.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

The Star & the Crescent- Save $8.00
winSPWW2- Save $5.00

   







Go Back   .com.unity Forums > Digital Eel > Weird Worlds: Return to Infinite Space > Scenarios and Mods

 
 
Thread Tools Display Modes
  #1  
Old January 17th, 2006, 03:49 AM

MajorDiarr MajorDiarr is offline
Private
 
Join Date: Jan 2006
Posts: 35
Thanks: 0
Thanked 0 Times in 0 Posts
MajorDiarr is on a distinguished road
Default WW: Weapon Effects Mod - The best badly named mod.

The name is missleading, I just never felt like changing it. This mod adds a nice big ship as well as a few other changes described in the ReadMe.

ReadMe -

Quote:
Weapon Effects v0.3, the best improperly named mod there is.

To instal, just unzip the file and drop the WepFX directory in the Weird Worlds director. When you start the game hit the MODS button, select Weapon Effects Mod from the mod list, and hit START.

Originally, I intended to improve the missile explosion effects in order to bring the nuclear weapons more in line with how they would look in real life. I got side tracked and never really looked into improving the explosions. Instead, this mod adds a few things to the ships list and weapons all stemming from my original tangent. The list of features is as such:

Ships -

Terran Battleship - This, ladies and gentlemen, is the "original tangent" (that might make a nice ship name...). I read about making custom ships, this side tracked me from the weapon effects, I decided to make a ship with a broadside firing ability, and came up with this monster. It originally had four guns to a side, two fighter bays, the two engine types, plus two point defense weapons but that left me with only two miscellaneous slots. Now there are six main weapons, two point defense weapons, two engine types, and four misc slots.

You have to control this ship manually to get the best effect. And for now the Terran Battleship replaces the Terran Frigate.

Terran Fighter - This little ship was already in the game files in a non-functional state. It had no alpha map thingy, and its entry in the combat simulator was linked to Ripcord's ship. Suffice it to say, I rectified the problem. The Terran Fighter is not only in the game with this mod but is the fighter of choice for the Terran Fighter Bay. The alpha channel thing I made for it doesn't quite work but it works just enough.


Weapons -
None of these weapons replace other weapons.

Terran Fighter Bay - This is just the Garthan bay but crappier and it launches the excellent Terran Fighter.

Point Defense Laser Cannon - This is a modified Gatling Laser made to hit large numbers of missiles very rapidly. It is like having a second, specialised, shield layer.

Anti-Fighter Missile Tube - Again, a modified version of something else. It's highly maneuverable, fast, has good range, and is weak. Its good against fighters but takes a few hits to work. It some times spins out of control, it is probably a targeting issue related to not having a targeting computer. I originaly had this missile on the Terran Fighter but removed it because of technical issues, it will be added back in later if all goes well.


Slight Changes -

Ripcord O'Reilly - I added glows and gave him two weapons on the wingtips, instead of one in the nose.

Gauss Cannon - I made the shots of the Gauss Cannon move faster, 8.3_ times faster. It's more visually pleasing, especially for a weapon that is supposed to work on the basis of mass and velocity.


Everything in this mod may be used without my permission, except for the graphics files of the Terran Battleship and the ini files directly related to it.

Links -
http://www.digital-eel.com/modguide/index.htm
http://s7.invisionfree.com/SAIS_Forum/inde...p?showtopic=164

http://www.freewebs.com/strangefederation/
http://www.shrapnelcommunity.com/threads/p...at=&Board=weird
The mod -
http://www.filegone.com/yrub
  #2  
Old January 18th, 2006, 05:31 PM

Vlad Vlad is offline
Private
 
Join Date: Jan 2006
Posts: 2
Thanks: 0
Thanked 0 Times in 0 Posts
Vlad is on a distinguished road
Default Re: WW: Weapon Effects Mod - The best badly named mod.

It's fun :-)
only the ship's image seems to be fragged in battle and on the map

using a fresh install and the newest version
  #3  
Old January 18th, 2006, 06:50 PM

MajorDiarr MajorDiarr is offline
Private
 
Join Date: Jan 2006
Posts: 35
Thanks: 0
Thanked 0 Times in 0 Posts
MajorDiarr is on a distinguished road
Default Re: WW: Weapon Effects Mod - The best badly named mod.

