lt;br /&gt;
&lt;br /&gt;
These are the ''stock'' recompiled EAW missions for SFC:OP. I '''strongly''' recommend using the Missions Refit versions along with OP+.&lt;br /&gt;
* [[SFC:OP Plus Refit]]&lt;br /&gt;
* [[SFC:OP Missions Refit]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Packages ===&lt;br /&gt;
&lt;br /&gt;
* [http://klingon.pet.dhs.org/EAW_missions/EAW_Campaigns_for_OP-20030330.exe EAW_Campaigns_for_OP-20030330.exe]&lt;br /&gt;
** the SFC:EAW single player campaigns compiled for SFC:OP.&lt;br /&gt;
** size: 3.0 MB&lt;br /&gt;
*** Campaign files have been modified to include SFC:OP missions not present in SFC:EAW.&lt;br /&gt;
*** Includes the Sulu Missions&lt;br /&gt;
* [http://klingon.pet.dhs.org/EAW_missions/Sulu_Bonus_missions_for_OP-20021124.zip Sulu_Bonus_missions_for_OP-20021124.zip]&lt;br /&gt;
** Sulu bonus missions, without the Sulu voice recordings.&lt;br /&gt;
** size: 735KB&lt;br /&gt;
* [http://klingon.pet.dhs.org/sources_and_utils/EvilDave/NW_EAWtoOP_Campaigns.zip NW_EAWtoOP_Campaigns.zip]&lt;br /&gt;
** .MCT Campaign files for OP&lt;br /&gt;
** mixes EvilDave packages and EAW for OP campaigns, for the BEST single-player experience!&lt;br /&gt;
** [http://klingon.pet.dhs.org/EAW_missions/howto_install_20030617.txt howto_install_20030617.txt]&lt;br /&gt;
*** instructions on how to install the single player campaigns mixed with the EvilDave missions. Updated: 20030617.&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

	<entry>
		<id>https://klingon.lostexiles.net/mediawiki/index.php?title=FireSoul%27s_SFC:OP_BootStrap_list</id>
		<title>FireSoul's SFC:OP BootStrap list</title>
		<link rel="alternate" type="text/html" href="https://klingon.lostexiles.net/mediawiki/index.php?title=FireSoul%27s_SFC:OP_BootStrap_list"/>
				<updated>2015-08-09T00:45:40Z</updated>
		
		<summary type="html">&lt;p&gt;Firesoul: /* Set up a key to launch all the fighters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So you want to know how I set up SFC:OP? Ok!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Update your DirectX ==&lt;br /&gt;
&lt;br /&gt;
Make sure you have the right DirectX support on your machine. The game itself was shipped with DirectX 8 installables. DO NOT USE THOSE, THEY ARE ANCIENT. If you're on Windows XP or older, use DirectX 9.0c.&lt;br /&gt;
&lt;br /&gt;
That said, newer Windows was NOT shipped with DirectX support for ''older'' games. You'll need to run an updater from MicroSoft to do so. This installer/updater will examine your system's DirectX libraries, both old and new, and make sure you have all of them.&lt;br /&gt;
&amp;lt;br /&amp;gt;See: http://www.microsoft.com/en-us/download/details.aspx?id=35&lt;br /&gt;
&lt;br /&gt;
== Install SFC:OP ==&lt;br /&gt;
&lt;br /&gt;
* Find your CD. &lt;br /&gt;
* Find your CD-Key.&lt;br /&gt;
* Install.&lt;br /&gt;
&lt;br /&gt;
== Patch to SFC:OP 2.5.5.2 ==&lt;br /&gt;
&lt;br /&gt;
* Download the patch.&lt;br /&gt;
** [http://klingon.pet.dhs.org/sources_and_utils/patches/SFCOP_Patch_2500-2552.exe SFCOP_Patch_2500-2552.exe]&lt;br /&gt;
* Install the patch.&lt;br /&gt;
&lt;br /&gt;
What, you don't have 2.5.0.0 but something else? See here: [[All SFC Patches and ServerKits]]&lt;br /&gt;
&lt;br /&gt;
== Run the game to type the CD-Key ==&lt;br /&gt;
&lt;br /&gt;
* Make sure you have your CD-Key on paper or something you can read from&lt;br /&gt;
** copy-paste won't work here&lt;br /&gt;
* just start it up, and type in your Key.&lt;br /&gt;
* exit the game when you're done.&lt;br /&gt;
&lt;br /&gt;
== Install Latest OP+ ==&lt;br /&gt;
&lt;br /&gt;
See: [[SFC:OP Plus Refit]]&lt;br /&gt;
&lt;br /&gt;
* Get the latest OP+&lt;br /&gt;
** .. or whatever people are playing. I suggest the latest.&lt;br /&gt;
* Install it.&lt;br /&gt;
&lt;br /&gt;
