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P&N mod returns!
Its Back, and now with all three campaigns converted!
http://imagemodserver.mine.nu/starfury for the goodies. Also, there are new starting ships: Campaign 1 offers a Freighter hull, Campaign 2 offers a unique Fighter hull, and Campaign 3 offers Terran or Abbidon Cruisers. 1)Homefront 2)Border Wars 3)Darkest Hours ----- Or get all 3 at once: All Campaigns |
Re: P&N mod returns!
sweet... time to start playing SF again after a long absence from the game http://forum.shrapnelgames.com/images/icons/icon10.gif
edit... aww, your server's down! http://forum.shrapnelgames.com/images/icons/icon9.gif [ April 08, 2004, 04:24: Message edited by: Ed Kolis ] |
Re: P&N mod returns!
Hmm.
Looks like the temporary webserver isn't properly restarting the server app on its own after a reboot. |
Re: P&N mod returns!
Thank you for your work.
Really appreciated! http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: P&N mod returns!
Hmm hmm...
I get an access violation when I reentered the Terran system in campaign 1 and found a Terran ship firing CSM's on a pirate... shortly after the CSM hit, the game crashed... sent the save to Malfador, but I figured I'd let you know as well since it might be the mod (maybe a missing explosion image or something?) |
Re: P&N mod returns!
Probably something I did.
Could you send the autosave if you still have it? ftp://imagemodserver.mine.nu/uploads |
Re: P&N mod returns!
OK, I've saved it as "Slot10.rar". Did you get it OK?
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Re: P&N mod returns!
Sj, just so you know your weapon slots are a bit buggy. The Terran Cruiser III for example displays different firing arcs in the shop than it has- all its weapons actually just have 45 degree forward firing arcs.
[ April 10, 2004, 22:07: Message edited by: Phoenix-D ] |
Re: P&N mod returns!
Got the file.
And I'll fix those slots too. |
Re: P&N mod returns!
Imagemodserver is busy getting rearranged at the moment, but once the local traffic dies down, you will be able to get the patch:
http://imagemodserver.mine.nu/MM/SF/...ism_update.zip [ April 16, 2004, 00:32: Message edited by: Suicide Junkie ] |
Re: P&N mod returns!
Is this the fully functional Version?
I just copy it *over* the previous one? Thanks |
Re: P&N mod returns!
Thanks! Now once I get off #se4 I'll probably go zap some Xiati http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: P&N mod returns!
Been rearranging imagemodserver.
The files are now at: http://imagemodserver.mine.nu/other/MM/SF/mods/ If you downloaded the mods from the links below, then all you need is the patch. Copy the patch files into all three P&N campaigns. [ April 16, 2004, 03:40: Message edited by: Suicide Junkie ] |
Re: P&N mod returns!
What changes did you make to these campaings? Just curious.
[ April 17, 2004, 05:20: Message edited by: Exan ] |
Re: P&N mod returns!
Plenty of stuff...
