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October 3rd, 2003, 06:03 PM
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Location: Hungary, Budapest
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Re: Big List of Mods & Stuff - ok, fine comments too.
Hi!
I just created two Cockpit Mods :
Glass Cockpit
The borders and unneccessary graphics are removed from the bottom of the main screen, so you can see through it.
Compact Cockpit
The main advantage is that your eyes can not play more tennis beetwen the originally leftmost positioned map, the rightmost ship status and the center of the 3D screen.
I found that the status of my ship is more important than the status of the enemy, hence in this mod my status is in the center.
Another eye-friendly feature is that the whole cockpit is more compact. There are some little compromise: no border graphics, and the crew/energy bars a bit overlapped by the status screens.
Just unzip it to the StarFury directory, and enjoy.
Norbert Nagy
[ October 06, 2003, 09:53: Message edited by: Norby ]
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Norbert Nagy
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October 4th, 2003, 12:14 AM
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Re: Big List of Mods & Stuff - ok, fine comments too.
Hey Norby, the 'download this' link for the Compact Cockpit Mod on your site actually gives you the Glass Cockpit Mod. Might want to fix that.
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Download the Nosral Confederacy (a shipset based upon the Phong) and the Tyrellian Imperium, an organic looking shipset I created! (The Nosral are the better of the two [img]/threads/images/Graemlins/Grin.gif[/img] )
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October 6th, 2003, 10:31 AM
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Re: Big List of Mods & Stuff - ok, fine comments too.
Fixed, thank you.
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Norbert Nagy
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October 18th, 2003, 12:00 AM
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Shrapnel Fanatic
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Re: Big List of Mods & Stuff - ok, fine comments too.
A newer Version of P&N-ism.
1066431410.zip
This modifies the physics of the first campaign to something I like a lot more
Be sure to read the descriptions on everything you buy.
Be especially careful with the lifesupport requirements of ships, and keep an adequate number of crew quarters aboard
Also note that power is a more valuable resource. You may have to use Plasma Capacitors to store extra power instead of just adding more generators.
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October 19th, 2003, 12:52 AM
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Re: Big List of Mods & Stuff - ok, fine comments too.
SJ, can you explain your Storemodder? I can't seem to get it to work.
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October 19th, 2003, 03:33 AM
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Re: Big List of Mods & Stuff - ok, fine comments too.
Ok, after you first run it, you'll want to load your files.
Click "Load components from file" and find your main_components.txt
This will give you a nice list of the things you can put in your stores.
Now hit the "Open Shops File" and find an existing main_stores.txt
This will fill in the first box with a list of the shops.
Click one of the shops, and the bottom box will fill with the shop categories.
Click one of the categories and press load.
The list of stuff for sale on the left will fill in.
You can drag and drop components in the list, from the list of components in the middle, or drop components in the trash can to get rid of them.
Insert Mode pushes the components out of the way to make room for the one you're dropping, and replace just sticks the new one in place of the old.
Once you are done, hit save.
If you want, you can change the Category name to make a new Category before hitting save, or even change the shop name in order to make a new shop for the Category and components you have on the left there.
Changes to the file are immediate when you hit the save button, and you must save before loading a new Category or you'll lose your changes.
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October 20th, 2003, 03:48 AM
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Re: Big List of Mods & Stuff - ok, fine comments too.
Here's an odd question for you - is there any way to mod, say, the AI or something? As I'm playing through your campaign, I've noticed that the AI doesn't do much as far as actually fighting back if you're currently engaging it.
Sure, his friends will beat you up quite nicely (if he has any), but that's not the point.
Also - how do you get rid of those bLasted speed-reducing torps that the AI pirates are so fond of using? I currently have two anti-torp weapons installed on my ship, and they don't seem to do squat against those weapons of choice.
Finally, you might want to look at the 'defend the target' campaign missions you get. In the two I've done so far (defend a Starbase and defend the Dagger), I had a hard time with the first (as none of the enemy ever got close enough to the base for it to fire), and in the latter, I didn't have a chance. 6 ships verses a cruiser? If the Dagger thought about running away, instead of fighting, it would have stayed alive long enough for me to bLast everything in sight, but it didn't.
Anyway, an excellent mod. Keep it up!
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October 20th, 2003, 04:24 AM
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Re: Big List of Mods & Stuff - ok, fine comments too.
I drastically bumped up the difficulty on the Defend the base mission, since the first time I got there, the base had killed off all the enemies before I arrived
Now its less of a starbase and more of a small battlestation or large space station.
The base should be able to help out a little bit (Try hiding behind it to reduce the fire hitting you).
During my test, the base was barely holding off the cruisers that were attacking it, but it could only kill the fighters and destroyers.
I used my torpedoes to disable the shield generators on any nearby enemy cruiser I could hit without getting myself killed, and let the base finish it off while I repaired.
The Dagger mission is actually supposed to be impossible. There originally wasn't even any plot coded in for a mission success (possible to achieve using cheat codes and lots of luck in unmodded SF).
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For missile defense, you'll need Point Defense Cannons. The lasers are only good against fighters.
Do watch out for Ion mines, it sounds like you'll hate them as much as I do
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As for AI, I don't really know.
I've only dabbled a bit in AI modding for SE4, and even less for SF.
I'm more of a physics modder.
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October 20th, 2003, 05:15 AM
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Re: Big List of Mods & Stuff - ok, fine comments too.
Thanks for the help SJ. Though, with the forums down I had finnally figured it out anyway..but not the catagory name thing.
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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October 21st, 2003, 03:32 AM
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Re: Big List of Mods & Stuff - ok, fine comments too.
Quote:
Originally posted by Suicide Junkie:
The Dagger mission is actually supposed to be impossible. There originally wasn't even any plot coded in for a mission success (possible to achieve using cheat codes and lots of luck in unmodded SF).
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I saved the Dagger without too much trouble. I was using a Xiati battleship with 4 APBs and 6 Plasma Missiles in the 180 degree broadside arcs and Ion weapons facing forward. I swear there must have been about a dozen enemy ships attacking us, but I was swatting them away like flies and the Dagger made it through with only minor hull damage.
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