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SeaQuest Armada

Rodglas

The Very Model of a Modern Major-General
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12 May 2006
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396
In October 2004, I got the idea in my head to start my very own mod, a little project I figured would take about a year to complete. 3 1/2 years later I'm still working on it. It is called seaQuest Armada.

My original plan (and the one I'm still working under) was to complete this mod for A1, not the least because All I had at the time was A1. I now have Armada II and the Fltops Patch and I'm strongly considering moving sQa to
A2.

If I do switch the current version (the one I play around with) made for A1 will be released in its BETA form. I will complete build buttons, AI, and the current tech tree along with the three main races (UEO, Macronesia and the Choadai).

AFC is the current home of the MOD so you can check out my forum there if you want to see what this has been all about but I will be updating here on MSFC from now on.

Rod
 

Majestic

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Yes I remember reading out this mod sometime ago, it's great to see you plan to keep the community here up to date.

I haven't seen much of SeaQuest, what I have seen was bits and peices from years ago when it first came out and the entie first season which I bought on DVD about 9 months ago.

The FlOps patch has really made many projects expand their mods and I can understand you considering making the move to A2 now. In fact with the 3D plane allowing ships to increase and decrease their height would be perfect for a underwater mod.

I look forward to the updates Rod. :thumbsup:
 

EAS_Intrepid

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Ahh, my favourite Armada I mod. It is good to know you are still working on it.
 

Rodglas

The Very Model of a Modern Major-General
Joined
12 May 2006
Messages
396
The deal (aka what this is all about)

Based on the NBC/Universal TV series seaQuest DSV (later seaQuest 2032) and heavily influenced by the seaQuest based fanfiction series Atlantis DSV (a worthwhile read by the way), seaQuest Armada aims to bring a undersea combat seaQuest style to Armada.

In the beginnng i planned three races with the fourth being a multiside/pick your own favourite sort of thing though I have decided to focus my energies on only on of those races for the forth slot.

The "Races"

The first will be the United Earth Oceans Organization (UEO) made up of several large economic confederations that formed in the early portions of the 21st century. The seaQuest DSV is the flagship of the UEO's underwater navy. The seaQuest disappeared in the Tonga Trench in 2022 only to return mysterioulsy 10 years later to reclaim the Oceans.

The Alliance of Macronesia formed after the mystrious disappearance of the seaQuest DSV in the year 2022. Based in the New Australia Confederation the ambitious and repressive president Bourne and his corperate allies Deon International have already gained control of half the Pacific ocean and control most of the Advanced tech research abilities in the world.

The Chaodai who control large sections of China and asia, a ruthless and fanatical military but largely neutral in the UEO/Macronesian standoff. They are a secretive and engimatic society cloesed off from the rest of the world but the're military might is unquestioned.

The North Sea Confederation is the fourth side, (originally you would have been able to chose one of three other sides as well). Made up of countries like the UK, France and Germany they are truely powerful Confederation and although officially a member of the UEO still maintain there own military and often act quite independantly of the UEO Security Council.




So far most of the work has been done on my own though I've had a good amount of help along the way including our own EAS_Intrepid as well as Straxus and a few others which has been much appcieated over the years.

I also should acknowledge JJ Ward of Atlantis DSV for letting me use his ship designs, without that series and it ship I would not have come as far as I have so far.

Rod
 

Rodglas

The Very Model of a Modern Major-General
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Thanks EA, I'd actually already seen that thread, its pretty sweet.

You should check these threads out

Links removed as they were directed to a forum. - Majestic
 
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EAS_Intrepid

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I am not too much a fan of the Atlantis DSV (SeaQuest DSV is still my second favourite fictional sub, though it cannot surpass the real-world Soviet Alfa class SSN :D )

But that Raptor looks awesome. It will be cool to have this unit to play around with in the mod.
 

Rodglas

The Very Model of a Modern Major-General
Joined
12 May 2006
Messages
396
I'm formulating a new plan in regards to the A1 release, one that will hopefully give the mod a more complete feeling since I almost certainly will switch the main project over to A2.

