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View Full Version : Deathstalkers Mods Updated (MountMod and Gold-D-2 patch One)


Deathstalker
May 22nd, 2004, 03:47 AM
Just another revision to the huge (yep, nice and big now, lol) mount mod. Added Retro mounts for both weapons and components as well as re-balanced a few of the mounts cost-wise.

Retro mounts reduce the cost of a weapon/component while increasing the size so as to mimic sub-standard construction etc for a cheaper item.

Also includes light/med/heavy spinal mounts as well as drone and fighter spinal mounts.

AI will now auto-use unit shield/armour mounts, engine mounts, crystalline shield mounts.

Have fun.

As always any questions/suggestions just ask. (and yes this mod works fine with the TDM-Modpack as well as the devnull-mod. {unofficially of course http://forum.shrapnelgames.com/images/icons/icon10.gif }).

To use just place in the 'data' folder of the mod (or original se4gold) and re-name your current CompEnhancement.txt file (I usually just add an 'org' or '1' to the file). To remove just do the opposite. http://forum.shrapnelgames.com/images/icons/icon10.gif

Edit; brainfart; its been uploaded to the PBW website in the mod files section....Deathstalkers Mount Mod 2004 update.

any website owners who want to post/add it to their sites are more than welcome to.

[ May 27, 2004, 00:49: Message edited by: Deathstalker ]

Aiken
May 22nd, 2004, 03:55 AM
Hey, great news http://forum.shrapnelgames.com/images/icons/icon7.gif When should we expect Gold-D-2 mod update now?

Deathstalker
May 22nd, 2004, 04:13 AM
working on it, possibly tue/wed of next week. This upload shows that I can still upload http://forum.shrapnelgames.com/images/icons/icon10.gif . Gotta find an old Version of the D-mod and then copy/paste in all the new stuff as I don't know where the corruption was in the mod.

Aiken
May 22nd, 2004, 06:45 AM
Btw, can you post the changes file here? I've noticed some errors/annoyances in GD2 mod, so this will help to figure out they're fixed.

Thanks.

Deathstalker
May 22nd, 2004, 10:34 AM
GOLD D-2 CHANGES/FIXES etc:
"Advanced PDC tech (skips shields and armor)

MAUW Weapons (Manually Activated Unit Weapons, beams, missiles and fighter weapons that target seekers, drones, fighters and sats).

Escort Carrier reduced to 30% ftr bay required vs 50%.

External mounted missiles ranges extended and targets for drones/sats added.

Various weapons retargeted....(should Torps be able to hit sats/drones...anyone....??).

Machine shop replaced with massive shipyard for space going ships.

Retro Mounts (bigger and cheaper/less damaging components and weapons).

Decoy Drone (1-2 speed missile with massive structure to soak up PDC fire).

Points Generation Abilities:

Base Research Components
Base Intell Components
Sats-Weather (organic)
Rad (radioactives)
Mining (mineral)
Ship Research Comp
Ship Intell Comp
Testing Ship Factories/Hydroponics for useability....might limit 1/2 ship.

Warheads....plague drones anyone??

AI scripts re-done/updated (various)
Added AI's for :Fazrah
Gamilon
Manticore (pending permission)"

as well as AI's for the EEEvil and Hedres (totally unofficial as I have yet to approach these shipset owners.) Also added in External Mounted One-shot Torpedoes.""


Thats it so far Aiken, but if you've noticed something please let me know...just post here, that way it won't be an error again when I update a 'fresh-old' copy.

Aiken
May 22nd, 2004, 06:27 PM
1. Organic and Crystalline engines are not affected by Civilian Engines, Merchant Engines and Military Engines mounts. Intended behaviour?

2. Where are 2 copies of Space Port II, but with different resource generation mod %:

Name := Space Port II
Roman Numeral := 0 (suggest to set to 2)

...
Number of Tech Req := 2
Tech Area Req 1 := Cargo
Tech Level Req 1 := 2
Tech Area Req 2 := Colonization Tech
Tech Level Req 2 := 3 (suggest to set to 2)
...
Ability 2 Type := Resource Gen Modifier System - Minerals
Ability 2 Descr := Increase mineral production for a system by 8% (only 1 facility per system effective).
Ability 2 Val 1 := 8

AND

Name := Space Port II (should be III?)
...
Roman Numeral := 0 (suggest to set to 3)
...
Number of Tech Req := 2
Tech Area Req 1 := Cargo
Tech Level Req 1 := 3
Tech Area Req 2 := Colonization Tech
Tech Level Req 2 := 3
...
Ability 2 Type := Resource Gen Modifier System - Minerals
Ability 2 Descr := Increase mineral production for a system by 12% (only 1 facility per system effective).
Ability 2 Val 1 := 12

Also it would be good to change Space Port facility this way:

Name := Space Port I
...
Roman Numeral := 1
...
Number of Tech Req := 1
Tech Area Req 1 := Cargo
Tech Level Req 1 := 1

This will eliminate problems with upgrading Space Ports.

3. Temple of Aarth I-III has the same facility family as the War Shrine I-III (25), so it's invisible in the construction queue window with "Show latest" on.

4. Transdimensional Supply Storage has the same Family (14) as Supply Storage, so it's invisible in the ship design window with "Show latest" on.

Deathstalker
May 27th, 2004, 01:48 AM
Patch One for the Gold-D-2 mod is up at the PBW site now....(took 6 trys but its there).

Just unzip and then manually move into your Gold-D-2 folder.

Going to work on the 2nd patch now, including the fixes/ideas a few have emailed me (and hopefully I will have implemented the AI mount tech so that the choices disappear from the players screen.)..

Aiken
May 27th, 2004, 12:17 PM
Unbalancing feature - Religious trait: Religious Talisman and Alter of Ja'Koth DO stack together which gives +200% to hit. With Combat Sensors it will give +265% to hit, which is the the same as Always Hit imho.

fladiv
June 27th, 2004, 01:07 AM
Is the updated mount mod available for anonymous download somewhere? I've checked at the se.net and malfador sites - they both host old Versions...