== Set up your preferences with EzINI ==&lt;br /&gt;
&lt;br /&gt;
* get [http://klingon.pet.dhs.org/sources_and_utils/EzINI.exe EzINI]&lt;br /&gt;
* run EzINI&lt;br /&gt;
* Select Orion Pirates (if necessary)&lt;br /&gt;
* set up your:&lt;br /&gt;
** graphics resolution&lt;br /&gt;
** show damage&lt;br /&gt;
** sound settings&lt;br /&gt;
** multiplayer game player name&lt;br /&gt;
** default multiplayer game name&lt;br /&gt;
** default difficulty level&lt;br /&gt;
** etc etc etc&lt;br /&gt;
&lt;br /&gt;
=== My suggestions for EzINI settings===&lt;br /&gt;
&lt;br /&gt;
* Video&lt;br /&gt;
** Resolution: 1024 x 768&lt;br /&gt;
* Audio&lt;br /&gt;
** Music Volume --- OFF&lt;br /&gt;
*** That's completely optional. You can leave it on if you want.&lt;br /&gt;
** Max Channels: 64 (max)&lt;br /&gt;
** Crew Sounds: Maximum&lt;br /&gt;
* Multiplayer&lt;br /&gt;
** Set up your Default Multiplayer Player Name&lt;br /&gt;
** Set up your Game Name&lt;br /&gt;
** OPTIONAL: click on Multiplayer Hidden Race&lt;br /&gt;
** OPTIONAL: click on Multiplayer Hidden BPV&lt;br /&gt;
* Misc&lt;br /&gt;
** Difficulty: Admiral&lt;br /&gt;
** turn ON Volley Information&lt;br /&gt;
&lt;br /&gt;
== Install Co-Op Ace ==&lt;br /&gt;
&lt;br /&gt;
See: [[Co-op Ace for SFC:EAW and SFC:OP]]&lt;br /&gt;
&lt;br /&gt;
* Get the latest coopace&lt;br /&gt;
** Currently [http://klingon.pet.dhs.org/sources_and_utils/coop-ace-4.0.exe Coopace 4.0]&lt;br /&gt;
* install it.&lt;br /&gt;
&lt;br /&gt;
== Customize Co-Op Ace==&lt;br /&gt;
&lt;br /&gt;
* run the Coop-Ace Customizer from your start menu&lt;br /&gt;
** Set the Difficulty to around 1.5&lt;br /&gt;
*** or whatever you prefer. I got 1.7 right now&lt;br /&gt;
** Set the AI Intelligence to Admiral&lt;br /&gt;
** Races: single&lt;br /&gt;
** uncheck all the pirates&lt;br /&gt;
*** up to you, but remember, pirates are weaker&lt;br /&gt;
** Turn ON 'Force selection of ships created in current era'&lt;br /&gt;
*** This will improve the gaming experience, especially since you've installer OP+&lt;br /&gt;
** Turn ON 'Use Enhanced Shiplist API Settings'&lt;br /&gt;
&lt;br /&gt;
== Fests+ ==&lt;br /&gt;
&lt;br /&gt;
See: [[Fests+ for SFC:OP]]&lt;br /&gt;
&lt;br /&gt;
* download the [http://klingon.pet.dhs.org/fests+/Fests+_11.exe Fests+] installer&lt;br /&gt;
* install it&lt;br /&gt;
* download the extra mission: [http://klingon.pet.dhs.org/fests+/Mul_Battlefest+Intense.scr Battlefest+ Intense]&lt;br /&gt;
* install it&lt;br /&gt;
** Find your SFC install directory&lt;br /&gt;
** Hint! May be: ''C:\Program Files (x86)\Taldren Software Inc\Starfleet Command Orion Pirates''&lt;br /&gt;
** Go into Assets\Scripts\&lt;br /&gt;
** copy Mul_Battlefest+Intense.scr there&lt;br /&gt;
&lt;br /&gt;
== Missions Refit pack ==&lt;br /&gt;
&lt;br /&gt;
See: [[http://klingon.pet.dhs.org/mediawiki/index.php?title=SFC:OP_Missions_Refit SFC:OP Missions Refit]]&lt;br /&gt;
&lt;br /&gt;
* download the [http://klingon.pet.dhs.org/Missions_Refit/SFCOP_MissionsRefit_15_20121022222638.exe SFCOP_MissionsRefit_15_20121022222638.exe] installer&lt;br /&gt;
* install it&lt;br /&gt;
&lt;br /&gt;
== Set up a key to launch all the fighters ==&lt;br /&gt;
&lt;br /&gt;
* Launch the game&lt;br /&gt;
* Click on the 'Hot Keys' Button&lt;br /&gt;
** never BEEN here, huh?!&lt;br /&gt;
* click on 'Weapons'&lt;br /&gt;
* put in a ket for Launch Fighters.&lt;br /&gt;
** I tend to use 'L' for it.&lt;br /&gt;
*** 'L' is usually the Defense panel shortcut, which I never use via HotKey.&lt;br /&gt;
* exit the game to make sure your settings change are saved&lt;br /&gt;
&lt;br /&gt;
