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Starfleet Command III Downloads > Mods:
Conquest Mod for SFC III (2.0)
Filename: sfciii_conquest_2.zip


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521.94 MB
2.0
AlDaja
http://www.filefront.com/us...
1997
12-07-2009
Mods


Average User Rating: 6.2
Number of Votes: 48
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Conquest Mod for SFC III (2.0) - File Description  


Description:
This is a simple campaign mod utilizing the conquest campaigns. The story takes place following the destruction of Unity Station and the rebuilding process following the Dominion War. The objective is to conquer the galaxy and restore order or disorder.

Playable races are cannon, however there are several hidden AI characters that may join or fight you to include the Gorn, Dominion, Species 8472, Cardassian and special characters such as Section 31 and the Tal Shiar. In addition to some of the cannon ships each race has new ship additions abilities and weaponry with ship descriptions that fit the story line created.

New, updated or corrected items include but are not limited to:

-Asteroids on some battle hexes made solid.
-Player rank corrected to match in game rank.
-New starships added.
-Some AI ships made playable (you can make all AI ships playable by removing AI from the core/default files).
-Borg Tactical Cube and Borg Ziggurat corrected to allow for transport to enemy vessels and sub-system targeting.
-All AI Super-BBs enhanced (made stronger).
-ALL Borg AI ships (except for freighters) enhanced (made stronger).
-Removed troublesome scripts causing game crash.
-AI set to play when game is idle or off (recommend moving your ship to secure safe hex) game may conclude (forfeit) your campaign if no play action has happened in 30-90 days.
-Empires adjusted to win at all cost (meaning game will not arbitrarily decide to surrender an empire if it feels you have the advantage, the AI will either force itself into another empires hex to survive or pile up star bases within a hex to survive).
-Corrected and removed bugs found during game play.
-Home worlds are represented for each race in hexes, but not during game play (programming limitation). If Earth does not show up during re-spawning (starting a new campaign) the default Federation Home Worlds are Betazed, Andoria or Sauria. The Borg home world is hidden.



Conquest Mod for SFC III (2.0) - Screenshots  
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Conquest Mod for SFC III (2.0) - File Download Options  

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Conquest Mod for SFC III (2.0) - Readme  
Readme File:
CREDIT AND INSTRUCTIONS/TIPS

Conquest Mod for SFC III Version 2.0


This is a simple campaign mod utilizing the conquest campaigns. The story takes place following the destruction of Unity Station and the rebuilding process following the Dominion War. The objective is to conquer the galaxy and restore order or disorder.

Playable races are cannon, however there are several hidden AI characters that may join or fight you to include the Gorn, Dominion, Species 8472, Cardassian and special characters such as Section 31 and the Tal Shiar. In addition to some of the cannon ships each race has new ship additions abilities and weaponry with ship descriptions that fit the story line created.

New, updated or corrected items include but are not limited to:

§ Asteroids on some battle hexes made solid.
§ Player rank corrected to match in game rank.
§ New starships added.
§ Some AI ships made playable (you can make all AI ships playable by removing “AI” from the core/default files).
§ Borg Tactical Cube and Borg Ziggurat corrected to allow for transport to enemy vessels and sub-system targeting.
§ All AI Super-BB’s enhanced (made stronger).
§ ALL Borg AI ships (except for freighters) enhanced (made stronger).
§ Removed troublesome scripts causing game crash.
§ AI set to play when game is idle or off (recommend moving your ship to secure safe hex) – game may conclude (forfeit) your campaign if no play action has happened in 30-90 days.
§ Empires adjusted to win at all cost (meaning game will not arbitrarily decide to surrender an empire if it feels you have the advantage, the AI will either force itself into another empires hex to survive or pile up star bases within a hex to survive).
§ Corrected and removed bugs found during game play.
§ Home worlds are represented for each race in hexes, but not during game play (programming limitation). If Earth does not show up during re-spawning (starting a new campaign) the default Federation Home Worlds are Betazed, Andoria or Sauria. The Borg home world is hidden.

