Critical Existence Failure: Starfleet Command III.Chekhov's Gun: The USS Incursion and the technology behind it play a massive role in Starfleet Command III's plot.Collectively, thousands of models have been made for these games from Star Trek to Futurama. Cool Starship: Too many to begin to list.The Ph B is colored red and devastating to an exposed ship hull, but won't do jack against shields. The Ph A is colored blue and effective against shields, but piss against hull. Color-Coded for Your Convenience: Phasers A and B in Orion Pirates.Fights, especially against larger ships, usually tend to end in massive alpha strikes. Cherry Tapping: Both subverted or played straight depending on the occasion.
Big Damn Heroes: A few times in the first game.The various races each had their own troubles to contend with in Starfleet Command 1, but by far the greatest of the various threats was the Terran Empire's plans to destroy the Federation with a fleet of Planet Killers. Big Bad: The Interstellar Concordium in II and the Romulans in III'.The entire purpose for the Pulse Phaser in II. Beam Spam: The Ph G, or "Gatling Phaser" in Starfleet Command I and II.Gets stupidly useful in ''Starfleet Command II''' and its expansion when dealing with carriers. Basically a ring of death that surrounds a Lyran ship and damages everything that gets too close, it's practically a death sentence if used against a smaller ship. Barrier Warrior: The Lyrans ( That's pronounced Lear-uhns!) have the ESG field."This is a dark time for us all, but adversity breeds innovation, and the Federation will not fall without a fight." On the other hand, Starfleet Command I, II, and Orion Pirates are set in a variant continuity of the Star Fleet Battles pen and paper roleplaying game (there are a few things Star Fleet Battles aren't allowed to use that SFC has, such as ridge-headed Klingons, Excelsiors and Wrath of Khan-style uniforms, and conversely there is one thing Battles can use that SFC couldn't - the Kzinti). Alternate Continuity: Starfleet Command III is set in the same 'Verse as Bridge Commander, Star Trek: Armada, Star Trek Away Team, and the Elite Force games.Likely due to serious financial troubles faced by Interplay and Taldren at the time. Aborted Arc: Starfleet Command 2: Orion Pirates was originally intended to include campaigns for all the major empires fighting against the Andromedans, which were all dropped.2-D Space: No Z-axis for you! The only concession is ships will go under and over each other to avoid collisions.Older Version - Return of the Shakturi v1.2 Thanks to all the modellers who posted their work at for making this possible. Check out his studio's website here:- īig thanks to ehsumrell1 and tjhkkr for sending images, giving massive support and some very helpful advice.Įhsumrell1 for providing Jarada and Betelgeusian character names as well as Jarada dialogue. Special thanks to Rory Mcleish who was kind enough to give me permission to use his fantastic Kzinti warrior.
Troop Images- No troop images (default used)ĭialogue - Dialogue for Federation, Klingon, Jarada, Gorn, Romulan onlyĢ.Copy the folder 'Star Trek Kirk Era' to Matrix Games/Distant Worlds/Customization/ģ.Run the game and select 'Change Theme' from the main menu then select the Star Trek Kirk Era mod and click 'Switch Theme' Shipsets - All 10 races have their own shipsets Federation, Klingon, Romulan, Tholian, Fesarian, Gorn, Orion, Kzinti, Betelgeusian and Jarada
The Kirk Era Beta 1 for Distant Worlds Shadows is a direct conversion from the Return of the Shakturi version of the mod.