If you screwed up, no problem! Go pick up a fresh copy of [http://klingon.pet.dhs.org/sources_and_utils/orig/op/25410/bindings.ini bindings.ini] from [[SFC-related missions, sources, patches and misc utilities]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note, 2015-08-08: changing bindings didn't stick for me on my Windows 7 machine. :-/ I had to edit the file manually with notepad. To do '''that''', I needed to grant myself access to the files.&lt;br /&gt;
&lt;br /&gt;
for example:&lt;br /&gt;
http://klingon.pet.dhs.org/screenshots/20150808_win7_grant_yourself_full_access.png&lt;br /&gt;
&lt;br /&gt;
Then go edit the file directly with notepad. It's going to be in under your SFC game's install directory, as Assets\Specs\bindings.ini&lt;br /&gt;
&lt;br /&gt;
The changes:&lt;br /&gt;
* &amp;quot;LaunchFighters= &amp;quot;   to   &amp;quot;LaunchFighters=L&amp;quot;&lt;br /&gt;
* &amp;quot;Defense=L&amp;quot;   to   &amp;quot;Defense= &amp;quot;&lt;br /&gt;
** That's: Defense=&amp;lt;space&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dynaverse 2 Directory Server Updater ==&lt;br /&gt;
&lt;br /&gt;
The Dynaverse 2 Server list updater is optional: I don't know if there still are D2 servers for SFC:OP out there, but in case there are, you can use this:&lt;br /&gt;
&lt;br /&gt;
* [http://www.dynaverse.net/downloads.php?id=56&amp;amp;game=SFC2%20OP#download D2 Directory Server Updater]&lt;br /&gt;
* Run it.&lt;br /&gt;
&lt;br /&gt;
== Set up your FireWall(s) to play online ==&lt;br /&gt;
&lt;br /&gt;
=== Gaming host's firewall (AKA Windows Firewall) ===&lt;br /&gt;
&lt;br /&gt;
Open your Windows Firewall for SFC:OP on your gaming machine.&lt;br /&gt;
&amp;lt;br /&amp;gt;Note: on Windows Vista and Windows 7, it's under ''&amp;quot;Windows Firewall&amp;quot;'', not ''&amp;quot;Windows Firewall and Advanced Security&amp;quot;''.  You'll find an option called ''&amp;quot;Allow a program or feature through Windows Firewall&amp;quot;''. Click on that to see the list of applications and games allowed to go through your firewall. Allow ''&amp;quot;StarFleet Command Orion Pirates&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
=== SFC networking ports used ===&lt;br /&gt;
&lt;br /&gt;
Do you use a router? If so, you'll need to set up either a DMZ to your computer, or at least some portforward rules so that you can play SFC with others online. I'm sorry if I'm no help here in telling you HOW to do it because I don't know what you have.&lt;br /&gt;
&lt;br /&gt;
Here are the ports to forward to your PC from the router:&lt;br /&gt;
&lt;br /&gt;
* To join a game:&lt;br /&gt;
** port 47624, both TCP and UDP&lt;br /&gt;
&lt;br /&gt;
* to host a game:&lt;br /&gt;
** port range: 2300-2400&lt;br /&gt;
** both TCP and UDP&lt;br /&gt;
&lt;br /&gt;
* For SFC3&lt;br /&gt;
** port 6073, both TCP and UDP&lt;br /&gt;
&lt;br /&gt;
* to run an SFC server &lt;br /&gt;
** ''(obviously optional)''&lt;br /&gt;
** port 27100, both TCP and UDP&lt;br /&gt;
** port 3306, both TCP and UDP&lt;br /&gt;
*** Scary! That's usually a MySQL server's port!&lt;br /&gt;
** port 15100, both TCP and UDP&lt;br /&gt;
&lt;br /&gt;
=== Networking Ports for other related software ===&lt;br /&gt;
&lt;br /&gt;
* to play on mplayer.com&lt;br /&gt;
** port range 8000-9000&lt;br /&gt;
** both TCP and UDP&lt;br /&gt;
&lt;br /&gt;
* to play on GameSpy&lt;br /&gt;
** port 13139, both TCP and UDP&lt;br /&gt;
&lt;br /&gt;
== Tuning SFC to play on modern hardware ==&lt;br /&gt;
&lt;br /&gt;
* Please refer to this following mini-guide I wrote for myself:&lt;br /&gt;
** [[Tuning SFC to play on modern hardware ]]&lt;br /&gt;
&lt;br /&gt;
== Visit the Dynaverse.net forums ==&lt;br /&gt;
&lt;br /&gt;
* See :[http://www.dynaverse.net/forum/index.php http://www.dynaverse.net/forum/index.php]&lt;br /&gt;
** Best place to find players, new tools, whatever.&lt;/div&gt;</summary>
		<author><name>Firesoul</name></author>	</entry>

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