Notes: some of the models have the HP placements out of adjustment during game play (Borg Harvester); cause they are locked and I cold not reset them even with the HP placement program – sorry, I know it is annoying to have it shifted away from the ship during game play. Also on a few ships (Borg Tactical Cube) when it explodes the break model is replaced with a milk. I don’t know enough about ship moding to correct this, so if anyone wants to correct the model please feel free (assuming original author is ok with it), if you do fix it please let me know, so I can correct it. Any additional improvements you think would enhance the game please share them with me; I’ll try to make the addition. Also, still trying to figure out how to get “Special” and “Mission” medals to be awarded during game on conquest mode. No one seems to know how (or aren’t telling), would really like this to show up. If any of you know how to do this PLEASE LET ME KNOW!

I apologize for those who think the file is too big. I have streamlined a lot. The models folder is too blame, but given the models have been adjusted (story/HP’s) they need to be included…


CREDIT:

No Shields: Greenvalv
Federation Photon/Quantum Torpedo Textures: PSYCHO
Music: Chris Jones
Invisible mines: Icarus
**Survey** Script: The Pelican
Known model credits with model folders.
Story line: AlDaja/booboy

Additional thumbs up for assisting me and showing a novice how to do it (starships named after in honor):
Greenvalv and yochenhsieh



INSTRUCTIONS:

Recommend backing up any custom ships/mods prior to installing Conquest Mod for SFC III Version 2.0.

§ Install SFC III (DO NOT) install Direct X 8.1 or Game spy.
§ Down load SFC III patch: http://starfleetcommand3.filefront.com/file/sfc3_beta_patch_v534b_all_languages;28800 (sfc3 beta patch v534_b ( all languages) (534_b) DIRECT X 9.0C included
§ Right click on your SFC III icon. Click properties. Then find target. Then click on MetaAssets. Delete the ServerProfiles folder. Copy or drag the new ServerProfiles folder to the MetaAssets folder. Now, the next step requires a bit of caution so you don’t accidentally delete folder you shouldn’t. Open the Assets folder and delete the following folders: Scripts, Models, CommonSettings, Sound, Textures, Specs and Strings. Go to the unzipped folder for this mod and copy or drag the new folders into your Assets folder.
§ Play game and enjoy!
TIPS:

Game settings:

This mod is optimized at the highest speed (11). Please set game speed to 11. SFC III is prone to crash or “freeze up” when other programs are operating with Windows. Please shut down open files or programs and temporarily disable your anti-virus program to ensure optimum gaming.

Multiplayer is disabled, however if you have an intranet connection you can play skirmish with other players (Theoretically you can play conquest on intranet, but have not tested this…probably would need to enable Multiplayer (Do this at own risk, may crash game!)) The WOLF 359 mission is playable, all other cannon campaigns and settings have been disabled; however skirmish matches can be played with another player (as noted) or against the AI.

Game Scenarios:

The game is set to allow for multiple station building within a hex. In the event that you come upon a scenario where you’ve destroyed a shipyard but it still remains, just keep attacking (assuming your ship is not heavily damaged). While playing as the BORG I had to engage one Federation hex 11 times before all shipyards were destroyed; but I gained a lot of prestige and it hurt the Federation economy.

While we are talking about shipyards, in the event you’ve destroyed all the shipyards but the game does not exit play, do the following to assure victory. Order your AI (if any) to exit the sector and then warp out. The game may say you have a devastating defeat, but you’ll notice that you were awarded prestige. This is a glitch that requires programming skills I lack. The game does this because there are multiple shipyards in the sector and programming limitations can’t accommodate. Once you’ve destroyed all the shipyards you will get a “mission complete” prompt and the hex will switch to your color, turn neutral or remain the original empires color. It will remain the original empire color if the economy was very high prior to your attack (60 or higher).