Basically I'm going to scale back sQa, focus it more on a particular era leaving some of the bigger ideas (and subs) for A2. The Era will be the post 2032 period as the UEO is trapped in a slowly heating up Cold War with the Alliance of Macronesia. seaQuest DSV, the UEO flagship is on the front lines of this growing conflict.

Much of what is done will remain, but I'll likely remove at least three units from all three major races and replace several units for the Forth side (NorSea).

One of the biggest loses will be in the Carrier units. I had been using the Antmine weapon to simulate carrier tactics. Sub fighters will still be buildable from the approprriate stations.

The A2 version will be something of a sequel then using the new features of the FLOps Patch adding carrier support back into the game and seeing the return of the truely big combat subs.

I'm thinking a good working title is "seaQuest Armada: Atlantis Rising"



I am not too much a fan of the Atlantis DSV (SeaQuest DSV is still my second favourite fictional sub, though it cannot surpass the real-world Soviet Alfa class SSN :D )

But that Raptor looks awesome. It will be cool to have this unit to play around with in the mod.

If seaQuest is your second favourite fiction Sub which is you fav?

Rod.
 

EAS_Intrepid

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If seaQuest is your second favourite fiction Sub which is you fav?

Let's see... 24 ICBMs with 8 MIRVs per missile, caterpillar drive, Sean Connery as Commanding Officer and Sam Neill as XO...

Red October, of course.
 

Rodglas

The Very Model of a Modern Major-General
Joined
12 May 2006
Messages
396
I'm formulating a new plan in regards to the A1 release, one that will hopefully give the mod a more complete feeling since I almost certainly will switch the main project over to A2.

Basically I'm going to scale back sQa, focus it more on a particular era leaving some of the bigger ideas (and subs) for A2. The Era will be the post 2032 period as the UEO is trapped in a slowly heating up Cold War with the Alliance of Macronesia. seaQuest DSV, the UEO flagship is on the front lines of this growing conflict.

Much of what is done will remain, but I'll likely remove at least three units from all three major races and replace several units for the Forth side (NorSea).

One of the biggest loses will be in the Carrier units. I had been using the Antmine weapon to simulate carrier tactics. Sub fighters will still be buildable from the approprriate stations.

The A2 version will be something of a sequel then using the new features of the FLOps Patch adding carrier support back into the game and seeing the return of the truely big combat subs.

I'm thinking a good working title is "seaQuest Armada: Atlantis Rising"



Rod.

I'm thinking about trimming down the A1 version even more and just doing the two main sides, the UEO and Mac Alliance, maybe adding the others in as map units.

I'd do this mostly to move even more "new" content to the A2 sequal I'd like to do with all the FLOPS patch features. I'm not decided here yet and would like some comment before I proceed to gut the 3rd and 4th side out of the mod.


Rod
 

Dan1025

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Well I quite like the sound of the new content being reserved for the A2 version (could be because I don't have A1 anymore :p) so I say go for it, it means an A1 version is still released and the A2 version gets released sooner.
 

Avon

The older I get, the more I forget
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After watching your progress on this mod since the beginning, I've often thought it was going to be the only reason I would ever instal A1 again. (although Future Tense may get the same outing on my pc)

Having an A2 version is a great idea, and would save me a lot of hastle in trying to get a very old game to work on my pc.

......I do fear, however, that you seem to have doubled your workload with now 2 total conversions for 2 seperate games.

Keep up the good work, anyway. This will still be one of the most original mods for armada 1 or 2:thumbsup:
 

Rodglas

The Very Model of a Modern Major-General
Joined
12 May 2006
Messages
396
After watching your progress on this mod since the beginning, I've often thought it was going to be the only reason I would ever instal A1 again. (although Future Tense may get the same outing on my pc)

Having an A2 version is a great idea, and would save me a lot of hastle in trying to get a very old game to work on my pc.

......I do fear, however, that you seem to have doubled your workload with now 2 total conversions for 2 seperate games.

Keep up the good work, anyway. This will still be one of the most original mods for armada 1 or 2:thumbsup:

I won't be redoing any/many of the models and so much is already done so the work load may be smaller then you are thinking.

With the first most likely being only a half conversion it may be even less.


Thanks I'd like to think it will be original at the least.

Rod
 
S

Straxus

Deleted Due to Inactivity
Former MSFC Member
You still going to be working on this? Would love to play the finished mod!
 