Thanks, actualy the ship's image isn't finished, that's why it looks messed up.:-D

Here's an update with a slightly different version of the battleship.
http://www.filegone.com/m1fj
  #4  
Old January 28th, 2006, 03:39 AM

Davin Davin is offline
Private
 
Join Date: Dec 2005
Posts: 13
Thanks: 0
Thanked 0 Times in 0 Posts
Davin is on a distinguished road
Default Re: WW: Weapon Effects Mod - The best badly named mod.

Just downloaded the mod, haven't played it yet.

But I do have to say that if this ship is half as awesome as it sounds, you definitely need to make the mod fit the name
  #5  
Old January 28th, 2006, 11:14 PM

MajorDiarr MajorDiarr is offline
Private
 
Join Date: Jan 2006
Posts: 35
Thanks: 0
Thanked 0 Times in 0 Posts
MajorDiarr is on a distinguished road
Default Re: WW: Weapon Effects Mod - The best badly named mod.

Well, we'll see. Perhaps I'll even make realistic looking nukes some day. In the mean time:

I didn't think I would do it but I actually made an update! Version 0.5 adds the Terran Destroyer, the Mirror Terrans, centered battleship weapons thanks to Captbenson, and slightly more visible point defense lasers. Lets give Captbenson and myself a round of applause. *everyone claps furiously* You're too kind.


If you're wondering about the Mirror Terrans, they're Terrans from an alternate universe whose sole purpose is to fight non-goatee-wearing Terrans in the simulator. Damn, they're evil.

Version 0.5
http://www.filegone.com/hydd
  #6  
Old January 29th, 2006, 09:29 PM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Default Re: WW: Weapon Effects Mod - The best badly named mod.

The new destroyer is nice - I like it a lot.
  #7  
Old January 31st, 2006, 07:08 PM

MajorDiarr MajorDiarr is offline
Private
 
Join Date: Jan 2006
Posts: 35
Thanks: 0
Thanked 0 Times in 0 Posts
MajorDiarr is on a distinguished road
Default Re: WW: Weapon Effects Mod - The best badly named mod.

I desided on a loose rule to follow with the Terran ships; their engineering section grows quite rapidly for the number of weapons they carry, so I desided to increase the Destroyer's size and give it a bit more customization. I'm also going to call it the Terran Cruiser once it is done.
Old -> New
  #8  
Old February 3rd, 2006, 04:15 PM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Default Re: WW: Weapon Effects Mod - The best badly named mod.

Ya, that's good too.

An idea: you could keep the Destroyer for something (too bad there are only 3 slots to choose as a player) since you already have it, but make it limited compared to the cruiser in other terms (such as not very many option slots and limited cargo space), to further develop that idea about needing more room to support the weapons.

PvK
  #9  
Old February 3rd, 2006, 06:23 PM

MajorDiarr MajorDiarr is offline
Private
 
Join Date: Jan 2006
Posts: 35
Thanks: 0
Thanked 0 Times in 0 Posts
MajorDiarr is on a distinguished road
Default Re: WW: Weapon Effects Mod - The best badly named mod.

I can up the hull stats of the cruiser and keep the destroyer.
  #10  
Old February 9th, 2006, 07:02 PM

MajorDiarr MajorDiarr is offline
Private
 
Join Date: Jan 2006
Posts: 35
Thanks: 0
Thanked 0 Times in 0 Posts
MajorDiarr is on a distinguished road
Default Re: WW: Weapon Effects Mod - The best badly named mod.

Good news, soon this mod will be appropriately named. I have finally made a weapons effect mod. This changes the fusion and fission missile effects, they may not actually more realistic, although, at the time I did think I was making them more realistic and for all I know they may in fact be more realistic. Also, I increased the drift distance for the missiles, this makes any ship with these missiles very powerful if you figure out how to use them correctly. I also added a ship called the Missile Corvette so the missile mods can be easily tested. Please, enjoy and tell me what you think.

[EDIT] I'm sorry, the link seems to have been wrong, I hope this one works.
http://www.filegone.com/7wrm
 

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 09:58 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2020, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2020, Shrapnel Games, Inc. - All Rights Reserved.