Sometimes you may choose to engage a freighter (F) and it will say “delivering station”. Not all freighter captains are loyal to the escorts. Sometimes when you enter the battle scenario you will notice that the freighters have switched to your empire. If this happens you can command those freighters (have them fight or leave the sector). You will gain bonus prestige if you keep the enemy escort vessels from destroying them. If all enemies have been destroyed yet the game does not exit the battle scenario, just order your ships to disengage and then warp out of the sector. It may show a defeat, but once again, you’ll see you have been awarded prestige. This is another programming limitation.




How each empire is set up:

The Federation is economically, the strongest. Followed by the Romulan’s, Klingon’s and then the BORG. I have tried to make strengths and weaknesses for each empire as cannon as possible and to fit the story line (story line can be found with each empire load and with the starship/base descriptions).

Success and may your empire be just, cunning, victorious…or deadly!


Conquest Mod for SFC III (2.0) - User Comments  
The following comments are owned by the user that posted them. SFC3 Files is not responsible for their content.

Total comments: 27 | Last comment: 08-06-2011 at 12:24

 #1 - 12-07-2009 at 14:35
AlDaja
From:
Joined: September 4th, 2006
Posts: 438
Cool! Thanks to site manager for getting this up. It is appreciated. Two Thumbs Up!

 #2 - A couple of corrupt file in Zip - 12-10-2009 at 04:41
adrastas
Joined: August 22nd, 2005
Posts: 2
I dl-ed this to try it out, and during uncompression, it reported that two files were corrupt. "Couragious x" and SCFIII Music zip, I believe were the ones. Just thought I'd let somone know because this looks like a fun mod.

 #3 - 12-10-2009 at 08:15
AlDaja
From:
Joined: September 4th, 2006
Posts: 438
that is strange, one of the staff said when they did the original download it did the same thing. Wonder if something is having issues during the download. I just downloaded a bit ago and I didn't get any error message and seems to be working ok. Try it again and let me know. You can also go to the link at the top of the file and download it directly from FF.

 #4 - Same problem - 12-10-2009 at 14:45
ISS_Enterprise_D
Joined: April 6th, 2009
Posts: 51
the exact same files were corrupt for me as well... Game crashed just before it let me get to the select campaign screen

 #5 - 12-10-2009 at 16:00
AlDaja
From:
Joined: September 4th, 2006
Posts: 438
Did you down load it here or at the FF link? I haven't tried to download it from this site yet.

 #6 - 12-10-2009 at 16:04
AlDaja
From:
Joined: September 4th, 2006
Posts: 438
...I see the download link does take you to the FF page. I'm going to download it on another computer and see if I get the error. Either way, I will reload the zip file for this mod after I double check to make sure no file is corrupted and get back with you in a few. Thanks for letting me know.

 #7 - 12-10-2009 at 17:40
AlDaja
From:
Joined: September 4th, 2006
Posts: 438
Ok, When I downloaded my mod the first couple of times no problem. I just download and got an error message of a corrupt file within the “SFCMusic.zip” and the .x file for the Courageous model, and yes it crash the game after the first mission. I copied over the master files on my computer to replace the ones in the recent download and the game is working correctly. I’m not sure what is causing this. After a look at my master file and the downloaded file everything looks the same. I even did a virus scan and a malware scan just to be sure. So, what I have done is uploaded replacement files for the sound folder and Courageous model folder for anyone who needs it. I’m guessing it has to be something in the download that is causing the problem as not everyone is having this problem. My son indicated that his download had a problem with the voice, but when he redownloaded the mode the problem corrected itself, been working fine since. The link to the replacement folder is at the homepage link at the top of this file.

Hope this fixes the problem for you guys that are having problems – sorry.