Rodglas

The Very Model of a Modern Major-General
Joined
12 May 2006
Messages
396
Hey Straxus, been a long time.

The Mod is not progressing much these days. I'm thinking about porting all my stuff over and doing an A2 mod using the Fleetops Patch to do some of the sweet thing you can't do in A1 like launch fighters.

But I've got my fingers all over the place, I'm working on AndrArmada, I've been doing my own SWFC update there was the Battlefleet project...

I'll get back to again before long maybe to just release the A1 demo version I've been considering...

One thing is certain unless my life circumstances drastically changes or all my various copies are destroyed, I will not be cancelling this mod.

Rod
 

kjc733

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Glad to hear that you still intend to carry on with this - I must admit that I was beginning to get concerned that this would go south after seeing you name attached to so many other projects. Don't overstretch yourself though.
Best of luck.


Actually it's odd, I was thinking about this mod yesterday...
 

Rodglas

The Very Model of a Modern Major-General
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12 May 2006
Messages
396
Well, active interest is helping to kick this back into gear. So its going, slowly but still moving forward.

Rod
 

Dan1025

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Glad to hear it, looking forward to seeing updates from this again :)
 
S

Straxus

Deleted Due to Inactivity
Former MSFC Member
I have gone though hundred or so backup disks and compiled ALL of my armada 3d models onto a harddrive and am backing them of as a collective whole.
The seaquest armada meshes I made are in there. If you lost any submarines I made and need them again I have them.
 

Rodglas

The Very Model of a Modern Major-General
Joined
12 May 2006
Messages
396
I have gone though hundred or so backup disks and compiled ALL of my armada 3d models onto a harddrive and am backing them of as a collective whole.
The seaquest armada meshes I made are in there. If you lost any submarines I made and need them again I have them.

That sounds like a lot of work. I'm pretty sure I have every thing you sent me
I save just about everything even the ones I'm not using anymore.

Are you planning on realeasing any unreleased material? Or are you just cleaning house?

Rod
 
S

Straxus

Deleted Due to Inactivity
Former MSFC Member
Well I have resumed work on my Galactic Uprisings Mod. I have been thinking about eventually releasing my other models that I have not yet. Maybe as an "as is/you finish and convert" pack...LOL.
I started far more models than I ever finished. Many just need textured.

Its great to see that you have resumed work on Seaquest Armada!

I have been playing arround with nebula sprites and map backgrounds again and if I come up with anything that would be suitable for ocean environment I will send it to you.
 

Rodglas

The Very Model of a Modern Major-General
Joined
12 May 2006
Messages
396
Hey everybody I know I've been away for awhile but that doesn't mean nothing has gotten done. Just that I'm not being very good about keeping you guys all up to date on mod progress. I've been honestly suprised at hoe long its been since I've posted an update to this or any of my other projects.

So here iswhat has been going on.

I might as well admit the A1 version of this mod will probably never be finished. I just don't play A1 anymore and A2 has more of the features I want for modding.
SO seaQest Armada will be exclusive to A2.

Secondly I've lately been working making the bases modular using research stations which has changed some of the gameplay style.

A lot of boats have been built, rebuilt and built yet again. The seaQuest looks I have now is awesome and many of my new models are IMHO amongst the best I've made. I'll be posting pictures of these soon.

SeaQuest is my focus atm, who is to say where I'll be next week.


Rod
 

Starfox1701

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Wow that one project I never expected to here from again:Y Glad to here its still pluging along:thumbsup:
 

kjc733

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What 'e said! I was beginning to wonder if I was going to have to do one myself :sweat:
Good to hear of progress, long may it continue (well, not too long cos we'll never see it, but you know what I mean :lol2:)
 

Rodglas

The Very Model of a Modern Major-General
Joined
12 May 2006
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396
so ive decided to redo all my macronesian alliance ship textures. Not because the are not good (thank staxus) but because the just dont look as food in game as the do in Max. In the last few weeks ive rebuilt the Atlantis and a few other ships and I really want to rework my physics files especially for subfighters. My biggest sticking point for release will be map objects and making so I will have to start.working on that more soon.

Rod.
 
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