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  #41  
Old October 28th, 2003, 01:55 AM

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Default Re: Big List of Mods & Stuff - ok, fine comments too.

SJ, the reactors a race uses are set in enemies.txt. If you go into the P&N one and change all the

Race 1 Number of Reactors := 1
Race 1 Reactor 1 Class := Power Reactor (Double)
Race 1 Reactor 1 Chance := 100
Race 1 Reactor 1 Inc Chance Per Difficulty := 0
Race 1 Reactor 1 Inc Chance Per Level := 0

entries so they say Power Reactor (Double) or have two reactors, they'll use them.
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  #42  
Old October 28th, 2003, 02:51 AM
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Default Re: Big List of Mods & Stuff - ok, fine comments too.

Yes, I know:
I might get some of the double reactors placed on the AI ships, but I don't want to make it too easy for the player to pick up huge reactors continuously...
The problem is the AI will still fill the ships to the brim with reactors, and now the player will have a bonanza of double reactors which will make the singles completely useles..
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  #43  
Old October 28th, 2003, 03:00 AM

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Default Re: Big List of Mods & Stuff - ok, fine comments too.

Sorry, misread the how many comment.

I think the dropped components are determined by the random component drop text file, and not by what components are on the actual ships, though.
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  #44  
Old October 28th, 2003, 04:23 AM
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Default Re: Big List of Mods & Stuff - ok, fine comments too.

There may be extras, but the components on the ship most definitely do get scattered when the ship dies...

Notice how toxin injectors leave 0% damage components in the rubble? And how if you do some damage to armor before killing a ship, it drops armor that is partially damaged?
That's what I'm talking about
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  #45  
Old October 28th, 2003, 06:15 AM

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Default Re: Big List of Mods & Stuff - ok, fine comments too.

Ah, bleh. That would be right. Hmm, how to avoid that..can't even make AI only components, like in SE4.
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  #46  
Old October 28th, 2003, 12:11 PM
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Default Re: Big List of Mods & Stuff - ok, fine comments too.

Quote:
Originally posted by Phoenix-D:
Ah, bleh. That would be right. Hmm, how to avoid that..can't even make AI only components, like in SE4.
you can make AI only components. For example I made some monster components that can only fit into modded monster slots. They don't show correctly on long range scans (like custom slots don't show in the spacedock), but they are functional and used by the AI.
If the monsters are killed the player can pick up the monster body parts, but they cannot be used on a player ship, because it doesn't have the correct slots.
For P&N it might help to give enemy purchase hulls extra built-in energy regeneration, so they don't have to place so many generators.
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  #47  
Old October 31st, 2003, 12:48 AM
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Default Re: Big List of Mods & Stuff - ok, fine comments too.

New! At http://imagemodserver.mine.nu/starfury

- SF SlotModder - Another compiling which fixes the "unknown error" on startup for Pheonix.
- "P&N - Homefront" - Now links to P&N-Border Wars upon completion.
- "P&N - Border wars" - The conVersion of campaign #2 is ready!
Includes a Super-Cool prototype fighter with leaky armor, double shields, self-regeneration, and a heavy weapon slot!
Note: P&N: BW has not been playtested yet. Please tell me which missions are too hard/too easy so I can adjust things.

[ October 31, 2003, 03:24: Message edited by: Suicide Junkie ]
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  #48  
Old October 31st, 2003, 09:54 PM
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Default Re: Big List of Mods & Stuff - ok, fine comments too.

If you copy over the old P&N campaign 1 with this new Version before you finish the final mission, the "next campaign" link should work fine.
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  #49  
Old November 1st, 2003, 02:31 AM
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Default Re: Big List of Mods & Stuff - ok, fine comments too.

Campaign 2? Campaign 1 links to it? YAY! (Now if only I could get my current campaign 1 game to switch over to the new campaign 1 so I can continue in campaign 2 if I finish it... I actually got past the "do 3 pirate missions" stage, which I've only done once or twice before )
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  #50  
Old November 1st, 2003, 11:35 PM

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Default Re: Big List of Mods & Stuff - ok, fine comments too.

New 'mod'..mostly just me testing the idea before I do my actual campaign.

http://members.cox.net/phoenix-d/Campaign 1 - Homefront I.zip

(see SJ's post for correct link)

from the readme:
-The Xiati and Amonkrie will no longer do business with you (since you're they're ENEMY and all..) the Fazrah, having fewer scruples, will.

-"Core" systems (defined as two warps from home system) have more components and better components. Same for ships dealers. These systems also have a more powerful fleet presence.

-Neutral worlds will have less components, and things will be more expensive and of lesser quality. Systems near Terran systems will have Terran components and ships more often, and same for the other races. These systems will also have more ships of the nearby race than normal neutral systems.

-Access to the big, powerful ships has been restricted, especially by the terran government. However there are a few new ways to obtain certain ships..but buyer beware.

-The speed of bolts and torpedos has been increased by 50%.

Feel free to apply any of this to your own mod, or to the two other campaigns.

[ November 01, 2003, 23:54: Message edited by: Phoenix-D ]
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