 #8 - Second mission in the Federation campaign - 12-17-2009 at 15:17
Magus_Darklighter
From:
Joined: August 23rd, 2007
Posts: 1
I had no issues installing this mod, But somthing strange happens when I try to complete the second mission for the fed campaign. I get to the part when it states that you found the three missing freighters and have to hail them nothing appears. I have searched the whole map from where the arrow lead me to the freighters to planet and cannot find anything. Conquest mode works perfectly. I just want to know if I am doing somthing wrong. I use windows 7 pro so didint know if there was a compatibility issue or if any one else had this problem. Also when you stated that you can use (you can make all AI ships playable by removing AI from the core/default files where is that located? The only AI file I could find was the AI.gf file. Thanks for the great mod.

 #9 - 12-18-2009 at 16:30
AlDaja
From:
Joined: September 4th, 2006
Posts: 438
Magus, glad you like the mod. Keep in mind this is a conquest mod only. The "campaigns" have been disabled and/or will not function properly as I had to change files to make the conquest hidden characters and/or functions work for the conquest mod. As in the Read Me, only single player skirmish, Intranet skirmish, Wolf 357 and conquest modes will work.

cool

 #10 - 12-18-2009 at 16:39
AlDaja
From:
Joined: September 4th, 2006
Posts: 438
With regard to the AI this in reference to the DefaultLoadOut.txt. You have to remove the "AI" notation on the line item. For example, if you open this file and scroll down to the OBV1 (LCGrissom) you'll see it has AI next to the F-Tractor...

Remove the AI, but be careful! Follow the SFCIII customization guide (here on this site) if you are unfamiliar with moding SFC III files. When removing the AI make sure to use the tab button. There should only be three spaces between the ship name, in this case "LCGrissom" and the first haul item "F-Tractor-III"

 #11 - 12-18-2009 at 16:40
AlDaja
From:
Joined: September 4th, 2006
Posts: 438
...er, I mean Wolf 359 ...and I call my self a Trekkie.Resistance is Futile!

 #12 - 12-22-2009 at 05:20
AlDaja
From:
Joined: September 4th, 2006
Posts: 438
Anyone with questions, please direct it here not the forums. Google/avast! indicates the forums are current infected with a worm/trojan so I can't access FF forums - thanks.Beer! Beer!

 #13 - 12-30-2009 at 12:28
AlDaja
From:
Joined: September 4th, 2006
Posts: 438
I added the Diablo Mark II and Razor recently for use with this mod as separate downloads on this site. Also there is an updated shipname.txt you can find with he Defiant Class Battle Group download.

 #14 - 01-07-2010 at 04:23
gi_mike78
Joined: January 7th, 2010
Posts: 6
I have a question...with all the ways that there are to modify this game, is there a way to increase the size of ones fleet? Is there also a way to keep the ships that are captured?

 #15 - 01-07-2010 at 08:38
AlDaja
From:
Joined: September 4th, 2006
Posts: 438
Sadly no, least not without reprogramming the game. The games hard coding will only allow you to keep a fleet of 3 ships (you plus two AI) on occasion though the game will have an armada spasm and you might get 1 or 2 more AI that will join with you in battle, but will leave your fleet once the objective is complete. I have on occasion with different mods and mine have had where up to 5 AI ships plus your three will join in battle (this will happen in my mod on the harder levels). That is awesome when that happens, but you better have some kick'n RAM and/or CPU speed or the game will lag and/or crash. Thankfully, my RAM/CPU is fairly high so I don't have crashing issues with the SFC III game engine when this happens just an occasional lag.

I've been keeping my eye out for anyone who offered an upgrade to the game to allow this feature (more ships to the fleet of three), but no one has produced it yet. We have several programmers who have made mods, but I'm assuming the task is extensively time consuming, and being an old game probably not worth the endeavor, oh well - maybe if a SFC IV ever gets made. Let me know what you think of my mod. If you get an error message on download for two files (Courageous and a sound file) click this link: next http://www.filefront.com/us... to download the fix.

 #16 - 01-09-2010 at 07:31
gi_mike78
Joined: January 7th, 2010
Posts: 6
Thanks for your reply, I would love to get started on your mod except I can't. I am still getting those pesky error messages with the music file and the other one courageous file, what do i do. I have downloaded the mod twice.

