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Updating the D-Mod (GoldD)
Awhile back I had a mod that was totally seperate from my Mount Mod (called it the D-Mod, then when gold came out I updated it to the GoldD mod, yes original name I know.. http://forum.shrapnelgames.com/images/icons/tongue.gif ).
Anyway, enough idea's have bounced around in my little brain for a re-launch/update of the GoldD-Mod. (and yes....it will have added mounts as they are widely known as my obsession http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/icon10.gif ). Proudly Announcing the GoldD-Mod Version 2.0 (unless a better sounding name comes to me that is). (note, this mod is not done yet for those searching for a link....just give me a bit.... http://forum.shrapnelgames.com/images/icons/icon12.gif ) Features: Totally re-done colonization system: ALL races start out with the ability to colonize ALL planets. Neo-ship support and additional ships including: Cruise Liners (gain resouces while transporting colonists/tourists!) Expermental Ships (like the Hermes class Destroyer that goes from Proto-type to working phases!) System Ships!!! (cheap ships that are meant to stay within the system for plantary defense {have a movement of 2 (or 1) outside of combat). Missile System re-done!! (basicly re-balance what the GoldD already has): Capital Missiles (Long Range, Short Range), Plasma Missiles (Long Range, Short Range), External Missiles (all styles), Bombardment Missiles (GodHammer) Chaos Missiles (damage increases with range). Point Defense Redone: Missiles/Fighters will be stronger...sort of. Point Defense Cannons (seekers only, can target mines as a minesweeper) Point Defense Lasers (seekers, fighters, etc) Chaff (seekers only, Last ditch 1 range 1/combat use). Fighters made more useful (have more weapons like fighter missiles and mounts, may have them able to target seekers...will have to look into this). Talisman changed (to hit bonus vs always hit). Fuel Cell mounts (ie, less and less fuel used as you advance up the Propulsion tech tree...) Robo-Mining as a viable strategy for resource extraction (and can be a viable attack pattern too, take out the players miners and hit his resources hard!!). Mercinary Tech: Like in the previous Version, Mercinaries (components) that give the ship/fleet certain bonuses. Other stuff (just awaiting permission of certain authors of certain mods to use some of their ideas...why re-invent the wheel http://forum.shrapnelgames.com/images/icons/icon10.gif ) To those of you who have played the previous Versions I'd like to know what you did like....and what you didn't. I will be strengthening certain ideas and cutting out other tech all together. Here's your chance to have your say. |
Re: Updating the D-Mod (GoldD)
Well hot damn'didy'do http://forum.shrapnelgames.com/images/icons/icon7.gif A new Version of a great mod for me to steal-- borrow from. http://forum.shrapnelgames.com/images/icons/icon10.gif
Cool work DS. |
Re: Updating the D-Mod (GoldD)
Didn't get the chance to play the original, but after reading that description, can't wait to play the new & improved Version.
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Re: Updating the D-Mod (GoldD)
Hi there, Deathstalker! Glad to hear one of my favorite mods is getting a facelift...
One of my favorite things in your Mod IS the Hermes class destroyer. I use this extensively in the mid-game. I like that extra combat speed. My favorite way to use it is what I call the Hermes Lance Destroyer. It's basically just a spinal mounted Meson bLaster with max sensors and engines. Not much else will fit, but at 350 damage per hit(with max tech) not much else is needed! Cheap, fast, and deadly - just the way Taz likes it! http://forum.shrapnelgames.com/images/icons/icon10.gif Another thing I have used on occasion is a spinal mounted asteroid sling. At 1250kt it may seem a foolish waste of space until you see what its 5K of damage can do! http://forum.shrapnelgames.com/images/icons/shock.gif (Of course you need a baseship or larger to mount it on.) About as close to a one shot/one kill weapon as you can get. http://forum.shrapnelgames.com/images/icons/icon12.gif ...now how about a pulsed spinal mount ... ...or a heavy pulsed spinal mount... ...or an extra-range Hvy pulsed spinal ... http://forum.shrapnelgames.com/image...s/rolleyes.gif |
Re: Updating the D-Mod (GoldD)
sounds great. but i do have a question.
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Re: Updating the D-Mod (GoldD)
...Taz stops mumbling about massive mount add-ons long enough to answer Narf's question...
Narf see the Abilities Question thread below! ...Mumble MASSIVE PULSED SPINAL MOUNTS.... http://forum.shrapnelgames.com/images/icons/tongue.gif |
Re: Updating the D-Mod (GoldD)
well, excuse me for being sick and not being able to catch up on all that's happening! http://forum.shrapnelgames.com/images/icons/tongue.gif
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Re: Updating the D-Mod (GoldD)
...mumble Large Heavy YOUR Massive EXCUSED! Spinal mumble mumble... http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: Updating the D-Mod (GoldD)
i think Taz has a problem with his spinal. more specifically, the fourteen pound lump at the top. http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: Updating the D-Mod (GoldD)
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Now if you can get one that STORES resources to work let me know. http://forum.shrapnelgames.com/images/icons/icon10.gif |
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