Crew provide hull repairs. 0.001 per crewmember. Heading through the components file... Bridge: No longer provides the radar or enemy display. Get combat sensors, long range scanners or system scanners for that. Holds 10 crew, +1 per level. Lifesupport: Larger hulls require more, tech level increases the capacity by 10%. Also provides a small amount of crew regen and toxin resistance. Crew quarters: Holds 50 crew, +5 per level. Cannot replace lifesupport. Power reactors: Smaller reactor components, and generation rates are much much lower. You will need a lot of them to power a warship. Comes in single or double, with standard or quantum available in both sizes. Energy Storage: Much more availability, comes in actually useful sizes. For light warships or civilian craft, a large energy tank will be enough to keep the PDCs and a few weapons running during a short battle. Add a small reactor to slowly recharge the energy tank during the long periods of safe travel. Engines: Cost goes up much faster than stock, so the powerful ones are harder to get. Shields: Each generator has built-in regeneration. Shields are relatively weak, but recharge continuously. 5hp/kt +1.5 per level Extra-Tiny shields are available for fighters to use. Armor: Quite strong, but repairs are not worth your time or money. You can usually save 50%-75% by selling your ruined armor and replacing it with fresh armor from the store, rather than repairing. Specialty armors may be worth repairing since they are quite rare. Specialty armor ability amounts increase linearly with armor size for most abilities. 20hp/kt +2hp/kt per level for standard armor, less for specialty armor. Medical Bay: Provides lots of Toxin resistance and crew regen. Crew of 10, +1 per level. Repair Bay: Pricey, but provides 1 repair, +0.1 per level. Plasma Capacitors: See energy storage & reactors, above. Point Defense: Spearated into PDCannons for anti-missile fire, and PDLasers for anti-fighter fire. Only one type on a ship at a time, or they won't work. Emergency components: Emergency energy remains, as well as emergency hull repair. The others have been removed. Cryostasis pods which hold extra crew are extremely rare, and illegal, but you may be able to find some if you look through the commodities. Illegal cargo: Some illegal cargo can be used. Ionic bombs, for example can be fashioned into makeshift mines. Mines: Standard mines do a relatively small amount of shield piercing damage. Heavy mines do a large amount of normal damage. Ion Mines will disable your engines if you run ito them. Weapons: Graphics have all been changed to match SE4 images... APBs are purple sparkly beams instead of green, for example. Weapon damage is scaled down a lot. Expect running battles, and to take a lot of hits. Expect to survive internal damage a lot too. (This is where backup lifesupport and a large crew for repairs can come in very handy) Light weapons have been split into three Versions: 1) Light-only (for AIs) 2) Light (found in stores, can be mounted in heavy slots too) 3) Heavy mount - +50% size, +100% damage, like in SE4 Heavy weapons have only the heavy-slot Version. Torpedoes have been changed from seekers to directed torpedoes. Can't be shot down with PD, but if you're quick you can dodge them. They will turn to track a target. Meson bLasters are weak per shot (~3 damage), but fire very rapidly. Popular on fighters and pirate ships, the large volume of fire is hard to dodge. Fighters Fighters are much more durable, and can take quite a pounding. If they carry shield regenerators, you may need to try and hit them with capital ship weapons in order to swat them quickly. ----- Other Notes: The TCN is pretty powerful. Don't get in their line of fire when they wield their quantum torpedoes, or you're liable to have a smoking hole in your ship. |
Re: P&N mod returns!
I've encountered a couple problems with campaign 3. First, the CampaignData file in the folder is for Campaign 2 not campaign 3!! So if you're starting a new game at campaign 3, you actually end up starting campaign 2 it seems. Something like that. Also, everything works just great when I loaded from an old save of P&N campaign 2, then moved on to 3....at least until I tried to fire any of my weapons. When I try to do so, the game immediately crashed. This could have something to do with starting from an old save, so I replaced the CampaignData file with the file from the stock 3rd campaign folder. I hope this works, and I'm going to try to start a new game with the altered Campaign 3.
Before I posted this I also totally reinstalled SF and patched it to 1.15. So I don't think that's the problem. Any help would be greatly appreciated. This is really a great mod! |
Re: P&N mod returns!
Alright.
I've updated the zips. Oooh, and for campaign 2, if you don't want to download the whole zip again, just go to the bottom of events.txt. The "go to next campaign" result needs to have "P&N 3" instead of "campaign 3" Campaign 1 needs a similiar tweak. Stock can't handle the P&N weapons. [ April 17, 2004, 19:26: Message edited by: Suicide Junkie ] |
Re: P&N mod returns!
Another tweak to components... Point defense should be more balanced now.
Now also in RAR format. All 3 campaigns in RAR format are smaller than a single campaign in ZIP! http://imagemodserver.mine.nu/other/MM/SF/mods [ May 05, 2004, 22:23: Message edited by: Suicide Junkie ] |
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