 #17 - 01-09-2010 at 16:03
AlDaja
From:
Joined: September 4th, 2006
Posts: 438
I suspect an FF issue...our network has been getting hammered with oddities lately. If you want I can email the file directly to you in zip format.

 #18 - 01-09-2010 at 16:04
AlDaja
From:
Joined: September 4th, 2006
Posts: 438
Just send my your e-mail in a PM with the email address you want me to send it to.

 #19 - 01-10-2010 at 21:12
gi_mike78
Joined: January 7th, 2010
Posts: 6
where do i send you the PM?

 #20 - 01-11-2010 at 09:18
AlDaja
From:
Joined: September 4th, 2006
Posts: 438
click on my user name here and do it from there or you can go to the gaming forums on FF, click on my user name and send me a 'private message' from the drop down.

 #21 - 01-11-2010 at 17:41
AlDaja
From:
Joined: September 4th, 2006
Posts: 438
Don't forget the link to the FF page (http://www.filefront.com/user/AlDaja) contains the fix for the courageous and music file glitch, with instructions on where to put them in the mod.

 #22 - 01-13-2010 at 00:01
AlDaja
From:
Joined: September 4th, 2006
Posts: 438
UPDATE: Tinkering with the AI a bit, and may have found a way to make the AI less stupid than usual. Testing it in my game at the moment, if it does what I'm thinking it will I'll release an update txt file for you guys in a few days. cool

 #23 - 01-13-2010 at 19:39
gi_mike78
Joined: January 7th, 2010
Posts: 6
Hey Al, thanks for your help thus far. I did download the fix for the two files and was able to play the game. However during game play on a couple of missions the enemy ships did not appear. They would fire at me and I could fire back but there was no visible target. Any thoughts?

 #24 - 01-14-2010 at 06:26
AlDaja
From:
Joined: September 4th, 2006
Posts: 438
That's a new one for me. Never heard of it. Sometimes the SFC III engine will gigget. that could be what you are experiencing. I'll have target lock issues, but that happened on just about every mod I've played, including mine...but then will correct itself (sometimes), often I have to reinstall. You might try reinstalling the game, patch and mod and see if that corrects the problem. Also make sure your system can handle the polys for the ships. Some of the ships like the Courageous are high poly, but I included low poly options in the model file for systems that can't handle it, if not you can find a low poly option of the courageous

...you might also check in the upper right hand corner of your hud during game play and make sure you ship indicator is on, if it is clicked off you can't see ships during game play unless they pass in front of you.

 #25 - Conquest V2 update ready! - 02-03-2010 at 16:49
AlDaja
From:
Joined: September 4th, 2006
Posts: 438
update file for this mod is ready. Will upload it shortly for those who have been asking. Will have the Pelican scout mission put back in with bug fix as requested so you can do scouting missions for the Borg, Klingons and Romulans and the AI has been adjusted to be less stupid than usual to include freighters challenging or attempting evasives...this will be based on the AI's perception of threat (based on class of ship you have).

 #26 - 02-03-2010 at 21:38
AlDaja
From:
Joined: September 4th, 2006
Posts: 438
update has been uploaded. Go here for the link: http://www.filefront.com/user/AlDaja

 #27 - SFC III: Children of the Federation - 08-06-2011 at 12:24
AlDaja
From:
Joined: September 4th, 2006
Posts: 438
Hi MOD fans!

FYI. I'm starting a new mod (BETA TESTING NOW COMPLETE) and the viability of what I'm wanting to do looks promising. the Mod will allow for stock play along with a conquest story line that takes place after the destruction of Unity Station and will tie into and/or use elements of Star Trek: 2009, Nemesis and the increasingly popular Star Trek: Typhon Pact.

Unfortunately, some of my files were accidentally deleted (mainly ship specs), but thankfully, not the programmed hard-coded files and much need balancing specifications. If all goes well, I hope to have this game ready for upload on FileFront by the end of the year or sooner if time allows.

Two Thumbs Up!



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